{"count":3207,"next":"https://api-beta.open5e.com/v1/monsters/?format=json&ordering=-dexterity_save&page=13","previous":"https://api-beta.open5e.com/v1/monsters/?format=json&ordering=-dexterity_save&page=11","results":[{"slug":"doppelrat-tob1-2023","desc":"False","name":"Doppelrat","size":"Tiny","type":"Monstrosity","subtype":"","group":"null","alignment":"Unaligned","armor_class":13,"armor_desc":"","hit_points":45,"hit_dice":"10d4 + 20","speed":{"walk":15},"strength":2,"dexterity":17,"constitution":14,"intelligence":2,"wisdom":13,"charisma":2,"strength_save":null,"dexterity_save":5,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":11,"skills":{"Stealth":5},"damage_vulnerabilities":"False","damage_resistances":"False","damage_immunities":"False","condition_immunities":"False","senses":"darkvision 60 ft., passive Perception 11","languages":"—","challenge_rating":"2","cr":2.0,"actions":[{"name":"Bite","desc":"Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d4 + 3) piercing damage, and the target must succeed on a DC 13 Constitution saving throw or contract the horrific doppeling disease (see the Horrific Doppeling trait)."}],"bonus_actions":[],"reactions":[],"legendary_desc":null,"legendary_actions":[],"special_abilities":[{"name":"Arcane Doubling","desc":"While in combat, at the start of each of its turns, the doppelrat rapidly creates duplicates of itself as an automatic defense mechanism. These duplicates immediately form into a swarm of rats in the doppelrat's space, acting as allies of the doppelrat and obeying its body language commands. The swarm acts on the doppelrat's turn, and the doppelrat can use its reaction to move up to its speed with the swarm, provided it is in the swarm's space when the swarm moves. The swarm remains for 1 minute, until the doppelrat dies, or until the doppelrat dismisses it as a bonus action. The doppelrat can have no more than two swarms of rats under its control at a time."},{"name":"Hidden Original","desc":"While the doppelrat is in the space of a swarm it created with Arcane Doubling, it is indiscernible from the other rats and has total cover. A creature must take an action to visually inspect the swarm and succeed on a DC 15 Intelligence (Investigation) check to find the doppelrat among its duplicates. Once a creature succeeds on this check, the doppelrat loses total cover against attacks and spells from that creature and that creature's allies until the doppelrat starts its turn in the same space as one of its swarms."},{"name":"Horrific Doppeling","desc":"Characterized by the growing and sloughing off of tumors shaped like the infected creature, horrific doppeling is a disease that infects creatures attacked by doppelrats. Until the disease is cured, the creature is poisoned. At the end of each long rest, the infected creature must succeed on a DC 13 Constitution saving throw or shed a tumor that looks like a Tiny version of itself. Though disturbing, the tumor is merely a mass of shed skin and fat that decays as normal. The disease is cured after the creature succeeds on two saving throws."},{"name":"Keen Smell","desc":"The doppelrat has advantage on Wisdom (Perception) checks that rely on smell."}],"spell_list":[],"page_no":109,"environments":[],"img_main":"http://api-beta.open5e.com/","document__slug":"tob-2023","document__title":"Tome of Beasts 2023","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/tome-of-beasts-1-2023-edition/","v2_converted_path":"/v2/creatures/tob-2023_doppelrat/"},{"slug":"dragoneel-tob1-2023","desc":"False","name":"Dragon Eel","size":"Huge","type":"Dragon","subtype":"","group":"null","alignment":"Neutral","armor_class":18,"armor_desc":"natural armor","hit_points":195,"hit_dice":"17d12 + 85","speed":{"walk":60},"strength":26,"dexterity":12,"constitution":20,"intelligence":14,"wisdom":13,"charisma":14,"strength_save":12,"dexterity_save":5,"constitution_save":null,"intelligence_save":6,"wisdom_save":5,"charisma_save":6,"perception":15,"skills":{"Acrobatics":5,"Athletics":12,"Insight":5,"Perception":5},"damage_vulnerabilities":"False","damage_resistances":"False","damage_immunities":"lightning","condition_immunities":"paralyzed, prone","senses":"darkvision 60 ft., passive Perception 15","languages":"Common, Draconic, Primordial","challenge_rating":"12","cr":12.0,"actions":[{"name":"Multiattack","desc":"The dragon eel makes one Bite attack and one Tail Slap attack."},{"name":"Bite","desc":"Melee Weapon Attack: +12 to hit, reach 10 ft., one target. Hit: 26 (4d8 + 8) piercing damage plus 5 (1d10) lightning damage, and the target must succeed on a DC 18 Constitution saving throw or become paralyzed for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success."},{"name":"Tail Slap","desc":"Melee Weapon Attack: +12 to hit, reach 10 ft., one target. Hit: 30 (5d8 + 8) bludgeoning damage plus 5 (1d10) lightning damage, and the target must succeed on a DC 18 Strength saving throw or be pushed up to 10 feet away from the eel. The dragon eel can choose to not push a target."},{"name":"Lightning Breath (Recharge 6)","desc":"The dragon eel exhales lightning in a 60-foot line that is 5 feet wide. Each target in that line must make a DC 18 Dexterity saving throw, taking 55 (10d10) lightning damage on a failed save, or half as much damage on a successful one."}],"bonus_actions":[],"reactions":[],"legendary_desc":null,"legendary_actions":[],"special_abilities":[{"name":"Limited Amphibiousness","desc":"The dragon eel can breathe air and water, but it needs to be submerged at least once every 6 hours to avoid suffocating."},{"name":"Shocking Hide","desc":"A creature that touches the dragon eel or hits it with a melee attack while within 5 feet of it takes 5 (1d10) lightning damage."},{"name":"Storm Glide","desc":"During storms with ample rain or lightning, the dragon eel gains a flying speed equal to its swimming speed."}],"spell_list":[],"page_no":111,"environments":[],"img_main":"http://api-beta.open5e.com/","document__slug":"tob-2023","document__title":"Tome of Beasts 2023","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/tome-of-beasts-1-2023-edition/","v2_converted_path":"/v2/creatures/tob-2023_dragon-eel/"},{"slug":"eala-tob1-2023","desc":"False","name":"Eala","size":"Small","type":"Monstrosity","subtype":"","group":"null","alignment":"Unaligned","armor_class":15,"armor_desc":"natural armor","hit_points":40,"hit_dice":"9d6 + 9","speed":{"walk":60,"fly":10},"strength":10,"dexterity":16,"constitution":12,"intelligence":2,"wisdom":12,"charisma":16,"strength_save":null,"dexterity_save":5,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":11,"skills":{},"damage_vulnerabilities":"False","damage_resistances":"False","damage_immunities":"fire","condition_immunities":"False","senses":"darkvision 60 ft., passive Perception 11","languages":"—","challenge_rating":"2","cr":2.0,"actions":[{"name":"Multiattack","desc":"The eala makes two Wing Blades attacks."},{"name":"Wing Blades","desc":"Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) slashing damage."},{"name":"Fire Breath (Recharge 5-6)","desc":"The eala breathes fire in a 15-foot cone. Each creature in the area must make a DC 13 Dexterity saving throw, taking 10 (3d6) fire damage on a failed save, or half as much damage on a successful one. The eala's fire breath ignites flammable objects and melts soft metals, such as gold and lead, in the area that aren't being worn or carried."}],"bonus_actions":[],"reactions":[{"name":"Swan Song","desc":"When the eala is reduced to 0 hp, it can use its last breath to sing a plaintive and beautiful melody. Each creature within 20 feet of it that can hear the eala must succeed on a DC 13 Charisma saving throw or be incapacitated until the end of its next turn. While incapacitated, the creature's speed is reduced to 0."}],"legendary_desc":null,"legendary_actions":[],"special_abilities":[],"spell_list":[],"page_no":152,"environments":[],"img_main":"http://api-beta.open5e.com/","document__slug":"tob-2023","document__title":"Tome of Beasts 2023","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/tome-of-beasts-1-2023-edition/","v2_converted_path":"/v2/creatures/tob-2023_eala/"},{"slug":"enchantress-tob1-2023","desc":"False","name":"Enchantress","size":"Medium","type":"Humanoid","subtype":"","group":"null","alignment":"Lawful Evil","armor_class":16,"armor_desc":"breastplate","hit_points":123,"hit_dice":"19d8 + 38","speed":{"walk":30},"strength":10,"dexterity":15,"constitution":14,"intelligence":12,"wisdom":17,"charisma":18,"strength_save":null,"dexterity_save":5,"constitution_save":null,"intelligence_save":null,"wisdom_save":6,"charisma_save":7,"perception":16,"skills":{"Arcana":4,"Deception":7,"Perception":6,"Persuasion":7,"Stealth":5},"damage_vulnerabilities":"False","damage_resistances":"False","damage_immunities":"False","condition_immunities":"False","senses":"darkvision 60 ft., passive Perception 16","languages":"Common, Elvish, Umbral","challenge_rating":"7","cr":7.0,"actions":[{"name":"Rapier","desc":"Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) piercing damage plus 14 (4d6) psychic damage."},{"name":"Shadow Bolt","desc":"Ranged Spell Attack: +7 to hit, range 120 ft., one target. Hit: 11 (2d6 + 4) cold damage plus 9 (2d8) necrotic damage."},{"name":"Beguiling Whispers (Recharge 5-6)","desc":"The enchantress speaks sweet words to a creature she can see within 60 feet of her and that can hear her. The creature must succeed on a DC 15 Charisma saving throw or be charmed for 1 minute. While charmed in this way, the creature has disadvantage on Wisdom and Charisma saving throws against spells cast by the enchantress."},{"name":"Leadership (Recharges after a Short or Long Rest)","desc":"For 1 minute, the enchantress can utter a special command or warning whenever a nonhostile creature that she can see within 30 feet of her makes an attack roll or a saving throw. The creature can add a d4 to its roll, provided it can hear and understand the enchantress. A creature can benefit from only one Leadership die at a time. This effect ends if the enchantress is incapacitated."},{"name":"Spellcasting","desc":"The enchantress casts one of the following spells, requiring no material components and using Charisma as the spellcasting ability (spell save DC 15):\nAt will: command, message\n3/day: charm person, enthrall, fear, hold person, hypnotic pattern\n1/day: confusion, dominate person, greater invisibility, hold monster, phantasmal killer"}],"bonus_actions":[{"name":"Shadow Traveler (3/Day)","desc":"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 bonus action."}],"reactions":[],"legendary_desc":null,"legendary_actions":[],"special_abilities":[{"name":"Fey Ancestry","desc":"The enchantress has advantage on saving throws against being charmed, and magic can't put her to sleep."},{"name":"Phrenic Weapons","desc":"The enchantress's weapon attacks are magical. When she hits with any weapon, the weapon deals an extra 4d6 psychic damage (included in the attack)."},{"name":"Sunlight Sensitivity","desc":"While in sunlight, the shadow fey has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight."}],"spell_list":[],"page_no":160,"environments":[],"img_main":"http://api-beta.open5e.com/","document__slug":"tob-2023","document__title":"Tome of Beasts 2023","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/tome-of-beasts-1-2023-edition/","v2_converted_path":"/v2/creatures/tob-2023_enchantress/"},{"slug":"kotbayun-tob1-2023","desc":"False","name":"Kot Bayun","size":"Medium","type":"Monstrosity","subtype":"","group":"null","alignment":"Neutral","armor_class":15,"armor_desc":"natural armor","hit_points":66,"hit_dice":"12d8 + 12","speed":{"walk":20},"strength":16,"dexterity":16,"constitution":13,"intelligence":12,"wisdom":16,"charisma":17,"strength_save":null,"dexterity_save":5,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":13,"skills":{"Stealth":5},"damage_vulnerabilities":"False","damage_resistances":"False","damage_immunities":"False","condition_immunities":"False","senses":"darkvision 60 ft., passive Perception 13","languages":"Common, Sylvan","challenge_rating":"3","cr":3.0,"actions":[{"name":"Multiattack","desc":"The kot bayun can use its Slumbering Song. It then makes one Bite attack and two Claw attacks."},{"name":"Bite","desc":"Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) piercing damage."},{"name":"Claw","desc":"Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 8 (2d4 + 3) slashing damage."},{"name":"Invisibility","desc":"The kot bayun magically turns invisible until it attacks or uses Slumbering Song, or until its concentration ends (as if concentrating on a spell). Any equipment the kot bayun wears or carries is invisible with it."},{"name":"Slumbering Song","desc":"The kot bayun sings a magical song to one creature it can see within 60 feet of it. The target must succeed on a DC 13 Charisma saving throw on fall unconscious 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. If the kot bayun uses a bonus action on its subsequent turns to continue singing, the target has disadvantage on this saving throw. Otherwise, the effect ends for a target if the target takes damage while below half its hp maximum."},{"name":"Healing Purr (2/Day)","desc":"The kot bayun purrs at a creature it can see within 15 feet of it. The target magically regains 10 (3d6) hp and is freed from any disease, poison, blindness, or deafness."}],"bonus_actions":[],"reactions":[],"legendary_desc":null,"legendary_actions":[],"special_abilities":[],"spell_list":[],"page_no":248,"environments":[],"img_main":"http://api-beta.open5e.com/","document__slug":"tob-2023","document__title":"Tome of Beasts 2023","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/tome-of-beasts-1-2023-edition/","v2_converted_path":"/v2/creatures/tob-2023_kot-bayun/"},{"slug":"qorgeth-tob1-2023","desc":"False","name":"Qorgeth","size":"Gargantuan","type":"Fiend","subtype":"","group":"null","alignment":"Chaotic Evil","armor_class":21,"armor_desc":"natural armor","hit_points":370,"hit_dice":"20d20 + 160","speed":{"walk":30,"burrow":50},"strength":29,"dexterity":6,"constitution":26,"intelligence":9,"wisdom":22,"charisma":18,"strength_save":null,"dexterity_save":5,"constitution_save":15,"intelligence_save":null,"wisdom_save":13,"charisma_save":11,"perception":23,"skills":{"Perception":13},"damage_vulnerabilities":"False","damage_resistances":"cold, fire, lightning","damage_immunities":"poison; bludgeoning, piercing, and slashing from nonmagical attacks","condition_immunities":"blinded, charmed, exhaustion, frightened, poisoned","senses":"blindsight 120 ft., tremorsense 120 ft., passive Perception 23","languages":"all, telepathy 120 ft.","challenge_rating":"23","cr":23.0,"actions":[{"name":"Multiattack","desc":"Qorgeth makes one Bite attack, two Crush attacks, and one Stinger attack."},{"name":"Bite","desc":"Melee Weapon Attack: +16 to hit, reach 10 ft., one target. Hit: 22 (2d12 + 9) piercing damage. If the target is a Large or smaller creature, it must succeed on a DC 21 Dexterity saving throw or be swallowed by Qorgeth. A swallowed creature is blinded and restrained, it has total cover against attacks and other effects outside the worm, and it takes 16 (3d10) necrotic damage at the start of each of Qorgeth's turns."},{"name":"Crush","desc":"Melee Weapon Attack: +16 to hit, reach 10 ft., one target. Hit: 20 (2d10 + 9) bludgeoning damage, and if the target is a Large or smaller creature, it is restrained until Qorgeth moves. A creature, including the restrained creature, can use an action to free the restrained creature by succeeding on a DC 21 Strength check."},{"name":"Stinger","desc":"Melee Weapon Attack: +16 to hit, reach 15 ft., one target. Hit: 23 (4d6 + 9) piercing damage, and the target must make a DC 21 Constitution saving throw. On a failure, the target takes 33 (6d10) poison damage and is poisoned for 1 hour. On a success, the target takes half the damage and isn't poisoned. A creature that fails the saving throw by 10 or more is also paralyzed while poisoned in this way."},{"name":"Spellcasting","desc":"Qorgeth casts one of the following spells, requiring no material or somatic components and using Charisma as the spellcasting ability (spell save DC 19):\nAt will: black tentacles, detect magic\n3/day each: dispel magic, insect plague (biting worms)\n1/day each: earthquake, teleport (self only)"}],"bonus_actions":[],"reactions":[],"legendary_desc":"Qorgeth can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. Qorgeth regains spent legendary actions at the start of its turn.","legendary_actions":[{"name":"Shriek","desc":"Each creature within 60 feet of Qorgeth and that can hear the demon must succeed on a DC 21 Wisdom saving throw or be frightened 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."},{"name":"Death Roll (Costs 2 Actions)","desc":"Qorgeth moves up to half its speed straight toward a creature and makes one Crush attack against the creature. Each object and structure between Qorgeth and the target takes 33 (6d10) bludgeoning damage."},{"name":"Devour (Costs 3 Actions)","desc":"Qorgeth makes one Bite attack."}],"special_abilities":[{"name":"Legendary Resistance (3/Day)","desc":"If Qorgeth fails a saving throw, it can choose to succeed instead."},{"name":"Magic Resistance","desc":"Qorgeth has advantage on saving throws against spells and other magical effects."},{"name":"Magic Weapons","desc":"Qorgeth's weapon attacks are magical."},{"name":"Tunneler","desc":"Qorgeth can burrow through solid rock and leaves a 15-foot-diameter tunnel in its wake."}],"spell_list":[],"page_no":80,"environments":[],"img_main":"http://api-beta.open5e.com/","document__slug":"tob-2023","document__title":"Tome of Beasts 2023","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/tome-of-beasts-1-2023-edition/","v2_converted_path":"/v2/creatures/tob-2023_qorgeth/"},{"slug":"ravenfolkwarrior-tob1-2023","desc":"False","name":"Ravenfolk Warrior","size":"Medium","type":"Humanoid","subtype":"","group":"null","alignment":"Neutral","armor_class":15,"armor_desc":"studded leather armor","hit_points":78,"hit_dice":"12d8 + 24","speed":{"walk":30},"strength":12,"dexterity":16,"constitution":14,"intelligence":10,"wisdom":15,"charisma":10,"strength_save":null,"dexterity_save":5,"constitution_save":null,"intelligence_save":null,"wisdom_save":4,"charisma_save":null,"perception":14,"skills":{"Deception":2,"Perception":4,"Stealth":5},"damage_vulnerabilities":"False","damage_resistances":"False","damage_immunities":"False","condition_immunities":"False","senses":"darkvision 120 ft., passive Perception 14","languages":"Common, Feather Speech, Ravenfolk","challenge_rating":"3","cr":3.0,"actions":[{"name":"Multiattack","desc":"The ravenfolk warrior makes one Peck attack and one Runespear attack, or it makes two Longbow attacks. It can replace one attack with a use of Ghost Wings."},{"name":"Peck","desc":"Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 8 (2d4 + 3) piercing damage plus 4 (1d8) radiant damage."},{"name":"Runespear","desc":"Melee Weapon Attack: +5 to hit, reach 10 ft., one target. Hit: 7 (1d8 + 3) piercing damage plus 4 (1d8) radiant damage."},{"name":"Longbow","desc":"Ranged Weapon Attack: +5 to hit, range 150/600 ft., one target. Hit: 7 (1d8 + 3) piercing damage plus 4 (1d8) radiant damage."},{"name":"Ghost Wings","desc":"The ravenfolk warrior furiously “beats” a set of phantasmal wings. Each creature within 5 feet of the ravenfolk must succeed on a DC 13 Dexterity saving throw or be blinded until the start of its next turn."}],"bonus_actions":[],"reactions":[{"name":"Odin's Call (Recharge 6)","desc":"When the ravenfolk warrior takes damage while below half its hp maximum, it moves up to half its speed without provoking opportunity attacks."}],"legendary_desc":null,"legendary_actions":[],"special_abilities":[{"name":"Mimicry","desc":"The ravenfolk warrior can mimic animal sounds and Humanoid voices. A creature that hears the sounds can tell they are imitations with a successful DC 12 Wisdom (Insight) check."},{"name":"Rune-Powered Weapons","desc":"The ravenfolk's weapon attacks are magical. When the ravenfolk hits with any weapon, the weapon deals an extra 1d8 radiant damage (included in the attack)."