{"count":3207,"next":"https://api-beta.open5e.com/v1/monsters/?format=json&ordering=-dexterity&page=10","previous":"https://api-beta.open5e.com/v1/monsters/?format=json&ordering=-dexterity&page=8","results":[{"slug":"medusa-a5e","desc":"","name":"Medusa","size":"Medium","type":"Monstrosity","subtype":"","group":null,"alignment":"","armor_class":14,"armor_desc":"","hit_points":120,"hit_dice":"16d8+48","speed":{"walk":30},"strength":12,"dexterity":18,"constitution":16,"intelligence":12,"wisdom":14,"charisma":14,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":null,"skills":{"deception":5,"insight":5,"perception":5,"stealth":7},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"","condition_immunities":"","senses":"darkvision 60 ft., passive Perception 15","languages":"Common","challenge_rating":"7","cr":7.0,"actions":[{"name":"Multiattack","desc":"The medusa makes any combination of two attacks with its snake hair and longbow."},{"name":"Snake Hair","desc":"Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) piercing damage plus 7 (2d6) poison damage  plus an additional 3 (1d6) piercing damage if the target is a creature that is surprised or that can't see the medusa."},{"name":"Longbow","desc":"Ranged Weapon Attack: +7 to hit, range 150/600 ft., one target. Hit: 8 (1d8 + 4) piercing damage plus 7 (2d6) poison damage."}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Petrifying Gaze","desc":"When a creature starts its turn within 60 feet of the medusa and can see the medusas eyes, it can choose to shut its eyes until the beginning of its next turn unless it is surprised or incapacitated. Otherwise, the medusa uses its petrifying gaze on the creature. If the medusa sees its own reflection and doesnt shut its eyes, it is subject to its own gaze."},{"name":"A creature subject to the medusas petrifying gaze makes a DC 14 Constitution saving throw","desc":"If it rolls a natural 1 on the save, it is petrified instantly. If it otherwise fails the save, it is restrained as it begins to be petrified. The creature repeats the saving throw at the end of its turn, ending the effect on itself on a success and becoming petrified on a failure. The petrification can be removed with greater restoration or similar powerful magic."}],"spell_list":[],"page_no":323,"environments":[],"img_main":null,"document__slug":"menagerie","document__title":"Level Up Advanced 5e Monstrous Menagerie","document__license_url":"http://open5e.com/legal","document__url":"https://www.levelup5e.com","v2_converted_path":"/v2/creatures/a5e-mm_medusa/"},{"slug":"medusa-queen-a5e","desc":"","name":"Medusa Queen","size":"Medium","type":"Monstrosity","subtype":"","group":null,"alignment":"","armor_class":14,"armor_desc":"","hit_points":153,"hit_dice":"18d10+54","speed":{"walk":30},"strength":12,"dexterity":18,"constitution":16,"intelligence":12,"wisdom":14,"charisma":14,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":null,"skills":{"deception":5,"insight":5,"perception":5,"stealth":7},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"","condition_immunities":"","senses":"darkvision 60 ft., passive Perception 15","languages":"Common","challenge_rating":"11","cr":11.0,"actions":[{"name":"Multiattack","desc":"The medusa makes any combination of two attacks with its snake hair and longbow."},{"name":"Snake Hair","desc":"Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) piercing damage plus 7 (2d6) poison damage  plus an additional 3 (1d6) piercing damage if the target is a creature that is surprised or that can't see the medusa."},{"name":"Longbow","desc":"Ranged Weapon Attack: +7 to hit, range 150/600 ft., one target. Hit: 8 (1d8 + 4) piercing damage plus 7 (2d6) poison damage."}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":[{"name":"The medusa queen has one legendary action it can take at the end of another creatures turn","desc":"The medusa queen regains the spent legendary action at the start of its turn."},{"name":"Hide","desc":"The medusa moves up to half its Speed and hides."},{"name":"Snake Hair","desc":"The medusa uses Snake Hair."},{"name":"Frenzy of Snakes (1/Day","desc":"The medusa uses Snake Hair on each creature within 5 feet."},{"name":"Imperious Command","desc":"A creature with averted or covered eyes within 60 feet that can hear the medusa makes a DC 13 Wisdom saving throw. On a failure, it looks at the medusa, making itself the target of Petrifying Gaze if it and the medusa can see each other. On a success, the creature is immune to Imperious Command for 24 hours. This is a charm effect."}],"special_abilities":[{"name":"Petrifying Gaze","desc":"When a creature starts its turn within 60 feet of the medusa and can see the medusas eyes, it can choose to shut its eyes until the beginning of its next turn unless it is surprised or incapacitated. Otherwise, the medusa uses its petrifying gaze on the creature. If the medusa sees its own reflection and doesnt shut its eyes, it is subject to its own gaze."},{"name":"A creature subject to the medusas petrifying gaze makes a DC 14 Constitution saving throw","desc":"If it rolls a natural 1 on the save, it is petrified instantly. If it otherwise fails the save, it is restrained as it begins to be petrified. The creature repeats the saving throw at the end of its turn, ending the effect on itself on a success and becoming petrified on a failure. The petrification can be removed with greater restoration or similar powerful magic."}],"spell_list":[],"page_no":323,"environments":[],"img_main":null,"document__slug":"menagerie","document__title":"Level Up Advanced 5e Monstrous Menagerie","document__license_url":"http://open5e.com/legal","document__url":"https://www.levelup5e.com","v2_converted_path":"/v2/creatures/a5e-mm_medusa-queen/"},{"slug":"sahuagin-champion-a5e","desc":"","name":"Sahuagin Champion","size":"Medium","type":"Humanoid","subtype":"","group":null,"alignment":"","armor_class":16,"armor_desc":"","hit_points":90,"hit_dice":"12d8+36","speed":{"walk":40,"swim":40},"strength":18,"dexterity":18,"constitution":16,"intelligence":10,"wisdom":12,"charisma":14,"strength_save":7,"dexterity_save":7,"constitution_save":6,"intelligence_save":null,"wisdom_save":4,"charisma_save":null,"perception":null,"skills":{"athletics":7,"intimidation":5,"perception":4,"stealth":7,"survival":4},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"","condition_immunities":"","senses":"darkvision 120 ft., passive Perception 14","languages":"Sahuagin","challenge_rating":"5","cr":5.0,"actions":[{"name":"Multiattack","desc":"The sahuagin attacks twice."},{"name":"Claw","desc":"Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) slashing damage."},{"name":"Trident","desc":"Melee or Ranged Weapon Attack: +7 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 7 (1d6 + 4) piercing damage  or 8 (1d8 + 4) if wielded in two hands in melee."}],"bonus_actions":[{"name":"Bite","desc":"Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 6 (1d4 + 4) piercing damage."}],"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Blood Frenzy","desc":"The sahuagin has advantage on melee attack rolls against creatures that dont have all their hit points."},{"name":"Limited Amphibiousness","desc":"The sahuagin can breathe air and water. When breathing air, it must immerse itself in water once every 4 hours or begin to suffocate."},{"name":"Shark Telepathy","desc":"The sahuagin can command any shark within 120 feet of it using magical telepathy."}],"spell_list":[],"page_no":377,"environments":[],"img_main":null,"document__slug":"menagerie","document__title":"Level Up Advanced 5e Monstrous Menagerie","document__license_url":"http://open5e.com/legal","document__url":"https://www.levelup5e.com","v2_converted_path":"/v2/creatures/a5e-mm_sahuagin-champion/"},{"slug":"scarecrow-harvester-a5e","desc":"","name":"Scarecrow Harvester","size":"Medium","type":"Construct","subtype":"","group":null,"alignment":"","armor_class":14,"armor_desc":"","hit_points":67,"hit_dice":"9d8+27","speed":{"walk":40},"strength":16,"dexterity":18,"constitution":16,"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":{},"damage_vulnerabilities":"","damage_resistances":"bludgeoning, piercing","damage_immunities":"poison","condition_immunities":"charmed, fatigue, frightened, paralyzed, petrified, poisoned","senses":"darkvision 60 ft., passive Perception 12","languages":"understands the languages of its creator but can't speak","challenge_rating":"4","cr":4.0,"actions":[{"name":"Multiattack","desc":"The scarecrow uses Scare and makes two claw attacks."},{"name":"Claw","desc":"Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) slashing damage plus 3 (1d6) necrotic damage."},{"name":"Scare","desc":"Each creature of the scarecrows choice within 30 feet that can see the scarecrow makes a DC 13 Wisdom saving throw. On a failure  it is magically frightened for 1 minute. It repeats the saving throw at the end of each of its turns  ending the effect on itself on a success. If a creatures saving throw is successful or the effect ends for it  it is immune to Scare for 24 hours."},{"name":"Fire Breath (Recharge 4-6)","desc":"The scarecrow exhales fire in a 30-foot cone. Each creature in the area makes a DC 13 Dexterity saving throw  taking 14 (4d6) fire damage on a failed save or half damage on a success."},{"name":"Pumpkin Head (1/Day)","desc":"The scarecrow throws its head up to 60 feet. Each creature within 20 feet of the head makes a DC 13 Dexterity saving throw  taking 21 (6d6) fire damage on a failed save or half damage on a success. After using this action  the scarecrow no longer has a head. It can still use its senses but can no longer use Fire Breath. It can create a new head when it finishes a long rest."},{"name":"Invisibility (1/Day)","desc":"The scarecrow  along with any mount it is riding  is invisible for 1 hour or until it attacks or uses Scare  Fire Breath  or Pumpkin Head."}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Flammable","desc":"After taking fire damage, the scarecrow catches fire and takes 5 (1d10) ongoing fire damage if it isnt already suffering ongoing fire damage. A creature can spend an action to extinguish this fire."},{"name":"Spell-created","desc":"The DC for dispel magic to disable this creature is 19. A disabled scarecrow is inanimate. After one hour, it becomes animate again unless its body has been destroyed."}],"spell_list":[],"page_no":383,"environments":[],"img_main":null,"document__slug":"menagerie","document__title":"Level Up Advanced 5e Monstrous Menagerie","document__license_url":"http://open5e.com/legal","document__url":"https://www.levelup5e.com","v2_converted_path":"/v2/creatures/a5e-mm_scarecrow-harvester/"},{"slug":"shadow-elf-champion-warrior-a5e","desc":"","name":"Shadow Elf Champion Warrior","size":"Medium","type":"Humanoid","subtype":"","group":null,"alignment":"","armor_class":16,"armor_desc":"","hit_points":90,"hit_dice":"12d8+36","speed":{"walk":40},"strength":18,"dexterity":18,"constitution":16,"intelligence":10,"wisdom":12,"charisma":14,"strength_save":7,"dexterity_save":7,"constitution_save":6,"intelligence_save":null,"wisdom_save":4,"charisma_save":null,"perception":null,"skills":{"athletics":7,"intimidation":5,"perception":4,"stealth":7,"survival":4},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"","condition_immunities":"","senses":"passive Perception 14, darkvision 120 ft.","languages":"any one","challenge_rating":"5","cr":5.0,"actions":[{"name":"Multiattack","desc":"The warrior attacks twice."},{"name":"Shortsword","desc":"Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) piercing damage. As part of this attack  the warrior can poison the blade  causing the attack to deal an extra 7 (2d6) poison damage."},{"name":"Hand Crossbow","desc":"Ranged Weapon Attack: +7 to hit, range 30/120 ft., one target. Hit: 7 (1d6 + 4) piercing damage. If the target is a creature  it makes a DC 13 Constitution saving throw. On a failure  the target is poisoned for 1 hour. If it fails the saving throw by 5 or more  it falls unconscious until it is no longer poisoned  it takes damage  or a creature takes an action to shake it awake."}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Shadow Elf Spellcasting","desc":"The warriors spellcasting ability is Charisma (spell save DC 13). The warrior can innately cast the following spells, requiring no material components:\n*At Will:* _dancing lights_ \n*1/day each:* _darkness, faerie fire_"}],"spell_list":[],"page_no":497,"environments":[],"img_main":null,"document__slug":"menagerie","document__title":"Level Up Advanced 5e Monstrous Menagerie","document__license_url":"http://open5e.com/legal","document__url":"https://www.levelup5e.com","v2_converted_path":"/v2/creatures/a5e-mm_shadow-elf-champion-warrior/"},{"slug":"sprite-a5e","desc":"","name":"Sprite","size":"Tiny","type":"Fey","subtype":"","group":null,"alignment":"","armor_class":14,"armor_desc":"","hit_points":2,"hit_dice":"1d4","speed":{"walk":10,"fly":40},"strength":2,"dexterity":18,"constitution":10,"intelligence":14,"wisdom":12,"charisma":10,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":null,"skills":{"perception":3,"stealth":6},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"","condition_immunities":"","senses":"passive Perception 13","languages":"Common, Elvish, Sylvan","challenge_rating":"1/4","cr":0.25,"actions":[{"name":"Rapier","desc":"Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 1 piercing damage plus 3 (1d6) poison damage. If the poison damage reduces the target to 0 hit points  the target is stable but poisoned for 1 hour  even if it regains hit points  and it is asleep while poisoned in this way."},{"name":"Shortbow","desc":"Ranged Weapon Attack: +6 to hit, range 40/160 ft., one target. Hit: 1 piercing damage plus 3 (1d6) poison damage. If the poison damage reduces the target to 0 hit points  the target is stable but poisoned for 1 hour  even if it regains hit points  and it is asleep while poisoned in this way."},{"name":"Gust","desc":"A 30-foot cone of strong wind issues from the sprite. Creatures in the area that fail a DC 10 Strength saving throw  and unsecured objects weighing 300 pounds or less  are pushed 10 feet away from the sprite. Unprotected flames in the area are extinguished and gas or vapor is dispersed. Using Gust does not cause the sprite to become visible."},{"name":"Heart Sight","desc":"The sprite touches a creature. The creature makes a DC 10 Charisma saving throw. On a failure  the sprite magically reads its mental state and surface thoughts and learns its alignment (if any). Celestials  fiends  and undead automatically fail the saving throw."}],"bonus_actions":[{"name":"Invisibility","desc":"The sprite and any equipment it wears or carries magically turns invisible until the sprite attacks, becomes incapacitated, or uses a bonus action to become visible."}],"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Faerie Light","desc":"As a bonus action, the sprite can cast dim light for 30 feet, or extinguish its glow."}],"spell_list":[],"page_no":203,"environments":[],"img_main":null,"document__slug":"menagerie","document__title":"Level Up Advanced 5e Monstrous Menagerie","document__license_url":"http://open5e.com/legal","document__url":"https://www.levelup5e.com","v2_converted_path":"/v2/creatures/a5e-mm_sprite/"},{"slug":"strider-a5e","desc":"","name":"Strider","size":"Medium","type":"Humanoid","subtype":"","group":null,"alignment":"","armor_class":16,"armor_desc":"","hit_points":90,"hit_dice":"12d8+36","speed":{"walk":30},"strength":12,"dexterity":18,"constitution":16,"intelligence":12,"wisdom":18,"charisma":12,"strength_save":null,"dexterity_save":7,"constitution_save":null,"intelligence_save":null,"wisdom_save":7,"charisma_save":null,"perception":null,"skills":{"nature":4,"perception":7,"stealth":7,"survival":7},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"","condition_immunities":"","senses":"passive Perception 20","languages":"any two","challenge_rating":"5","cr":5.0,"actions":[{"name":"Multiattack","desc":"The strider attacks twice."},{"name":"Shortsword","desc":"Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 14 (3d6 + 4) piercing damage."},{"name":"Shortbow","desc":"Ranged Weapon Attack: +7 to hit, range 80/320 ft., one target. Hit: 14 (3d6 + 4) piercing damage."}],"bonus_actions":[{"name":"Aimed Strike","desc":"The strider gains advantage on their next attack made before the end of their turn."},{"name":"Skirmish Step","desc":"The strider moves up to half their Speed without provoking opportunity attacks."}],"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Keen Hearing and Sight","desc":"The strider has advantage on Perception checks that rely on hearing or sight."},{"name":"Trackless Travel","desc":"The strider can't be tracked by nonmagical means."},{"name":"Trained Accuracy","desc":"The striders weapon attacks deal an extra 7 (2d6) damage (included below)."}],"spell_list":[],"page_no":491,"environments":[],"img_main":null,"document__slug":"menagerie","document__title":"Level Up Advanced 5e Monstrous Menagerie","document__license_url":"http://open5e.com/legal","document__url":"https://www.levelup5e.com","v2_converted_path":"/v2/creatures/a5e-mm_strider/"},{"slug":"swarm-of-poisonous-snakes-a5e","desc":"","name":"Swarm of Poisonous Snakes","size":"Medium","type":"Beast","subtype":"","group":null,"alignment":"","armor_class":14,"armor_desc":"","hit_points":45,"hit_dice":"10d8","speed":{"walk":30,"swim":30},"strength":8,"dexterity":18,"constitution":10,"intelligence":1,"wisdom":10,"charisma":4,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":null,"skills":{},"damage_vulnerabilities":"","damage_resistances":"bludgeoning, piercing, slashing","damage_immunities":"","condition_immunities":"charmed, frightened, grappled, paralyzed, petrified, prone, restrained, stunned, unconscious","senses":"blindsight 10 ft., passive Perception 10","languages":"","challenge_rating":"2","cr":2.0,"actions":[{"name":"Bites","desc":"Melee Weapon Attack: +6 to hit, reach 0 ft., one target. Hit: 7 (2d6) piercing damage plus 14 (4d6) poison damage  or 3 (1d6) poison damage plus 7 (2d6) poison damage if the swarm is bloodied."}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Swarm","desc":"The swarm can occupy another creatures space and move through any opening large enough for a Tiny creature. It can't gain hit points or temporary hit points."}],"spell_list":[],"page_no":461,"environments":[],"img_main":null,"document__slug":"menagerie","document__title":"Level Up Advanced 5e Monstrous Menagerie","document__license_url":"http://open5e.com/legal","document__url":"https://www.levelup5e.com","v2_converted_path":"/v2/creatures/a5e-mm_swarm-of-poisonous-snakes/"},{"slug":"unicorn-a5e","desc":"","name":"Unicorn","size":"Large","type":"Celestial","subtype":"","group":null,"alignment":"","armor_class":14,"armor_desc":"","hit_points":85,"hit_dice":"9d10+36","speed":{"walk":80},"strength":20,"dexterity":18,"constitution":18,"intelligence":16,"wisdom":20,"charisma":20,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":null,"skills":{},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"poison","condition_immunities":"charmed, paralyzed, poisoned","senses":"darkvision 60 ft., passive Perception 15","languages":"Celestial, Elvish, Sylvan, telepathy 60 ft.","challenge_rating":"5","cr":5.0,"actions":[{"name":"Multiattack","desc":"The unicorn attacks once with its hooves and once with its horn."},{"name":"Hooves","desc":"Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 9 (1d8 + 5) bludgeoning damage."},{"name":"Horn","desc":"Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 9 (1d8 + 5) piercing damage plus 10 (3d6) radiant damage. If the target is a creature and the unicorn moves at least 20 feet straight towards the target before the attack  the target takes an extra 9 (2d8) bludgeoning damage and makes a DC 16 Strength saving throw  falling prone on a failure."},{"name":"Grant Boon (3/Day)","desc":"The unicorn touches a willing creature  including itself  with its horn and grants one of the following boons:"},{"name":"Healing: The creature magically regains 21 (6d6) hit points","desc":"It is cured of all diseases  and poisons affecting it are neutralized."},{"name":"Luck: During the next 24 hours, the creature can roll a d12 and add the result to one ability check, attack roll, or saving throw after seeing the result","desc":""},{"name":"Protection: A glowing mote of light orbits the creatures head","desc":"The mote lasts 24 hours. When the creature fails a saving throw  it can use its reaction to expend the mote and succeed on the saving throw."},{"name":"Resolution: The creature is immune to being charmed or frightened for 24 hours","desc":""}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Good","desc":"The unicorn radiates a Good aura."},{"name":"Innate Spellcasting","desc":"The unicorns innate spellcasting ability is Charisma (spell save DC 16). It can innately cast the following spells, requiring no material components: At will: animal messenger, detect evil and good, druidcraft, pass without trace, scrying (locations within its domain only), 1/day: calm emotions, dispel evil and good, teleport (between locations within its domain only)"}],"spell_list":[],"page_no":415,"environments":[],"img_main":null,"document__slug":"menagerie","document__title":"Level Up Advanced 5e Monstrous Menagerie","document__license_url":"http://open5e.com/legal","document__url":"https://www.levelup5e.com","v2_converted_path":"/v2/creatures/a5e-mm_unicorn/"},{"slug":"vampire-a5e","desc":"","name":"Vampire","size":"Medium","type":"Undead","subtype":"","group":null,"alignment":"","armor_class":16,"armor_desc":"","hit_points":142,"hit_dice":"15d8+75","speed":{"walk":40,"climb":30},"strength":20,"dexterity":18,"constitution":20,"intelligence":16,"wisdom":16,"charisma":18,"strength_save":null,"dexterity_save":8,"constitution_save":null,"intelligence_save":null,"wisdom_save":7,"charisma_save":8,"perception":null,"skills":{"perception":7,"persuasion":8,"stealth":8},"damage_vulnerabilities":"","damage_resistances":"necrotic; damage from nonmagical, non-silvered weapons","damage_immunities":"","condition_immunities":"","senses":"darkvision 120 ft., passive Perception 17","languages":"the languages it knew in life","challenge_rating":"11","cr":11.0,"actions":[{"name":"Grab (Vampire Form Only)","desc":"Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 14 (2d8 + 5) bludgeoning damage plus 4 (1d8) necrotic damage. The target is grappled (escape DC 17) and restrained while grappled in this way."},{"name":"Charm","desc":"The vampire targets a creature within 30 feet  forcing it to make a DC 16 Wisdom saving throw. On a failure  the target is charmed by the vampire for 24 hours. While charmed it regards the vampire as a trusted friend and is a willing target for the vampires bite. The target repeats the saving throw each time it takes damage  ending the effect on itself on a success. If the targets saving throw is successful or the effect ends for it  it is immune to this vampires Charm for 24 hours."}],"bonus_actions":[{"name":"Bite","desc":"Melee Weapon Attack: +9 to hit, reach 5 ft., one target that is grappled, incapacitated, restrained, willing, or unaware of the vampires presence. Hit: 10 (1d10 + 5) piercing damage plus 21 (6d6) necrotic damage. The targets hit point maximum is reduced by an amount equal to the necrotic damage dealt, and the vampire regains this number of hit points. The reduction lasts until the target finishes a long rest. If the target is reduced to 0 hit points by this attack, it dies and rises the following night as a vampire spawn in the vampires thrall. Before the target first rises as a vampire spawn, a bless, gentle repose, or similar spell cast on the body prevents this transformation."}],"reactions":[{"name":"Hissing Scuttle (1/Day)","desc":"When the vampire takes radiant damage, it moves up to its Speed without provoking opportunity attacks."},{"name":"Warding Charm (1/Day)","desc":"When a creature the vampire can see targets it with a melee attack but before the attack is made, the vampire uses Charm on that creature."}],"legendary_desc":"","legendary_actions":[{"name":"The vampire can take 1 legendary action","desc":"Only one legendary action can be used at a time and only at the end of another creatures turn. It regains spent legendary actions at the start of its turn."},{"name":"Blood Charm","desc":"The vampire uses Charm. A creature makes its initial saving throw with disadvantage if the vampire has hit it with a bite attack within the last 24 hours."},{"name":"Grab","desc":"The vampire makes a grab attack."},{"name":"Mist Form","desc":"The vampire transforms into a mist or back into its true form. As mist, the vampire has a flying speed of 30, can't speak, can't take actions or manipulate objects, is immune to nonmagical damage from weapons, and has advantage on saving throws and Stealth checks. It can pass through a space as narrow as 1 inch without squeezing but can't pass through water. Anything its carrying transforms with it."},{"name":"Shapechange","desc":"The vampire transforms into the shape of a Medium or smaller beast or back into its true form. While transformed, it has the beasts size and movement modes. It can't use reactions or legendary actions, and can't speak. Otherwise, it uses the vampires statistics. Anything its carrying transforms with it."}],"special_abilities":[{"name":"Legendary Resistance (3/Day)","desc":"When the vampire fails a saving throw, it can choose to succeed instead. When it does so, it visibly grows older. Its original appearance is restored when it finishes a long rest."},{"name":"Misty Recovery","desc":"When the vampire drops to 0 hit points, instead of falling unconscious, it turns into mist as if it had used the Mist Form legendary action. It can't revert to its vampire form, and it must reach its resting place within 2 hours or be destroyed. Once in its resting place, it reverts to vampire form and is paralyzed for 1 hour, at which time it regains 1 hit point. While paralyzed in this way, it can be destroyed by fire damage, radiant damage, damage from a magical weapon, or a wooden stake driven through the heart, but it is otherwise immune to damage."},{"name":"Regeneration","desc":"The vampire regains 20 hit points at the start of its turn if it has at least 1 hit point and hasnt taken radiant damage since its last turn."},{"name":"Spider Climb","desc":"The vampire can climb even on difficult surfaces and upside down on ceilings."},{"name":"Vampire Weaknesses","desc":"Vampires most common weaknesses are sunlight and running water. When the vampire ends its turn in contact with one of its weaknesses (such as being bathed in sunlight or running water), it takes 20 radiant damage. While in contact with its weakness, it can't use its Regeneration trait or its Mist Form or Shapechange actions."},{"name":"Resting Place","desc":"Every vampires lair contains a resting place, usually a coffin or sarcophagus, where the vampire must rest for at least an hour each day to recuperate its powers. This resting place is sprinkled with soil from its mortal homeland. If this soil is scattered or is subjected to a bless, hallow, or similar spell, the vampire is destroyed when reduced to 0 hit points."}],"spell_list":[],"page_no":418,"environments":[],"img_main":null,"document__slug":"menagerie","document__title":"Level Up Advanced 5e Monstrous Menagerie","document__license_url":"http://open5e.com/legal","document__url":"https://www.levelup5e.com","v2_converted_path":"/v2/creatures/a5e-mm_vampire/"},{"slug":"vampire-assassin-a5e","desc":"","name":"Vampire Assassin","size":"Medium","type":"Undead","subtype":"","group":null,"alignment":"","armor_class":16,"armor_desc":"","hit_points":142,"hit_dice":"15d8+75","speed":{"walk":40,"climb":30},"strength":20,"dexterity":18,"constitution":20,"intelligence":16,"wisdom":16,"charisma":18,"strength_save":null,"dexterity_save":8,"constitution_save":null,"intelligence_save":null,"wisdom_save":7,"charisma_save":8,"perception":null,"skills":{"perception":7,"persuasion":8,"stealth":8},"damage_vulnerabilities":"","damage_resistances":"necrotic; damage from nonmagical, non-silvered weapons","damage_immunities":"","condition_immunities":"","senses":"darkvision 120 ft., passive Perception 17","languages":"the languages it knew in life","challenge_rating":"12","cr":12.0,"actions":[{"name":"Grab (Vampire Form Only)","desc":"Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 14 (2d8 + 5) bludgeoning damage plus 4 (1d8) necrotic damage. The target is grappled (escape DC 17) and restrained while grappled in this way."},{"name":"Charm","desc":"The vampire targets a creature within 30 feet  forcing it to make a DC 16 Wisdom saving throw. On a failure  the target is charmed by the vampire for 24 hours. While charmed it regards the vampire as a trusted friend and is a willing target for the vampires bite. The target repeats the saving throw each time it takes damage  ending the effect on itself on a success. If the targets saving throw is successful or the effect ends for it  it is immune to this vampires Charm for 24 hours."}],"bonus_actions":[{"name":"Bite","desc":"Melee Weapon Attack: +9 to hit, reach 5 ft., one target that is grappled, incapacitated, restrained, willing, or unaware of the vampires presence. Hit: 10 (1d10 + 5) piercing damage plus 21 (6d6) necrotic damage. The targets hit point maximum is reduced by an amount equal to the necrotic damage dealt, and the vampire regains this number of hit points. The reduction lasts until the target finishes a long rest. If the target is reduced to 0 hit points by this attack, it dies and rises the following night as a vampire spawn in the vampires thrall. Before the target first rises as a vampire spawn, a bless, gentle repose, or similar spell cast on the body prevents this transformation."}],"reactions":[{"name":"Hissing Scuttle (1/Day)","desc":"When the vampire takes radiant damage, it moves up to its Speed without provoking opportunity attacks."},{"name":"Warding Charm (1/Day)","desc":"When a creature the vampire can see targets it with a melee attack but before the attack is made, the vampire uses Charm on that creature."}],"legendary_desc":"","legendary_actions":[{"name":"The vampire can take 1 legendary action","desc":"Only one legendary action can be used at a time and only at the end of another creatures turn. It regains spent legendary actions at the start of its turn."},{"name":"Blood Charm","desc":"The vampire uses Charm. A creature makes its initial saving throw with disadvantage if the vampire has hit it with a bite attack within the last 24 hours."},{"name":"Grab","desc":"The vampire makes a grab attack."},{"name":"Mist Form","desc":"The vampire transforms into a mist or back into its true form. As mist, the vampire has a flying speed of 30, can't speak, can't take actions or manipulate objects, is immune to nonmagical damage from weapons, and has advantage on saving throws and Stealth checks. It can pass through a space as narrow as 1 inch without squeezing but can't pass through water. Anything its carrying transforms with it."},{"name":"Shapechange","desc":"The vampire transforms into the shape of a Medium or smaller beast or back into its true form. While transformed, it has the beasts size and movement modes. It can't use reactions or legendary actions, and can't speak. Otherwise, it uses the vampires statistics. Anything its carrying transforms with it."}],"special_abilities":[{"name":"Legendary Resistance (3/Day)","desc":"When the vampire fails a saving throw, it can choose to succeed instead. When it does so, it visibly grows older. Its original appearance is restored when it finishes a long rest."},{"name":"Misty Recovery","desc":"When the vampire drops to 0 hit points, instead of falling unconscious, it turns into mist as if it had used the Mist Form legendary action. It can't revert to its vampire form, and it must reach its resting place within 2 hours or be destroyed. Once in its resting place, it reverts to vampire form and is paralyzed for 1 hour, at which time it regains 1 hit point. While paralyzed in this way, it can be destroyed by fire damage, radiant damage, damage from a magical weapon, or a wooden stake driven through the heart, but it is otherwise immune to damage."},{"name":"Regeneration","desc":"The vampire regains 20 hit points at the start of its turn if it has at least 1 hit point and hasnt taken radiant damage since its last turn."},{"name":"Spider Climb","desc":"The vampire can climb even on difficult surfaces and upside down on ceilings."},{"name":"Vampire Weaknesses","desc":"Vampires most common weaknesses are sunlight and running water. When the vampire ends its turn in contact with one of its weaknesses (such as being bathed in sunlight or running water), it takes 20 radiant damage. While in contact with its weakness, it can't use its Regeneration trait or its Mist Form or Shapechange actions."},{"name":"Resting Place","desc":"Every vampires lair contains a resting place, usually a coffin or sarcophagus, where the vampire must rest for at least an hour each day to recuperate its powers. This resting place is sprinkled with soil from its mortal homeland. If this soil is scattered or is subjected to a bless, hallow, or similar spell, the vampire is destroyed when reduced to 0 hit points."},{"name":"Misty Stealth","desc":"While in Mist Form in dim light or darkness, the vampire is invisible."},{"name":"Sneak Attack (1/Turn)","desc":"The vampire deals an extra 10 (3d6) damage when it hits with a weapon attack while it has advantage on the attack, or when its target is within 5 feet of an ally of the vampire while the vampire doesnt have disadvantage on the attack."}],"spell_list":[],"page_no":420,"environments":[],"img_main":null,"document__slug":"menagerie","document__title":"Level Up Advanced 5e Monstrous Menagerie","document__license_url":"http://open5e.com/legal","document__url":"https://www.levelup5e.com","v2_converted_path":"/v2/creatures/a5e-mm_vampire-assassin/"},{"slug":"vampire-mage-a5e","desc":"","name":"Vampire Mage","size":"Medium","type":"Undead","subtype":"","group":null,"alignment":"","armor_class":16,"armor_desc":"","hit_points":142,"hit_dice":"15d8+75","speed":{"walk":40,"climb":30},"strength":20,"dexterity":18,"constitution":20,"intelligence":16,"wisdom":16,"charisma":18,"strength_save":null,"dexterity_save":8,"constitution_save":null,"intelligence_save":null,"wisdom_save":7,"charisma_save":8,"perception":null,"skills":{"perception":7,"persuasion":8,"stealth":8},"damage_vulnerabilities":"","damage_resistances":"necrotic; damage from nonmagical, non-silvered weapons","damage_immunities":"","condition_immunities":"","senses":"darkvision 120 ft., passive Perception 17","languages":"the languages it knew in life","challenge_rating":"13","cr":13.0,"actions":[{"name":"Grab (Vampire Form Only)","desc":"Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 14 (2d8 + 5) bludgeoning damage plus 4 (1d8) necrotic damage. The target is grappled (escape DC 17) and restrained while grappled in this way."},{"name":"Charm","desc":"The vampire targets a creature within 30 feet  forcing it to make a DC 16 Wisdom saving throw. On a failure  the target is charmed by the vampire for 24 hours. While charmed it regards the vampire as a trusted friend and is a willing target for the vampires bite. The target repeats the saving throw each time it takes damage  ending the effect on itself on a success. If the targets saving throw is successful or the effect ends for it  it is immune to this vampires Charm for 24 hours."},{"name":"Fireball (3rd-Level; V, S, M)","desc":"Fire streaks from the vampire to a point within 120 feet and explodes in a 20-foot radius  spreading around corners. Each creature in the area makes a DC 15 Dexterity saving throw  taking 21 (6d6) fire damage on a failed save or half damage on a success."},{"name":"Blight (4th-Level; V, S)","desc":"The vampire targets a living creature or plant within 30 feet  draining moisture and vitality from it. The target makes a DC 15 Constitution saving throw  taking 36 (8d8) necrotic damage on a failure or half damage on a success. Plant creatures have disadvantage on their saving throw and take maximum damage. A nonmagical plant dies."