}],"spell_list":[],"page_no":304,"environments":[],"img_main":"http://api-beta.open5e.com/","document__slug":"tob-2023","document__title":"Tome of Beasts 2023","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/tome-of-beasts-1-2023-edition/","v2_converted_path":"/v2/creatures/tob-2023_ravenfolk-warrior/"},{"slug":"roachlinglord-tob1-2023","desc":"False","name":"Roachling Lord","size":"Small","type":"Humanoid","subtype":"","group":"null","alignment":"Chaotic Neutral","armor_class":15,"armor_desc":"natural armor","hit_points":63,"hit_dice":"14d6 + 14","speed":{"walk":25},"strength":10,"dexterity":16,"constitution":12,"intelligence":10,"wisdom":10,"charisma":10,"strength_save":null,"dexterity_save":5,"constitution_save":3,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":10,"skills":{"Acrobatics":5,"Stealth":7},"damage_vulnerabilities":"False","damage_resistances":"False","damage_immunities":"False","condition_immunities":"poisoned","senses":"darkvision 60 ft., tremorsense 10 ft., passive Perception 10","languages":"Common","challenge_rating":"2","cr":2.0,"actions":[{"name":"Multiattack","desc":"The roachling lord makes two Begrimed Shortsword or Begrimed Dart attacks."},{"name":"Begrimed Shortsword","desc":"Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) piercing damage plus 3 (1d6) poison damage."},{"name":"Begrimed Dart","desc":"Ranged Weapon Attack: +5 to hit, range 20/60 ft., one target. Hit: 5 (1d4 + 3) piercing damage plus 3 (1d6) poison damage."}],"bonus_actions":[],"reactions":[],"legendary_desc":null,"legendary_actions":[],"special_abilities":[{"name":"Hardy","desc":"The roachling is immune to diseases and has advantage on Constitution saving throws."},{"name":"Unpleasant Scent","desc":"The roachling has disadvantage on Wisdom (Animal Handling) checks when interacting with Beasts and on Charisma checks when interacting with Humanoids. If the roachling bathes meticulously, it loses this trait for 24 hours."}],"spell_list":[],"page_no":310,"environments":[],"img_main":"http://api-beta.open5e.com/","document__slug":"tob-2023","document__title":"Tome of Beasts 2023","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/tome-of-beasts-1-2023-edition/","v2_converted_path":"/v2/creatures/tob-2023_roachling-lord/"},{"slug":"savager-tob1-2023","desc":"False","name":"Savager","size":"Large","type":"Beast","subtype":"","group":"null","alignment":"Neutral Evil","armor_class":17,"armor_desc":"natural armor","hit_points":105,"hit_dice":"10d10 + 50","speed":{"walk":20},"strength":22,"dexterity":14,"constitution":21,"intelligence":2,"wisdom":10,"charisma":13,"strength_save":null,"dexterity_save":5,"constitution_save":8,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":13,"skills":{"Perception":3},"damage_vulnerabilities":"False","damage_resistances":"bludgeoning, piercing, and slashing from nonmagical attacks","damage_immunities":"False","condition_immunities":"charmed, frightened","senses":"darkvision 60 ft., passive Perception 13","languages":"—","challenge_rating":"8","cr":8.0,"actions":[{"name":"Multiattack","desc":"The savager makes one Bite attack and two Claw attacks. If both Claw attacks hit one creature, the target must succeed on a DC 15 Strength saving throw or take 9 (2d8) slashing damage as the savager rips into the target."},{"name":"Bite","desc":"Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 19 (2d12 + 6) piercing damage."},{"name":"Claw","desc":"Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 15 (2d8 + 6) slashing damage."}],"bonus_actions":[],"reactions":[],"legendary_desc":null,"legendary_actions":[],"special_abilities":[{"name":"Mighty Swing","desc":"If the savager doesn't move during its turn, it has advantage on the next Claw attack it makes before the start of its next turn."},{"name":"Spines","desc":"A creature that touches the savager or hits it with a melee attack while within 5 feet of it takes 5 (2d4) piercing damage. In addition, a creature grappled by or grappling the savager takes 5 (2d4) piercing damage at the start of the savager's turn."}],"spell_list":[],"page_no":318,"environments":[],"img_main":"http://api-beta.open5e.com/","document__slug":"tob-2023","document__title":"Tome of Beasts 2023","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/tome-of-beasts-1-2023-edition/","v2_converted_path":"/v2/creatures/tob-2023_savager/"},{"slug":"winddragonwyrmling-tob1-2023","desc":"False","name":"Wind Dragon Wyrmling","size":"Medium","type":"Dragon","subtype":"","group":"null","alignment":"Chaotic Neutral","armor_class":15,"armor_desc":"natural armor","hit_points":32,"hit_dice":"5d8 + 10","speed":{"walk":80,"fly":20},"strength":16,"dexterity":16,"constitution":14,"intelligence":12,"wisdom":11,"charisma":14,"strength_save":null,"dexterity_save":5,"constitution_save":4,"intelligence_save":null,"wisdom_save":2,"charisma_save":4,"perception":14,"skills":{"Acrobatics":7,"Perception":4,"Stealth":5},"damage_vulnerabilities":"False","damage_resistances":"cold","damage_immunities":"lightning","condition_immunities":"False","senses":"blindsight 10 ft., darkvision 60 ft., passive Perception 14","languages":"Draconic, Primordial","challenge_rating":"1","cr":1.0,"actions":[{"name":"Bite","desc":"Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 8 (1d10 + 3) piercing damage."},{"name":"Tempest Breath (Recharge 5-6)","desc":"The dragon exhales a blast of stormy wind in a 15-foot cone. Each creature in that area must make a DC 12 Strength saving throw. On a failure, a creature takes 9 (2d8) bludgeoning damage and is pushed up to 5 feet away from the dragon. On a success, a creature takes half the damage and isn't pushed. Unprotected flames, such as torches, in the area are extinguished, and protected flames, such as those in lanterns, have a 50 percent chance of being extinguished."}],"bonus_actions":[],"reactions":[],"legendary_desc":null,"legendary_actions":[],"special_abilities":[{"name":"Elusive","desc":"The dragon has advantage on ability checks and saving throws made to avoid or escape an effect that would reduce its speed or grapple or restrain it."},{"name":"Storm Sight","desc":"The dragon can see through areas obscured by fog, mist, clouds, or precipitation."}],"spell_list":[],"page_no":135,"environments":[],"img_main":"http://api-beta.open5e.com/","document__slug":"tob-2023","document__title":"Tome of Beasts 2023","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/tome-of-beasts-1-2023-edition/","v2_converted_path":"/v2/creatures/tob-2023_wind-dragon-wyrmling/"},{"slug":"youngcavedragon-tob1-2023","desc":"False","name":"Young Cave Dragon","size":"Large","type":"Dragon","subtype":"","group":"null","alignment":"Neutral Evil","armor_class":17,"armor_desc":"natural armor","hit_points":189,"hit_dice":"18d10 + 90","speed":{"walk":20,"fly":20,"burrow":40},"strength":23,"dexterity":12,"constitution":21,"intelligence":10,"wisdom":12,"charisma":14,"strength_save":null,"dexterity_save":5,"constitution_save":9,"intelligence_save":null,"wisdom_save":5,"charisma_save":6,"perception":19,"skills":{"Perception":9,"Stealth":5},"damage_vulnerabilities":"False","damage_resistances":"False","damage_immunities":"poison","condition_immunities":"blinded, poisoned","senses":"blindsight 30 ft., tremorsense 90 ft., passive Perception 19","languages":"Common, Darakhul, Draconic","challenge_rating":"9","cr":9.0,"actions":[{"name":"Multiattack","desc":"The dragon makes one Bite attack and two Claw attacks."},{"name":"Bite","desc":"Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 17 (2d10 + 6) piercing damage plus 7 (2d6) poison damage."},{"name":"Claw","desc":"Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 13 (2d6 + 6) slashing damage."},{"name":"Poison Breath (Recharge 5-6)","desc":"The dragon exhales a cone of black, poisonous gas in a 30-foot cone. Each creature in that area must make a DC 17 Constitution saving throw. On a failure, a creature takes 42 (12d6) poison damage and is poisoned for 1 minute. On a success, a creature takes half the damage and isn't poisoned. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success."}],"bonus_actions":[],"reactions":[{"name":"Ruff Spikes","desc":"When a creature moves to a space within 5 feet of the cave dragon, the dragon flares its many feelers and spikes. The creature must succeed on a DC 17 Dexterity saving throw or take 4 (1d8) piercing damage and be prevented from entering that space."}],"legendary_desc":null,"legendary_actions":[],"special_abilities":[{"name":"Darkness Shroud","desc":"The cave dragon naturally suppresses light near it. Bright light within 30 feet of the dragon becomes dim light, and dim light within 30 feet becomes nonmagical darkness. If this shroud overlaps bright light created by a spell of 2nd level or lower, the spell creating the light is dispelled."},{"name":"Magical Tunneler","desc":"The cave dragon can burrow through nonmagical unworked earth and stone. While doing so, the dragon can choose whether to leave the material it moves through undisturbed or leave a 5-foot diameter tunnel in its wake."},{"name":"Spiked Climb","desc":"The dragon uses its spikes to hold itself in place while climbing, allowing it to climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. If it climbs upside down on a ceiling or suspends itself on a vertical surface while leaving its claws free, it can't use the Ruff Spikes reaction."}],"spell_list":[],"page_no":115,"environments":[],"img_main":"http://api-beta.open5e.com/","document__slug":"tob-2023","document__title":"Tome of Beasts 2023","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/tome-of-beasts-1-2023-edition/","v2_converted_path":"/v2/creatures/tob-2023_young-cave-dragon/"},{"slug":"youngflamedragon-tob1-2023","desc":"False","name":"Young Flame Dragon","size":"Large","type":"Dragon","subtype":"","group":"null","alignment":"Chaotic Evil","armor_class":18,"armor_desc":"natural armor","hit_points":190,"hit_dice":"20d10 + 80","speed":{"walk":80,"fly":40},"strength":15,"dexterity":14,"constitution":19,"intelligence":15,"wisdom":13,"charisma":18,"strength_save":null,"dexterity_save":5,"constitution_save":7,"intelligence_save":null,"wisdom_save":4,"charisma_save":7,"perception":17,"skills":{"Deception":7,"Perception":7,"Persuasion":7,"Stealth":5},"damage_vulnerabilities":"False","damage_resistances":"False","damage_immunities":"fire","condition_immunities":"False","senses":"blindsight 30 ft., darkvision 120 ft., passive Perception 17","languages":"Common, Draconic, Ignan","challenge_rating":"8","cr":8.0,"actions":[{"name":"Multiattack","desc":"The dragon makes one Bite attack and two Claw attacks."},{"name":"Bite","desc":"Melee Weapon Attack: +5 to hit, reach 10 ft., one target. Hit: 13 (2d10 + 2) piercing damage plus 7 (2d6) fire damage."},{"name":"Claw","desc":"Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 9 (2d6 + 2) slashing damage."},{"name":"Fire Breath (Recharge 5-6)","desc":"The dragon exhales fire in a 30-foot cone. Each creature in that area must make a DC 15 Dexterity saving throw, taking 42 (12d6) fire damage on a failed save, or half as much damage on a successful one."}],"bonus_actions":[],"reactions":[],"legendary_desc":null,"legendary_actions":[],"special_abilities":[{"name":"Fire Incarnate","desc":"Creatures with resistance to fire damage don't have resistance to the fire damage dealt by the flame dragon. A creature with immunity to fire damage is still immune to the dragon's fire damage."},{"name":"Heated Body","desc":"A creature that touches the flame dragon or hits it with a melee attack while within 5 feet of it takes 7 (2d6) fire damage."}],"spell_list":[],"page_no":119,"environments":[],"img_main":"http://api-beta.open5e.com/","document__slug":"tob-2023","document__title":"Tome of Beasts 2023","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/tome-of-beasts-1-2023-edition/","v2_converted_path":"/v2/creatures/tob-2023_young-flame-dragon/"},{"slug":"adult-blue-dragon","desc":"","name":"Adult Blue Dragon","size":"Huge","type":"Dragon","subtype":"","group":"Blue Dragon","alignment":"lawful evil","armor_class":19,"armor_desc":"natural armor","hit_points":225,"hit_dice":"18d12+108","speed":{"walk":40,"burrow":30,"fly":80},"strength":25,"dexterity":10,"constitution":23,"intelligence":16,"wisdom":15,"charisma":19,"strength_save":null,"dexterity_save":5,"constitution_save":11,"intelligence_save":null,"wisdom_save":7,"charisma_save":9,"perception":12,"skills":{"perception":12,"stealth":5},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"lightning","condition_immunities":"","senses":"blindsight 60 ft., darkvision 120 ft., passive Perception 22","languages":"Common, Draconic","challenge_rating":"16","cr":16.0,"actions":[{"name":"Multiattack","desc":"The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws."},{"name":"Bite","desc":"Melee Weapon Attack: +12 to hit, reach 10 ft., one target. Hit: 18 (2d10 + 7) piercing damage plus 5 (1d10) lightning damage.","attack_bonus":12,"damage_dice":"2d10+1d10","damage_bonus":7},{"name":"Claw","desc":"Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 14 (2d6 + 7) slashing damage.","attack_bonus":12,"damage_dice":"2d6","damage_bonus":7},{"name":"Tail","desc":"Melee Weapon Attack: +12 to hit, reach 15 ft., one target. Hit: 16 (2d8 + 7) bludgeoning damage.","attack_bonus":12,"damage_dice":"2d8","damage_bonus":7},{"name":"Frightful Presence","desc":"Each creature of the dragon's choice that is within 120 ft. of the dragon and aware of it must succeed on a DC 17 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the dragon's Frightful Presence for the next 24 hours."},{"name":"Lightning Breath (Recharge 5-6)","desc":"The dragon exhales lightning in a 90-foot line that is 5 ft. wide. Each creature in that line must make a DC 19 Dexterity saving throw, taking 66 (12d10) lightning damage on a failed save, or half as much damage on a successful one.","attack_bonus":0,"damage_dice":"12d10"}],"bonus_actions":null,"reactions":null,"legendary_desc":"The dragon can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The dragon regains spent legendary actions at the start of its turn.","legendary_actions":[{"name":"Detect","desc":"The dragon makes a Wisdom (Perception) check."},{"name":"Tail Attack","desc":"The dragon makes a tail attack."},{"name":"Wing Attack (Costs 2 Actions)","desc":"The dragon beats its wings. Each creature within 10 ft. of the dragon must succeed on a DC 20 Dexterity saving throw or take 14 (2d6 + 7) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed."}],"special_abilities":[{"name":"Legendary Resistance (3/Day)","desc":"If the dragon fails a saving throw, it can choose to succeed instead."}],"spell_list":[],"page_no":283,"environments":["Desert","Coastal"],"img_main":null,"document__slug":"wotc-srd","document__title":"5e Core Rules","document__license_url":"http://open5e.com/legal","document__url":"http://dnd.wizards.com/articles/features/systems-reference-document-srd","v2_converted_path":"/v2/creatures/srd_adult-blue-dragon/"},{"slug":"adult-brass-dragon","desc":"","name":"Adult Brass Dragon","size":"Huge","type":"Dragon","subtype":"","group":"Brass Dragon","alignment":"chaotic good","armor_class":18,"armor_desc":"natural armor","hit_points":172,"hit_dice":"15d12+75","speed":{"walk":40,"burrow":40,"fly":80},"strength":23,"dexterity":10,"constitution":21,"intelligence":14,"wisdom":13,"charisma":17,"strength_save":null,"dexterity_save":5,"constitution_save":10,"intelligence_save":null,"wisdom_save":6,"charisma_save":8,"perception":11,"skills":{"history":7,"perception":11,"persuasion":8,"stealth":5},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"fire","condition_immunities":"","senses":"blindsight 60 ft., darkvision 120 ft., passive Perception 21","languages":"Common, Draconic","challenge_rating":"13","cr":13.0,"actions":[{"name":"Multiattack","desc":"The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws."},{"name":"Bite","desc":"Melee Weapon Attack: +11 to hit, reach 10 ft., one target. Hit: 17 (2d10 + 6) piercing damage.","attack_bonus":11,"damage_dice":"2d10","damage_bonus":6},{"name":"Claw","desc":"Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 13 (2d6 + 6) slashing damage.","attack_bonus":11,"damage_dice":"2d6","damage_bonus":6},{"name":"Tail","desc":"Melee Weapon Attack: +11 to hit, reach 15 ft., one target. Hit: 15 (2d8 + 6) bludgeoning damage.","attack_bonus":11,"damage_dice":"2d8","damage_bonus":6},{"name":"Frightful Presence","desc":"Each creature of the dragon's choice that is within 120 feet of the dragon and aware of it must succeed on a DC 16 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the dragon's Frightful Presence for the next 24 hours."},{"name":"Breath Weapons (Recharge 5-6)","desc":"The dragon uses one of the following breath weapons.\n**Fire Breath.** The dragon exhales fire in an 60-foot line that is 5 feet wide. Each creature in that line must make a DC 18 Dexterity saving throw, taking 45 (13d6) fire damage on a failed save, or half as much damage on a successful one.\n**Sleep Breath.** The dragon exhales sleep gas in a 60-foot cone. Each creature in that area must succeed on a DC 18 Constitution saving throw or fall unconscious for 10 minutes. This effect ends for a creature if the creature takes damage or someone uses an action to wake it.","attack_bonus":0,"damage_dice":"13d6"}],"bonus_actions":null,"reactions":null,"legendary_desc":"The dragon can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The dragon regains spent legendary actions at the start of its turn.","legendary_actions":[{"name":"Detect","desc":"The dragon makes a Wisdom (Perception) check."},{"name":"Tail Attack","desc":"The dragon makes a tail attack."},{"name":"Wing Attack (Costs 2 Actions)","desc":"The dragon beats its wings. Each creature within 10 ft. of the dragon must succeed on a DC 19 Dexterity saving throw or take 13 (2d6 + 6) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed."}],"special_abilities":[{"name":"Legendary Resistance (3/Day)","desc":"If the dragon fails a saving throw, it can choose to succeed instead."}],"spell_list":[],"page_no":291,"environments":["Desert"],"img_main":null,"document__slug":"wotc-srd","document__title":"5e Core Rules","document__license_url":"http://open5e.com/legal","document__url":"http://dnd.wizards.com/articles/features/systems-reference-document-srd","v2_converted_path":"/v2/creatures/srd_adult-brass-dragon/"},{"slug":"adult-bronze-dragon","desc":"","name":"Adult Bronze Dragon","size":"Huge","type":"Dragon","subtype":"","group":"Bronze Dragon","alignment":"lawful good","armor_class":19,"armor_desc":"natural armor","hit_points":212,"hit_dice":"17d12+102","speed":{"walk":40,"fly":80,"swim":40},"strength":25,"dexterity":10,"constitution":23,"intelligence":16,"wisdom":15,"charisma":19,"strength_save":null,"dexterity_save":5,"constitution_save":11,"intelligence_save":null,"wisdom_save":7,"charisma_save":9,"perception":12,"skills":{"insight":7,"perception":12,"stealth":5},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"lightning","condition_immunities":"","senses":"blindsight 60 ft., darkvision 120 ft., passive Perception 22","languages":"Common, Draconic","challenge_rating":"15","cr":15.0,"actions":[{"name":"Multiattack","desc":"The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws."},{"name":"Bite","desc":"Melee Weapon Attack: +12 to hit, reach 10 ft., one target. Hit: 18 (2d10 + 7) piercing damage.","attack_bonus":12,"damage_dice":"2d10","damage_bonus":7},{"name":"Claw","desc":"Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 14 (2d6 + 7) slashing damage.","attack_bonus":12,"damage_dice":"2d6","damage_bonus":7},{"name":"Tail","desc":"Melee Weapon Attack: +12 to hit, reach 15 ft., one target. Hit: 16 (2d8 + 7) bludgeoning damage.","attack_bonus":12,"damage_dice":"2d8","damage_bonus":7},{"name":"Frightful Presence","desc":"Each creature of the dragon's choice that is within 120 feet of the dragon and aware of it must succeed on a DC 17 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the dragon's Frightful Presence for the next 24 hours."},{"name":"Breath Weapons (Recharge 5-6)","desc":"The dragon uses one of the following breath weapons.\n**Lightning Breath.** The dragon exhales lightning in a 90-foot line that is 5 feet wide. Each creature in that line must make a DC 19 Dexterity saving throw, taking 66 (12d10) lightning damage on a failed save, or half as much damage on a successful one.\n**Repulsion Breath.** The dragon exhales repulsion energy in a 30-foot cone. Each creature in that area must succeed on a DC 19 Strength saving throw. On a failed save, the creature is pushed 60 feet away from the dragon.","attack_bonus":0,"damage_dice":"12d10"},{"name":"Change Shape","desc":"The dragon magically polymorphs into a humanoid or beast that has a challenge rating no higher than its own, or back into its true form. It reverts to its true form if it dies. Any equipment it is wearing or carrying is absorbed or borne by the new form (the dragon's choice).