}],"bonus_actions":[{"name":"Bite","desc":"Melee Weapon Attack: +9 to hit, reach 5 ft., one target that is grappled, incapacitated, restrained, willing, or unaware of the vampires presence. Hit: 10 (1d10 + 5) piercing damage plus 21 (6d6) necrotic damage. The targets hit point maximum is reduced by an amount equal to the necrotic damage dealt, and the vampire regains this number of hit points. The reduction lasts until the target finishes a long rest. If the target is reduced to 0 hit points by this attack, it dies and rises the following night as a vampire spawn in the vampires thrall. Before the target first rises as a vampire spawn, a bless, gentle repose, or similar spell cast on the body prevents this transformation."}],"reactions":[{"name":"Hissing Scuttle (1/Day)","desc":"When the vampire takes radiant damage, it moves up to its Speed without provoking opportunity attacks."},{"name":"Warding Charm (1/Day)","desc":"When a creature the vampire can see targets it with a melee attack but before the attack is made, the vampire uses Charm on that creature."},{"name":"Shield (1st-Level; V","desc":"When the vampire is hit by an attack or targeted by magic missile, it gains a +5 bonus to AC (including against the triggering attack) and immunity to magic missile. These benefits last until the start of its next turn."}],"legendary_desc":"","legendary_actions":[{"name":"The vampire can take 1 legendary action","desc":"Only one legendary action can be used at a time and only at the end of another creatures turn. It regains spent legendary actions at the start of its turn."},{"name":"Blood Charm","desc":"The vampire uses Charm. A creature makes its initial saving throw with disadvantage if the vampire has hit it with a bite attack within the last 24 hours."},{"name":"Grab","desc":"The vampire makes a grab attack."},{"name":"Mist Form","desc":"The vampire transforms into a mist or back into its true form. As mist, the vampire has a flying speed of 30, can't speak, can't take actions or manipulate objects, is immune to nonmagical damage from weapons, and has advantage on saving throws and Stealth checks. It can pass through a space as narrow as 1 inch without squeezing but can't pass through water. Anything its carrying transforms with it."},{"name":"Shapechange","desc":"The vampire transforms into the shape of a Medium or smaller beast or back into its true form. While transformed, it has the beasts size and movement modes. It can't use reactions or legendary actions, and can't speak. Otherwise, it uses the vampires statistics. Anything its carrying transforms with it."}],"special_abilities":[{"name":"Legendary Resistance (3/Day)","desc":"When the vampire fails a saving throw, it can choose to succeed instead. When it does so, it visibly grows older. Its original appearance is restored when it finishes a long rest."},{"name":"Misty Recovery","desc":"When the vampire drops to 0 hit points, instead of falling unconscious, it turns into mist as if it had used the Mist Form legendary action. It can't revert to its vampire form, and it must reach its resting place within 2 hours or be destroyed. Once in its resting place, it reverts to vampire form and is paralyzed for 1 hour, at which time it regains 1 hit point. While paralyzed in this way, it can be destroyed by fire damage, radiant damage, damage from a magical weapon, or a wooden stake driven through the heart, but it is otherwise immune to damage."},{"name":"Regeneration","desc":"The vampire regains 20 hit points at the start of its turn if it has at least 1 hit point and hasnt taken radiant damage since its last turn."},{"name":"Spider Climb","desc":"The vampire can climb even on difficult surfaces and upside down on ceilings."},{"name":"Vampire Weaknesses","desc":"Vampires most common weaknesses are sunlight and running water. When the vampire ends its turn in contact with one of its weaknesses (such as being bathed in sunlight or running water), it takes 20 radiant damage. While in contact with its weakness, it can't use its Regeneration trait or its Mist Form or Shapechange actions."},{"name":"Resting Place","desc":"Every vampires lair contains a resting place, usually a coffin or sarcophagus, where the vampire must rest for at least an hour each day to recuperate its powers. This resting place is sprinkled with soil from its mortal homeland. If this soil is scattered or is subjected to a bless, hallow, or similar spell, the vampire is destroyed when reduced to 0 hit points."},{"name":"Spellcasting","desc":"The vampire is a 7th level spellcaster. Its spellcasting ability is Intelligence (spell save DC 15). It has the following wizard spells prepared:\n Cantrips (at will): mage hand\n minor illusion\n 1st-level (4 slots): disguise self\n shield\n 2nd-level (3 slots): darkness\n misty step\n 3rd-level (3 slots): animate dead\n fireball\n 4th-level (1 slot): blight"}],"spell_list":[],"page_no":420,"environments":[],"img_main":null,"document__slug":"menagerie","document__title":"Level Up Advanced 5e Monstrous Menagerie","document__license_url":"http://open5e.com/legal","document__url":"https://www.levelup5e.com","v2_converted_path":"/v2/creatures/a5e-mm_vampire-mage/"},{"slug":"vampire-warrior-a5e","desc":"","name":"Vampire Warrior","size":"Medium","type":"Undead","subtype":"","group":null,"alignment":"","armor_class":18,"armor_desc":"","hit_points":142,"hit_dice":"15d8+75","speed":{"walk":40,"climb":30},"strength":20,"dexterity":18,"constitution":20,"intelligence":16,"wisdom":16,"charisma":18,"strength_save":null,"dexterity_save":8,"constitution_save":null,"intelligence_save":null,"wisdom_save":7,"charisma_save":8,"perception":null,"skills":{"perception":7,"persuasion":8,"stealth":8},"damage_vulnerabilities":"","damage_resistances":"necrotic; damage from nonmagical, non-silvered weapons","damage_immunities":"","condition_immunities":"","senses":"darkvision 120 ft., passive Perception 17","languages":"the languages it knew in life","challenge_rating":"12","cr":12.0,"actions":[{"name":"Grab (Vampire Form Only)","desc":"Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 14 (2d8 + 5) bludgeoning damage plus 4 (1d8) necrotic damage. The target is grappled (escape DC 17) and restrained while grappled in this way."},{"name":"Charm","desc":"The vampire targets a creature within 30 feet  forcing it to make a DC 16 Wisdom saving throw. On a failure  the target is charmed by the vampire for 24 hours. While charmed it regards the vampire as a trusted friend and is a willing target for the vampires bite. The target repeats the saving throw each time it takes damage  ending the effect on itself on a success. If the targets saving throw is successful or the effect ends for it  it is immune to this vampires Charm for 24 hours."},{"name":"Reaping Greatsword","desc":"Melee Weapon Attack: +9 to hit, reach 10 ft.  up to 3 targets. Hit: 12 (2d6 + 5) slashing damage plus 4 (1d8) necrotic damage. If the target is a creature  it makes a DC 17 Strength saving throw  falling prone on a failure."}],"bonus_actions":[{"name":"Bite","desc":"Melee Weapon Attack: +9 to hit, reach 5 ft., one target that is grappled, incapacitated, restrained, willing, or unaware of the vampires presence. Hit: 10 (1d10 + 5) piercing damage plus 21 (6d6) necrotic damage. The targets hit point maximum is reduced by an amount equal to the necrotic damage dealt, and the vampire regains this number of hit points. The reduction lasts until the target finishes a long rest. If the target is reduced to 0 hit points by this attack, it dies and rises the following night as a vampire spawn in the vampires thrall. Before the target first rises as a vampire spawn, a bless, gentle repose, or similar spell cast on the body prevents this transformation."}],"reactions":[{"name":"Hissing Scuttle (1/Day)","desc":"When the vampire takes radiant damage, it moves up to its Speed without provoking opportunity attacks."},{"name":"Warding Charm (1/Day)","desc":"When a creature the vampire can see targets it with a melee attack but before the attack is made, the vampire uses Charm on that creature."}],"legendary_desc":"","legendary_actions":[{"name":"The vampire can take 1 legendary action","desc":"Only one legendary action can be used at a time and only at the end of another creatures turn. It regains spent legendary actions at the start of its turn."},{"name":"Blood Charm","desc":"The vampire uses Charm. A creature makes its initial saving throw with disadvantage if the vampire has hit it with a bite attack within the last 24 hours."},{"name":"Grab","desc":"The vampire makes a grab attack."},{"name":"Mist Form","desc":"The vampire transforms into a mist or back into its true form. As mist, the vampire has a flying speed of 30, can't speak, can't take actions or manipulate objects, is immune to nonmagical damage from weapons, and has advantage on saving throws and Stealth checks. It can pass through a space as narrow as 1 inch without squeezing but can't pass through water. Anything its carrying transforms with it."},{"name":"Shapechange","desc":"The vampire transforms into the shape of a Medium or smaller beast or back into its true form. While transformed, it has the beasts size and movement modes. It can't use reactions or legendary actions, and can't speak. Otherwise, it uses the vampires statistics. Anything its carrying transforms with it."}],"special_abilities":[{"name":"Legendary Resistance (3/Day)","desc":"When the vampire fails a saving throw, it can choose to succeed instead. When it does so, it visibly grows older. Its original appearance is restored when it finishes a long rest."},{"name":"Misty Recovery","desc":"When the vampire drops to 0 hit points, instead of falling unconscious, it turns into mist as if it had used the Mist Form legendary action. It can't revert to its vampire form, and it must reach its resting place within 2 hours or be destroyed. Once in its resting place, it reverts to vampire form and is paralyzed for 1 hour, at which time it regains 1 hit point. While paralyzed in this way, it can be destroyed by fire damage, radiant damage, damage from a magical weapon, or a wooden stake driven through the heart, but it is otherwise immune to damage."},{"name":"Regeneration","desc":"The vampire regains 20 hit points at the start of its turn if it has at least 1 hit point and hasnt taken radiant damage since its last turn."},{"name":"Spider Climb","desc":"The vampire can climb even on difficult surfaces and upside down on ceilings."},{"name":"Vampire Weaknesses","desc":"Vampires most common weaknesses are sunlight and running water. When the vampire ends its turn in contact with one of its weaknesses (such as being bathed in sunlight or running water), it takes 20 radiant damage. While in contact with its weakness, it can't use its Regeneration trait or its Mist Form or Shapechange actions."},{"name":"Resting Place","desc":"Every vampires lair contains a resting place, usually a coffin or sarcophagus, where the vampire must rest for at least an hour each day to recuperate its powers. This resting place is sprinkled with soil from its mortal homeland. If this soil is scattered or is subjected to a bless, hallow, or similar spell, the vampire is destroyed when reduced to 0 hit points."}],"spell_list":[],"page_no":421,"environments":[],"img_main":null,"document__slug":"menagerie","document__title":"Level Up Advanced 5e Monstrous Menagerie","document__license_url":"http://open5e.com/legal","document__url":"https://www.levelup5e.com","v2_converted_path":"/v2/creatures/a5e-mm_vampire-warrior/"},{"slug":"warhordling-orc-war-chief-a5e","desc":"","name":"Warhordling Orc War Chief","size":"Medium","type":"Humanoid","subtype":"","group":null,"alignment":"","armor_class":16,"armor_desc":"","hit_points":90,"hit_dice":"12d8+36","speed":{"walk":40},"strength":18,"dexterity":18,"constitution":16,"intelligence":10,"wisdom":12,"charisma":14,"strength_save":7,"dexterity_save":7,"constitution_save":6,"intelligence_save":null,"wisdom_save":4,"charisma_save":null,"perception":null,"skills":{"athletics":7,"intimidation":5,"perception":4,"stealth":7,"survival":4},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"","condition_immunities":"","senses":"passive Perception 14","languages":"any one","challenge_rating":"5","cr":5.0,"actions":[{"name":"Multiattack","desc":"The warrior attacks twice."},{"name":"Greataxe","desc":"Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 10 (1d12 + 4) slashing damage. If the warrior has moved this turn  this attack is made with advantage."}],"bonus_actions":[{"name":"Aggressive Charge","desc":"The war chief moves up to their Speed towards an enemy they can see or hear."},{"name":"Whirling Axe","desc":"The war chief attacks with their greataxe."}],"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":null,"spell_list":[],"page_no":497,"environments":[],"img_main":null,"document__slug":"menagerie","document__title":"Level Up Advanced 5e Monstrous Menagerie","document__license_url":"http://open5e.com/legal","document__url":"https://www.levelup5e.com","v2_converted_path":"/v2/creatures/a5e-mm_warhordling-orc-war-chief/"},{"slug":"wood-elf-sharpshooter-a5e","desc":"","name":"Wood Elf Sharpshooter","size":"Medium","type":"Humanoid","subtype":"","group":null,"alignment":"","armor_class":16,"armor_desc":"","hit_points":90,"hit_dice":"12d8+36","speed":{"walk":30},"strength":12,"dexterity":18,"constitution":16,"intelligence":12,"wisdom":18,"charisma":12,"strength_save":null,"dexterity_save":7,"constitution_save":null,"intelligence_save":null,"wisdom_save":7,"charisma_save":null,"perception":null,"skills":{"nature":4,"perception":7,"stealth":7,"survival":7},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"","condition_immunities":"","senses":"passive Perception 20","languages":"any two","challenge_rating":"5","cr":5.0,"actions":[{"name":"Multiattack","desc":"The strider attacks twice."},{"name":"Longsword","desc":"Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) slashing damage plus 7 (2d6) damage."},{"name":"Longbow","desc":"Ranged Weapon Attack: +7 to hit, range 150/600 ft., one target. Hit: 10 (1d8+4) piercing damage plus 7 (2d6) damage. This attack ignores half or three-quarters cover  and long range doesnt impose disadvantage on the attack roll."}],"bonus_actions":[{"name":"Aimed Strike","desc":"The strider gains advantage on their next attack made before the end of their turn."},{"name":"Skirmish Step","desc":"The strider moves up to half their Speed without provoking opportunity attacks."}],"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Keen Hearing and Sight","desc":"The strider has advantage on Perception checks that rely on hearing or sight."},{"name":"Trackless Travel","desc":"The strider can't be tracked by nonmagical means."},{"name":"Trained Accuracy","desc":"The striders weapon attacks deal an extra 7 (2d6) damage (included below)."}],"spell_list":[],"page_no":491,"environments":[],"img_main":null,"document__slug":"menagerie","document__title":"Level Up Advanced 5e Monstrous Menagerie","document__license_url":"http://open5e.com/legal","document__url":"https://www.levelup5e.com","v2_converted_path":"/v2/creatures/a5e-mm_wood-elf-sharpshooter/"},{"slug":"young-emerald-dragon-a5e","desc":"","name":"Young Emerald Dragon","size":"Large","type":"Dragon","subtype":"","group":null,"alignment":"","armor_class":17,"armor_desc":"","hit_points":133,"hit_dice":"14d12+42","speed":{"walk":40,"burrow":20,"fly":60},"strength":18,"dexterity":18,"constitution":16,"intelligence":18,"wisdom":12,"charisma":16,"strength_save":null,"dexterity_save":null,"constitution_save":7,"intelligence_save":8,"wisdom_save":5,"charisma_save":7,"perception":null,"skills":{"deception":7,"history":8,"perception":5,"stealth":8},"damage_vulnerabilities":"","damage_resistances":"psychic, thunder","damage_immunities":"","condition_immunities":"fatigue","senses":"darkvision 120 ft., passive Perception 17","languages":"Common, Deep Speech, Draconic, Undercommon, telepathy 120 ft.","challenge_rating":"9","cr":9.0,"actions":[{"name":"Multiattack","desc":"The dragon attacks once with its bite and twice with its claws."},{"name":"Bite","desc":"Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 20 (3d10 + 4) piercing damage plus 4 (1d8) thunder damage."},{"name":"Claws","desc":"Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) slashing damage."},{"name":"Maddening Breath (Recharge 5-6)","desc":"The dragon screams  stripping flesh from bone in a 30-foot cone. Each creature in that area makes a DC 15 Constitution saving throw  taking 44 (8d10) thunder damage on a failed save or half damage on a success."}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Far Thoughts","desc":"The dragon is aware of any creature that uses a psionic ability or communicates telepathically within 100 miles of it. As an action, the dragon can psionically observe a creature, object, or location it is familiar with within 100 miles. While observing a subject in this way, the dragon can see, hear, and communicate telepathically, but it is blind and deaf in regard to its physical senses and does not require food or water. The dragon can psionically observe a subject indefinitely and can end this effect and return to its own senses as an action."},{"name":"Innate Spellcasting","desc":"The dragons spellcasting ability is Charisma (save DC 15). It can innately cast the following spells, requiring no material components. 3/day each:hideous laughter, suggestion"}],"spell_list":[],"page_no":146,"environments":[],"img_main":null,"document__slug":"menagerie","document__title":"Level Up Advanced 5e Monstrous Menagerie","document__license_url":"http://open5e.com/legal","document__url":"https://www.levelup5e.com","v2_converted_path":"/v2/creatures/a5e-mm_young-emerald-dragon/"},{"slug":"young-sapphire-dragon-a5e","desc":"","name":"Young Sapphire Dragon","size":"Large","type":"Dragon","subtype":"","group":null,"alignment":"","armor_class":18,"armor_desc":"","hit_points":161,"hit_dice":"19d10+57","speed":{"walk":40,"burrow":20,"fly":80},"strength":18,"dexterity":18,"constitution":16,"intelligence":18,"wisdom":16,"charisma":14,"strength_save":null,"dexterity_save":null,"constitution_save":7,"intelligence_save":8,"wisdom_save":7,"charisma_save":6,"perception":null,"skills":{"arcana":8,"deception":6,"history":8,"insight":7,"perception":7,"persuasion":6},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"psychic","condition_immunities":"fatigue","senses":"darkvision 120 ft., passive Perception 20","languages":"Common, Deep Speech, Draconic, Undercommon, telepathy 120 ft.","challenge_rating":"10","cr":10.0,"actions":[{"name":"Multiattack","desc":"The dragon attacks once with its bite and twice with its claws."