\nIn a new form, the dragon retains its alignment, hit points, Hit Dice, ability to speak, proficiencies, Legendary Resistance, lair actions, and Intelligence, Wisdom, and Charisma scores, as well as this action. Its statistics and capabilities are otherwise replaced by those of the new form, except any class features or legendary actions of that form."}],"bonus_actions":null,"reactions":null,"legendary_desc":"The dragon can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The dragon regains spent legendary actions at the start of its turn.","legendary_actions":[{"name":"Detect","desc":"The dragon makes a Wisdom (Perception) check."},{"name":"Tail Attack","desc":"The dragon makes a tail attack."},{"name":"Wing Attack (Costs 2 Actions)","desc":"The dragon beats its wings. Each creature within 10 ft. of the dragon must succeed on a DC 20 Dexterity saving throw or take 14 (2d6 + 7) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed."}],"special_abilities":[{"name":"Amphibious","desc":"The dragon can breathe air and water."},{"name":"Legendary Resistance (3/Day)","desc":"If the dragon fails a saving throw, it can choose to succeed instead."}],"spell_list":[],"page_no":294,"environments":["Desert","Coastal","Water"],"img_main":null,"document__slug":"wotc-srd","document__title":"5e Core Rules","document__license_url":"http://open5e.com/legal","document__url":"http://dnd.wizards.com/articles/features/systems-reference-document-srd","v2_converted_path":"/v2/creatures/srd_adult-bronze-dragon/"},{"slug":"adult-silver-dragon","desc":"","name":"Adult Silver Dragon","size":"Huge","type":"Dragon","subtype":"","group":"Silver Dragon","alignment":"lawful good","armor_class":19,"armor_desc":"natural armor","hit_points":243,"hit_dice":"18d12+126","speed":{"walk":40,"fly":80},"strength":27,"dexterity":10,"constitution":25,"intelligence":16,"wisdom":13,"charisma":21,"strength_save":null,"dexterity_save":5,"constitution_save":12,"intelligence_save":null,"wisdom_save":6,"charisma_save":10,"perception":11,"skills":{"arcana":8,"history":8,"perception":11,"stealth":5},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"cold","condition_immunities":"","senses":"blindsight 60 ft., darkvision 120 ft., passive Perception 21","languages":"Common, Draconic","challenge_rating":"16","cr":16.0,"actions":[{"name":"Multiattack","desc":"The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws."},{"name":"Bite","desc":"Melee Weapon Attack: +13 to hit, reach 10 ft., one target. Hit: 19 (2d10 + 8) piercing damage.","attack_bonus":13,"damage_dice":"2d10","damage_bonus":8},{"name":"Claw","desc":"Melee Weapon Attack: +13 to hit, reach 5 ft., one target. Hit: 15 (2d6 + 8) slashing damage.","attack_bonus":13,"damage_dice":"2d6","damage_bonus":8},{"name":"Tail","desc":"Melee Weapon Attack: +13 to hit, reach 15 ft., one target. Hit: 17 (2d8 + 8) bludgeoning damage.","attack_bonus":13,"damage_dice":"2d8","damage_bonus":8},{"name":"Frightful Presence","desc":"Each creature of the dragon's choice that is within 120 feet of the dragon and aware of it must succeed on a DC 18 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the dragon's Frightful Presence for the next 24 hours."},{"name":"Breath Weapons (Recharge 5-6)","desc":"The dragon uses one of the following breath weapons.\n**Cold Breath.** The dragon exhales an icy blast in a 60-foot cone. Each creature in that area must make a DC 20 Constitution saving throw, taking 58 (13d8) cold damage on a failed save, or half as much damage on a successful one.\n**Paralyzing Breath.** The dragon exhales paralyzing gas in a 60-foot cone. Each creature in that area must succeed on a DC 20 Constitution saving throw or be paralyzed for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.","attack_bonus":0,"damage_dice":"13d8"},{"name":"Change Shape","desc":"The dragon magically polymorphs into a humanoid or beast that has a challenge rating no higher than its own, or back into its true form. It reverts to its true form if it dies. Any equipment it is wearing or carrying is absorbed or borne by the new form (the dragon's choice).\nIn a new form, the dragon retains its alignment, hit points, Hit Dice, ability to speak, proficiencies, Legendary Resistance, lair actions, and Intelligence, Wisdom, and Charisma scores, as well as this action. Its statistics and capabilities are otherwise replaced by those of the new form, except any class features or legendary actions of that form."}],"bonus_actions":null,"reactions":null,"legendary_desc":"The dragon can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The dragon regains spent legendary actions at the start of its turn.","legendary_actions":[{"name":"Detect","desc":"The dragon makes a Wisdom (Perception) check."},{"name":"Tail Attack","desc":"The dragon makes a tail attack."},{"name":"Wing Attack (Costs 2 Actions)","desc":"The dragon beats its wings. Each creature within 10 ft. of the dragon must succeed on a DC 22 Dexterity saving throw or take 15 (2d6 + 8) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed."}],"special_abilities":[{"name":"Legendary Resistance (3/Day)","desc":"If the dragon fails a saving throw, it can choose to succeed instead."}],"spell_list":[],"page_no":302,"environments":["Urban","Feywild","Mountains","Mountain"],"img_main":null,"document__slug":"wotc-srd","document__title":"5e Core Rules","document__license_url":"http://open5e.com/legal","document__url":"http://dnd.wizards.com/articles/features/systems-reference-document-srd","v2_converted_path":"/v2/creatures/srd_adult-silver-dragon/"},{"slug":"adult-white-dragon","desc":"","name":"Adult White Dragon","size":"Huge","type":"Dragon","subtype":"","group":"White Dragon","alignment":"chaotic evil","armor_class":18,"armor_desc":"natural armor","hit_points":200,"hit_dice":"16d12+96","speed":{"walk":40,"burrow":30,"fly":80,"swim":40},"strength":22,"dexterity":10,"constitution":22,"intelligence":8,"wisdom":12,"charisma":12,"strength_save":null,"dexterity_save":5,"constitution_save":11,"intelligence_save":null,"wisdom_save":6,"charisma_save":6,"perception":11,"skills":{"perception":11,"stealth":5},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"cold","condition_immunities":"","senses":"blindsight 60 ft., darkvision 120 ft., passive Perception 21","languages":"Common, Draconic","challenge_rating":"13","cr":13.0,"actions":[{"name":"Multiattack","desc":"The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws."},{"name":"Bite","desc":"Melee Weapon Attack: +11 to hit, reach 10 ft., one target. Hit: 17 (2d10 + 6) piercing damage plus 4 (1d8) cold damage.","attack_bonus":11,"damage_dice":"2d10+1d8","damage_bonus":6},{"name":"Claw","desc":"Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 13 (2d6 + 6) slashing damage.","attack_bonus":11,"damage_dice":"2d6","damage_bonus":6},{"name":"Tail","desc":"Melee Weapon Attack: +11 to hit, reach 15 ft., one target. Hit: 15 (2d8 + 6) bludgeoning damage.","attack_bonus":11,"damage_dice":"2d8","damage_bonus":6},{"name":"Frightful Presence","desc":"Each creature of the dragon's choice that is within 120 ft. of the dragon and aware of it must succeed on a DC 14 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the dragon's Frightful Presence for the next 24 hours."},{"name":"Cold Breath (Recharge 5-6)","desc":"The dragon exhales an icy blast in a 60-foot cone. Each creature in that area must make a DC 19 Constitution saving throw, taking 54 (12d8) cold damage on a failed save, or half as much damage on a successful one.","attack_bonus":0,"damage_dice":"12d8"}],"bonus_actions":null,"reactions":null,"legendary_desc":"The dragon can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The dragon regains spent legendary actions at the start of its turn.","legendary_actions":[{"name":"Detect","desc":"The dragon makes a Wisdom (Perception) check."},{"name":"Tail Attack","desc":"The dragon makes a tail attack."},{"name":"Wing Attack (Costs 2 Actions)","desc":"The dragon beats its wings. Each creature within 10 ft. of the dragon must succeed on a DC 19 Dexterity saving throw or take 13 (2d6 + 6) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed."}],"special_abilities":[{"name":"Ice Walk","desc":"The dragon can move across and climb icy surfaces without needing to make an ability check. Additionally, difficult terrain composed of ice or snow doesn't cost it extra movement."},{"name":"Legendary Resistance (3/Day)","desc":"If the dragon fails a saving throw, it can choose to succeed instead."}],"spell_list":[],"page_no":289,"environments":["Tundra","Arctic"],"img_main":null,"document__slug":"wotc-srd","document__title":"5e Core Rules","document__license_url":"http://open5e.com/legal","document__url":"http://dnd.wizards.com/articles/features/systems-reference-document-srd","v2_converted_path":"/v2/creatures/srd_adult-white-dragon/"},{"slug":"bandit-captain","desc":"It takes a strong personality, ruthless cunning, and a silver tongue to keep a gang of bandits in line. The **bandit captain** has these qualities in spades. \nIn addition to managing a crew of selfish malcontents, the **pirate captain** is a variation of the bandit captain, with a ship to protect and command. To keep the crew in line, the captain must mete out rewards and punishment on a regular basis. \nMore than treasure, a bandit captain or pirate captain craves infamy. A prisoner who appeals to the captain's vanity or ego is more likely to be treated fairly than a prisoner who does not or claims not to know anything of the captain's colorful reputation.","name":"Bandit Captain","size":"Medium","type":"Humanoid","subtype":"any race","group":"NPCs","alignment":"any non-lawful alignment","armor_class":15,"armor_desc":"studded leather","hit_points":65,"hit_dice":"10d8+20","speed":{"walk":30},"strength":15,"dexterity":16,"constitution":14,"intelligence":14,"wisdom":11,"charisma":14,"strength_save":4,"dexterity_save":5,"constitution_save":null,"intelligence_save":null,"wisdom_save":2,"charisma_save":null,"perception":null,"skills":{"athletics":4,"deception":4},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"","condition_immunities":"","senses":"passive Perception 10","languages":"any two languages","challenge_rating":"2","cr":2.0,"actions":[{"name":"Multiattack","desc":"The captain makes three melee attacks: two with its scimitar and one with its dagger. Or the captain makes two ranged attacks with its daggers."},{"name":"Scimitar","desc":"Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) slashing damage.","attack_bonus":5,"damage_dice":"1d6","damage_bonus":3},{"name":"Dagger","desc":"Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 5 (1d4 + 3) piercing damage.","attack_bonus":5,"damage_dice":"1d4","damage_bonus":3}],"bonus_actions":null,"reactions":[{"name":"Parry","desc":"The captain adds 2 to its AC against one melee attack that would hit it. To do so, the captain must see the attacker and be wielding a melee weapon."}],"legendary_desc":"","legendary_actions":null,"special_abilities":null,"spell_list":[],"page_no":397,"environments":["Hill","Desert","Mountains","Coastal","Tundra","Grassland","Ruin","Laboratory","Swamp","Settlement","Urban","Sewer","Forest","Arctic","Jungle","Hills","Caverns"],"img_main":null,"document__slug":"wotc-srd","document__title":"5e Core Rules","document__license_url":"http://open5e.com/legal","document__url":"http://dnd.wizards.com/articles/features/systems-reference-document-srd","v2_converted_path":"/v2/creatures/srd_bandit-captain/"},{"slug":"gladiator","desc":"**Gladiators** battle for the entertainment of raucous crowds. Some gladiators are brutal pit fighters who treat each match as a life-or-death struggle, while others are professional duelists who command huge fees but rarely fight to the death.","name":"Gladiator","size":"Medium","type":"Humanoid","subtype":"any race","group":"NPCs","alignment":"any alignment","armor_class":16,"armor_desc":"studded leather, shield","hit_points":112,"hit_dice":"15d8+45","speed":{"walk":30},"strength":18,"dexterity":15,"constitution":16,"intelligence":10,"wisdom":12,"charisma":15,"strength_save":7,"dexterity_save":5,"constitution_save":6,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":null,"skills":{"athletics":10,"intimidation":5},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"","condition_immunities":"","senses":"passive Perception 11","languages":"any one language (usually Common)","challenge_rating":"5","cr":5.0,"actions":[{"name":"Multiattack","desc":"The gladiator makes three melee attacks or two ranged attacks."},{"name":"Spear","desc":"Melee or Ranged Weapon Attack: +7 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 11 (2d6 + 4) piercing damage, or 13 (2d8 + 4) piercing damage if used with two hands to make a melee attack.","attack_bonus":7,"damage_dice":"2d6","damage_bonus":4},{"name":"Shield Bash","desc":"Melee Weapon Attack: +7 to hit, reach 5 ft., one creature. Hit: 9 (2d4 + 4) bludgeoning damage. If the target is a Medium or smaller creature, it must succeed on a DC 15 Strength saving throw or be knocked prone.","attack_bonus":7,"damage_dice":"2d4","damage_bonus":4}],"bonus_actions":null,"reactions":[{"name":"Parry","desc":"The gladiator adds 3 to its AC against one melee attack that would hit it. To do so, the gladiator must see the attacker and be wielding a melee weapon."}],"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Brave","desc":"The gladiator has advantage on saving throws against being frightened."},{"name":"Brute","desc":"A melee weapon deals one extra die of its damage when the gladiator hits with it (included in the attack)."}],"spell_list":[],"page_no":399,"environments":["Urban","Settlement"],"img_main":null,"document__slug":"wotc-srd","document__title":"5e Core Rules","document__license_url":"http://open5e.com/legal","document__url":"http://dnd.wizards.com/articles/features/systems-reference-document-srd","v2_converted_path":"/v2/creatures/srd_gladiator/"},{"slug":"stone-giant","desc":"","name":"Stone Giant","size":"Huge","type":"Giant","subtype":"","group":"Giants","alignment":"neutral","armor_class":17,"armor_desc":"natural armor","hit_points":126,"hit_dice":"11d12+55","speed":{"walk":40},"strength":23,"dexterity":15,"constitution":20,"intelligence":10,"wisdom":12,"charisma":9,"strength_save":null,"dexterity_save":5,"constitution_save":8,"intelligence_save":null,"wisdom_save":4,"charisma_save":null,"perception":4,"skills":{"athletics":12,"perception":4},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"","condition_immunities":"","senses":"darkvision 60 ft., passive Perception 14","languages":"Giant","challenge_rating":"7","cr":7.0,"actions":[{"name":"Multiattack","desc":"The giant makes two greatclub attacks."},{"name":"Greatclub","desc":"Melee Weapon Attack: +9 to hit, reach 15 ft., one target. Hit: 19 (3d8 + 6) bludgeoning damage.","attack_bonus":9,"damage_dice":"3d8","damage_bonus":6},{"name":"Rock","desc":"Ranged Weapon Attack: +9 to hit, range 60/240 ft., one target. Hit: 28 (4d10 + 6) bludgeoning damage. If the target is a creature, it must succeed on a DC 17 Strength saving throw or be knocked prone.","attack_bonus":9,"damage_dice":"4d10","damage_bonus":6}],"bonus_actions":null,"reactions":[{"name":"Rock Catching","desc":"If a rock or similar object is hurled at the giant, the giant can, with a successful DC 10 Dexterity saving throw, catch the missile and take no bludgeoning damage from it."}],"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Stone Camouflage","desc":"The giant has advantage on Dexterity (Stealth) checks made to hide in rocky terrain."}],"spell_list":[],"page_no":313,"environments":["Hill","Underdark","Hills","Mountains","Mountain","Plane Of Earth"],"img_main":null,"document__slug":"wotc-srd","document__title":"5e Core Rules","document__license_url":"http://open5e.com/legal","document__url":"http://dnd.wizards.com/articles/features/systems-reference-document-srd","v2_converted_path":"/v2/creatures/srd_stone-giant/"},{"slug":"vrock","desc":"","name":"Vrock","size":"Large","type":"Fiend","subtype":"demon","group":"Demons","alignment":"chaotic evil","armor_class":15,"armor_desc":"natural armor","hit_points":104,"hit_dice":"11d10+44","speed":{"walk":40,"fly":60},"strength":17,"dexterity":15,"constitution":18,"intelligence":8,"wisdom":13,"charisma":8,"strength_save":null,"dexterity_save":5,"constitution_save":null,"intelligence_save":null,"wisdom_save":4,"charisma_save":2,"perception":null,"skills":{},"damage_vulnerabilities":"","damage_resistances":"cold, fire, lightning; bludgeoning, piercing, and slashing from nonmagical attacks","damage_immunities":"poison","condition_immunities":"poisoned","senses":"darkvision 120 ft., passive Perception 11","languages":"Abyssal, telepathy 120 ft.","challenge_rating":"6","cr":6.0,"actions":[{"name":"Multiattack","desc":"The vrock makes two attacks: one with its beak and one with its talons."},{"name":"Beak","desc":"Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) piercing damage.","attack_bonus":6,"damage_dice":"2d6","damage_bonus":3},{"name":"Talons","desc":"Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 14 (2d10 + 3) slashing damage.","attack_bonus":6,"damage_dice":"2d10","damage_bonus":3},{"name":"Spores (Recharge 6)","desc":"A 15-foot-radius cloud of toxic spores extends out from the vrock. The spores spread around corners. Each creature in that area must succeed on a DC 14 Constitution saving throw or become poisoned. While poisoned in this way, a target takes 5 (1d10) poison damage at the start of each of its turns. A target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Emptying a vial of holy water on the target also ends the effect on it."},{"name":"Stunning Screech (1/Day)","desc":"The vrock emits a horrific screech. Each creature within 20 feet of it that can hear it and that isn't a demon must succeed on a DC 14 Constitution saving throw or be stunned until the end of the vrock's next turn."},{"name":"Variant: Summon Demon (1/Day)","desc":"The demon chooses what to summon and attempts a magical summoning.\nA vrock has a 30 percent chance of summoning 2d4 dretches or one vrock.\nA summoned demon appears in an unoccupied space within 60 feet of its summoner, acts as an ally of its summoner, and can't summon other demons. It remains for 1 minute, until it or its summoner dies, or until its summoner dismisses it as an action."}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Magic Resistance","desc":"The vrock has advantage on saving throws against spells and other magical effects."}],"spell_list":[],"page_no":273,"environments":["Abyss"],"img_main":null,"document__slug":"wotc-srd","document__title":"5e Core Rules","document__license_url":"http://open5e.com/legal","document__url":"http://dnd.wizards.com/articles/features/systems-reference-document-srd","v2_converted_path":"/v2/creatures/srd_vrock/"},{"slug":"young-black-dragon","desc":"","name":"Young Black Dragon","size":"Large","type":"Dragon","subtype":"","group":"Black Dragon","alignment":"chaotic evil","armor_class":18,"armor_desc":"natural armor","hit_points":127,"hit_dice":"15d10+45","speed":{"walk":40,"fly":80,"swim":40},"strength":19,"dexterity":14,"constitution":17,"intelligence":12,"wisdom":11,"charisma":15,"strength_save":null,"dexterity_save":5,"constitution_save":6,"intelligence_save":null,"wisdom_save":3,"charisma_save":5,"perception":6,"skills":{"perception":6,"stealth":5},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"acid","condition_immunities":"","senses":"blindsight 30 ft., darkvision 120 ft., passive Perception 16","languages":"Common, Draconic","challenge_rating":"7","cr":7.0,"actions":[{"name":"Multiattack","desc":"The dragon makes three attacks: one with its bite and two with its claws."},{"name":"Bite","desc":"Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 15 (2d10 + 4) piercing damage plus 4 (1d8) acid damage.","attack_bonus":7,"damage_dice":"2d10+1d8","damage_bonus":4},{"name":"Claw","desc":"Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) slashing damage.","attack_bonus":7,"damage_dice":"2d6","damage_bonus":4},{"name":"Acid Breath (Recharge 5-6)","desc":"The dragon exhales acid in a 30-foot line that is 5 feet wide. Each creature in that line must make a DC 14 Dexterity saving throw, taking 49 (11d8) acid damage on a failed save, or half as much damage on a successful one.","attack_bonus":0,"damage_dice":"11d8"}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Amphibious","desc":"The dragon can breathe air and water."