},{"name":"Bite","desc":"Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 20 (3d10 + 4) piercing damage plus 4 (1d8) psychic damage."},{"name":"Claws","desc":"Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) slashing damage."},{"name":"Discognitive Breath (Recharge 5-6)","desc":"The dragon unleashes psychic energy in a 30-foot cone. Each creature in that area makes a DC 15 Intelligence saving throw  taking 49 (9d10) psychic damage on a failed save or half damage on a success."}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Far Thoughts","desc":"The dragon is aware of any creature that uses a psionic ability or communicates telepathically within 100 miles of it. As an action, the dragon can psionically observe a creature, object, or location it is familiar with within 100 miles. While observing a subject in this way, the dragon can see, hear, and communicate telepathically, but it is blind and deaf in regard to its physical senses and does not require food or water. The dragon can psionically observe a subject indefinitely and can end this effect and return to its own senses as an action."},{"name":"Innate Spellcasting","desc":"The dragons spellcasting ability is Charisma (save DC 15). It can innately cast the following spells, requiring no material components. 3/day each:comprehend languages, detect thoughts"}],"spell_list":[],"page_no":151,"environments":[],"img_main":null,"document__slug":"menagerie","document__title":"Level Up Advanced 5e Monstrous Menagerie","document__license_url":"http://open5e.com/legal","document__url":"https://www.levelup5e.com","v2_converted_path":"/v2/creatures/a5e-mm_young-sapphire-dragon/"},{"slug":"alliumite","desc":"","name":"Alliumite","size":"Small","type":"Plant","subtype":"","group":null,"alignment":"chaotic neutral","armor_class":14,"armor_desc":null,"hit_points":18,"hit_dice":"4d6+4","speed":{"burrow":20,"walk":30},"strength":6,"dexterity":18,"constitution":12,"intelligence":7,"wisdom":12,"charisma":9,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":3,"skills":{"perception":3,"stealth":6,"survival":3},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"","condition_immunities":"","senses":"darkvision 60 ft., passive Perception 13","languages":"Sylvan","challenge_rating":"1/4","cr":0.25,"actions":[{"attack_bonus":6,"damage_dice":"1d4+4","desc":"Ranged Weapon Attack: +6 to hit, range 20/60 ft., one target. Hit: 6 (1d4 + 4) piercing damage.","name":"Thorn Dart"},{"attack_bonus":6,"damage_dice":"1d6+4","desc":"Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) slashing damage.","name":"Grass Blade"}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"desc":"The alliumite has advantage on Dexterity (Stealth) checks it makes in any terrain with ample obscuring plant life.","name":"Plant Camouflage"},{"desc":"Each creature other than an alliumite within 5 feet of the alliumite when it takes damage must succeed on a DC 13 Constitution saving throw or be blinded until the start of the creature's next turn. On a successful saving throw, the creature is immune to the Tearful Stench of all alliumites for 1 minute.","name":"Tearful Stench"}],"spell_list":[],"page_no":13,"environments":[],"img_main":null,"document__slug":"cc","document__title":"Creature Codex","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/creature-codex-for-5th-edition-dnd/","v2_converted_path":"/v2/creatures/ccdx_alliumite/"},{"slug":"arcanaphage","desc":"","name":"Arcanaphage","size":"Medium","type":"Monstrosity","subtype":"","group":null,"alignment":"unaligned","armor_class":14,"armor_desc":null,"hit_points":60,"hit_dice":"8d8+24","speed":{"fly":30,"hover":true,"walk":0},"strength":10,"dexterity":18,"constitution":16,"intelligence":2,"wisdom":10,"charisma":8,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":2,"skills":{"perception":2},"damage_vulnerabilities":"","damage_resistances":"bludgeoning, piercing, and slashing from magical weapons","damage_immunities":"","condition_immunities":"blinded, charmed, deafened, frightened, prone","senses":"blindsight 60 ft. (blind beyond this radius), passive Perception 12","languages":"-","challenge_rating":"4","cr":4.0,"actions":[{"desc":"The arcanaphage makes two tentacle attacks.","name":"Multiattack"},{"attack_bonus":6,"damage_dice":"2d8+4","desc":"Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) bludgeoning damage.","name":"Tentacle"}],"bonus_actions":null,"reactions":[{"desc":"The arcanaphage's tentacles glow when a spell is cast within 30 feet of it, countering the spell. This reaction works like the counterspell spell, except the arcanaphage must always make a spellcasting ability check, no matter the spell level. Its ability check for this is +5. If it successfully counters the spell, the arcanaphage feeds.","name":"Voracious"}],"legendary_desc":"","legendary_actions":null,"special_abilities":[{"desc":"When an arcanaphage dies, it explodes in a surge of partially-digested magical energy. Each creature within 5 feet per Feed score must make a DC 14 Dexterity saving throw, taking 3 (1d6) force damage per Feed score on a failed save, or half as much damage on a successful one. For 1 minute afterward, the affected area is awash with volatile magic. A creature that starts its turn in the affected area takes 7 (2d6) force damage.","name":"Arcane Discharge"},{"desc":"Each time it feeds in combat, it regains hp equal to twice the level of the spell it ate and increases its Feed score by 1. The arcanaphage can't have a Feed score higher than 8, and its Feed score reduces by 1 each time it finishes a long rest.","name":"Hunger"},{"desc":"At the start of each of the arcanaphage's turns, each creature within 30 feet of it that is currently maintaining concentration on a spell must make a DC 14 Constitution saving throw. On a failure, the creature's spell ends and the arcanaphage feeds.","name":"Ingest Magic"},{"desc":"The arcanaphage is immune to damage from spells. It has advantage on saving throws against all other magical effects.","name":"Magic Immunity"}],"spell_list":[],"page_no":42,"environments":[],"img_main":null,"document__slug":"cc","document__title":"Creature Codex","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/creature-codex-for-5th-edition-dnd/","v2_converted_path":"/v2/creatures/ccdx_arcanaphage/"},{"slug":"cats-of-ulthar","desc":"","name":"Cats of Ulthar","size":"Huge","type":"Beast","subtype":"","group":null,"alignment":"unaligned","armor_class":14,"armor_desc":null,"hit_points":55,"hit_dice":"10d10","speed":{"walk":40},"strength":9,"dexterity":18,"constitution":10,"intelligence":2,"wisdom":14,"charisma":3,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":null,"skills":{"stealth":6},"damage_vulnerabilities":"","damage_resistances":"bludgeoning, piercing, slashing","damage_immunities":"","condition_immunities":"charmed, frightened, paralyzed, petrified, prone, restrained, stunned","senses":"darkvision 30 ft., passive Perception 12","languages":"-","challenge_rating":"4","cr":4.0,"actions":[{"attack_bonus":6,"damage_dice":"4d6","desc":"Melee Weapon Attack: +6 to hit, reach 0 ft., up to two creatures in the swarm's space. Hit: 14 (4d6) piercing damage, or 7 (2d6) piercing damage if the swarm has half of its hit points or fewer.","name":"Bites"}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"desc":"Each creature in the swarm must succeed on a DC 12 Wisdom saving throw or fall prone and become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the swarm's Feline Terror for the next 24 hours.","name":"Feline Terror"},{"desc":"The swarm has advantage on Wisdom (Perception) checks that rely on sight, hearing, or smell.","name":"Keen Senses"},{"desc":"The swarm can occupy another creature's space and vice versa, and the swarm can move through any opening large enough for a Tiny cat. The swarm can't regain hp or gain temporary hp.","name":"Swarm"}],"spell_list":[],"page_no":58,"environments":[],"img_main":null,"document__slug":"cc","document__title":"Creature Codex","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/creature-codex-for-5th-edition-dnd/","v2_converted_path":"/v2/creatures/ccdx_cats-of-ulthar/"},{"slug":"dream-wraith","desc":"","name":"Dream Wraith","size":"Medium","type":"Undead","subtype":"","group":null,"alignment":"neutral evil","armor_class":14,"armor_desc":null,"hit_points":60,"hit_dice":"8d8+24","speed":{"fly":60,"hover":true,"walk":0},"strength":6,"dexterity":18,"constitution":17,"intelligence":12,"wisdom":15,"charisma":16,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":null,"skills":{"stealth":7},"damage_vulnerabilities":"psychic","damage_resistances":"acid, cold, fire, lightning, thunder; bludgeoning, piercing, and slashing from nonmagical attacks","damage_immunities":"necrotic, poison","condition_immunities":"poisoned","senses":"darkvision 60 ft., passive Perception 12","languages":"Common","challenge_rating":"5","cr":5.0,"actions":[{"attack_bonus":7,"damage_dice":"2d6+4","desc":"Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) psychic damage, and the target must succeed on a DC 14 Charisma saving throw or fall unconscious.","name":"Sleep Touch"},{"desc":"The dream wraith targets an unconscious or sleeping creature within 5 feet of it. The creature must succeed on a DC 14 Constitution saving throw or be reduced to 0 hp. The dream wraith gains temporary hp for 1 hour equal to the amount of hp the creature lost.","name":"Steal Dreams"}],"bonus_actions":null,"reactions":[{"desc":"When a creature the dream wraith can see starts its turn within 30 feet of the dream wraith, the dream wraith can create the illusion that it looks like that creature's most recently departed loved one. If the creature can see the dream wraith, it must succeed on a DC 14 Wisdom saving throw or be stunned until the end of its turn.","name":"Dreamer's Gaze"}],"legendary_desc":"","legendary_actions":null,"special_abilities":[{"desc":"Any humanoid that dies at the hands of a dream wraith rises 1 hour later as a wraith under the dream wraith's control.","name":"Create Wraith"},{"desc":"The dream wraith can move through other creatures and objects as if they were difficult terrain. It takes 5 (1d10) force damage if it ends its turn inside an object.","name":"Incorporeal Movement"},{"desc":"While in sunlight, the dream wraith has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.","name":"Sunlight Sensitivity"}],"spell_list":[],"page_no":135,"environments":[],"img_main":null,"document__slug":"cc","document__title":"Creature Codex","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/creature-codex-for-5th-edition-dnd/","v2_converted_path":"/v2/creatures/ccdx_dream-wraith/"},{"slug":"dust-goblin-chieftain","desc":"","name":"Dust Goblin Chieftain","size":"Small","type":"Humanoid","subtype":"goblinoid","group":null,"alignment":"neutral evil","armor_class":16,"armor_desc":"studded leather","hit_points":44,"hit_dice":"8d6+16","speed":{"walk":30},"strength":8,"dexterity":18,"constitution":15,"intelligence":14,"wisdom":13,"charisma":13,"strength_save":null,"dexterity_save":7,"constitution_save":null,"intelligence_save":5,"wisdom_save":null,"charisma_save":null,"perception":null,"skills":{"intimidation":3,"stealth":8,"survival":3},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"","condition_immunities":"","senses":"darkvision 60 ft., passive Perception 11","languages":"Common, Goblin, and one ancient language","challenge_rating":"3","cr":3.0,"actions":[{"attack_bonus":6,"damage_dice":"1d6+4","desc":"Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) piercing damage plus 4 (1d8) poison damage. The target must succeed on a DC 13 Constitution saving throw or be poisoned for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success","name":"Shortsword"},{"attack_bonus":6,"damage_dice":"1d8+4","desc":"Ranged Weapon Attack: +6 to hit, range 80/320 ft., one target. Hit: 8 (1d8 + 4) piercing damage plus 4 (1d8) poison damage. The target must succeed on a DC 13 Constitution saving throw or be poisoned for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.","name":"Light Crossbow"}],"bonus_actions":null,"reactions":[{"desc":"The dust goblin chieftain adds 2 to its AC against one melee attack that would hit it. To do so, the chieftain must see the attacker and be wielding a melee weapon.","name":"Parry"}],"legendary_desc":"","legendary_actions":null,"special_abilities":[{"desc":"The dust goblin chieftain has advantage on saving throws against being charmed or frightened. In addition, it can use an action to read the surface thoughts of one creature within 30 feet. This works like the detect thoughts spell, except it can only read surface thoughts and there is no limit to the duration. The dust goblin chieftain can end this effect as a bonus action or by using an action to change the target.","name":"Alien Mind"},{"desc":"On each of its turns, the dust goblin chieftain can use a bonus action to take the Dash, Disengage, or Hide action.","name":"Cunning Action"},{"desc":"The dust goblin chieftain deals an extra 10 (3d6) damage when it hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5 feet of an ally of the dust goblin chieftain that isn't incapacitated and the chieftain doesn't have disadvantage on the attack roll.","name":"Sneak Attack (1/Turn)"},{"desc":"When the dust goblin chieftain attacks a creature from hiding, the target must succeed on a DC 13 Wisdom saving throw or be frightened until the end of its next turn.","name":"Twisted"}],"spell_list":[],"page_no":136,"environments":[],"img_main":null,"document__slug":"cc","document__title":"Creature Codex","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/creature-codex-for-5th-edition-dnd/","v2_converted_path":"/v2/creatures/ccdx_dust-goblin-chieftain/"},{"slug":"eye-of-the-gods","desc":"","name":"Eye of the Gods","size":"Small","type":"Celestial","subtype":"","group":null,"alignment":"any alignment (as its creator deity)","armor_class":14,"armor_desc":null,"hit_points":36,"hit_dice":"8d6+8","speed":{"fly":50,"hover":true,"walk":0},"strength":8,"dexterity":18,"constitution":12,"intelligence":13,"wisdom":20,"charisma":16,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":9,"skills":{"perception":9},"damage_vulnerabilities":"","damage_resistances":"fire, radiant; bludgeoning, piercing, and slashing from nonmagical attacks","damage_immunities":"necrotic, poison","condition_immunities":"charmed, exhaustion, poisoned","senses":"truesight 120 ft., passive Perception 19","languages":"all, telepathy 60 ft.","challenge_rating":"1","cr":1.0,"actions":[{"attack_bonus":6,"damage_dice":"1d6+4","desc":"Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) radiant (good or neutral eyes) or necrotic (evil eyes) damage.","name":"Slam"},{"desc":"The eye of the gods inspires all allies within 10 feet. For 1 minute, all inspired creatures have advantage on saving throws against being frightened.","name":"Divine Inspiration (Recharge 5-6)"}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"desc":"A hostile creature that touches the eye of the gods or hits it with a melee attack while within 5 feet of it takes 3 (1d6) radiant (good or neutral eyes) or necrotic (evil eyes) damage.","name":"Blazing Nimbus"},{"desc":"Allies within 10 feet of the eye of the gods have truesight of 20 feet.","name":"Corona of Truth"},{"desc":"The deity that created the eye of the gods can see everything the eye sees and can instantly recall the eye to its side at any time.","name":"Divine Conduit"},{"desc":"As a bonus action, the eye of the gods can magically shift from the Material Plane to the Ethereal Plane, or vice versa.","name":"Ethereal Jaunt"}],"spell_list":[],"page_no":16,"environments":[],"img_main":null,"document__slug":"cc","document__title":"Creature Codex","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/creature-codex-for-5th-edition-dnd/","v2_converted_path":"/v2/creatures/ccdx_eye-of-the-gods/"},{"slug":"far-wanderer","desc":"","name":"Far Wanderer","size":"Medium","type":"Aberration","subtype":"","group":null,"alignment":"neutral","armor_class":14,"armor_desc":null,"hit_points":88,"hit_dice":"16d8+16","speed":{"walk":30},"strength":14,"dexterity":18,"constitution":12,"intelligence":17,"wisdom":11,"charisma":10,"strength_save":null,"dexterity_save":6,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":2,"skills":{"arcana":5,"perception":2,"stealth":6},"damage_vulnerabilities":"","damage_resistances":"cold","damage_immunities":"","condition_immunities":"exhaustion, poisoned","senses":"darkvision 120 ft., passive Perception 12","languages":"Common, Elvish, Sylvan","challenge_rating":"3","cr":3.0,"actions":[{"attack_bonus":4,"damage_dice":"2d8+2","desc":"Melee Weapon Attack: +4 to hit, reach 5ft., one target. Hit: 11 (2d8 + 2) slashing damage and 2 (1d4) cold damage.","name":"Stardust Blade"},{"attack_bonus":6,"damage_dice":"2d8+4","desc":"Ranged Weapon Attack: +6 to hit, range 150/600 ft., one target. Hit: 13 (2d8 + 4) piercing damage and 2 (1d4) cold damage.","name":"Stardust bow"},{"desc":"The far wanderer channels the energy of the living god-star Yorama. One creature the far wanderer can see within 60 feet must make a DC 13 Wisdom saving throw, taking 7 (2d6) psychic damage on a failed save, or half as much damage on a successful one. A creature who fails the saving throw is stunned until the end of its turn. Alternately, the far wanderer can instead restore 14 (4d6) hp to one willing creature it can see within 60 feet.","name":"Call to Yorama (1/Day)"}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"desc":"The far wanderer understands the literal meaning of any spoken or written language it hears or reads. In addition, it can use an action to read the surface thoughts of one creature within 30 feet. This works like the detect thoughts spell, except it can only read surface thoughts and there is no limit to the duration. It can end this effect as a bonus action or by using an action to change the target.","name":"Trader"},{"desc":"As a bonus action, the far wanderer folds the fabric of reality to teleport itself to an unoccupied space it can see within 30 feet. A brief shimmer of starlight appears at the origin and