}],"spell_list":[],"page_no":281,"environments":["Swamp"],"img_main":null,"document__slug":"wotc-srd","document__title":"5e Core Rules","document__license_url":"http://open5e.com/legal","document__url":"http://dnd.wizards.com/articles/features/systems-reference-document-srd","v2_converted_path":"/v2/creatures/srd_young-black-dragon/"},{"slug":"arachnocrat","desc":"A portly gentleman with slender arms and legs keeps his face and hands carefully concealed._  \nArachnocrats are spider-like fiends who enjoy masquerading as members of high society. They eat haute cuisine and drink fine wine in the company of humans.  \n**Finer Tastes.** Viewing the wealth and standing of their victims as the greatest measure of taste, these devils delight in aristocratic prey, though they most often feed on the liquefied innards of servants of the aristocracy to avoid detection. They use local spiders as spies and informants to get closer to their quarries or discover dark secrets their quarries would rather keep hidden. Ever patient in their schemes of corruption, arachnocrats often court their quarries over months of theatre, dinner parties, and elaborate balls.  \n**Hidden in Plain Sight.** Arachnocrats are adept at disguising themselves as aristocrats. Their most noticeable features are their clawed hands and their spider-like faces, which they cover with gloves, masks, scarves, voluminous robes, and similar attire. The eccentricities of the well-to-do help to cast off any suspicion over their odd coverings.  \n**As Good As Gold.** The arachnocrat’s preferred prey comes at a high price. Blessed by the Arch-Devil of Greed, Mammon, arachnocrats have a second stomach that can turn common rocks into faux gemstones. The fiends vomit up the gemstones after digesting the rocks for a few months, and they use the gemstones to fund their endeavors. The counterfeit nature of the gems is detectable by only true craftsmen.","name":"Arachnocrat","size":"Medium","type":"Fiend","subtype":"devil","group":null,"alignment":"lawful evil","armor_class":15,"armor_desc":"natural armor","hit_points":93,"hit_dice":"17d8+17","speed":{"walk":30,"climb":40},"strength":13,"dexterity":17,"constitution":12,"intelligence":16,"wisdom":14,"charisma":18,"strength_save":null,"dexterity_save":5,"constitution_save":null,"intelligence_save":4,"wisdom_save":null,"charisma_save":6,"perception":null,"skills":{"deception":8,"insight":4,"persuasion":6,"stealth":5},"damage_vulnerabilities":"","damage_resistances":"cold; bludgeoning, piercing, and slashing from nonmagical attacks not made with silvered weapons","damage_immunities":"fire, poison","condition_immunities":"poisoned","senses":"blindsight 10 ft., darkvision 60 ft., passive Perception 12","languages":"Common, Infernal, telepathy 120 ft.","challenge_rating":"5","cr":5.0,"actions":[{"name":"Multiattack","desc":"The arachnocrat makes two claw attacks. If both claws hit a Medium or smaller target, the target is restrained in gilded webbing. As an action, the restrained target can make a DC 13 Strength check, bursting the webbing on a success. The webbing can also be attacked and destroyed (AC 12; hp 8; immunity to bludgeoning, poison, and psychic damage)."},{"name":"Claw","desc":"Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 12 (2d8 + 3) slashing damage.","attack_bonus":6,"damage_dice":"2d8+3"},{"name":"Bite","desc":"Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) piercing damage, and the target must make a DC 14 Constitution saving throw, taking 21 (6d6) poison damage on a failed save, or half as much damage on a successful one. 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. The skin of a creature that dies while poisoned takes on a golden hue.","attack_bonus":6,"damage_dice":"1d6+3"}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Aristocratic Disguise","desc":"An arachnocrat in a prepared disguise has advantage on Charisma (Deception) checks made to pass as a humanoid aristocrat."},{"name":"Devil's Sight","desc":"Magical darkness doesn't impede the arachnocrat's darkvision."},{"name":"Magic Resistance","desc":"The arachnocrat has advantage on saving throws against spells and other magical effects."},{"name":"Speak with Spiders","desc":"The arachnocrat can communicate with spiders and other arachnids as if they shared a language."},{"name":"Spider Climb","desc":"The arachnocrat can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check."}],"spell_list":[],"page_no":102,"environments":[],"img_main":null,"document__slug":"tob2","document__title":"Tome of Beasts 2","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/tome-of-beasts-2-for-5th-edition/","v2_converted_path":"/v2/creatures/tob2_arachnocrat/"},{"slug":"brain-hood","desc":"A bear with the top of its head covered in a strange, slick, black substance looks around with purpose._  \n**Parasitic.** Brain hoods are parasites that are rarely encountered without host animals. In fact, outside of its host, a brain hood poses little danger to intelligent creatures or creatures who are not beasts. Brain hoods prefer to bond with larger creatures, such as bears or dire wolves, due to the beasts’ impressive physical prowess. They use the animals as powerful physical vessels, helping the host creature find food but otherwise subjugating the dim intelligence within it.  \n**Calculating.** The brain hood is inherently evil and despises all living things that possess bodies of their own. They delight in using their beast forms to attack and kill humanoids, particularly if the humanoids are smaller or less powerful than their bonded beast.  \n**Druidic Enemies.** Given the unique nature of a brain hood’s existence, some people mistake them for druids in beast form. Brain hoods often encourage this belief, sowing mistrust and discord between villagers and a local circle of druids. This practice, coupled with the brain hood’s abominable treatment of beasts, drives druids to hunt down and destroy brain hoods. Traveling druids listen for stories of sudden, uncommonly aggressive animal attacks, knowing the cause could be a sign that a brain hood is in the area.","name":"Brain Hood","size":"Tiny","type":"Aberration","subtype":"","group":null,"alignment":"neutral evil","armor_class":13,"armor_desc":null,"hit_points":22,"hit_dice":"5d4+10","speed":{"fly":40,"hover":true,"walk":20},"strength":4,"dexterity":16,"constitution":14,"intelligence":17,"wisdom":15,"charisma":10,"strength_save":null,"dexterity_save":5,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":null,"skills":{},"damage_vulnerabilities":"","damage_resistances":"bludgeoning","damage_immunities":"","condition_immunities":"prone","senses":"blindsight 60 ft. (blind beyond this radius), passive Perception 12","languages":"Common, telepathy 60 ft.","challenge_rating":"1/2","cr":0.5,"actions":[{"name":"Slam","desc":"Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d4 + 3) bludgeoning damage. If the target is a beast, the brain hood can attempt to take control of it (see the Merge with Beast trait).","attack_bonus":5,"damage_dice":"1d4+3"}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Merge with Beast","desc":"If the brain hood successfully hits a beast with an Intelligence of 3 or lower with its Slam attack, it latches onto the beast's head and attempts to take control of the creature. The target must succeed on a DC 14 Intelligence saving throw or become bonded with the brain hood, losing all control of its body to the brain hood. While bonded in this way, the brain hood's statistics are replaced by the statistics of the beast, including the beast's hit points and Hit Dice, but the brain hood retains its alignment, personality, Intelligence, Wisdom, and Charisma scores, along with its Speak with Beasts trait. In addition, the brain hood retains its ability to cast spells. The brain hood can't be targeted specifically while bonded with a creature. It can detach itself from the creature and end the bond by spending 5 feet of its movement. If the bonded creature is reduced to 0 hit points, the brain hood is ejected from it and appears in an unoccupied space within 5 feet of the creature."},{"name":"Speak with Beasts","desc":"While merged with a beast, the brain hood can communicate with beasts of the same type as if they shared a language."},{"name":"Innate Spellcasting (Psionics)","desc":"The brain hood's spellcasting ability is Intelligence (spell save DC 13, +5 to hit with spell attacks). The brain hood can innately cast the following spells, requiring no components:\nAt will: acid splash, chill touch, fire bolt, ray of frost, shocking grasp\n3/day each: detect magic, magic missile, sleep\n1/day each: blur, burning hands, hold person"}],"spell_list":[],"page_no":50,"environments":[],"img_main":null,"document__slug":"tob2","document__title":"Tome of Beasts 2","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/tome-of-beasts-2-for-5th-edition/","v2_converted_path":"/v2/creatures/tob2_brain-hood/"},{"slug":"cave-giant-shaman","desc":"This massive, bipedal creature has a slight hunch, making its long arms appear even longer. It wields a massive club etched with sigils. A pair of yellow tusks, adorned with rings of all materials, protrudes from its lower jaw._  \nCave giant shamans are gifted spellcasters who believe they are suited to consume spellcasting humanoids and absorb the humanoids’ power. While the truth to this claim is dubious, there is no doubting their arcane prowess. They gravitate toward magic that allows them to change the composition of all materials, including air, flesh, and stone.  \n**Practical Leader.** Cave giant shamans are less superstitious than lesser Open Game License","name":"Cave Giant Shaman","size":"Huge","type":"Giant","subtype":"","group":null,"alignment":"chaotic evil","armor_class":16,"armor_desc":"natural armor","hit_points":207,"hit_dice":"18d12+90","speed":{"walk":40},"strength":27,"dexterity":10,"constitution":20,"intelligence":10,"wisdom":15,"charisma":21,"strength_save":null,"dexterity_save":5,"constitution_save":10,"intelligence_save":null,"wisdom_save":7,"charisma_save":null,"perception":7,"skills":{"arcana":5,"athletics":13,"perception":7,"survival":7},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"","condition_immunities":"","senses":"darkvision 120 ft., passive Perception 17","languages":"Common, Giant","challenge_rating":"14","cr":14.0,"actions":[{"name":"Multiattack","desc":"The cave giant shaman makes two attacks: one with its club and one with its tusks."},{"name":"Club","desc":"Melee Weapon Attack: +13 to hit, reach 10 ft., one target. Hit: 15 (3d4 + 8) bludgeoning damage.","attack_bonus":13,"damage_dice":"3d4+8"},{"name":"Tusks","desc":"Melee Weapon Attack: +13 to hit, reach 10 ft., one target. Hit: 22 (4d6 + 8) slashing damage, and, if the target is a Large or smaller creature, it must succeed on a DC 20 Strength saving throw or be knocked prone.","attack_bonus":13,"damage_dice":"4d6+8"},{"name":"Rock","desc":"Ranged Weapon Attack: +13 to hit, range 60/240 ft., one creature. Hit: 30 (4d10 + 8) bludgeoning damage.","attack_bonus":13,"damage_dice":"4d10+8"}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Sunlight Petrification","desc":"If the cave giant shaman starts its turn in sunlight, it takes 20 radiant damage. While in sunlight, it moves at half speed and has disadvantage on attack rolls and ability checks. If the giant is reduced to 0 hp while in sunlight, it is petrified."},{"name":"Spellcasting","desc":"The cave giant shaman is a 14th-level spellcaster. Its spellcasting ability is Charisma (save DC 18, +10 to hit with spell attacks). The shaman has the following wizard spells prepared:\nCantrips (at will): acid splash, mage hand, mending, prestidigitation, shocking grasp\n1st level (4 slots): burning hands, expeditious retreat, fog cloud, shield\n2nd level (3 slots): enlarge/reduce, shatter, spider climb, web\n3rd level (3 slots): gaseous form, haste, lightning bolt, water breathing\n4th level (3 slots): ice storm, polymorph, wall of fire\n5th level (2 slots): cloudkill, insect plague\n6th level (1 slots): disintegrate\n7th level (1 slots): reverse gravity"}],"spell_list":[],"page_no":171,"environments":[],"img_main":null,"document__slug":"tob2","document__title":"Tome of Beasts 2","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/tome-of-beasts-2-for-5th-edition/","v2_converted_path":"/v2/creatures/tob2_cave-giant-shaman/"},{"slug":"forest-falcon","desc":"A forest falcon is a large, swift raptor adapted to agile flight through dense canopy rather than bursts of speed in open air. It prefers a high perch, watching for movement from prey on the forest floor. The falcon strikes in a diving ambush and can even run down prey on foot.","name":"Forest Falcon","size":"Medium","type":"Beast","subtype":"","group":null,"alignment":"unaligned","armor_class":13,"armor_desc":null,"hit_points":13,"hit_dice":"3d6+3","speed":{"walk":20,"fly":60},"strength":6,"dexterity":16,"constitution":12,"intelligence":3,"wisdom":14,"charisma":5,"strength_save":null,"dexterity_save":5,"constitution_save":null,"intelligence_save":null,"wisdom_save":4,"charisma_save":null,"perception":4,"skills":{"perception":4},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"","condition_immunities":"","senses":"passive Perception 14","languages":"—","challenge_rating":"1/4","cr":0.25,"actions":[{"name":"Beak","desc":"Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 8 (2d4 + 3) piercing damage.","attack_bonus":5,"damage_dice":"2d4+3"}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Falcon Dive","desc":"If the falcon is flying and dives at least 20 feet straight toward a target, it has advantage on the next attack roll it makes against that target before the end of its turn. If the attack hits, it deals an extra 2 (1d4) damage to the target."},{"name":"Keen Sight","desc":"The falcon has advantage on Wisdom (Perception) checks that rely on sight."}],"spell_list":[],"page_no":390,"environments":[],"img_main":null,"document__slug":"tob2","document__title":"Tome of Beasts 2","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/tome-of-beasts-2-for-5th-edition/","v2_converted_path":"/v2/creatures/tob2_forest-falcon/"},{"slug":"giant-leech","desc":"Giant leeches lurk in placid ponds, babbling creeks, and mighty rivers. They slink through the dark forest waters with their distinctive vertical undulation, following any movement they sense toward fresh blood. Some varieties have adapted to life in the oceans, and a rare few dwell on land, though land-dwelling leeches prefer humid, moist climates.","name":"Giant Leech","size":"Small","type":"Beast","subtype":"","group":null,"alignment":"unaligned","armor_class":13,"armor_desc":null,"hit_points":7,"hit_dice":"2d6","speed":{"swim":30,"walk":15},"strength":6,"dexterity":16,"constitution":10,"intelligence":1,"wisdom":10,"charisma":2,"strength_save":null,"dexterity_save":5,"constitution_save":2,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":null,"skills":{"stealth":5},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"","condition_immunities":"","senses":"tremorsense 30 ft., passive Perception 10","languages":"—","challenge_rating":"1/4","cr":0.25,"actions":[{"name":"Bite","desc":"Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d4 + 3) piercing damage, and the leech attaches to the target. While attached, the leech doesn't attack. Instead, at the start of each of the leech's turns, the target loses 5 (1d4 + 3) hp due to blood loss.\n\nThe leech can detach itself by spending 5 feet of its movement. It does so after it drains 15 hp of blood from the target or the target dies. A creature, including the target, can use its action to detach the leech.","attack_bonus":5,"damage_dice":"1d4+3"}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Amphibious","desc":"The leech can breathe air and water."}],"spell_list":[],"page_no":393,"environments":[],"img_main":null,"document__slug":"tob2","document__title":"Tome of Beasts 2","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/tome-of-beasts-2-for-5th-edition/","v2_converted_path":"/v2/creatures/tob2_giant-leech/"},{"slug":"great-gray-owl","desc":"Great gray owls are stealthy predators, and the largest of the non-giant varieties of owls. Unlike other owls, great grays aren’t territorial—with the exception of females raising young—and don’t flush or spook when other creatures approach. Rather, they remain still on their low perches, often going overlooked.","name":"Great Gray Owl","size":"Small","type":"Beast","subtype":"","group":null,"alignment":"unaligned","armor_class":13,"armor_desc":null,"hit_points":10,"hit_dice":"3d6","speed":{"walk":5,"fly":60},"strength":5,"dexterity":16,"constitution":11,"intelligence":3,"wisdom":14,"charisma":7,"strength_save":null,"dexterity_save":5,"constitution_save":null,"intelligence_save":null,"wisdom_save":4,"charisma_save":null,"perception":4,"skills":{"perception":4,"stealth":5},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"","condition_immunities":"","senses":"darkvision 120 ft., passive Perception 14","languages":"—","challenge_rating":"1/4","cr":0.25,"actions":[{"name":"Talons","desc":"Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) piercing damage.","attack_bonus":5,"damage_dice":"1d6+3"}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Flyby","desc":"The owl doesn't provoke opportunity attacks when it flies out of an enemy's reach."},{"name":"Keen Hearing and Sight","desc":"The owl has advantage on Wisdom (Perception) checks that rely on hearing or sight."}],"spell_list":[],"page_no":284,"environments":[],"img_main":null,"document__slug":"tob2","document__title":"Tome of Beasts 2","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/tome-of-beasts-2-for-5th-edition/","v2_converted_path":"/v2/creatures/tob2_great-gray-owl/"},{"slug":"shadow-boxer","desc":"The shadow caught the man’s eye. It looked and moved like a house cat, but there was no animal present to cast it. He followed the shadow as it moved along the wall then transferred to the ground, not noticing the distortion of light behind him. The last thing he heard as the invisible feline tore out his throat was a contented purr._  \n**Finicky Spirits.** Shadow boxers are the physical manifestation of feline collective memory. They are found in urban areas and other places people congregate. Like other fey, they desire to be placated by mortals, and they allow their presence to be detected to induce people to leave them gifts. A shadow boxer develops relationships with one household at a time and protects it. Households that don’t leave sufficient tribute or that cease offering it gifts entirely swiftly find their members targeted by the slighted fey.  \n**Council of Cats.** When they sleep, shadow boxers share dreams with all mundane cats and other shadow boxers within a mile. Within the dream, the cats and the shadow boxer gambol and roughhouse while they share information. Many capers and activities are planned during these dream sessions, and seeing a large clowder of cats getting along is a sign that a shadow boxer in the area has a game afoot. Shadow boxers despise creatures, such as Open Game License","name":"Shadow Boxer","size":"Small","type":"Fey","subtype":"","group":null,"alignment":"chaotic neutral","armor_class":13,"armor_desc":null,"hit_points":55,"hit_dice":"10d6+20","speed":{"climb":30,"walk":40},"strength":10,"dexterity":17,"constitution":15,"intelligence":12,"wisdom":17,"charisma":17,"strength_save":null,"dexterity_save":5,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":5,"skills":{"perception":5,"stealth":5},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"","condition_immunities":"charmed","senses":"passive Perception 15","languages":"Sylvan","challenge_rating":"3","cr":3.0,"actions":[{"name":"Multiattack","desc":"The shadow boxer makes two claw attacks."},{"name":"Bite","desc":"Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 8 (2d4 + 3) piercing damage.","attack_bonus":5,"damage_dice":"2d4+3"},{"name":"Claw","desc":"Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) slashing damage.","attack_bonus":5,"damage_dice":"1d6+3"},{"name":"Invisibility","desc":"The shadow boxer magically turns invisible until it attacks or until its concentration ends (as if concentrating on a spell). Any equipment the shadow boxer wears or carries is invisible with it."