destination.","name":"Traveler"}],"spell_list":[],"page_no":151,"environments":[],"img_main":null,"document__slug":"cc","document__title":"Creature Codex","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/creature-codex-for-5th-edition-dnd/","v2_converted_path":"/v2/creatures/ccdx_far-wanderer/"},{"slug":"fleshpod-hornet","desc":"","name":"Fleshpod Hornet","size":"Large","type":"Beast","subtype":"","group":null,"alignment":"unaligned","armor_class":14,"armor_desc":null,"hit_points":120,"hit_dice":"16d10+32","speed":{"fly":60,"hover":true,"walk":10},"strength":14,"dexterity":18,"constitution":15,"intelligence":3,"wisdom":12,"charisma":6,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":4,"skills":{"perception":4},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"","condition_immunities":"","senses":"passive Perception 14","languages":"-","challenge_rating":"6","cr":6.0,"actions":[{"desc":"The fleshpod hornet makes two attacks: one with its slam and one with its stinger.","name":"Multiattack"},{"attack_bonus":7,"damage_dice":"2d8+4","desc":"Melee Weapon Attack: +7 to hit, reach 5 ft., one creature. Hit: 13 (2d8 + 4) bludgeoning damage.","name":"Slam"},{"attack_bonus":7,"damage_dice":"2d6+4","desc":"Melee Weapon Attack: +7 to hit, reach 10 ft., one creature. Hit: 11 (2d6 + 4) piercing damage. The target must make a DC 13 Constitution saving throw, taking 21 (6d6) poison damage on a failed save, or half as much damage on a successful one. On a failed saving throw, the target is also infected with the eggs of the fleshpod hornet. \n\nThe injected eggs form a circular lotus pod tumor, roughly half a foot in diameter, on the target within 1 minute of injection. While carrying this tumor, the target has disadvantage on skill checks and saving throws. Exactly 24 hours after the lotus pod appears, a young fleshpod hornet (use giant wasp statistics) erupts from the tumor, dealing does 33 (6d10) slashing damage to the target. \n\nThe tumor can be excised with a DC 15 Wisdom (Medicine) check, causing 16 (3d10) slashing damage to the host. If it is cut out without the check, the patient must succeed on a DC 15 Constitution saving throw or take 22 (4d10) slashing damage.","name":"Stinger"}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"desc":"If the fleshpod hornet flies at least 20 feet straight toward a creature and then hits it with a slam attack on the same turn, that target must succeed on a DC 13 Strength saving throw or be knocked prone.","name":"Flying Charge"}],"spell_list":[],"page_no":161,"environments":[],"img_main":null,"document__slug":"cc","document__title":"Creature Codex","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/creature-codex-for-5th-edition-dnd/","v2_converted_path":"/v2/creatures/ccdx_fleshpod-hornet/"},{"slug":"gaki","desc":"","name":"Gaki","size":"Medium","type":"Undead","subtype":"","group":null,"alignment":"chaotic evil","armor_class":14,"armor_desc":null,"hit_points":75,"hit_dice":"10d8+30","speed":{"walk":30},"strength":7,"dexterity":18,"constitution":17,"intelligence":10,"wisdom":12,"charisma":16,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":4,"charisma_save":6,"perception":4,"skills":{"perception":4},"damage_vulnerabilities":"","damage_resistances":"acid, fire, lightning, thunder; bludgeoning, piercing, and slashing from nonmagical attacks","damage_immunities":"cold, necrotic, poison","condition_immunities":"charmed, exhaustion, frightened, grappled, paralyzed, petrified, poisoned, prone, restrained","senses":"darkvision 60 ft., passive Perception 14","languages":"any languages it knew in life","challenge_rating":"8","cr":8.0,"actions":[{"desc":"The gaki makes two bite attacks.","name":"Multiattack"},{"attack_bonus":7,"damage_dice":"1d6+4","desc":"Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) piercing damage plus 7 (2d6) acid damage.","name":"Bite"},{"attack_bonus":6,"damage_dice":"6d6","desc":"Ranged Spell Attack: +6 to hit, range 30 ft., one target. Hit: 21 (6d6) acid damage.","name":"Spit Acid"}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"desc":"If a creature starts its turn within 10 feet of a gaki, it is overwhelmed by a hunger that dissolves fat and atrophies muscle. It must make a DC 14 Constitution saving throw, taking 11 (2d10) necrotic damage on a failed save, or half as much damage on a successful one.","name":"Aura of Famine"},{"desc":"At the start of its turn, if a creature can see the gaki, it must make a DC 14 Wisdom saving throw. On a failure, it is overcome with a desire to kill and eat the ghost, and it must move as close to the gaki as it can.","name":"Gluttonous Attraction"},{"desc":"The gaki has advantage on melee attack rolls against any creature that doesn't have all its hp.","name":"Hungry Frenzy"},{"desc":"The gaki can move through other creatures and objects as if they were difficult terrain. It takes 5 (1d10) force damage if it ends its turn inside an object.","name":"Incorporeal Movement"}],"spell_list":[],"page_no":390,"environments":[],"img_main":null,"document__slug":"cc","document__title":"Creature Codex","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/creature-codex-for-5th-edition-dnd/","v2_converted_path":"/v2/creatures/ccdx_gaki/"},{"slug":"greater-rakshasa","desc":"","name":"Greater Rakshasa","size":"Medium","type":"Fiend","subtype":"","group":null,"alignment":"lawful evil","armor_class":18,"armor_desc":"natural armor","hit_points":144,"hit_dice":"17d8+68","speed":{"walk":40},"strength":14,"dexterity":18,"constitution":18,"intelligence":15,"wisdom":16,"charisma":20,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":null,"skills":{"deception":10,"insight":8},"damage_vulnerabilities":"piercing from magic weapons wielded by good creatures","damage_resistances":"","damage_immunities":"bludgeoning, piercing, and slashing from nonmagical attacks","condition_immunities":"","senses":"darkvision 60 ft., passive Perception 13","languages":"Common, Infernal","challenge_rating":"15","cr":15.0,"actions":[{"desc":"The greater rakshasa makes two claw attacks.","name":"Multiattack"},{"attack_bonus":7,"damage_dice":"2d6+2","desc":"Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 9 (2d6 + 2) slashing damage, and the target is cursed if it is a creature. The magical curse takes effect whenever the target takes a short or long rest, filling the target's thoughts with horrible images and dreams. The cursed target gains no benefit from finishing a short or long rest. The curse lasts until it is lifted by a remove curse spell or similar magic.","name":"Claw"},{"desc":"The greater rakshasa chooses a point it can see within 60 feet, conjuring a terrifying manifestation of its enemies' worst fears in a 30-foot-radius around the point. Each non-rakshasa in the area must make a DC 18 Wisdom saving throw. On a failed save, a creature takes 66 (12d10) psychic damage and becomes frightened for 1 minute. On a success, the target takes half the damage and isn't frightened. A frightened creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.","name":"Harrowing Visions (Recharge 5-6)"}],"bonus_actions":null,"reactions":null,"legendary_desc":"The greater rakshasa can take 3 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature's turn. The greater rakshasa regains spent legendary actions at the start of its turn.","legendary_actions":[{"desc":"The greater rakshasa makes one claw attack.","name":"Claw Attack"},{"desc":"The greater rakshasa becomes invisible at the same time that an illusory double of itself appears where it is standing. This switch is indiscernible to others. After the double appears, the greater rakshasa can move up to its speed. Both effects last until the start of the greater rakshasa's next turn, but the invisibility ends if the greater rakshasa makes an attack or casts a spell before then.","name":"Misleading Escape (Costs 2 Actions)"},{"desc":"The greater rakshasa casts a spell from its list of innate spells, consuming a use of the spell as normal.","name":"Cast a Spell (Costs 3 Actions)"}],"special_abilities":[{"desc":"The greater rakshasa can't be affected or detected by spells of 7th level or lower unless it wishes to be. It has advantage on saving throws against all other spells and magical effects.","name":"Limited Magic Immunity"},{"desc":"When the greater rakshasa casts the charm person spell, it can target up to five creatures. When it casts the dominate person spell, the spell's duration is concentration, up to 8 hours.","name":"Puppet Master"},{"desc":"The greater rakshasa's innate spellcasting ability is Charisma (spell save DC 18, +10 to hit with spell attacks). The greater rakshasa can innately cast the following spells, requiring no material components:\nAt will: detect thoughts, disguise self, mage hand, minor illusion\n3/day each: charm person, detect magic, invisibility, major image, suggestion\n1/day each: dominate person, fly, plane shift, true seeing","name":"Innate Spellcasting"}],"spell_list":[],"page_no":0,"environments":[],"img_main":null,"document__slug":"cc","document__title":"Creature Codex","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/creature-codex-for-5th-edition-dnd/","v2_converted_path":"/v2/creatures/ccdx_greater-rakshasa/"},{"slug":"ichneumon","desc":"","name":"Ichneumon","size":"Large","type":"Monstrosity","subtype":"","group":null,"alignment":"unaligned","armor_class":16,"armor_desc":"natural armor; 18 with Mud Armor","hit_points":123,"hit_dice":"13d10+52","speed":{"walk":50},"strength":22,"dexterity":18,"constitution":18,"intelligence":6,"wisdom":14,"charisma":12,"strength_save":null,"dexterity_save":8,"constitution_save":8,"intelligence_save":null,"wisdom_save":6,"charisma_save":null,"perception":null,"skills":{"acrobatics":8,"athletics":10,"stealth":8,"survival":6},"damage_vulnerabilities":"","damage_resistances":"acid, cold, fire, lightning, poison; bludgeoning, piercing, and slashing from nonmagical attacks","damage_immunities":"","condition_immunities":"","senses":"darkvision 120 ft., passive Perception 12","languages":"-","challenge_rating":"11","cr":11.0,"actions":[{"desc":"The ichneumon makes three attacks: two with its bite and one with its claws.","name":"Multiattack"},{"attack_bonus":10,"damage_dice":"4d6+6","desc":"Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 20 (4d6 + 6) piercing damage and the target is grappled (escape DC 18). Until this grapple ends, the target is restrained, and the ichneumon can't use its bite on another target.","name":"Bite"},{"attack_bonus":10,"damage_dice":"3d6+6","desc":"Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 16 (3d6 + 6) slashing damage.","name":"Claws"}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"desc":"The ichneumon is immune to a dragon's Frightful Presence and has advantage on saving throws against the breath weapons of dragons.","name":"Draconic Predator"},{"desc":"If the ichneumon is subjected to an effect that allows it to make a Dexterity saving throw to take only half damage, the ichneumon instead takes no damage if it succeeds on the saving throw, and only half damage if it fails.","name":"Evasion"},{"desc":"The ichneumon has advantage on Wisdom (Perception) checks that rely on hearing or smell.","name":"Keen Hearing and Smell"},{"desc":"If the ichneumon spends an hour applying mud to itself, it can increase its AC by 2 for 8 hours.","name":"Mud Armor"}],"spell_list":[],"page_no":224,"environments":[],"img_main":null,"document__slug":"cc","document__title":"Creature Codex","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/creature-codex-for-5th-edition-dnd/","v2_converted_path":"/v2/creatures/ccdx_ichneumon/"},{"slug":"kapi","desc":"","name":"Kapi","size":"Medium","type":"Humanoid","subtype":"simian","group":null,"alignment":"chaotic good","armor_class":14,"armor_desc":null,"hit_points":13,"hit_dice":"3d8","speed":{"climb":30,"walk":30},"strength":14,"dexterity":18,"constitution":10,"intelligence":11,"wisdom":13,"charisma":9,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":null,"skills":{"acrobatics":6,"stealth":6},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"","condition_immunities":"","senses":"darkvision 60 ft., passive Perception 11","languages":"Common, Simian","challenge_rating":"1/2","cr":0.5,"actions":[{"desc":"The kapi makes two attacks: one with its quarterstaff and one with its tail trip.","name":"Multiattack"},{"attack_bonus":4,"damage_dice":"1d6+2","desc":"Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) bludgeoning damage or 6 (1d8 + 2) bludgeoning damage if used with two hands.","name":"Quarterstaff"},{"desc":"Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: The target must succeed on a DC 14 Dexterity saving throw or be knocked prone.","name":"Tail Trip"},{"attack_bonus":6,"damage_dice":"1d4+4","desc":"Ranged Weapon Attack: +6 to hit, range 30/120 ft., one target. Hit: 6 (1d4 + 4) bludgeoning damage.","name":"Sling"}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"desc":"The kapi can take the Disengage action as a bonus action on each of its turns.","name":"Nimble Feet"},{"desc":"The kapi can use its tail to pick up or hold a small object that isn't being worn or carried. It can use its tail to interact with objects, leaving its hands free to wield weapons or carry heavier objects. The kapi can't use its tail to wield a weapon but can use it to trip an opponent (see below).","name":"Prehensile Tail"}],"spell_list":[],"page_no":234,"environments":[],"img_main":null,"document__slug":"cc","document__title":"Creature Codex","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/creature-codex-for-5th-edition-dnd/","v2_converted_path":"/v2/creatures/ccdx_kapi/"},{"slug":"karakura","desc":"","name":"Karakura","size":"Medium","type":"Fiend","subtype":"shapechanger","group":null,"alignment":"neutral evil","armor_class":15,"armor_desc":"natural armor","hit_points":76,"hit_dice":"17d8","speed":{"fly":40,"walk":30},"strength":7,"dexterity":18,"constitution":11,"intelligence":15,"wisdom":13,"charisma":20,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":8,"perception":4,"skills":{"deception":8,"perception":4,"persuasion":8,"stealth":7},"damage_vulnerabilities":"radiant","damage_resistances":"cold, fire, lightning; bludgeoning, piercing, and slashing from nonmagical attacks","damage_immunities":"poison","condition_immunities":"poisoned","senses":"darkvision 60 ft., passive Perception 14","languages":"Abyssal, Common, Infernal, telepathy 60 ft.","challenge_rating":"5","cr":5.0,"actions":[{"desc":"The karakura makes three claw attacks and can use Charm or Shroud in Darkness, if it is available.","name":"Multiattack"},{"attack_bonus":7,"damage_dice":"1d6+4","desc":"Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) slashing damage.","name":"Claw"},{"desc":"One humanoid the karakura can see within 30 feet of it must succeed on a DC 15 Wisdom saving throw or be magically charmed until dawn. The charmed target obeys the fiend's commands. If the target suffers any harm or receives a suicidal command, it can repeat the saving throw to end the effect. If the target successfully saves, or if the effect on it ends, the target is immune to this karakura's Charm for the next 24 hours. \n\nThe karakura can have only one target charmed at a time. If it charms another, the effect on the previous target ends.","name":"Charm"},{"desc":"Bands of shadow stretch out from the karakura and wrap around a target it can see within 30 feet. The target must succeed on a DC 15 Charisma saving throw or be translocated to the Plane of Shadow for 1 minute. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. When a target exits the shroud, it appears in an unoccupied space within 10 feet of the karakura. \n\nThe karakura can have only one target in its shroud at a time. It can release a target as a bonus action. \n\nWhile in the Plane of Shadow, the target is bombarded with horrific images and sensations. Each round it remains in the Plane of Shadow, it must succeed on a DC 15 Charisma saving throw or gain one short-term madness. A target held in the shroud is released when the karakura dies.","name":"Shroud in Darkness (Recharge 5-6)"},{"desc":"The karakura can magically enter the Plane of Shadow from the Material Plane, or vice versa.","name":"Shadow Walk"}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"desc":"The karakura can only exist on the Material Plane at night or underground. Spells or effects that count as sunlight cast the fiend back to the Plane of Shadow for 1d4 hours.","name":"Night Walkers"},{"desc":"The karakura can use its action to polymorph into a Small or Medium humanoid, or back into its true form. Other than its size, its statistics are the same in each form. Any equipment it is wearing or carrying isn't transformed. It reverts to its true form if it dies.","name":"Shapechanger"},{"desc":"The karakura can telepathically communicate with any creature it has charmed at any distance and across different planes.","name":"Telepathic Bond"}],"spell_list":[],"page_no":235,"environments":[],"img_main":null,"document__slug":"cc","document__title":"Creature Codex","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/creature-codex-for-5th-edition-dnd/","v2_converted_path":"/v2/creatures/ccdx_karakura/"},{"slug":"knight-of-the-road","desc":"","name":"Knight of the Road","size":"Medium","type":"Humanoid","subtype":"elf","group":null,"alignment":"lawful evil","armor_class":16,"armor_desc":"breastplate","hit_points":117,"hit_dice":"18d8+36","speed":{"walk":30},"strength":14,"dexterity":18,"constitution":14,"intelligence":14,"wisdom":12,"charisma":16,"strength_save":null,"dexterity_save":7,"constitution_save":5,"intelligence_save":null,"wisdom_save":4,"charisma_save":6,"perception":4,"skills":{"arcana":5,"nature":5,"perception":4,"stealth":7,"survival":4},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"","condition_immunities":"","senses":"darkvision 60 ft., passive Perception 14","languages":"Common, Elvish, Umbral","challenge_rating":"5","cr":5.0,"actions":[{"desc":"The knight of the road makes two longsword attacks or two shortbow attacks.","name":"Multiattack"},{"attack_bonus":5,"damage_dice":"1d8+2","desc":"Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) slashing damage, or 7 (1d10 + 2) slashing damage if used with two hands.","name":"Longsword"},{"attack_bonus":5,"damage_dice":"1d12+2","desc":"Melee