}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Cat Telepathy","desc":"The shadow boxer can magically communicate with cats within 120 feet of it, using a limited telepathy."},{"name":"Pounce","desc":"If the shadow boxer moves at least 20 feet straight toward a creature and then hits it with a claw attack on the same turn, that target must succeed on a DC 13 Strength saving throw or be knocked prone. If the target is prone, the shadow boxer can make one bite attack against it as a bonus action."},{"name":"Project Silhouette","desc":"As a bonus action, the shadow boxer projects a shadow on a surface within 60 feet of it. The shadow boxer can shape it to resemble the shadow of any Medium or smaller beast, but the shadow can't be larger than a 10-foot cube. Each creature that starts its turn within 60 feet of the shadow and that can see the shadow must succeed on a DC 13 Wisdom saving throw or be incapacitated until the end of its next turn and use its movement on its next turn to follow the shadow. As a bonus action, the shadow boxer can move the shadow up to 30 feet along a solid surface. The shadow moves in a natural manner for the type of creature it represents."}],"spell_list":[],"page_no":322,"environments":[],"img_main":null,"document__slug":"tob2","document__title":"Tome of Beasts 2","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/tome-of-beasts-2-for-5th-edition/","v2_converted_path":"/v2/creatures/tob2_shadow-boxer/"},{"slug":"shriekbat","desc":"This midnight-blue bat has a cavern-filling wingspan. The air near its mouth, large enough to carry a horse, visibly vibrates with sound pulses._  \nShriekbats thrive in the cavernous spaces of the Underworld where they face little competition from dragons, rocs, and other large flying creatures, as they would aboveground. Despite their enormousness, the bats deftly maneuver among the stalactites and stalagmites crowding underground caverns. When they attack prey, or in the very rare cases where they must escape predators, they emit a terrible shriek that overwhelms their foes and allows them to easily grab prey or escape. Shriekbat echolocation uses subsonic frequencies, allowing the bats to fly in relative silence.  \n**Kobold Companions.** Kobold bat keepers know the secret to raising young shriekbats. The bat keepers often risk their lives to procure young, using the bats for protection and as companions. A bat keeper returns its shriekbat to the wild before the bat reaches adulthood, when it would become too large for the cramped kobold tunnels. A bat keeper tracks the shriekbats it releases, and often returns to visit its former companions. Shriekbats prove surprisingly keen at remembering former kobold handlers (whether such handlers treated them well or poorly), and they often allow fondly remembered handlers to take a single pup from their litters, ensuring the pup survives to adulthood and renewing the cycle.  \n**Long-Lived Omnivores.** Shriekbats live for nearly 50 years. They are social and promiscuous creatures that live in small groups in large caverns. They are omnivorous but prefer fresh meat to other food with lizards taking up the majority of their diet. Shriekbats can survive on rotten flesh, which allows them to eat ghouls and other undead populating the Underworld, but they find it less palatable. In overcrowded situations where multiple groups of shriekbats roost in the same cavern, a group of shriekbats might break away to find another hunting location if food becomes scarce.","name":"Shriekbat","size":"Huge","type":"Monstrosity","subtype":"","group":null,"alignment":"unaligned","armor_class":15,"armor_desc":"natural armor","hit_points":178,"hit_dice":"17d12+68","speed":{"fly":100,"walk":20},"strength":24,"dexterity":12,"constitution":18,"intelligence":3,"wisdom":10,"charisma":7,"strength_save":null,"dexterity_save":5,"constitution_save":8,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":4,"skills":{"perception":4,"stealth":5},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"thunder","condition_immunities":"","senses":"blindsight 60 ft., passive Perception 10","languages":"—","challenge_rating":"9","cr":9.0,"actions":[{"name":"Multiattack","desc":"The shriekbat makes two attacks: one with its bite and one with its talons."},{"name":"Bite","desc":"Melee Weapon Attack: +11 to hit, reach 10 ft., one target. Hit: 20 (3d8 + 7) piercing damage.","attack_bonus":11,"damage_dice":"3d8+7"},{"name":"Talons","desc":"Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 17 (3d6 + 7) slashing damage, and the target is grappled (escape DC 19). Until this grapple ends, the target is restrained, and the shriekbat can't use its talons on another target.","attack_bonus":11,"damage_dice":"3d6+7"},{"name":"Shriek (Recharge 5-6)","desc":"The shriekbat emits a powerful burst of sound in a 30-foot cone. Each creature in that area must make a DC 16 Constitution saving throw, taking 42 (12d6) thunder damage on a failed save, or half as much damage on a successful one. If the saving throw fails by 5 or more, the target is also stunned for 1 minute. A stunned creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success."}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Echolocation","desc":"The shriekbat can't use its blindsight while deafened."}],"spell_list":[],"page_no":325,"environments":[],"img_main":null,"document__slug":"tob2","document__title":"Tome of Beasts 2","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/tome-of-beasts-2-for-5th-edition/","v2_converted_path":"/v2/creatures/tob2_shriekbat/"},{"slug":"wanyudo","desc":"Hurtling down the street is a giant wheel, its spokes tipped with reddish flames that sputter and spark as it bounces along. Affixed to either side of the wheel by long strands of greasy black hair are the faces of devilish-looking humanoids, their eyes ablaze like embers. The two faces chortle and cry as the wheel approaches, fire leaping from their mouths._  \n**Born of Heresy.** Wanyudos are the souls of powerful lords condemned to an afterlife of burning torment after they refuted the teachings of the gods and were killed in battle or committed suicide. Prideful and violent monsters, wanyudos are lesser fiends in the grander schemes of Hell, a fact they vehemently resent.  \n**Divine Hunters.** While wanyudos hate all living creatures, the reserve their greatest hatred for creatures marked by a divine entity—such as clerics and paladins, or creatures wearing holy symbols—whom they blame for their cursed existence. When wandering by a monastery or temple, a wanyudo expends every effort to burn the structure to the ground and murder everyone within. Given this, temples and holy sites in areas known to be plagued by wanyudos often fireproof their buildings—and have a reliable source of water nearby, in case the worst should happen.  \n**To Hell and Back.** Wanyudos never stop moving, endlessly rolling along the roads and pathways between the Hells and the mortal world. Because of this, wanyudos know many secret ways into the planes.","name":"Wanyudo","size":"Large","type":"Fiend","subtype":"","group":null,"alignment":"lawful evil","armor_class":16,"armor_desc":"natural armor","hit_points":115,"hit_dice":"11d10+55","speed":{"walk":50},"strength":20,"dexterity":15,"constitution":20,"intelligence":8,"wisdom":13,"charisma":14,"strength_save":null,"dexterity_save":5,"constitution_save":null,"intelligence_save":null,"wisdom_save":4,"charisma_save":null,"perception":7,"skills":{"intimidation":5,"perception":7,"religion":5},"damage_vulnerabilities":"","damage_resistances":"cold, lightning, poison; bludgeoning, piercing, and slashing from nonmagical attacks","damage_immunities":"fire","condition_immunities":"","senses":"darkvision 60 ft., passive Perception 17","languages":"Common, Infernal","challenge_rating":"8","cr":8.0,"actions":[{"name":"Multiattack","desc":"The wanyudo makes two bite attacks."},{"name":"Bite","desc":"Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 10 (1d10 + 5) piercing damage plus 7 (2d6) fire damage.","attack_bonus":8,"damage_dice":"1d10+5"},{"name":"Flaming Breath (Recharge 5-6)","desc":"The wanyudo exhales fire in a 20-foot cone from one of its heads. Each creature in the area must make a DC 15 Dexterity saving throw, taking 24 (7d6) fire damage on a failed save, or half as much damage on a successful one."}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Burn the Righteous","desc":"The wanyudo has advantage on attack rolls against a creature if the creature is wearing a holy symbol or calls on the power of a divine entity to cast spells."},{"name":"Fiery Charge","desc":"If the wanyudo moves at least 20 feet straight toward a target and then hits it with a bite attack on the same turn, the target takes an extra 7 (2d6) fire damage. If the target is a creature, it must succeed on a DC 15 Strength saving throw or be knocked prone."},{"name":"Magic Resistance","desc":"The wanyudo has advantage on saving throws against spells and other magical effects."},{"name":"Two Heads","desc":"The wanyudo has advantage on Wisdom (Perception) checks and on saving throws against being blinded, charmed, deafened, frightened, stunned, and knocked unconscious."}],"spell_list":[],"page_no":364,"environments":[],"img_main":null,"document__slug":"tob2","document__title":"Tome of Beasts 2","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/tome-of-beasts-2-for-5th-edition/","v2_converted_path":"/v2/creatures/tob2_wanyudo/"},{"slug":"young-imperial-dragon","desc":"The long, serpentine dragon is wingless and possesses shimmering, opalescent scales. Its appearance is at once both serene and majestic._  \n**Dragons of the Spirit World.** Imperial dragons are tied to the world of celestials, fiends, and spirits. They freely parley with such creatures for knowledge about the outer planes or the fundamental mysteries of the universe. Some of the most powerful imperial dragons even become the servants of the gods in exchange for wisdom, acting as intermediaries between the divine and mortal realms.  \n**Colorful and Magical.** Imperial dragons are capable of changing their colors and forms. They are typically a rich, golden-yellow, but azure-, jade-, and vermillion-colored dragons are not unheard of, and even white and black imperial dragons have been reported. A magical organ in their skulls gives them the ability to fly without the aid of wings, and they are often hunted for this organ, which is rumored to grant eternal life if consumed.  \n**Masters of Wind and Rain.** Imperial dragons are creatures of wind and water, and the eldest of their kind exhibit mastery of these elements. They love the seas where they make their homes and sometimes act as guardians for sacred sites or temples near or beneath the waves. This often puts them in conflict with militant aquatic races like the Open Game License","name":"Young Imperial Dragon","size":"Large","type":"Dragon","subtype":"","group":null,"alignment":"neutral","armor_class":18,"armor_desc":"natural armor","hit_points":210,"hit_dice":"20d10+100","speed":{"swim":40,"walk":40,"fly":80},"strength":23,"dexterity":12,"constitution":21,"intelligence":16,"wisdom":14,"charisma":16,"strength_save":null,"dexterity_save":5,"constitution_save":9,"intelligence_save":null,"wisdom_save":6,"charisma_save":7,"perception":10,"skills":{"insight":6,"perception":10,"stealth":5},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"lightning, thunder","condition_immunities":"","senses":"blindsight 30 ft., darkvision 120 ft., passive Perception 20","languages":"Common, Draconic","challenge_rating":"11","cr":11.0,"actions":[{"name":"Multiattack","desc":"The dragon makes three attacks: one with its bite and two with its claws."},{"name":"Bite","desc":"Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 17 (2d10 + 6) piercing damage.","attack_bonus":10,"damage_dice":"2d10+6"},{"name":"Claw","desc":"Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 13 (2d6 + 6) slashing damage.","attack_bonus":10,"damage_dice":"2d6+6"},{"name":"Lightning Breath (Recharge 5-6)","desc":"The dragon exhales lightning in a 60-foot line that is 5 feet wide. Each creature in that line must make a DC 17 Dexterity saving throw, taking 44 (8d10) lightning damage on a failed save, or half as much damage on a successful one."}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Amphibious","desc":"The dragon can breathe air and water."},{"name":"Innate Spellcasting","desc":"The imperial dragon's innate spellcasting ability is Charisma (spell save DC 15). It can innately cast the following spells, requiring no material components.\n3/day: fog cloud\n1/day each: control water, gust of wind, stinking cloud"}],"spell_list":[],"page_no":117,"environments":[],"img_main":null,"document__slug":"tob2","document__title":"Tome of Beasts 2","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/tome-of-beasts-2-for-5th-edition/","v2_converted_path":"/v2/creatures/tob2_young-imperial-dragon/"},{"slug":"ash-drake","desc":"_A lean and dull-scaled ash drake often perches on a chimney as if it just crawled out, its tail still hanging into the chimney as smoke billows out._  \n**Chimney Nesting.** Ash drakes clog chimney flues and delight in dusting crowds with thick, choking ash and soot, while the drakes laugh with sneering, wheezing tones. To placate the creatures, owners of smelters and smithies leave large piles of ash for the drakes to play in, with the hope they leave the shop and its workers alone. Anyone hunting ash drakes finds them very difficult to attack in their cramped lairs because the creatures blend in with the surroundings. Ash drakes often befriend kobolds, who have little trouble appeasing the beasts and appreciate the added security they bring.  \n**Hunt Strays and Pets.** Ash drakes eat rats and stray animals, although few can resist snatching an unattended, possibly beloved pet. Contrary to popular opinion, this drake doesn’t consume ash, but enjoys a pile of ash like a cat would catnip, rolling around in it and becoming wild-eyed. Anyone who disrupts such play becomes the target of the creature’s intensely hot and sooty breath weapon.  \nWhile an ash drake is three feet long with a four-foot long tail that seems to trail off into smoke, it weighs less than one might expect—approximately ten lb. Every third winter, when chimneys are active, a male drake leaves his lair to find a mate. If the new couple roosts in a city or town, the nearby streets know it, as the air becomes nearly unbreathable with soot. The resulting eggs are left in a suitable chimney, and one of the parents protects the young until they leave the nest at two years of age.  \n**Volcanic Haunts.** Ash drakes outside a city live in or near volcanic plateaus, and mutter about the lack of neighbors to bully. In the wild, an ash drake may partner with a red dragon or flame dragon, since the dragon provides its lesser cousin with plenty of ash.","name":"Ash Drake","size":"Small","type":"Dragon","subtype":"","group":null,"alignment":"neutral evil","armor_class":16,"armor_desc":"natural armor","hit_points":117,"hit_dice":"18d6+54","speed":{"walk":30,"fly":60},"strength":14,"dexterity":15,"constitution":16,"intelligence":9,"wisdom":15,"charisma":10,"strength_save":null,"dexterity_save":4,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":null,"skills":{"stealth":4},"damage_vulnerabilities":"","damage_resistances":"fire","damage_immunities":"","condition_immunities":"paralyzed, unconscious","senses":"darkvision 60 ft., passive Perception 12","languages":"Common, Draconic","challenge_rating":"4","cr":4.0,"actions":[{"name":"Multiattack","desc":"The ash drake makes one bite attack and two claw attacks."},{"name":"Bite","desc":"Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 9 (2d6 + 2) piercing damage + 3 (1d6) fire damage.","attack_bonus":4,"damage_dice":"2d6"},{"name":"Claw","desc":"Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 9 (2d6 + 2) slashing damage.","attack_bonus":4,"damage_dice":"2d6"},{"name":"Ash Cloud","desc":"An ash drake can beat its wings and create a cloud of ash that extends 10 feet in all directions, centered on itself. This cloud provides half cover, though the ash drake can see normally through its own cloud. Any creature that enters or starts its turn in the cloud must succeed on a DC 14 Constitution saving throw or become blinded for 1d6 rounds."},{"name":"Ash Breath (recharge 6)","desc":"An ash drake spews a 20-foot cone of blistering hot, choking ash. Any targets in the path of this spray takes 14 (4d6) fire damage and become poisoned for one minute; a successful DC 13 Dexterity saving throw reduces damage by half and negates the poisoning. A poisoned creature repeats the saving throw at the end of each of its turns, ending the effect on itself with a successful save."}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":null,"spell_list":[],"page_no":149,"environments":[],"img_main":null,"document__slug":"tob","document__title":"Tome of Beasts","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/tome-of-beasts-for-5th-edition-print/","v2_converted_path":"/v2/creatures/tob_ash-drake/"},{"slug":"baba-yagas-horsemen-black-night","desc":"","name":"Baba Yaga's Horsemen, Black Night","size":"Medium","type":"Fey","subtype":"","group":null,"alignment":"lawful neutral","armor_class":20,"armor_desc":"plate and shield","hit_points":171,"hit_dice":"18d8+90","speed":{"walk":30},"strength":22,"dexterity":11,"constitution":21,"intelligence":16,"wisdom":18,"charisma":18,"strength_save":null,"dexterity_save":4,"constitution_save":null,"intelligence_save":null,"wisdom_save":8,"charisma_save":null,"perception":8,"skills":{"arcana":7,"athletics":10,"history":7,"perception":8},"damage_vulnerabilities":"","damage_resistances":"bludgeoning, piercing, and slashing from nonmagical attacks","damage_immunities":"cold, lightning, poison","condition_immunities":"exhaustion, paralyzed, poisoned","senses":"Devil sight 120ft, passive Perception 18","languages":"Celestial, Common, Infernal; telepathy 100 ft.","challenge_rating":"11","cr":11.0,"actions":[{"name":"Multiattack","desc":"The horseman makes three attacks with its lance or longsword. It can use Temporal Strike with one of these attacks when it is available."},{"name":"Lance","desc":"Melee Weapon Attack: +10 to hit, reach 10 ft. (disadvantage within 5 ft.), one target. Hit: 12 (1d12 + 6) piercing damage.","attack_bonus":10,"damage_dice":"1d12+6"},{"name":"Longsword","desc":"Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 10 (1d8 + 6) slashing damage.","attack_bonus":10,"damage_dice":"1d8"},{"name":"Temporal Strike (recharge 5-6)","desc":"When the horseman strikes a target with a melee attack, in addition to taking normal damage, the target must succeed on a DC 17 Constitution saving throw or instantly age 3d10 years. A creature that ages this way has disadvantage on attack rolls, ability checks, and saving throws based on Strength, Dexterity, and Constitution until the aging is reversed. A creature that ages beyond its lifespan dies immediately. The aging reverses automatically after 24 hours, or it can be reversed magically by greater restoration or comparable magic. A creature that succeeds on the save is immune to the temporal strike effect for 24 hours."}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Black Night","desc":"The horseman can see perfectly in normal and magical darkness"},{"name":"Innate Spellcasting","desc":"the horseman is a 12th-level spellcaster. Its spellcasting ability is Charisma (save DC 16, +8 to hit with spell attacks). It can innately cast the following spells, requiring no material components:\n\nat will: ray of frost\n\n1/day each: dimension door, fire shield, haste, slow\n\n2/day: darkness\n\n3/day each: ethereal jaunt, phantom steed (appears as a horse colored appropriately to the horseman), plane shift (self and steed only)"},{"name":"Magic Resistance","desc":"The horseman has advantage on saving throws against spells and other magical effects."},{"name":"Peerless Rider","desc":"Any attacks directed at the horseman's mount targets the horseman instead. Its mount gains the benefit of the rider's damage and condition immunities, and if the horseman passes a saving throw against an area effect, the mount takes no damage."},{"name":"Quick Draw","desc":"The horseman can switch between wielding its lance and longsword as a bonus action."}],"spell_list":[],"page_no":29,"environments":[],"img_main":null,"document__slug":"tob","document__title":"Tome of Beasts","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/tome-of-beasts-for-5th-edition-print/","v2_converted_path":"/v2/creatures/tob_baba-yagas-horsemen-black-night/"},{"slug":"baba-yagas-horsemen-bright-day","desc":"","name":"Baba Yaga's Horsemen, Bright Day","size":"Medium","type":"Fey","subtype":"","group":null,"alignment":"lawful neutral","armor_class":20,"armor_desc":"plate and shield","hit_points":171,"hit_dice":"18d8+90","speed":{"walk":30},"strength":22,"dexterity":11,"constitution":21,"intelligence":16,"wisdom":18,"charisma":18,"strength_save":null,"dexterity_save":4,"constitution_save":null,"intelligence_save":null,"wisdom_save":8,"charisma_save":null,"perception":8,"skills":{"arcana":7,"athletics":10,"history":7,"perception":8},"damage_vulnerabilities":"","damage_resistances":"cold, fire; bludgeoning, piercing, and slashing from nonmagical attacks","damage_immunities":"lightning, poison","condition_immunities":"exhaustion, paralyzed, poisoned","senses":"darkvision 60 ft., passive Perception 18","languages":"Celestial, Common, Infernal; telepathy 100 ft.","challenge_rating":"11","cr":11.0,"actions":[{"name":"Multiattack","desc":"The horseman makes three attacks with its lance or longsword. It can use Temporal Strike with one of these attacks when it is available."},{"name":"Lance","desc":"Melee Weapon Attack: +10 to hit, reach 10 ft. (disadvantage within 5 ft.), one target. Hit: 12 (1d12 + 6) piercing damage.","attack_bonus":0,"damage_dice":"1d12+6"},{"name":"Longsword","desc":"Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 10 (1d8 + 6) slashing damage.","attack_bonus":10,"damage_dice":"1d8"},{"name":"Temporal Strike (recharge 5-6)","desc":"When the horseman strikes a target with a melee attack, in addition to taking normal damage, the target must succeed on a DC 17 Constitution saving throw or instantly age 3d10 years. A creature that ages this way has disadvantage on attack rolls, ability checks, and saving throws based on Strength, Dexterity, and Constitution until the aging is reversed. A creature that ages beyond its lifespan dies immediately. The aging reverses automatically after 24 hours, or it can be reversed magically by greater restoration or comparable magic. A creature that succeeds on the save is immune to the temporal strike effect for 24 hours."}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Innate Spellcasting","desc":"the horseman is a 12th-level spellcaster. Its spellcasting ability is Charisma (save DC 16, +8 to hit with spell attacks). It can innately cast the following spells, requiring no material components:\n\nat will: sacred flame\n\n1/day each: dimension door, fire shield, haste, slow\n\n2/day: daylight\n\n3/day each: ethereal jaunt, phantom steed (appears as a horse colored appropriately to the horseman), plane shift (self and steed only)"},{"name":"Magic Resistance","desc":"The horseman has advantage on saving throws against spells and other magical effects."},{"name":"Peerless Rider","desc":"Any attacks directed at the horseman's mount targets the horseman instead. Its mount gains the benefit of the rider's damage and condition immunities, and if the horseman passes a saving throw against an area effect, the mount takes no damage."},{"name":"Quick Draw","desc":"The horseman can switch between wielding its lance and longsword as a bonus action."}],"spell_list":[],"page_no":29,"environments":[],"img_main":null,"document__slug":"tob","document__title":"Tome of Beasts","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/tome-of-beasts-for-5th-edition-print/","v2_converted_path":"/v2/creatures/tob_baba-yagas-horsemen-bright-day/"},{"slug":"baba-yagas-horsemen-red-sun","desc":"","name":"Baba Yaga's Horsemen, Red Sun","size":"Medium","type":"Fey","subtype":"","group":null,"alignment":"lawful neutral","armor_class":20,"armor_desc":"plate and shield","hit_points":171,"hit_dice":"18d8+90","speed":{"walk":30},"strength":22,"dexterity":11,"constitution":21,"intelligence":16,"wisdom":18,"charisma":18,"strength_save":null,"dexterity_save":4,"constitution_save":null,"intelligence_save":null,"wisdom_save":8,"charisma_save":null,"perception":8,"skills":{"arcana":7,"athletics":10,"history":7,"perception":8},"damage_vulnerabilities":"","damage_resistances":"bludgeoning, piercing, and slashing from nonmagical attacks","damage_immunities":"fire, lightning, poison","condition_immunities":"blinded, charmed, exhaustion, frightened, paralyzed, poisoned","senses":"passive Perception 18","languages":"Celestial, Common, Infernal; telepathy 100 ft.","challenge_rating":"11","cr":11.0,"actions":[{"name":"Multiattack","desc":"The horseman makes three attacks with its lance or longsword. It can use Temporal Strike with one of these attacks when it is available."},{"name":"Lance","desc":"Melee Weapon Attack: +10 to hit, reach 10 ft. (disadvantage within 5 ft.), one target. Hit: 12 (1d12 + 6) piercing damage.","attack_bonus":10,"damage_dice":"1d12+6"},{"name":"Longsword","desc":"Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 10 (1d8 + 6) slashing damage.","attack_bonus":10,"damage_dice":"1d8"},{"name":"Temporal Strike (recharge 5-6)","desc":"When the horseman strikes a target with a melee attack, in addition to taking normal damage, the target must succeed on a DC 17 Constitution saving throw or instantly age 3d10 years. A creature that ages this way has disadvantage on attack rolls, ability checks, and saving throws based on Strength, Dexterity, and Constitution until the aging is reversed. A creature that ages beyond its lifespan dies immediately. The aging reverses automatically after 24 hours, or it can be reversed magically by greater restoration or comparable magic. A creature that succeeds on the save is immune to the temporal strike effect for 24 hours."}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Innate Spellcasting","desc":"the horseman is a 12th-level spellcaster. Its spellcasting ability is Charisma (save DC 16, +8 to hit with spell attacks). It can innately cast the following spells, requiring no material components:\n\n1/day each: dimension door, fire shield, haste, slow\n\n2/day each: continual flame, scorching ray\n\n3/day each: ethereal jaunt, phantom steed (appears as a horse colored appropriately to the horseman), plane shift (self and steed only)"},{"name":"Magic Resistance","desc":"The horseman has advantage on saving throws against spells and other magical effects."},{"name":"Peerless Rider","desc":"Any attacks directed at the horseman's mount targets the horseman instead. Its mount gains the benefit of the rider's damage and condition immunities, and if the horseman passes a saving throw against an area effect, the mount takes no damage."},{"name":"Quick Draw","desc":"The horseman can switch between wielding its lance and longsword as a bonus action."}],"spell_list":[],"page_no":29,"environments":[],"img_main":null,"document__slug":"tob","document__title":"Tome of Beasts","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/tome-of-beasts-for-5th-edition-print/","v2_converted_path":"/v2/creatures/tob_baba-yagas-horsemen-red-sun/"},{"slug":"bandit-lord","desc":"","name":"Bandit Lord","size":"Medium","type":"Humanoid","subtype":"any race","group":null,"alignment":"any non-lawful","armor_class":16,"armor_desc":"breastplate","hit_points":91,"hit_dice":"14d8+28","speed":{"walk":30},"strength":16,"dexterity":15,"constitution":14,"intelligence":14,"wisdom":11,"charisma":14,"strength_save":5,"dexterity_save":4,"constitution_save":null,"intelligence_save":null,"wisdom_save":2,"charisma_save":null,"perception":null,"skills":{"athletics":5,"deception":4,"intimidation":4},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"","condition_immunities":"","senses":"passive Perception 10","languages":"any two languages","challenge_rating":"4","cr":4.0,"actions":[{"name":"Multiattack","desc":"The bandit lord makes three melee or ranged attacks."},{"name":"Greatsword","desc":"Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) slashing damage.","attack_bonus":5,"damage_dice":"2d6"},{"name":"Dagger","desc":"Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 5 (1d4 + 3) piercing damage.","attack_bonus":5,"damage_dice":"1d4"},{"name":"Leadership (Recharges after a Short or Long Rest)","desc":"For 1 minute, the bandit lord can utter a special command or warning whenever a nonhostile creature that it can see within 30 feet of it makes an attack roll or a saving throw. The creature can add a d4 to its roll provided it can hear and understand the bandit lord. A creature can benefit from only one Leadership die at a time. This effect ends if the bandit lord is incapacitated."}],"bonus_actions":null,"reactions":[{"name":"Parry","desc":"The bandit lord adds 2 to its AC against one melee attack that would hit it. To do so the bandit lord must see the attacker and be wielding a weapon."},{"name":"Redirect Attack","desc":"When a creature the bandit lord can see targets it with an attack, the bandit lord chooses an ally within 5 feet of it. The bandit lord and the ally swap places, and the chosen ally becomes the target instead."}],"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Pack Tactics","desc":"The bandit lord has advantage on an attack roll against a creature if at least one of the bandit lord's allies is within 5 feet of the creature and the ally isn't incapacitated."}],"spell_list":[],"page_no":418,"environments":[],"img_main":null,"document__slug":"tob","document__title":"Tome of Beasts","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/tome-of-beasts-for-5th-edition-print/","v2_converted_path":"/v2/creatures/tob_bandit-lord/"},{"slug":"clockwork-abomination","desc":"_At rest, a clockwork abomination resembles a pile of debris and scrap on the ground, but in motion it reveals a large insectoid form with smoke rising between the plates of its hide. Its many orange‑yellow eyes shine like dim lanterns and reveal no hint of expression or intent._  \n**Bound Devils.** Clockwork abominations result from ill‑considered attempts to bind lesser devils into clockwork or steam-driven constructs. The disciplines of devil binding and engineering seemingly do not mix well, and the results of such attempts are typically disastrous. Every now and then, however, something goes right, and a clockwork abomination is created.  \n**Junk Collectors.** Clockwork abominations are canny enough to collect bits of old wagons, tools, or machinery as camouflage. Motionless among such objects, they can often surprise a foe.  \n**Sadistic Machines.** Malevolent in the extreme, these fiendish automatons are frustrated by the limits of their new forms, and they delight in inflicting suffering on others. Constantly seeking to break free of their creators’ control, the most they can be entrusted to do is to serve as a guardian or attack something.  \n**Constructed Nature.** A clockwork abomination doesn’t require air, food, drink, or sleep.","name":"Clockwork Abomination","size":"Large","type":"Construct","subtype":"devil","group":null,"alignment":"lawful evil","armor_class":16,"armor_desc":"natural armor","hit_points":76,"hit_dice":"8d10+32","speed":{"walk":30,"climb":30},"strength":21,"dexterity":12,"constitution":18,"intelligence":10,"wisdom":10,"charisma":12,"strength_save":null,"dexterity_save":4,"constitution_save":7,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":4,"skills":{"athletics":9,"perception":4,"stealth":4},"damage_vulnerabilities":"","damage_resistances":"acid, cold, fire; bludgeoning, piercing, and slashing from nonmagical attacks","damage_immunities":"poison","condition_immunities":"charmed, exhaustion, frightened, paralyzed, petrified, poisoned","senses":"darkvision 60 ft., passive Perception 13","languages":"Common, Infernal","challenge_rating":"5","cr":5.0,"actions":[{"name":"Multiattack","desc":"The clockwork abomination makes one bite attack and one slam attack."},{"name":"Bite","desc":"Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 15 (2d8 + 6) piercing damage.","attack_bonus":9,"damage_dice":"2d8"},{"name":"Slam","desc":"Melee Weapon Attack: +9 to hit, reach 15 ft., one target. Hit: 13 (2d6 + 6) bludgeoning damage.","attack_bonus":9,"damage_dice":"2d6"},{"name":"Breath Weapon (Recharge 5-6)","desc":"The clockwork abomination's Infernal Power Source allows it to breathe fire in a 20-foot cone. Targets in this cone take 22 (4d10) fire damage, or half damage with a successful DC 14 Dexterity saving throw."}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Additional Legs","desc":"Four legs allow the clockwork abomination to climb at a speed equal to its base speed and to ignore difficult terrain."},{"name":"Piston Reach","desc":"The abomination's melee attacks have a deceptively long reach thanks to the pistons powering them."},{"name":"Immutable Form","desc":"The clockwork abomination is immune to any spell or effect that would alter its form."},{"name":"Infernal Power Source","desc":"When a clockwork abomination falls to 0 hp, its infernal battery explodes. Creatures within 10 feet of the clockwork abomination take 14 (4d6) fire damage, or half damage with a successful DC 14 Dexterity saving throw."}],"spell_list":[],"page_no":59,"environments":[],"img_main":null,"document__slug":"tob","document__title":"Tome of Beasts","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/tome-of-beasts-for-5th-edition-print/","v2_converted_path":"/v2/creatures/tob_clockwork-abomination/"},{"slug":"clockwork-hound","desc":"_This black, mechanical hunting dog keeps its nose to the ground sniffing and whuffling. Gleaming teeth fill its metal mouth._  \n**Ticking Bloodhounds.** Partners to the clockwork huntsmen, these black hounds follow the trails of criminals, escaped slaves, and other unfortunates. Their infused spirits are those of hunting hounds, and their animating magic allows them to follow a scent with preternatural speed and accuracy.  \n**Toy Variants.** Some claim the infusion of animal spirits into clockwork hounds was one of the great arcane discoveries that made the creation of the gearforged possible; others say that it has done nothing but make clockwork mages rich. Certainly the earliest hounds were built for work and war, but the most recent varieties also include some that are deceptively big-eyed and painted as children’s toys or to match a young aristocrat’s favorite outfit.  \n**Serve the Rulers.** Despite this brief flirtation with fashion, most clockwork hounds continue to serve town watches, royal huntsmen, road wardens, moneylenders, and criminal gangs as loyal trackers and guards.  \n**Constructed Nature.** A clockwork hound doesn’t require air, food, drink, or sleep.","name":"Clockwork Hound","size":"Medium","type":"Construct","subtype":"","group":null,"alignment":"unaligned","armor_class":12,"armor_desc":"natural armor","hit_points":71,"hit_dice":"11d8+22","speed":{"walk":50},"strength":16,"dexterity":15,"constitution":14,"intelligence":1,"wisdom":10,"charisma":1,"strength_save":null,"dexterity_save":4,"constitution_save":4,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":4,"skills":{"athletics":7,"perception":4},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"poison, psychic","condition_immunities":"charmed, exhaustion, frightened, paralyzed, petrified, poisoned","senses":"darkvision 60 ft., passive Perception 14","languages":"understands Common","challenge_rating":"2","cr":2.0,"actions":[{"name":"Bite","desc":"Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 16 (2d10 + 5) piercing damage.","attack_bonus":5,"damage_dice":"2d10"},{"name":"Tripping Tongue","desc":"Melee Weapon Attack: +5 to hit, reach 15 ft., one target. Hit: 9 (1d8 + 5) slashing damage, and the target must succeed on a DC 13 Strength saving throw or be knocked prone.","attack_bonus":5,"damage_dice":"1d8"},{"name":"Explosive Core","desc":"The mechanism that powers the hound explodes when the construct is destroyed. All creatures within 5 feet of the hound take 7 (2d6) fire damage, or half damage with a successful DC 12 Dexterity saving throw."}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Immutable Form","desc":"The clockwork hound is immune to any spell or effect that would alter its form."},{"name":"Magic Resistance","desc":"The clockwork hound has advantage on saving throws against spells and other magical effects."},{"name":"Diligent Tracker","desc":"Clockwork hounds are designed to guard areas and track prey. They have advantage on all Wisdom (Perception) and Wisdom (Survival) checks when tracking."}],"spell_list":[],"page_no":62,"environments":[],"img_main":null,"document__slug":"tob","document__title":"Tome of Beasts","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/tome-of-beasts-for-5th-edition-print/","v2_converted_path":"/v2/creatures/tob_clockwork-hound/"},{"slug":"clockwork-huntsman","desc":"_A clockwork huntsman is mechanical soldier clad in flat-black armor, and beneath its breastplate, gears tick and whir._  \n**Slave Hunters.** These metal huntsmen were once the province of corrupt aristocrats, running down escaped slaves and tracking prey in hunting expeditions. Their masters may vary, but the clockwork huntsmen still perform when called upon. In some places they operate only on the command of the secret police, hunting down persons of interest wanted for questioning.  \nHuntsmen may operate alone, but usually they seek their quarry as a small group of two or three. Because they are unsleeping and tireless, few can hide from them for long without magical assistance.  \n**Despised Machines.** Clockwork huntsmen are painted matte black with mithral trim, and occasionally outfitted with armor or a black steel blade for added intimidation. Common folk detest them; all but their keepers and commanders shun them.  \n**Obedient to Orders.** Bound with specific instructions, clockwork huntsmen patrol, stand sentry, or remain unmoving as ordered, always paying attention, always alert to their surroundings. Clockwork huntsmen are unrelenting and single-minded in their missions, focusing on particular targets—priests, spellcasters, or heavily armored intruders, as directed. Oblivious to injury, clockwork huntsmen attack until destroyed or ordered to stand down.  \nClockwork huntsmen stand nearly six feet tall and weigh 400 lb.  \n**Constructed Nature.** A clockwork huntsman doesn’t require air, food, drink, or sleep.","name":"Clockwork Huntsman","size":"Medium","type":"Construct","subtype":"","group":null,"alignment":"unaligned","armor_class":14,"armor_desc":"","hit_points":110,"hit_dice":"20d8+20","speed":{"walk":40},"strength":17,"dexterity":14,"constitution":12,"intelligence":4,"wisdom":10,"charisma":1,"strength_save":5,"dexterity_save":4,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":4,"skills":{"perception":4,"survival":4},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"poison, psychic","condition_immunities":"charmed, exhaustion, frightened, paralyzed, petrified, poisoned","senses":"darkvision 60 ft., passive Perception 14","languages":"understands Common","challenge_rating":"3","cr":3.0,"actions":[{"name":"Longsword","desc":"Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) slashing damage.","attack_bonus":5,"damage_dice":"1d8"},{"name":"Slam","desc":"Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) bludgeoning damage.","attack_bonus":5,"damage_dice":"1d6"},{"name":"Net Cannon","desc":"Ranged Weapon Attack: +4 to hit, range 5/15 ft., one target, size Large or smaller. Hit: the target is restrained. A mechanism within the clockwork huntsman's chest can fire a net with a 20-foot trailing cable anchored within the huntsman's chest. A creature can free itself (or another creature) from the net by using its action to make a successful DC 10 Strength check or by dealing 5 slashing damage to the net. The huntsman can fire up to four nets before it must be reloaded.","attack_bonus":4,"damage_dice":"0"},{"name":"Explosive Core","desc":"The mechanism that powers the huntsman explodes when the construct is destroyed, projecting superheated steam and shrapnel. Every creature within 5 ft. of the construct takes 10 (3d6) fire damage, or half damage with a successful DC 13 Dexterity saving throw."