Weapon Attack: +5 to hit, reach 10 ft., one target. Hit: 8 (1d12 + 2) piercing damage.","name":"Lance"},{"attack_bonus":7,"damage_dice":"1d6+4","desc":"Ranged Weapon Attack: +7 to hit, range 80/320 ft., one target. Hit: 7 (1d6 + 4) piercing damage and the target must succeed on a DC 15 Constitution saving throw or become poisoned for 1 minute. A poisoned creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.","name":"Shortbow"}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"desc":"The shadow fey has advantage on saving throws against being charmed, and magic can't put it to sleep.","name":"Fey Ancestry"},{"desc":"The shadow fey has advantage on Wisdom (Perception) checks that rely on sight.","name":"Keen Sight"},{"desc":"As a bonus action, the shadow fey designates a creature it can see within 100 feet and obscures the creature and its companions' travel on a particular shadow road. That shadow road will not open for the designated creature or its traveling companions except through powerful magical means such as by a key of Veles. In addition, that shadow road won't lead to its usual destination for the designated creature or its traveling companions, instead leading the group in a meandering loop. This effect lasts for 9 (2d8) days, until the shadow fey removes the effect, or until the shadow fey dies.","name":"Obscure the Way (1/Day)"},{"desc":"As a bonus action while in shadows, dim light, or darkness, the shadow fey disappears into the darkness and reappears in an unoccupied space it can see within 30 feet. A tendril of inky smoke appears at the origin and destination when it uses this trait.","name":"Shadow Traveler (3/Day)"},{"desc":"While in sunlight, the shadow fey has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.","name":"Sunlight Sensitivity"},{"desc":"The shadow fey has advantage on Intelligence (Arcana) checks made to know about shadow roads and shadow magic spells or items.","name":"Traveler in Darkness"}],"spell_list":[],"page_no":58,"environments":[],"img_main":null,"document__slug":"cc","document__title":"Creature Codex","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/creature-codex-for-5th-edition-dnd/","v2_converted_path":"/v2/creatures/ccdx_knight-of-the-road/"},{"slug":"moonchild-naga","desc":"","name":"Moonchild Naga","size":"Large","type":"Monstrosity","subtype":"","group":null,"alignment":"neutral evil","armor_class":15,"armor_desc":"natural armor","hit_points":75,"hit_dice":"10d10+20","speed":{"walk":40},"strength":17,"dexterity":18,"constitution":14,"intelligence":12,"wisdom":16,"charisma":18,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":6,"charisma_save":7,"perception":null,"skills":{"arcana":4,"deception":7,"insight":6,"persuasion":7},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"poison","condition_immunities":"charmed, poisoned","senses":"darkvision 60 ft., passive Perception 13","languages":"Common","challenge_rating":"6","cr":6.0,"actions":[{"attack_bonus":7,"damage_dice":"2d8+4","desc":"Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 13 (2d8 + 4) piercing damage plus 18 (4d8) poison damage.","name":"Bite"},{"attack_bonus":7,"damage_dice":"2d6+4","desc":"Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 11 (2d6 + 4) bludgeoning damage, and the target is grappled (escape DC 14). Until this grapple ends, the target is restrained, and the naga can't constrict another target.","name":"Constrict"},{"desc":"The moonchild naga's bottomless gaze inexorably draws the eye of one target within 30 feet. If the target can see the naga, it must succeed on a DC 15 Wisdom saving throw or be stunned until the end of the naga's next turn. If the target's saving throw is successful, it is immune to the naga's gaze for the next 24 hours.","name":"Starry Gaze"}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"desc":"If it dies, the moonchild naga returns to life in 1d6 days and regains all its hp. Only a wish spell can prevent this trait from functioning.","name":"Rejuvenation"},{"desc":"The moonchild naga's innate spellcasting ability is Charisma (spell save DC 15, +7 to hit with spell attacks). It can innately cast the following spells, requiring only verbal components:\nAt will: charm person, friends, mage hand, message, minor illusion, poison spray, suggestion\n3/day each: color spray, dispel magic, fear, hold person\n1/day each: dominate beast, hypnotic pattern","name":"Innate Spellcasting"}],"spell_list":[],"page_no":273,"environments":[],"img_main":null,"document__slug":"cc","document__title":"Creature Codex","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/creature-codex-for-5th-edition-dnd/","v2_converted_path":"/v2/creatures/ccdx_moonchild-naga/"},{"slug":"ratatosk-warlord","desc":"","name":"Ratatosk Warlord","size":"Small","type":"Celestial","subtype":"","group":null,"alignment":"chaotic neutral","armor_class":16,"armor_desc":"breastplate","hit_points":77,"hit_dice":"14d6+28","speed":{"climb":25,"walk":25},"strength":7,"dexterity":18,"constitution":14,"intelligence":12,"wisdom":14,"charisma":12,"strength_save":null,"dexterity_save":7,"constitution_save":null,"intelligence_save":null,"wisdom_save":5,"charisma_save":null,"perception":null,"skills":{"acrobatics":7,"intimidation":4},"damage_vulnerabilities":"","damage_resistances":"bludgeoning, piercing, and slashing from nonmagical attacks","damage_immunities":"","condition_immunities":"","senses":"darkvision 60 ft., passive Perception 12","languages":"Celestial, Common; telepathy 100 ft.","challenge_rating":"5","cr":5.0,"actions":[{"desc":"The ratatosk warlord makes two attacks: one with its gore and one with its ratatosk shortspear.","name":"Multiattack"},{"attack_bonus":7,"damage_dice":"2d6+4","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.","name":"Ratatosk Shortspear"},{"attack_bonus":7,"damage_dice":"1d4+4","desc":"Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 6 (1d4 + 4) piercing damage plus 14 (4d6) psychic damage.","name":"Gore"},{"desc":"Each non-ratatosk creature within 30 feet that can hear the warlord must succeed on a DC 15 Charisma saving throw or have disadvantage on all attack rolls until the start of the warlord's next turn.","name":"Chatter of War (Recharges 5-6)"}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"desc":"As a bonus action, the ratatosk warlord commands one ratatosk within 30 feet of it to make one melee attack as a reaction.","name":"I'm Bigger That's Why"},{"desc":"The ratatosk warlord can take the Dash or Disengage action as a bonus action on each of its turns.","name":"Warlord Skitter"}],"spell_list":[],"page_no":314,"environments":[],"img_main":null,"document__slug":"cc","document__title":"Creature Codex","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/creature-codex-for-5th-edition-dnd/","v2_converted_path":"/v2/creatures/ccdx_ratatosk-warlord/"},{"slug":"ratfolk-mercenary","desc":"","name":"Ratfolk Mercenary","size":"Small","type":"Humanoid","subtype":"ratfolk","group":null,"alignment":"neutral","armor_class":15,"armor_desc":"leather armor","hit_points":45,"hit_dice":"13d6","speed":{"swim":10,"walk":25},"strength":7,"dexterity":18,"constitution":11,"intelligence":14,"wisdom":10,"charisma":10,"strength_save":null,"dexterity_save":6,"constitution_save":null,"intelligence_save":4,"wisdom_save":null,"charisma_save":null,"perception":2,"skills":{"acrobatics":8,"deception":2,"intimidation":2,"perception":2,"stealth":8},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"","condition_immunities":"","senses":"darkvision 60 ft., passive Perception 12","languages":"Common","challenge_rating":"2","cr":2.0,"actions":[{"desc":"The ratfolk mercenary makes two attacks with its shortsword or dart. If both shortsword attacks hit the same target, the ratfolk mercenary can use its bonus action to automatically deal an extra 4 (1d8) piercing damage as it bites the target.","name":"Multiattack"},{"attack_bonus":6,"damage_dice":"1d6+4","desc":"Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) piercing damage.","name":"Shortsword"},{"attack_bonus":6,"damage_dice":"1d4+4","desc":"Ranged Weapon Attack: +6 to hit, range 20/60 ft., one target. Hit: 6 (1d4 + 4) piercing damage.","name":"Dart"}],"bonus_actions":null,"reactions":[{"desc":"When a creature makes an attack against the ratfolk mercenary's current employer, the mercenary grants a +2 bonus to the employer's AC if the mercenary is within 5 feet of the employer.","name":"Guard the Big Cheese"}],"legendary_desc":"","legendary_actions":null,"special_abilities":[{"desc":"The ratfolk mercenary's melee weapon attacks deal one extra die of damage if at least one of the mercenary's allies is within 5 feet of the creature and the ally isn't incapacitated.","name":"Chopper Squad"},{"desc":"The ratfolk mercenary can move through the space of any Medium or larger creature.","name":"Nimbleness"},{"desc":"The ratfolk has advantage on attack rolls against a creature if at least one of the ratfolk's allies is within 5 feet of the creature and the ally isn't incapacitated.","name":"Pack Tactics"},{"desc":"If the ratfolk mercenary moves at least 10 feet straight toward a target and then hits it with a shortsword attack on the same turn, the mercenary can make one dart attack against another target within 20 feet as a bonus action without disadvantage.","name":"Packing Heat"}],"spell_list":[],"page_no":315,"environments":[],"img_main":null,"document__slug":"cc","document__title":"Creature Codex","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/creature-codex-for-5th-edition-dnd/","v2_converted_path":"/v2/creatures/ccdx_ratfolk-mercenary/"},{"slug":"roachling-scout","desc":"","name":"Roachling Scout","size":"Small","type":"Humanoid","subtype":"roachling","group":null,"alignment":"chaotic neutral","armor_class":14,"armor_desc":null,"hit_points":63,"hit_dice":"14d6+14","speed":{"climb":15,"walk":25},"strength":10,"dexterity":18,"constitution":13,"intelligence":10,"wisdom":14,"charisma":8,"strength_save":null,"dexterity_save":6,"constitution_save":3,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":6,"skills":{"acrobatics":6,"perception":6,"stealth":6,"survival":6},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"","condition_immunities":"","senses":"darkvision 60 ft., tremorsense 10 ft., passive Perception 16","languages":"Common","challenge_rating":"2","cr":2.0,"actions":[{"desc":"The roachling scout makes two begrimed shortsword attacks or two begrimed dart attacks.","name":"Multiattack"},{"attack_bonus":6,"damage_dice":"1d6+4","desc":"Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) piercing damage plus 7 (2d6) poison damage.","name":"Begrimed Shortsword"},{"attack_bonus":6,"damage_dice":"1d4+4","desc":"Ranged Weapon Attack: +6 to hit, range 20/60 ft., one target. Hit: 6 (1d4 + 4) piercing damage plus 7 (2d6) poison damage.","name":"Begrimed Dart"}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"desc":"The roachling scout has advantage on Wisdom (Perception) checks that rely on smell.","name":"Keen Smell"},{"desc":"The roachling scout has advantage on Constitution saving throws.","name":"Resistant"},{"desc":"The roachling scout can move stealthily while traveling at a normal pace.","name":"Stealthy Traveler"},{"desc":"The roachling scout has disadvantage on Charisma (Performance) and Charisma (Persuasion) checks in interactions with non-roachlings.","name":"Unlovely"}],"spell_list":[],"page_no":319,"environments":[],"img_main":null,"document__slug":"cc","document__title":"Creature Codex","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/creature-codex-for-5th-edition-dnd/","v2_converted_path":"/v2/creatures/ccdx_roachling-scout/"},{"slug":"shadow-fey-ambassador","desc":"","name":"Shadow Fey Ambassador","size":"Medium","type":"Humanoid","subtype":"elf","group":null,"alignment":"lawful evil","armor_class":16,"armor_desc":"studded leather","hit_points":161,"hit_dice":"19d8+76","speed":{"walk":30},"strength":13,"dexterity":18,"constitution":18,"intelligence":16,"wisdom":16,"charisma":20,"strength_save":null,"dexterity_save":8,"constitution_save":null,"intelligence_save":null,"wisdom_save":7,"charisma_save":null,"perception":7,"skills":{"arcana":7,"deception":13,"insight":7,"intimidation":9,"perception":7,"persuasion":13},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"","condition_immunities":"","senses":"darkvision 60 ft., passive Perception 17","languages":"Common, Elvish, Umbral","challenge_rating":"9","cr":9.0,"actions":[{"desc":"The ambassador uses its Withering Stare. It then makes three rapier attacks.","name":"Multiattack"},{"attack_bonus":8,"damage_dice":"1d8+4","desc":"Melee Weapon Attack: +8 to hit, reach 5 ft. Hit: 8 (1d8 + 4) piercing damage plus 10 (3d6) cold damage.","name":"Rapier"},{"desc":"The silver-tongued shadow fey ambassador weaves together a string of highly persuasive and agreeable words. Each creature within 30 feet of the ambassador must succeed on a DC 16 Wisdom saving throw or be charmed by the ambassador, regarding it as a wise and trustworthy ally with the creature's best interests at heart. A charmed target doesn't have to obey the ambassador's commands, but it views the ambassador's words in the most favorable way. \n\nEach time a charmed target witnesses the shadow fey ambassador or its allies do something harmful to the target or its companions, it can repeat the saving throw, ending the effect on itself on a success. Otherwise, the effect lasts as long as the ambassador maintains concentration, up to 8 hours.","name":"Honeyed Words (Recharges after a Long Rest)"},{"desc":"The shadow fey ambassador targets one creature it can see within 30 feet of it. If the target can see it, the target must succeed on a DC 16 Wisdom saving throw or be frightened for 1 minute. The frightened target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a target's saving throw is successful or the effect ends for it, the target is immune to the ambassador's Withering Stare for the next 24 hours.","name":"Withering Stare"}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"desc":"The shadow fey has advantage on saving throws against being charmed, and magic can't put it to sleep.","name":"Fey Ancestry"},{"desc":"As a bonus action while in shadows, dim light, or darkness, the shadow fey disappears into the darkness and reappears in an unoccupied space it can see within 30 feet. A tendril of inky smoke appears at the origin and destination when it uses this trait.","name":"Shadow Traveler (5/Day)"},{"desc":"While in sunlight, the shadow fey has disadvantage on attack rolls and on Wisdom (Perception) checks that rely on sight.","name":"Sunlight Sensitivity"},{"desc":"The shadow fey has advantage on Intelligence (Arcana) checks made to know about shadow roads and shadow magic spells or items.","name":"Traveler in Darkness"}],"spell_list":[],"page_no":145,"environments":[],"img_main":null,"document__slug":"cc","document__title":"Creature Codex","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/creature-codex-for-5th-edition-dnd/","v2_converted_path":"/v2/creatures/ccdx_shadow-fey-ambassador/"},{"slug":"shadow-fey-poisoner","desc":"","name":"Shadow Fey Poisoner","size":"Medium","type":"Humanoid","subtype":"elf","group":null,"alignment":"neutral","armor_class":16,"armor_desc":"studded leather","hit_points":112,"hit_dice":"15d8+45","speed":{"walk":30},"strength":11,"dexterity":18,"constitution":16,"intelligence":13,"wisdom":11,"charisma":14,"strength_save":null,"dexterity_save":8,"constitution_save":null,"intelligence_save":5,"wisdom_save":null,"charisma_save":6,"perception":4,"skills":{"acrobatics":8,"deception":6,"perception":4,"persuasion":6,"stealth":12},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"poison","condition_immunities":"poisoned","senses":"darkvision 120 ft., passive Perception 14","languages":"Common, Elvish","challenge_rating":"11","cr":11.0,"actions":[{"desc":"The shadow fey poisoner makes two shortsword attacks or two longbow attacks.","name":"Multiattack"},{"attack_bonus":8,"damage_dice":"1d6+4","desc":"Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) piercing damage, and the target must make a DC 15 Constitution saving throw, taking 28 (8d6) poison damage on a failed save, or half as much damage on a successful one.","name":"Shortsword"},{"attack_bonus":8,"damage_dice":"1d8+4","desc":"Ranged Weapon Attack: +8 to hit, range 150/600 ft., one target. Hit: 8 (1d8 + 4) piercing damage, and the target must make a DC 15 Constitution saving throw, taking 28 (8d6) poison damage on a failed save, or half as much damage on a successful one.","name":"Longbow"}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"desc":"During its first turn, the shadow fey has advantage on attack rolls against any creature that hasn't taken a turn. Any hit the poisoner scores against a surprised creature is a critical hit.","name":"Assassinate"},{"desc":"When in dim light or darkness, the shadow fey poisoner is invisible.","name":"Born of Shadows"},{"desc":"If the shadow fey poisoner is subjected to an effect that allows it to make a Dexterity saving throw to take only half damage, the poisoner instead takes no damage if it succeeds on the saving throw, and only half damage if it fails.","name":"Evasion"},{"desc":"The shadow fey has advantage on saving throws against being charmed, and magic can't put it to sleep.","name":"Fey Ancestry"},{"desc":"As a bonus action while in shadows, dim light, or darkness, the shadow fey disappears into the darkness and reappears in an unoccupied space it can see within 30 feet. A tendril of inky smoke appears at the origin and destination when it uses this trait.","name":"Shadow Traveler (4/Day)"},{"desc":"The shadow fey poisoner deals an extra 21 (6d6) damage when it hits a target with a weapon attack and has advantage on the attack roll; or when the target is within 5 feet of an ally of the poisoner, that ally isn't incapacitated, and the poisoner doesn't have disadvantage on the attack roll.","name":"Sneak Attack (1/Turn)"},{"desc":"While in sunlight, the shadow fey has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.","name":"Sunlight Sensitivity"},{"desc":"The shadow fey has advantage on Intelligence (Arcana) checks made to know about shadow roads and shadow magic spells or items.","name":"Traveler in