}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Immutable Form","desc":"The clockwork huntsman is immune to any spell or effect that would alter its form."},{"name":"Magic Resistance","desc":"The clockwork huntsman has advantage on saving throws against spells and other magical effects."}],"spell_list":[],"page_no":63,"environments":[],"img_main":null,"document__slug":"tob","document__title":"Tome of Beasts","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/tome-of-beasts-for-5th-edition-print/","v2_converted_path":"/v2/creatures/tob_clockwork-huntsman/"},{"slug":"crimson-drake","desc":"_Crimson drakes are easy to spot, with scales the color of dried blood, a deadly scorpion stinger, and a mischievous gleam in their eyes._  \n**Fiery Raiders.** Crimson drakes lair in woodlands near small settlements, making nighttime forays to set fires and hunt those who flee the flames—traits that make humanoid tribes prize them as raiding partners. Goblins gleefully adopt a crimson drake as a mascot to burn things down while they get on with slaughtering people. Red dragons and flame dragons regard a crimson drake as a pet, at best, but this rarely works out. When it is inevitably insulted by its larger cousins, a malicious crimson drake may even intentionally set fires to blaze a trail for hunters to the dragon’s lair.  \n**Mistaken for Pseudodragons.** A crimson drake’s scales and features are quite similar to those of a pseudodragon, and they will imitate a pseudodragon’s hunting cry or song to trick victims into approaching. Once their prey gets close enough, they immolate it.  \nAs with pseudodragons, they resemble a red dragon in all but size and the presence of the drake’s scorpion-like stinger. On average, a crimson drake weighs 12 lb, its body measures about 18 inches long, and its tail adds another 18 inches.  \n**Foul Familiars.** A crimson drake occasionally chooses to serve an evil spellcaster as a familiar; they are too mischievous to be loyal or trustworthy, but ferocious in defense of their master.","name":"Crimson Drake","size":"Tiny","type":"Dragon","subtype":"","group":null,"alignment":"chaotic evil","armor_class":14,"armor_desc":"natural armor","hit_points":54,"hit_dice":"12d4+24","speed":{"walk":15,"fly":80},"strength":10,"dexterity":14,"constitution":14,"intelligence":8,"wisdom":9,"charisma":14,"strength_save":null,"dexterity_save":4,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":1,"skills":{"acrobatics":4,"perception":1},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"fire","condition_immunities":"paralyzed, unconscious","senses":"darkvision 60 ft., passive Perception 11","languages":"Common, Draconic, telepathy 60 ft.","challenge_rating":"1","cr":1.0,"actions":[{"name":"Multiattack","desc":"The crimson drake makes one bite attack and one stinger attack."},{"name":"Bite","desc":"Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) piercing damage plus 4 (1d8) fire damage.","attack_bonus":4,"damage_dice":"1d6"},{"name":"Stinger","desc":"Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) piercing damage, and the target must succeed on a DC 13 Constitution saving throw or become poisoned for 1 hour. If the saving throw fails by 5 or more, the target takes 2 (1d4) poison damage at the start of each of its turns for 3 rounds. The target may repeat the saving throw at the end of its turn to end the effect early.","attack_bonus":4,"damage_dice":"1d4"},{"name":"Breath Weapon (Recharge 6)","desc":"The drake exhales fire in a 15-ft. cone. Each target in that cone takes 18 (4d8) fire damage, or half damage with a successful DC 12 Dexterity saving throw."}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Magic Resistance","desc":"The drake has advantage on saving throws against spells and other magical effects."}],"spell_list":[],"page_no":151,"environments":[],"img_main":null,"document__slug":"tob","document__title":"Tome of Beasts","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/tome-of-beasts-for-5th-edition-print/","v2_converted_path":"/v2/creatures/tob_crimson-drake/"},{"slug":"elder-shadow-drake","desc":"_A large dragon-like creature with black scales and shadowy wings emerges suddenly from the darkness. Its red eyes glare bright as coals, and it speaks in a deep monotone._  \n**Strange Humor.** Elder shadow drakes are mischievous and greedy. They devour entire goats and sheep and sometimes spell out messages with their bones. They make surprisingly good bandits, and sometimes ally themselves with bands of humanoids—their own share of plunder must always be clearly the largest share of any such arrangement.  \n**Solitary Lairs.** They haunt dark and lonely places, such as deep caves, dense forests, and shadowy ruins. They are longlived for drakes, often reaching 250 years of age, and mate rarely, abandoning their eggs shortly before hatching.  \n**Fade Into Shadows.** An elder shadow drake naturally fades from view in areas of dim light or darkness. Darkvision doesn’t overcome this, because the shadow drake doesn’t simply blend into shadows; it magically becomes invisible in them.","name":"Elder Shadow Drake","size":"Large","type":"Dragon","subtype":"","group":null,"alignment":"chaotic evil","armor_class":16,"armor_desc":"natural armor","hit_points":114,"hit_dice":"12d10+48","speed":{"walk":20,"fly":60},"strength":22,"dexterity":13,"constitution":18,"intelligence":8,"wisdom":9,"charisma":13,"strength_save":null,"dexterity_save":4,"constitution_save":7,"intelligence_save":null,"wisdom_save":null,"charisma_save":4,"perception":5,"skills":{"perception":5,"stealth":7},"damage_vulnerabilities":"radiant","damage_resistances":"","damage_immunities":"cold","condition_immunities":"paralyzed, unconscious","senses":"darkvision 120 ft., passive Perception 15","languages":"Common, Draconic, Umbral","challenge_rating":"7","cr":7.0,"actions":[{"name":"Multiattack","desc":"The drake makes one bite attack and one tail slap attack."},{"name":"Bite","desc":"Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 22 (3d10 + 6) piercing damage.","attack_bonus":9,"damage_dice":"3d10"},{"name":"Tail Slap","desc":"Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 19 (3d8 + 6) bludgeoning damage.","attack_bonus":9,"damage_dice":"3d8"},{"name":"Stygian Breath (Recharge 5-6)","desc":"The elder shadow drake exhales a ball of black liquid that travels up to 60 feet before exploding into a cloud of frigid black mist with a 20-foot radius. Each creature in that sphere takes 42 (12d6) cold damage, or half damage with a successful DC 15 Constitution saving throw. Within the area of effect, the mist snuffs out nonmagical light sources and dispels magical light of 1st level or lower."}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Shadow Blend","desc":"In areas of dim light or darkness, an elder shadow drake is treated as invisible. Artificial illumination, such as a lantern or a light or continual flame spell, does not negate this ability; nothing less than true sunlight or a daylight spell does. The drake cannot use its Speed Surge or its Stygian Breath while invisible. An elder shadow drake can suspend or resume this ability at will, so long as the drake is in dim light or darkness."},{"name":"Shadow Jump (3/Day)","desc":"An elder shadow drake can travel between shadows as if by means of a dimension door spell. This magical transport must begin and end in an area of dim light or darkness, and the distance must be no more than 60 feet."},{"name":"Speed Surge (3/Day)","desc":"The elder shadow drake takes one additional move action on its turn. It can use only one speed surge per round."}],"spell_list":[],"page_no":153,"environments":[],"img_main":null,"document__slug":"tob","document__title":"Tome of Beasts","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/tome-of-beasts-for-5th-edition-print/","v2_converted_path":"/v2/creatures/tob_elder-shadow-drake/"},{"slug":"emerald-eye","desc":"_Witches and ioun mages know how to craft a speaking crystal. Its primary use is as a debating companion and ally—but many turn to treachery and hatred. These are the emerald eyes._  \n**Servants of Logic.** A mystic or psion will debate logic with a speaking crystal based on his rational mind, or discuss morality with a speaking crystal based on his conscience. Chaotic psions create speaking crystals based on their primal urges, and such crystals sometimes abandon or even kill their creators. Once free, they revel in the world’s pleasures.  \n**Trapped Manipulators.** Most speaking crystals are pink or purple when created, but those that betray their creators turn a dark shade of green. These floating oval-shaped crystals are physically weak, but they retain considerable magical powers to manipulate those around them. This becomes critically important when the emerald eye discovers that killing its creator frees it from the creator’s control but doesn’t free it from the need to remain within 25 feet of some creature it is bound to. This is often the dead body of its creator if no other creature is available.  \n**Shifting Goals.** An emerald eye’s motivations change over time. One may be purposeful, using its powers to drive its bound creature toward some specific goal. Another might feign cooperativeness, offering to share its defensive abilities in exchange for the creature’s mobility. Still another might be a manipulative trickster, pretending to be an ioun stone, floating in circles around an ally’s or victim’s head while sparkling brightly to inspire jealousy and theft among its viewers.  \nSmaller than a clenched fist, an emerald eye weighs at most half a pound.  \n**Constructed Nature.** An emerald eye doesn’t require air, food, drink, or sleep.","name":"Emerald Eye","size":"Tiny","type":"Construct","subtype":"","group":null,"alignment":"chaotic evil","armor_class":14,"armor_desc":"","hit_points":54,"hit_dice":"12d4+24","speed":{"hover":true,"walk":0,"fly":30},"strength":3,"dexterity":15,"constitution":14,"intelligence":15,"wisdom":12,"charisma":16,"strength_save":null,"dexterity_save":4,"constitution_save":4,"intelligence_save":4,"wisdom_save":null,"charisma_save":null,"perception":3,"skills":{"acrobatics":4,"arcana":4,"deception":5,"history":4,"perception":3,"persuasion":5,"religion":4},"damage_vulnerabilities":"","damage_resistances":"cold, fire; piercing damage","damage_immunities":"poison","condition_immunities":"blinded, deafened, exhausted, paralyzed, petrified, poisoned, prone, unconscious","senses":"blindsight 60ft, passive Perception 13","languages":"Common, Draconic, telepathy 250 ft.","challenge_rating":"1","cr":1.0,"actions":[{"name":"Slash","desc":"Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 14 (5d4 + 2) slashing damage.","attack_bonus":4,"damage_dice":"5d4"},{"name":"Attraction (Recharge 5-6)","desc":"An emerald eye can compel one creature to move toward a particular person or object. If the creature fails a DC 13 Charisma saving throw, it feels a powerful compulsion to move toward whatever the emerald eye chooses. The target creature must be within 25 feet of the emerald eye when attraction is triggered, but the creature is then free to move beyond this range while remaining under the effect. Nothing seems out of the ordinary to the creature, but it does not knowingly put itself or its allies in harm's way to reach the object. The creature may attempt another DC 13 Charisma saving throw at the start of each of its turns; a success ends the effect."},{"name":"Bind (3/Day)","desc":"The emerald eye can bind itself psychically to a creature with an Intelligence of 6 or greater. The attempt fails if the target succeeds on a DC 13 Charisma saving throw. The attempt is unnoticed by the target, regardless of the result."},{"name":"Telepathic Lash (3/Day)","desc":"An emerald eye can overwhelm one humanoid creature within 25 feet with emotions and impulses the creature is hard-pressed to control. If the target fails a DC 13 Wisdom saving throw, it is stunned for 1 round."}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Bound","desc":"An emerald eye cannot move more than 25 feet away from the creature that it is psychically linked to. It begins existence bound to its creator, but a free emerald eye can bind itself to another creature as in the Bind action."},{"name":"Immutable Form","desc":"The emerald eye is immune to any spell or effect that would alter its form."}],"spell_list":[],"page_no":175,"environments":[],"img_main":null,"document__slug":"tob","document__title":"Tome of Beasts","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/tome-of-beasts-for-5th-edition-print/","v2_converted_path":"/v2/creatures/tob_emerald-eye/"},{"slug":"empty-cloak","desc":"_Dark cloth of black and purple, stitched with silver and golden threads, this resembles a garment of elvish make. Smoke sometimes billows under the hood._  \n**Silent Motion.** A billowing empty cloak glides through the air, either under its own power or on the shoulders of its master. Its movement appears odd somehow, as though it moves slightly out of step with the frame bearing it.  \n**Guards.** Created by the shadow fey as unobtrusive guardians, empty cloaks are often paired with animated armor such as a monolith footman, and made to look like a display piece.  \n**Shadow Servants.** Shadow fey nobles sometimes wear an empty cloak as their own clothing; they use it to cover a hasty retreat or to assist in a kidnapping.  \n**Constructed Nature.** An empty cloak doesn’t require air, food, drink, or sleep.","name":"Empty Cloak","size":"Medium","type":"Construct","subtype":"","group":null,"alignment":"unaligned","armor_class":13,"armor_desc":"natural armor","hit_points":45,"hit_dice":"10d8","speed":{"walk":0,"fly":40},"strength":18,"dexterity":14,"constitution":10,"intelligence":10,"wisdom":10,"charisma":1,"strength_save":null,"dexterity_save":4,"constitution_save":2,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":null,"skills":{"stealth":4},"damage_vulnerabilities":"fire","damage_resistances":"bludgeoning","damage_immunities":"poison","condition_immunities":"charmed, exhaustion, frightened, paralyzed, petrified, poisoned","senses":"darkvision 60 ft., passive Perception 10","languages":"understands Elvish and Umbral but can't speak","challenge_rating":"1/2","cr":0.5,"actions":[{"name":"Razor Cloak","desc":"Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) slashing damage.","attack_bonus":6,"damage_dice":"1d8"},{"name":"Shadow Slam","desc":"Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 6 (1d4 + 4) bludgeoning damage.","attack_bonus":6,"damage_dice":"1d4"},{"name":"Shadow Snare","desc":"Ranged Weapon Attack: +4 to hit, range 20/60 ft., one target. Hit: Large or smaller creatures are restrained. To escape, the restrained creature or an adjacent ally must use an action to make a successful DC 14 Strength check. The shadow snare has 15 hit points and AC 12."}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Diligent Sentinel","desc":"Empty cloaks are designed to watch for intruders. They gain advantage on Wisdom (Perception) checks."},{"name":"Shadow Construction","desc":"Empty cloaks are designed with a delicate shadow construction. They burst into pieces, then dissipate into shadow, on a critical hit."},{"name":"Wrapping Embrace","desc":"Empty cloaks can share the same space as one Medium or smaller creature. The empty cloak has advantage on attack rolls against any creature in the same space with it."}],"spell_list":[],"page_no":176,"environments":[],"img_main":null,"document__slug":"tob","document__title":"Tome of Beasts","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/tome-of-beasts-for-5th-edition-print/","v2_converted_path":"/v2/creatures/tob_empty-cloak/"},{"slug":"flame-dragon-wyrmling","desc":"_The dragon bears black scales, more charred than naturally colored. Cracks between the scales glow a dull red, until the dragon rears its head and roars. Red embers become bright orange flames as the creature lights up from tail to maw._  \nThe flame dragons are capricious creatures, fascinated by dark emotions and destructive passions. The dragons of eternal fire are proud and jealous, quick to anger, and utterly unforgiving. They bring complete and total ruin to entire civilizations for trivial reasons, but their true motivation is the fun to be had. These burning serpents treat rage, deceit, and despair as toys for their amusement. “May you be the fire’s plaything” is a curse often used by the foolish.  \n_**Taunting Others.**_ The hot-blooded creatures tease their victims like cats, seeing the world and all within it as their rightful prey. Young flame dragons are less subtle than their elders. Wyrmlings may force a woman to watch her family die or ruin a beautiful face for pleasure—direct and evil. As the dragon matures, this natural sadism develops into a desire for more complicated sport. Aging dragons of fire use politics, murder, and magic in elaborate schemes only their ilk can appreciate. Many create plots so intricate and layered that they lack a true resolution, creating only endless manipulation. A hero might foil an assassination only to see the king thus saved become a despot. She might defeat the vizier whispering lies in the ruler’s ear only to discover he was a pawn in a vast conspiracy. Dark ambitions, poisoned daggers, and old vendettas build such momentum that one scheme begins each time another ends. Often, even killing the draconic mastermind cannot extinguish the fires it started.  \n_**Malevolent Purpose.**_ The results of these schemes are secondary to the enjoyment they derive from pursuing a nebulous and everchanging goal. Some spend centuries torturing a family line for nothing more than trespassing on the dragon’s land. Others plot eternal curses after twisting poorly chosen words into the most dire of insults. The vengeance itself is not as important as having an excuse to hate, plot, and ruin. Flame dragons relish such opportunities for revenge, seeing each as a delightful hobby. The disruption of a game kindles a true and terrible rage, and in these rare moments of defeat, their anger can be catastrophic. Entire cities burn.  \n_**Fond of Souvenirs.**_ Flame dragons are as materialistic and territorial as other true dragons. Each pursues an individual obsession it fixates upon with mad devotion to fill its hoard. Some corrupt innocence, others push nations to war, but they always collect a memento for each victory, whether petty or grand. One might collect scorched skulls, while another saves the melted treasures of toppled empires. When not out sowing discord, the ancient flame dragons enjoy contemplating their hoards. Every piece reminds them of their own majesty and genius.  \nNothing is safe from a flame dragon’s endless scheming and narcissism. They crave absolute attention and constant reassurance. Anyone who humiliates a flame dragon would be wiser to kill it. Its survival ensures the dragon’s undivided attention for generations. It would be wiser still to make certain there is not a trace of involvement in a flame dragon’s death. All burning serpents see the murder of one of their kin as the gravest insult.  \n\n## Flame Dragon’s Lair\n\n  \nFlame dragons dwell in lairs where a burning fire is always near: volcanoes, sulfur mines, caves full of geysers, and places where the Elemental Plane of Fire touches the Material Plane. Whatever the place, its purpose is always to serve as a showcase of all the trophies the dragon has collected. Carefully arranged and organized prizes decorate the walls, sometimes even protected behind crystal walls. This display both feeds the dragon's vanity and pride, and also serves as a lure to attract adventurers, since flame dragons love to encourage the lowest instincts in their prey.  \nMany of these lairs feature a huge, reflective surface. A flame dragon likes nothing more than itself.  \n\n### Lair Actions\n\n  \nOn initiative count 20 (losing initiative ties), the dragon takes a lair action to cause one of the following effects; the dragon can’t use the same effect two rounds in a row.\n* A cloud of smoke swirls in a 20-foot-radius sphere centered on a point the dragon can see within 120 feet of it. The cloud spreads around corners and the area is lightly obscured. Each creature in the cloud must succeed on a DC 15 Constitution saving throw or be blinded for 1 minute. A blinded creature repeats the saving throw at the end of each of its turns, ending the effect on itself on a success.