Darkness"}],"spell_list":[],"page_no":148,"environments":[],"img_main":null,"document__slug":"cc","document__title":"Creature Codex","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/creature-codex-for-5th-edition-dnd/","v2_converted_path":"/v2/creatures/ccdx_shadow-fey-poisoner/"},{"slug":"shadow-river-lord","desc":"","name":"Shadow River Lord","size":"Medium","type":"Undead","subtype":"","group":null,"alignment":"neutral evil","armor_class":16,"armor_desc":"natural armor","hit_points":135,"hit_dice":"18d8+54","speed":{"swim":60,"walk":30},"strength":14,"dexterity":18,"constitution":16,"intelligence":12,"wisdom":16,"charisma":18,"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":"cold, fire, necrotic; bludgeoning, piercing, and slashing from nonmagical attacks","damage_immunities":"poison","condition_immunities":"charmed, exhaustion, grappled, paralyzed, petrified, poisoned, prone, restrained","senses":"darkvision 60 ft., passive Perception 13","languages":"Common","challenge_rating":"9","cr":9.0,"actions":[{"desc":"The shadow river lord makes two greenfire staff or two shadowfrost bolt attacks. If two attacks hit the same target, the target must make a DC 16 Constitution saving throw or be blinded until the end of its next turn.","name":"Multiattack"},{"attack_bonus":8,"damage_dice":"1d6+4","desc":"Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) bludgeoning damage plus 7 (2d6) fire damage.","name":"Greenfire Staff"},{"attack_bonus":8,"damage_dice":"2d8","desc":"Ranged Spell Attack: +8 to hit, range 150 ft., one target. Hit: 9 (2d8) necrotic damage plus 7 (2d6) cold damage.","name":"Shadowfrost Bolt"},{"desc":"The shadow river lord expels a geyser of shadowy water from its staff in a 30-foot cone. Each creature in that area must make a DC 16 Dexterity saving throw, taking 21 (6d6) necrotic damage and 21 (6d6) cold damage on a failed save, or half as much damage on a successful one.","name":"Shadow Geyser (Recharge 6)"}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"desc":"The shadow river lord can move through a space as narrow as one inch wide without squeezing.","name":"Amorphous"}],"spell_list":[],"page_no":327,"environments":[],"img_main":null,"document__slug":"cc","document__title":"Creature Codex","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/creature-codex-for-5th-edition-dnd/","v2_converted_path":"/v2/creatures/ccdx_shadow-river-lord/"},{"slug":"sigilian","desc":"","name":"Sigilian","size":"Medium","type":"Construct","subtype":"","group":null,"alignment":"unaligned","armor_class":14,"armor_desc":null,"hit_points":65,"hit_dice":"10d8+20","speed":{"fly":60,"walk":0},"strength":6,"dexterity":18,"constitution":14,"intelligence":5,"wisdom":10,"charisma":20,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":2,"skills":{"perception":2,"stealth":6},"damage_vulnerabilities":"psychic","damage_resistances":"bludgeoning, piercing and slashing from nonmagical attacks","damage_immunities":"poison","condition_immunities":"blinded, charmed, deafened, exhaustion, frightened, paralyzed, poisoned, unconscious","senses":"darkvision 60 ft., passive Perception 12","languages":"understands Common but can't speak","challenge_rating":"2","cr":2.0,"actions":[{"desc":"The sigilian makes three attacks: one with its cut and two with its paste.","name":"Multiattack"},{"attack_bonus":6,"damage_dice":"1d6+4","desc":"Ranged Weapon Attack: +6 to hit, range 60 ft., one target. Hit: 7 (1d6 + 4) slashing damage and the sigilian copies one of the target's weapon attacks for 1 minute.","name":"Cut"},{"desc":"Melee or Ranged Spell Attack: +7 to hit, reach 5 ft. or range 60 ft., one target. Hit: Damage die and type are determined by the copied weapon attack from Cut. Glowing runes in the image of that weapon appear as the sigilian attacks.","name":"Paste"},{"desc":"While inside a spellbook, the sigilian eats one spell of the highest level present then exits the spellbook. It chooses to either make its next Paste attack with a number of damage dice equal to the eaten spell's level or regain 3 hp per spell level. The sigilian can only eat one spell at a time and must use the devoured spell's energy before attempting to enter another spellbook. The eaten spell's entry is garbled, but the owner can repair it for half the gold and time usually spent to copy a spell. If the owner has the spell prepared, it can re-record the spell during a long rest for no additional cost.","name":"Devour Spell"}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"desc":"The sigilian can move through a space as narrow as 1 inch wide without squeezing.","name":"Amorphous"},{"desc":"At the start of each of its turns if the sigilian is inside a book that is not a spellbook, it removes the words from 3 (1d6) pages and regains 7 (2d6) hp.","name":"Cognivore"},{"desc":"The sigilian can move half its speed to enter a book. If the book is being worn or carried by a creature, that creature must succeed on a DC 14 Dexterity saving throw or the sigilian enters the book. A creature can take its action to find the sigilian in a book by succeeding on a DC 12 Intelligence (Investigation) check. If successful, a creature can use a bonus action to tear out the pages where the sigilian is hiding, forcing the sigilian out of the book and into an unoccupied space within 5 feet. Alternatively, a creature can destroy the book with a successful melee attack, dealing half of the damage to the sigilian and forcing it out of the book into an unoccupied space within 5 feet.","name":"Home Sweet Tome"}],"spell_list":[],"page_no":335,"environments":[],"img_main":null,"document__slug":"cc","document__title":"Creature Codex","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/creature-codex-for-5th-edition-dnd/","v2_converted_path":"/v2/creatures/ccdx_sigilian/"},{"slug":"storm-lord","desc":"","name":"Storm Lord","size":"Huge","type":"Elemental","subtype":"","group":null,"alignment":"neutral","armor_class":17,"armor_desc":"natural armor","hit_points":161,"hit_dice":"17d12+51","speed":{"fly":50,"hover":true,"walk":50},"strength":20,"dexterity":18,"constitution":16,"intelligence":12,"wisdom":14,"charisma":18,"strength_save":10,"dexterity_save":null,"constitution_save":8,"intelligence_save":null,"wisdom_save":7,"charisma_save":null,"perception":7,"skills":{"athletics":10,"nature":6,"perception":7},"damage_vulnerabilities":"","damage_resistances":"acid, lightning, thunder; bludgeoning, piercing, and slashing from nonmagical attacks","damage_immunities":"poison","condition_immunities":"exhaustion, grappled, paralyzed, petrified, poisoned, prone, restrained, unconscious","senses":"darkvision 120 ft., passive Perception 17","languages":"Aquan","challenge_rating":"13","cr":13.0,"actions":[{"desc":"The storm lord makes two slam attacks or two lightning bolt attacks.","name":"Multiattack"},{"attack_bonus":10,"damage_dice":"7d6+5","desc":"Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 29 (7d6 + 5) bludgeoning damage.","name":"Slam"},{"attack_bonus":9,"damage_dice":"7d8","desc":"Ranged Spell Attack: +9 to hit, range 60 ft., one target. Hit: 31 (7d8) lightning damage.","name":"Lightning Bolt"},{"desc":"The storm lord creates a peal of ear-splitting thunder. Each creature within 30 feet of the storm lord must make a DC 17 Constitution saving throw. On a failure, a target takes 54 (12d8) thunder damage and is deafened. On a success, a target takes half the damage but isn't deafened. The deafness lasts until it is lifted by the lesser restoration spell or similar magic.","name":"Thunder Clap (Recharge 5-6)"}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"desc":"The storm lord is surrounded in a 120-foot-radius by a ferocious storm. The storm imposes disadvantage on ranged weapon attack rolls and Wisdom (Perception) checks based on sight or hearing within the area. The storm lord's own senses and attacks are not impaired by this trait. \n\nThe tempest extinguishes open flames and disperses fog. A flying creature in the tempest must land at the end of its turn or fall. \n\nEach creature that starts its turn within 30 feet of the storm lord must succeed on a DC 16 Strength saving throw or be pushed 15 feet away from the storm lord. Any creature within 30 feet of the storm lord must spend 2 feet of movement for every 1 foot it moves when moving closer to the storm lord.","name":"Tempest"}],"spell_list":[],"page_no":139,"environments":[],"img_main":null,"document__slug":"cc","document__title":"Creature Codex","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/creature-codex-for-5th-edition-dnd/","v2_converted_path":"/v2/creatures/ccdx_storm-lord/"},{"slug":"three-headed-cobra","desc":"","name":"Three-Headed Cobra","size":"Large","type":"Monstrosity","subtype":"","group":null,"alignment":"unaligned","armor_class":16,"armor_desc":"natural armor","hit_points":127,"hit_dice":"15d10+45","speed":{"swim":30,"walk":40},"strength":14,"dexterity":18,"constitution":16,"intelligence":4,"wisdom":10,"charisma":6,"strength_save":null,"dexterity_save":7,"constitution_save":null,"intelligence_save":null,"wisdom_save":3,"charisma_save":null,"perception":3,"skills":{"perception":3},"damage_vulnerabilities":"","damage_resistances":"poison","damage_immunities":"","condition_immunities":"","senses":"blindsight 10ft., passive Perception 13","languages":"-","challenge_rating":"5","cr":5.0,"actions":[{"desc":"The three-headed cobra makes three bite attacks.","name":"Multiattack"},{"attack_bonus":7,"damage_dice":"1d6+4","desc":"Melee Weapon Attack: +7 to hit, reach 15 ft., one target. Hit: 7 (1d6 + 4) piercing damage and the target must make a DC 15 Constitution saving throw, taking 7 (2d6) poison damage on a failed save, or half as much damage on a successful one.","name":"Bite"}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"desc":"The three-headed cobra gets two extra reactions that can be used only for opportunity attacks.","name":"Reactive Heads"},{"desc":"The cobra has advantage on Wisdom (Perception) checks and on saving throws against being blinded, charmed, deafened, frightened, stunned, and knocked unconscious.","name":"Three-Headed"},{"desc":"While the three-headed cobra sleeps, at least one of its heads is awake.","name":"Wakeful"}],"spell_list":[],"page_no":354,"environments":[],"img_main":null,"document__slug":"cc","document__title":"Creature Codex","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/creature-codex-for-5th-edition-dnd/","v2_converted_path":"/v2/creatures/ccdx_three-headed-cobra/"},{"slug":"tosculi-jeweled-drone","desc":"","name":"Tosculi Jeweled Drone","size":"Small","type":"Humanoid","subtype":"tosculi","group":null,"alignment":"lawful evil","armor_class":15,"armor_desc":"natural armor","hit_points":90,"hit_dice":"12d6+48","speed":{"fly":60,"walk":30},"strength":10,"dexterity":18,"constitution":18,"intelligence":14,"wisdom":14,"charisma":17,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":null,"skills":{"deception":5,"insight":4,"persuasion":5},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"","condition_immunities":"charmed, frightened","senses":"darkvision 60 ft., passive Perception 12","languages":"Common, Infernal, Tosculi","challenge_rating":"4","cr":4.0,"actions":[{"desc":"The jeweled drone makes three attacks: two with its claws and one with its scimitar.","name":"Multiattack"},{"attack_bonus":6,"damage_dice":"1d6+4","desc":"Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) slashing damage.","name":"Claws"},{"attack_bonus":6,"damage_dice":"1d6+4","desc":"Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) slashing damage plus 10 (3d6) poison damage. If the poison damage reduces the target to 0 hp, the target is stable but poisoned for 1 hour, even after regaining hp, and is paralyzed while poisoned in this way.","name":"Scimitar"}],"bonus_actions":null,"reactions":[{"desc":"When a creature makes an attack against a tosculi hive queen, the jeweled drone grants a +2 bonus to the queen's AC if the drone is within 5 feet of the queen.","name":"Protect the Queen"}],"legendary_desc":"","legendary_actions":null,"special_abilities":[{"desc":"The jeweled drone emits a sweet scent that empowers other tosculi within 15 feet of the drone. A tosculi that starts its turn within the area can add a d6 to one attack roll or saving throw it makes before the start of its next turn, provided it can smell the scent. A tosculi can benefit from only one Pheromones die at a time. This effect ends if the jeweled drone dies.","name":"Pheromones"},{"desc":"While in bright light, the jeweled drone's carapace shines and glitters. When a non-tosculi creature that can see the drone starts its turn within 30 feet of the drone, the drone can force the creature to make a DC 12 Wisdom saving throw if the drone isn't incapacitated. On a failure, the creature is blinded until the start of its next turn.\n\nUnless surprised, a creature can avert its eyes to avoid the saving throw at the start of its turn. If it does so, it can't see the drone until the start of its next turn, when it can avert its eyes again. If it looks at the drone in the meantime, it must immediately make the save.","name":"Scintillating Carapace"}],"spell_list":[],"page_no":355,"environments":[],"img_main":null,"document__slug":"cc","document__title":"Creature Codex","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/creature-codex-for-5th-edition-dnd/","v2_converted_path":"/v2/creatures/ccdx_tosculi-jeweled-drone/"},{"slug":"vampire-patrician","desc":"","name":"Vampire Patrician","size":"Medium","type":"Undead","subtype":"","group":null,"alignment":"lawful evil","armor_class":16,"armor_desc":"natural armor","hit_points":119,"hit_dice":"14d8+56","speed":{"walk":30},"strength":15,"dexterity":18,"constitution":18,"intelligence":16,"wisdom":13,"charisma":20,"strength_save":null,"dexterity_save":8,"constitution_save":null,"intelligence_save":null,"wisdom_save":5,"charisma_save":9,"perception":5,"skills":{"deception":9,"intimidation":9,"perception":5,"persuasion":9},"damage_vulnerabilities":"","damage_resistances":"necrotic; bludgeoning, piercing, and slashing from nonmagical attacks","damage_immunities":"","condition_immunities":"","senses":"darkvision 120 ft., passive Perception 15","languages":"the languages it knew in life","challenge_rating":"10","cr":10.0,"actions":[{"desc":"The vampire patrician can use its Bone-Chilling Gaze. It then makes two attacks, only one of which can be a bite attack.","name":"Multiattack"},{"attack_bonus":8,"damage_dice":"2d8+4","desc":"Melee Weapon Attack: +8 to hit, reach 5 ft., one creature. Hit: 13 (2d8 + 4) piercing damage plus 3 (1d6) necrotic damage.","name":"Rapier"},{"attack_bonus":8,"damage_dice":"1d6+4","desc":"Melee Weapon Attack: +8 to hit, reach 5 ft., one willing creature, or a creature that is grappled by the vampire patrician, incapacitated, or restrained. Hit: 7 (1d6 + 4) piercing damage plus 7 (2d6) necrotic damage. The target's hp maximum is reduced by an amount equal to the necrotic damage taken, and the patrician regains hp equal to that amount. The reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hp maximum to 0. A humanoid slain in this way and then buried in the ground rises the following night as a vampire spawn under the vampire patrician's control.","name":"Bite"},{"desc":"The vampire patrician targets one humanoid it can see within 30 feet. If the target can see the patrician, the target must succeed on a DC 17 Charisma saving throw or become paralyzed with fear until the end of its next turn.","name":"Bone-Chilling Gaze"},{"desc":"The vampire patrician calls 4d6 hunting hounds (use mastiff statistics) to its side. While outdoors, the vampire patrician can call 4d6 hunting raptors (use blood hawk statistics) instead. These creatures arrive in 1d4 rounds, helping the patrician and obeying its spoken commands. The beasts remain for 1 hour, until the patrician dies, or until the patrician dismisses them as a bonus action.","name":"Release the Hounds! (1/Day)"}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"desc":"A melee weapon deals one extra die of its damage and an extra 3 (1d6) necrotic damage when the vampire patrician hits with it (included in the attack).","name":"Cruel Combatant"},{"desc":"When it drops to 0 hp outside its resting place, the vampire patrician transforms into a cloud of mist instead of falling unconscious, provided that it isn't in sunlight or running water. If it can't transform, it is destroyed. While it has 0 hp in mist form, it can't revert to its vampire form, and it must reach its resting place within 2 hours or be destroyed. \n\nWhile in mist form it can't take any actions, speak, or manipulate objects. It is weightless, has a flying speed of 20 feet, can hover, and can enter a hostile creature's space and stop there. In addition, if air can pass through a space, the mist can do so without squeezing, and it can't pass through water. It has advantage on Strength, Dexterity, and Constitution saving throws, and it is immune to all nonmagical damage, except the damage it takes from sunlight. \n\nOnce in its resting place, it reverts to vampire form. It is then paralyzed until it regains at least 1 hp. After spending 1 hour in its resting place with 0 hp, it regains 1 hp.","name":"Misty Escape"},{"desc":"The vampire patrician can ignore the effects of sunlight for up to 1 minute.","name":"Noble Resilience (Recharges after a Long Rest)"},{"desc":"The patrician regains 15 hp at the start of its turn if it has at least 1 hp and isn't in sunlight or running water. If it takes radiant damage or damage from holy water, this trait doesn't function at the start of its next turn.","name":"Regeneration"},{"desc":"The vampire patrician can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.","name":"Spider Climb"},{"desc":"The vampire patrician has the following flaws:\nForbiddance. The patrician can't enter a residence without an invitation from one of the occupants.\nHarmed by Running Water. The patrician takes 20 acid damage if it ends its turn in running water.\nStake to the Heart. If a piercing weapon made of wood is driven into the patrician's heart while the patrician is incapacitated in its resting place, the patrician is paralyzed until the stake is removed.\nSunlight Hypersensitivity. The patrician takes 20 radiant damage when it starts its turn in sunlight. While in sunlight, it has disadvantage on attack rolls and ability checks.","name":"Vampire Weaknesses"}],"spell_list":[],"page_no":365,"environments":[],"img_main":null,"document__slug":"cc","document__title":"Creature Codex","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/creature-codex-for-5th-edition-dnd/","v2_converted_path":"/v2/creatures/ccdx_vampire-patrician/"},{"slug":"wendigo","desc":"","name":"Wendigo","size":"Medium","type":"Monstrosity","subtype":"","group":null,"alignment":"chaotic evil","armor_class":16,"armor_desc":"natural armor","hit_points":150,"hit_dice":"20d8+60","speed":{"walk":40},"strength":21,"dexterity":18,"constitution":16,"intelligence":11,"wisdom":16,"charisma":12,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":7,"skills":{"athletics":9,"perception":7,"stealth":8,"survival":7},"damage_vulnerabilities":"","damage_resistances":"bludgeoning, piercing, and slashing from nonmagical attacks","damage_immunities":"cold, fire","condition_immunities":"exhaustion, stunned","senses":"darkvision 120 ft., passive Perception 17","languages":"Common","challenge_rating":"11","cr":11.0,"actions":[{"desc":"The wendigo makes three attacks: two with its icy claw and one with its bite. Alternatively, it uses its Frozen Spittle twice.","name":"Multiattack"},{"attack_bonus":9,"damage_dice":"2d6+5","desc":"Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 12 (2d6 + 5) slashing damage and 14 (4d6) cold damage.","name":"Icy Claw"},{"attack_bonus":9,"damage_dice":"2d8+5","desc":"Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 14 (2d8 + 5) piercing damage.","name":"Bite"},{"attack_bonus":7,"damage_dice":"8d6","desc":"Ranged Spell Attack: +7 to hit, range 100 ft., one target. Hit: 28 (8d6) cold damage, and the target must succeed on a DC 16 Dexterity saving throw or be restrained until the end of its next turn.","name":"Frozen Spittle"}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"desc":"A creature that starts its turn within 10 feet of the wendigo must succeed on a DC 15 Constitution saving throw or be paralyzed by gnawing cold and crippling hunger for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the wendigo's Aura of Starvation for the next 24 hours.","name":"Aura of Starvation"},{"desc":"The wendigo has advantage on saving throws against spells and other magical effects.","name":"Magic Resistance"}],"spell_list":[],"page_no":377,"environments":[],"img_main":null,"document__slug":"cc","document__title":"Creature Codex","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/creature-codex-for-5th-edition-dnd/","v2_converted_path":"/v2/creatures/ccdx_wendigo/"},{"slug":"wind-demon","desc":"","name":"Wind Demon","size":"Small","type":"Fiend","subtype":"demon","group":null,"alignment":"chaotic evil","armor_class":15,"armor_desc":"natural armor","hit_points":28,"hit_dice":"8d6","speed":{"fly":60,"walk":30},"strength":10,"dexterity":18,"constitution":10,"intelligence":10,"wisdom":7,"charisma":8,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":null,"skills":{"stealth":8},"damage_vulnerabilities":"","damage_resistances":"fire, lightning","damage_immunities":"cold, poison","condition_immunities":"poisoned","senses":"darkvision 60 ft., passive Perception 8","languages":"Abyssal, Common, Void Speech","challenge_rating":"2","cr":2.0,"actions":[{"desc":"The wind demon makes two frost claw attacks.","name":"Multiattack"},{"attack_bonus":6,"damage_dice":"1d4+4","desc":"Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 6 (1d4 + 4) slashing damage plus 3 (1d6) cold damage.","name":"Frost Claw"}],"bonus_actions":null,"reactions":[{"desc":"After a creature the wind demon can see damages it with an attack, the wind demon can move up to its speed without provoking opportunity attacks.","name":"Swift as Frost"}],"legendary_desc":"","legendary_actions":null,"special_abilities":[{"desc":"When the wind demon is targeted by an attack or spell that requires a ranged attack roll, roll a d6. On a 1 to 5, the attacker has disadvantage on the attack roll. On a 6, the wind demon is unaffected, and the attack is reflected back at the attacker as though it originated from the wind demon, turning the attacker into the target.","name":"Arrow Bane"},{"desc":"The wind demon has advantage on saving throws against spells and other magical effects.","name":"Magic Resistance"}],"spell_list":[],"page_no":381,"environments":[],"img_main":null,"document__slug":"cc","document__title":"Creature Codex","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/creature-codex-for-5th-edition-dnd/","v2_converted_path":"/v2/creatures/ccdx_wind-demon/"},{"slug":"wind-eater","desc":"","name":"Wind Eater","size":"Medium","type":"Undead","subtype":"","group":null,"alignment":"lawful evil","armor_class":14,"armor_desc":null,"hit_points":65,"hit_dice":"10d8+20","speed":{"walk":30},"strength":8,"dexterity":18,"constitution":14,"intelligence":12,"wisdom":16,"charisma":13,"strength_save":null,"dexterity_save":null,"constitution_save":4,"intelligence_save":null,"wisdom_save":5,"charisma_save":null,"perception":5,"skills":{"perception":5,"stealth":6},"damage_vulnerabilities":"","damage_resistances":"acid, cold, fire, lightning, necrotic, thunder; bludgeoning, piercing, and slashing from nonmagical attacks","damage_immunities":"poison","condition_immunities":"charmed, exhaustion, grappled, paralyzed, poisoned, prone, restrained, unconscious","senses":"truesight 60 ft., passive Perception 15","languages":"understands Common but can't speak","challenge_rating":"2","cr":2.0,"actions":[{"desc":"The wind eater makes two claw attacks.","name":"Multiattack"},{"attack_bonus":6,"damage_dice":"2d6+4","desc":"Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) slashing damage.","name":"Claw"}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"desc":"A creature within 120 feet of the wind eater has disadvantage on Wisdom (Perception) checks that rely on hearing. All creatures within 20 feet of the wind eater are immune to thunder damage and are deafened. This trait works like the silence spell, except the effect moves with the wind eater and persists unless it is incapacitated or until it dies.","name":"Aura of Silence"},{"desc":"The wind eater can move through other creatures and objects as if they were difficult terrain. It takes 5 (1d10) force damage if it ends its turn inside an object.","name":"Incorporeal Movement"},{"desc":"As a bonus action while in dim light or darkness, the wind eater becomes invisible. The invisibility lasts until the wind eater uses a bonus action to end it or until the wind eater attacks, is in bright light, or is incapacitated. Any equipment the wind eater wears or carries is invisible with it.","name":"Shadow Blend"},{"desc":"The wind eater's innate spellcasting ability is Wisdom (spell save DC 13). It can innately cast the following spells, requiring only somatic components:\nAt will: silent image\n3/day each: blur, major image\n1/day: mirage arcane","name":"Innate Spellcasting"}],"spell_list":[],"page_no":381,"environments":[],"img_main":null,"document__slug":"cc","document__title":"Creature Codex","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/creature-codex-for-5th-edition-dnd/","v2_converted_path":"/v2/creatures/ccdx_wind-eater/"},{"slug":"yaga-goo","desc":"","name":"Yaga Goo","size":"Small","type":"Ooze","subtype":"","group":null,"alignment":"neutral evil","armor_class":14,"armor_desc":null,"hit_points":85,"hit_dice":"10d6+50","speed":{"climb":20,"walk":20},"strength":11,"dexterity":18,"constitution":20,"intelligence":14,"wisdom":12,"charisma":11,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":4,"charisma_save":null,"perception":null,"skills":{"stealth":10},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"necrotic","condition_immunities":"blinded, charmed, deafened, exhaustion, frightened, prone","senses":"blindsight 60 ft. (blind beyond this radius), passive Perception 11","languages":"understands Common but can't speak","challenge_rating":"5","cr":5.0,"actions":[{"desc":"The Yaga goo makes two pseudopod attacks. When its Foul Transit is available, it can use Foul Transit in place of one pseudopod attack.","name":"Multiattack"},{"attack_bonus":7,"damage_dice":"2d6+4","desc":"Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) bludgeoning damage plus 3 (1d6) necrotic damage.","name":"Pseudopod"},{"desc":"The goo teleports to an unoccupied space it can see within 50 feet, leaving behind a wretched puddle in the space it previously occupied. A creature within 5 feet of the space the goo left must succeed on a DC 16 Constitution saving throw or take 10 (3d6) necrotic damage and become poisoned until the end of its next turn. The first time a creature enters the puddle's space or if a creature starts its turn in the puddle's space it takes 10 (3d6) necrotic damage and is poisoned. The puddle lasts for 1 minute or until the goo that created it is killed.","name":"Foul Transit (Recharge 4-6)"}],"bonus_actions":null,"reactions":[{"desc":"When a creature the Yaga goo can see targets it with a melee attack while within 5 feet of the goo, the goo can teleport to a puddle created by its Foul Transit, if that puddle's space is unoccupied, negating the damage from the attack. If it does, the attacker must succeed on a DC 16 Constitution saving throw or take 10 (3d6) necrotic damage and become poisoned until the end of its next turn.","name":"Puddle Splash"}],"legendary_desc":"","legendary_actions":null,"special_abilities":[{"desc":"The goo can move through a space as narrow as 1 inch wide without squeezing.","name":"Amorphous"},{"desc":"The goo has advantage on attack rolls against fey and any creature with the Fey Ancestry trait.","name":"Deadly to Fey"},{"desc":"The goo can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.","name":"Spider Climb"}],"spell_list":[],"page_no":389,"environments":[],"img_main":null,"document__slug":"cc","document__title":"Creature Codex","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/creature-codex-for-5th-edition-dnd/","v2_converted_path":"/v2/creatures/ccdx_yaga-goo/"},{"slug":"alliumite-rapscallion","desc":"","name":"Alliumite, Rapscallion","size":"Small","type":"Plant","subtype":"","group":null,"alignment":"chaotic neutral","armor_class":15,"armor_desc":"natural armor","hit_points":38,"hit_dice":"7d6+14","speed":{"walk":30,"burrow":20,"swim":20},"strength":6,"dexterity":18,"constitution":14,"intelligence":9,"wisdom":12,"charisma":18,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":1,"skills":{"perception":1},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"","condition_immunities":"","senses":"darkvision 60', passive Perception 13","languages":"Common, Sylvan","challenge_rating":"2","cr":2.0,"actions":[{"name":"Multiattack","desc":"Two Thorny Rapiers or one Thorny Rapier and one Grappelvine Whip."},{"name":"Thorny Rapier","desc":"Melee Weapon Attack: +6 to hit, 5 ft., one target, 8 (1d8+4) piercing damage + 3 (1d6) slashing damage."},{"name":"Grapplevine Whip","desc":"Melee Weapon Attack: +6 to hit, 10 ft., one target, 9 (2d4+4) slashing damage. If target is holding a weapon it must make DC 14 Str save or drop the weapon. If it is holding more than one weapon it drops only one."}],"bonus_actions":null,"reactions":[{"name":"Grapplevine Escape","desc":"When a creature rapscallion can see hits it with melee attack can use its whip to swing up to 20' away from attacker provided nearby terrain includes a feature it can use to swing (branch chandelier ledge mast railing or similar). This movement doesn't provoke opportunity attacks."},{"name":"Pungent Retort","desc":"When a creature rapscallion can see within 60' of it starts its turn or casts a spell rapscallion issues forth a string of insults cleverly crafted to make a foe cry. If it can hear the rapscallion target: DC 14 Wis save or sob uncontrollably until start of rapscallion's next turn. A sobbing creature has disadvantage on ability checks and attack rolls and must make DC 14 Con save to cast a spell that requires spellcaster to see its target. Spellcaster doesn't lose the spell slot on a failure."}],"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Plant Camouflage","desc":"Advantage on Dex (Stealth) checks it makes in any terrain with ample obscuring plant life."},{"name":"Tearful Stench","desc":"Each creature other than an alliumite within 5 ft. of alliumite when it takes damage: DC 14 Con save or be blinded until start of creature's next turn. On a successful save creature is immune to Tearful Stench of all alliumites for 1 min."}],"spell_list":[],"page_no":17,"environments":[],"img_main":null,"document__slug":"tob3","document__title":"Tome of Beasts 3","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/tome-of-beasts-3-for-5th-edition/","v2_converted_path":"/v2/creatures/tob3_alliumite-rapscallion/"},{"slug":"amphibolt","desc":"","name":"Amphibolt","size":"Large","type":"Monstrosity","subtype":"","group":null,"alignment":"unaligned","armor_class":15,"armor_desc":"natural armor","hit_points":85,"hit_dice":"9d10+36","speed":{"walk":30,"swim":60},"strength":16,"dexterity":18,"constitution":18,"intelligence":3,"wisdom":9,"charisma":5,"strength_save":null,"dexterity_save":7,"constitution_save":7,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":-1,"skills":{"perception":-1},"damage_vulnerabilities":"","damage_resistances":"fire","damage_immunities":"lightning","condition_immunities":"","senses":"darkvision 60', passive Perception 12","languages":"—","challenge_rating":"5","cr":5.0,"actions":[{"name":"Multiattack","desc":"Two Bites or one Electric Tongue and uses Swallow."},{"name":"Bite","desc":"Melee Weapon Attack: +7 to hit, 5 ft., one creature,. 11 (2d6+4) piercing damage + 7 (2d6) lightning."},{"name":"Electric Tongue","desc":"Melee Weapon Attack: +7 to hit, 20 ft., one target, 9 (2d4+4) bludgeoning damage + 7 (2d6) lightning and target is grappled (escape DC 15). Until the grapple ends the target is restrained and amphibolt can't make an Electric Tongue attack vs. another target."},{"name":"Swallow","desc":"Makes one Bite vs. a Med or smaller target it is grappling. If attack hits target is swallowed and grapple ends. Swallowed target is blinded and restrained has total cover vs. attacks and effects outside ambphibolt and it takes 10 (3d6) lightning at start of each of amphibolt's turns. Amphibolt can have only one target swallowed at a time. If amphibolt takes 15 damage or more on a single turn from swallowed creature amphibolt: DC 14 Con save at end of that turn or regurgitate creature which falls prone in a space within 5 ft. of amphibolt. If amphibolt dies swallowed creature is no longer restrained by it and can escape corpse using 5 ft. of move exiting prone."}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Amphibious","desc":"Can breathe air and water."},{"name":"False Appearance","desc":"While motionless indistinguishable from large rock formation."},{"name":"Lightning Leap","desc":"Its long jump is 30' with or with o a running start. Creatures in the its path: 7 (2d6) bludgeoning damage and 7 (2d6) lightning and is knocked prone (DC 15 Dex half damage not prone)."}],"spell_list":[],"page_no":21,"environments":[],"img_main":null,"document__slug":"tob3","document__title":"Tome of Beasts 3","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/tome-of-beasts-3-for-5th-edition/","v2_converted_path":"/v2/creatures/tob3_amphibolt/"},{"slug":"angel-pelagic-deva","desc":"","name":"Angel, Pelagic Deva","size":"Medium","type":"Celestial","subtype":"","group":null,"alignment":"neutral good","armor_class":17,"armor_desc":"Living Coral Armor","hit_points":142,"hit_dice":"15d8+75","speed":{"walk":20,"swim":90},"strength":19,"dexterity":18,"constitution":20,"intelligence":17,"wisdom":20,"charisma":22,"strength_save":8,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":9,"charisma_save":1,"perception":5,"skills":{"perception":5},"damage_vulnerabilities":"","damage_resistances":"cold, radiant; nonmagic B/P/S attacks","damage_immunities":"","condition_immunities":"charmed, exhaustion, frightened","senses":"darkvision 120', passive Perception 19","languages":"all, telepathy 120'","challenge_rating":"11","cr":11.0,"actions":[{"name":"Multiattack","desc":"Three Trident attacks."},{"name":"Trident","desc":"Melee or Ranged Weapon Attack: +8 to hit 5 ft. or range 20/60' one target 7 (1d6+4) piercing damage + 18 (4d8) radiant. If deva makes a ranged attack with its trident trident returns to its hands at start of its next turn."},{"name":"Transforming Touch (5/Day)","desc":"Can magically polymorph a willing creature into a giant octopus hunter shark or plesiosaurus. Transformation lasts 8 hrs until target uses a bonus action to transform back into its true form or until target dies. Items target is wearing/carrying are absorbed into new form. In new form target retains its alignment and Int Wis and Cha scores as well as its ability to speak. Its other stats are replaced by those of its new form and it gains any capabilities that new form has but it lacks."}],"bonus_actions":[{"name":"Anoxic Aura (1/Day)","desc":"Removes oxygen from nearby water for 1 min. Each creature that requires oxygen to live (including air-breathing creatures under effects of water breathing) and starts its turn within 20' of deva: DC 17 Con save or begin suffocating. Deva never suffers effects of this; can choose any creatures in area to ignore it."}],"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Amphibious","desc":"Can breathe air and water."},{"name":"Angelic Weapons","desc":"Its weapon attacks are magical. When it hits with any weapon deals extra 4d8 radiant (included below)."},{"name":"Immortal Nature","desc":"Doesn't require food drink or sleep"},{"name":"Living Coral Armor","desc":"Its armor is made of living coral. If armor is damaged such as from a black pudding's Pseudopod armor fully repairs itself within 1 min provided it wasn't destroyed."},{"name":"Magic Resistance","desc":"Advantage: spell/magic effect saves."}],"spell_list":[],"page_no":27,"environments":[],"img_main":null,"document__slug":"tob3","document__title":"Tome of Beasts 3","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/tome-of-beasts-3-for-5th-edition/","v2_converted_path":"/v2/creatures/tob3_angel-pelagic-deva/"}]}