\n* The ground erupts with volcanic force at a point the dragon can see within 120 feet of it. Any creature within 20 feet of the point must make a successful DC 15 Dexterity saving throw or be knocked prone and trapped in the ground. A creature trapped in this way is restrained and can’t stand up. A creature can end the restraint if it or another creature takes an action to make a successful DC 15 Strength check.\n* A wall of fire rises up from the ground within 120 feet of the dragon. The wall is up to 60 feet long, 10 feet high, and 5 feet thick, can take any shape the dragon wants, and blocks line of sight. When the wall appears, each creature in its area must make a DC 15 Dexterity saving throw. A creature that fails the saving throw takes 21 (6d6) fire damage. Each creature that enters the wall for the first time each turn or ends its turn there takes 21 (6d6) fire damage. The wall is extinguished when the dragon uses this lair action again or when the dragon dies.\n  \n### Regional Effects\n\n  \nThe region containing a legendary flame dragon’s lair is warped by the dragon’s magic, which creates one or more of the following effects:\n* Arguments and misunderstandings erupt easily within 6 miles of the lair. Friendships are easily broken and criminal acts are common.\n* Temperatures rise within 6 miles of the lair. Crops wither, producing famines.\n* Sulfur geysers form in and around the dragon’s lair. Some of them erupt only once an hour, so they’re spotted only with a successful DC 20 Wisdom (Perception) check. A creature on top of an erupting geyser takes 21 (6d6) fire damage, or half damage with a successful DC 15 Dexterity saving throw.\n  \nIf the dragon dies, the arguments and misunderstandings disappear immediately and the temperatures go back to normal within 1d10 days. Any geysers remain where they are.","name":"Flame Dragon Wyrmling","size":"Medium","type":"Dragon","subtype":"","group":null,"alignment":"chaotic evil","armor_class":17,"armor_desc":"natural armor","hit_points":52,"hit_dice":"8d8+16","speed":{"walk":30,"climb":30,"fly":60},"strength":12,"dexterity":14,"constitution":15,"intelligence":13,"wisdom":12,"charisma":16,"strength_save":null,"dexterity_save":4,"constitution_save":4,"intelligence_save":null,"wisdom_save":3,"charisma_save":5,"perception":5,"skills":{"deception":5,"insight":3,"perception":5,"persuasion":5,"stealth":4},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"fire","condition_immunities":"","senses":"blindsight 30ft, darkvision 120ft, passive Perception 15","languages":"Common, Draconic, Ignan","challenge_rating":"3","cr":3.0,"actions":[{"name":"Bite","desc":"Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 6 (1d10 + 1) piercing damage plus 3 (1d6) fire damage.","attack_bonus":3,"damage_dice":"1d10+1"},{"name":"Fire Breath (Recharge 5-6)","desc":"The dragon exhales fire in a 10-foot cone. Each creature in that area takes 24 (7d6) fire damage, or half damage with a successful DC 12 Dexterity saving throw."}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":null,"spell_list":[],"page_no":129,"environments":[],"img_main":null,"document__slug":"tob","document__title":"Tome of Beasts","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/tome-of-beasts-for-5th-edition-print/","v2_converted_path":"/v2/creatures/tob_flame-dragon-wyrmling/"},{"slug":"folk-of-leng","desc":"_The people of Leng are hideous and malevolent, with goatlike legs and small horns they keep concealed beneath turbans, and mouths full of rows of serrated teeth, somewhat akin to sharks. They have a fondness for combining heavy leathers and bright silks in their robes, and they always go forth masked when leaving their mysterious, chilled cities._  \n**Dimensional Merchants.** The folk of Leng are interplanar merchants and avid slavers, trading silks, rubies, and the manaencrusted stones of Leng for humanoid slaves. They sail between worlds in peculiar ships with split, lateen-rigged masts and rigging that howls like the damned in high winds. They tend a few pyramids in the deep deserts and are said to befriend void dragons, heralds of darkness, and other servants of the void.  \n**A High Plateau.** Leng is a forbidding plateau surrounded by hills and peaks. Its greatest city is Sarkomand, a place which some claim has fallen into ruin, and which others claim to have visited in living memory.  \n**Love of Nets.** When in combat, the folk of Leng use nets woven from the silk of their racial enemies, the spiders of Leng. They summon these nets from interdimensional storage spaces.","name":"Folk Of Leng","size":"Medium","type":"Humanoid","subtype":"","group":null,"alignment":"neutral evil","armor_class":14,"armor_desc":"studded leather","hit_points":68,"hit_dice":"8d8+32","speed":{"walk":30},"strength":12,"dexterity":15,"constitution":18,"intelligence":14,"wisdom":16,"charisma":22,"strength_save":null,"dexterity_save":4,"constitution_save":null,"intelligence_save":null,"wisdom_save":5,"charisma_save":null,"perception":5,"skills":{"arcana":4,"deception":8,"perception":5},"damage_vulnerabilities":"","damage_resistances":"cold","damage_immunities":"necrotic","condition_immunities":"frightened","senses":"passive Perception 15","languages":"Common, Void Speech","challenge_rating":"2","cr":2.0,"actions":[{"name":"Etheric Harpoon","desc":"Ranged Weapon Attack: +8 to hit, range 30 ft., one target. Hit: 10 (1d8 + 6) necrotic damage, and the target must make a successful DC 13 Wisdom saving throw or be grappled (escape DC 13). In addition, armor has no effect against the attack roll of an etheric harpoon; only the Dexterity modifier factored into the target's AC is considered.","attack_bonus":8,"damage_dice":"1d8"},{"name":"Psychic Scimitar","desc":"Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) slashing damage plus 3 (1d6) psychic damage.","attack_bonus":4,"damage_dice":"1d6"},{"name":"Hooked Spider Net (Recharge 5-6)","desc":"Ranged Weapon Attack. +4 to hit, range 20/50 ft., one target. Hit: 3 (1d6) piercing damage plus 19 (3d12) poison damage, and the target is restrained. A successful DC 14 Constitution saving throw halves the poison damage."}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Innate Spellcasting","desc":"the folk of Leng's innate spellcasting ability is Charisma (spell save DC 16). It can innately cast the following spells, requiring no material components:\n\nat will: comprehend languages, minor illusion\n\n3/day each: disguise self, suggestion\n\n1/day each: dream, etherealness"},{"name":"Regeneration","desc":"The folk of Leng regains 5 hit points at the start of its turn. If the folk of Leng takes fire or radiant damage, this trait does not function at the start of its next turn. The folk of Leng dies only if it starts its turn with 0 hit points and does not regenerate. Even if slain, their bodies reform in a crypt of Leng and go on about their business."},{"name":"Void Stare","desc":"The folk of Leng can see through doors and around corners as a bonus action. As a result, they are very rarely surprised."},{"name":"Void Sailors","desc":"The folk of Leng can travel the airless void without harm."}],"spell_list":[],"page_no":204,"environments":[],"img_main":null,"document__slug":"tob","document__title":"Tome of Beasts","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/tome-of-beasts-for-5th-edition-print/","v2_converted_path":"/v2/creatures/tob_folk-of-leng/"},{"slug":"goat-man","desc":"_This hunched, man-like figure lurches with a strange, half-hopping gait. Tattered clothing hangs from its muscled shoulders, and its legs are those of a ram, ending in cloven hooves._  \n**Trespassers on the Rites.** The first of the goat-men was the victim of a powerful curse intended to punish him for spying on magical rites exclusive to the women of his tribe. Admiring the grotesque result, the Black Goat of the Woods With a Thousand Young adopted him as its servant, and ensured that all who committed the same taboo fell to the same curse, and thus into the Black Goat’s service.  \n**Bleating Speech.** A goat-man’s head is tusked, adorned with curling ram’s horns, and its beard often drips with gore. Rows of transparent, needle-like teeth fill its mouth; these teeth are malformed and make clear speech impossible for goat-men, though they understand others’ speech perfectly well.  \n**Serve Foul Cults.** Cultists of Shub-Niggurath or the Black Goat in good standing are sometimes granted the services of a goat-man. The creatures guard rituals sites, visit settlements to capture or purchase suitable sacrifices, and perform certain unspeakable acts with cult members to call forth ritual magic.","name":"Goat-Man","size":"Medium","type":"Monstrosity","subtype":"","group":null,"alignment":"chaotic evil","armor_class":14,"armor_desc":"natural armor","hit_points":65,"hit_dice":"10d8+20","speed":{"walk":40},"strength":19,"dexterity":14,"constitution":14,"intelligence":10,"wisdom":13,"charisma":8,"strength_save":null,"dexterity_save":4,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":null,"skills":{"acrobatics":4,"athletics":6,"stealth":6},"damage_vulnerabilities":"","damage_resistances":"bludgeoning, piercing, and slashing from nonmagical attacks not made with silvered weapons","damage_immunities":"","condition_immunities":"charmed, frightened","senses":"darkvision 60 ft., passive Perception 11","languages":"Common, Giant, Trollkin, but cannot speak","challenge_rating":"3","cr":3.0,"actions":[{"name":"Multiattack","desc":"The goat-man makes one bite attack and one slam attack."},{"name":"Bite","desc":"Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) piercing damage.","attack_bonus":6,"damage_dice":"1d6"},{"name":"Slam","desc":"Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) bludgeoning damage.","attack_bonus":6,"damage_dice":"2d8"}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Headbutt","desc":"If the goat-man moves at least 10 feet straight toward a creature and then hits it with a slam attack on the same turn, the target must succeed on a DC 14 Strength saving throw or be knocked prone and stunned for 1 round. If the target is prone, the goat-man can make one bite attack against it immediately as a bonus action."}],"spell_list":[],"page_no":231,"environments":[],"img_main":null,"document__slug":"tob","document__title":"Tome of Beasts","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/tome-of-beasts-for-5th-edition-print/","v2_converted_path":"/v2/creatures/tob_goat-man/"},{"slug":"gug","desc":"_The gugs are giants of the underworld, long since banished into dark realms for their worship of the eldest and foulest gods._  \n**Underworld Godlings.** Gugs enjoy smashing and devouring lesser creatures, and their burbling and grunting speech displays a surprising and malign intelligence to those few who can understand it. Gugs are occasionally worshipped by tribes of derro, and their strange underworld cities are filled with filled with esoteric monoliths and constructs.  \n**Nocturnal Raiders.** While gugs are banished into the underworld in mortal realms, they regularly flout this prohibition by raiding the surface by night. They also spend much time in the Dreamlands and the Ethereal plane; some gug warlocks and sorcerers are said to travel the planes with entourages of fext or noctiny.  \n**Prey on Ghouls.** Gugs devour ghouls and darakhul as their preferred foodstuffs. When these are not available, they seem to prefer carrion and particular varieties of psychotropic mushrooms, as well as something that is best described as candied bats.","name":"Gug","size":"Huge","type":"Giant","subtype":"","group":null,"alignment":"neutral evil","armor_class":17,"armor_desc":"natural armor","hit_points":270,"hit_dice":"20d12+140","speed":{"walk":40},"strength":24,"dexterity":10,"constitution":25,"intelligence":10,"wisdom":8,"charisma":14,"strength_save":12,"dexterity_save":4,"constitution_save":11,"intelligence_save":null,"wisdom_save":null,"charisma_save":6,"perception":3,"skills":{"athletics":11,"perception":3,"stealth":4},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"poison","condition_immunities":"confusion, exhaustion, paralysis, poisoned","senses":"darkvision 240 ft., passive Perception 13","languages":"Deep Speech, Giant, Undercommon","challenge_rating":"12","cr":12.0,"actions":[{"name":"Multiattack","desc":"The gug makes two slam attacks, two stomp attacks, or one of each."},{"name":"Slam","desc":"Melee Weapon Attack: +11 to hit, reach 10 ft., one creature. Hit: 16 (2d8 + 7) bludgeoning damage. If a creature is hit by this attack twice in the same turn, the target must make a successful DC 19 Constitution saving throw or gain one level of exhaustion.","attack_bonus":11,"damage_dice":"2d8"},{"name":"Stomp","desc":"Melee Weapon Attack. +11 to hit, reach 10 ft., one target. Hit: 20 (2d12 + 7) bludgeoning damage."}],"bonus_actions":null,"reactions":null,"legendary_desc":"A gug can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. A gug regains spent legendary actions at the start of its turn.","legendary_actions":[{"name":"Move","desc":"The gug moves up to half its speed."},{"name":"Attack","desc":"The gug makes one slam or stomp attack."},{"name":"Grab","desc":"Melee Weapon Attack: +11 to hit, reach 10 ft., one target. Hit: the target is grappled (escape DC 17).","attack_bonus":11,"damage_dice":"0"},{"name":"Swallow","desc":"The gug swallows one creature it has grappled. The creature takes 26 (3d12 + 7) bludgeoning damage immediately plus 13 (2d12) acid damage at the start of each of the gug's turns. A swallowed creature is no longer grappled but is blinded and restrained, and has total cover against attacks and other effects from outside the gug. If the gug takes 75 points of damage in a single turn, the swallowed creature is expelled and falls prone next to the gug. When the gug dies, a swallowed creature can crawl from the corpse by using 10 feet of movement."},{"name":"Throw","desc":"The gug throws one creature it has grappled. The creature is thrown a distance of 2d4 times 10 feet in the direction the gug chooses, and takes 20 (2d12 + 7) bludgeoning damage (plus falling damage if they are thrown into a chasm or off a cliff). A gug can throw a creature up to Large size. Small creatures are thrown twice as far, but the damage is the same."}],"special_abilities":[{"name":"Towering Strength","desc":"A gug can lift items up to 4,000 pounds as a bonus action."}],"spell_list":[],"page_no":241,"environments":[],"img_main":null,"document__slug":"tob","document__title":"Tome of Beasts","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/tome-of-beasts-for-5th-edition-print/","v2_converted_path":"/v2/creatures/tob_gug/"},{"slug":"lich-hound","desc":"_Their howls echoing from another plane, lich hounds always arrive wreathed in mist. Half bone, half purple fire, they are creatures of hunger and the hunt. Nothing makes them happier than taking down creatures larger than themselves—or racing through the air to catch a surprised bat in mid-flight. All cruelty and fang, lich hounds are most satisfied when praised by their great undead lords._  \n**Fiery Bones.** Bright white skulls with a heavy jaw and thick, robust skeletal bodies define the ferocious lich hounds. Their eyes burn green or blue, and their tongues resemble black fire. Fueled by necromantic power, these creatures are loyal servants of either ghoul high priests or liches.  \n**Echoing Howls.** Even on their own, lich hounds are relentless hunters, pursuing their prey with powerful senses and a keen ability to find the living wherever they may hide. Lich hound howls fade into and out of normal hearing, with strangely shifted pitch and echoes.  \n**Murdered Celestials.** The dark process of creating a lich hound involves a perverse ritual of first summoning a celestial canine and binding it to the Material Plane. The hound’s future master then murders the trapped beast. Only then can the creature be animated in all its unholy glory. Hound archons have long been outraged by the creation of lich hounds, and they occasionally band together to rid the world of those who practice this particular dark magic.  \n**Undead Nature.** A lich hound doesn’t require air, food, drink, or sleep.","name":"Lich Hound","size":"Medium","type":"Undead","subtype":"","group":null,"alignment":"neutral evil","armor_class":14,"armor_desc":"","hit_points":119,"hit_dice":"14d8+56","speed":{"walk":30,"fly":50},"strength":10,"dexterity":18,"constitution":18,"intelligence":6,"wisdom":10,"charisma":16,"strength_save":null,"dexterity_save":4,"constitution_save":4,"intelligence_save":null,"wisdom_save":null,"charisma_save":3,"perception":4,"skills":{"acrobatics":6,"perception":4},"damage_vulnerabilities":"","damage_resistances":"piercing and bludgeoning from nonmagical attacks","damage_immunities":"poison","condition_immunities":"exhaustion, poisoned","senses":"blindsight 100 ft., passive Perception 14","languages":"understands Darakhul","challenge_rating":"4","cr":4.0,"actions":[{"name":"Bite","desc":"Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 10 (1d12 + 4) piercing damage. If the target is a creature, it must succeed on a DC 14 Strength saving throw or be knocked prone.","attack_bonus":6,"damage_dice":"1d12"},{"name":"Ethereal Jaunt","desc":"As a bonus action, the lich hound can magically shift from the Material Plane to the Ethereal Plane, or vice versa."},{"name":"Gut Rip","desc":"As a bonus action, the lich hound tears into any adjacent prone creature, inflicting 19 (3d12) slashing damage. The target must succeed on a DC 14 Constitution saving throw or be incapacitated for 1d4 rounds. An incapacitated creature repeats the saving throw at the end of each of its turns; a successful save ends the condition early."},{"name":"Howl","desc":"The eerie howl of lich hounds as they close in on their prey plays havoc on the morale of living creatures that hear it. Howling requires and action, and creatures that hear the howl of a lich hound within 100 feet must succeed on a DC 14 Wisdom saving throw or become frightened for 5 rounds. Creatures that successfully save against this effect cannot be affected by a lich hound's howl for 24 hours."}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Keen Hearing and Smell","desc":"The lich hound has advantage on Wisdom (Perception) checks that rely on hearing or smell."}],"spell_list":[],"page_no":274,"environments":[],"img_main":null,"document__slug":"tob","document__title":"Tome of Beasts","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/tome-of-beasts-for-5th-edition-print/","v2_converted_path":"/v2/creatures/tob_lich-hound/"},{"slug":"moss-lurker","desc":"_Somewhat like the cruel crossbreed of troll and gnome, the moss lurkers are a primitive race of forest and cavern dwellers with long, greenish beards and hair. Their hides are mossy green or peaty amber, and a vaguely fungal scent surrounds them at all times._  \nLike their trollish relatives, moss lurkers have large and often grotesque noses. Their claws are bright red when unsheathed, and their teeth tend toward the long and snaggly. They wear simple clothes of homespun wool or leather, or go naked in the summer. Their hats are sometimes festooned with toadstools or ferns as primitive camouflage.  \n**Rocks and Large Weapons.** Moss lurkers have a fondness for throwing stones onto enemies from a great height, and they often employ enormous axes, warhammers, and two-handed swords that seem much larger than such a small creature should be able to lift.","name":"Moss Lurker","size":"Small","type":"Humanoid","subtype":"","group":null,"alignment":"chaotic neutral","armor_class":15,"armor_desc":"natural armor","hit_points":45,"hit_dice":"10d6+10","speed":{"walk":30},"strength":14,"dexterity":14,"constitution":12,"intelligence":12,"wisdom":10,"charisma":10,"strength_save":4,"dexterity_save":4,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":2,"skills":{"perception":2,"stealth":4},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"fire, poison","condition_immunities":"blind, poisoned","senses":"blindsight 60 ft., passive Perception 12","languages":"Giant, Sylvan, Trollkin","challenge_rating":"1","cr":1.0,"actions":[{"name":"Claw","desc":"Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) slashing damage.","attack_bonus":4,"damage_dice":"1d6+2"},{"name":"Great Sword or Maul","desc":"Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 9 (2d6 + 2) slashing or bludgeoning damage.","attack_bonus":4,"damage_dice":"2d6"},{"name":"Mushroom-Poisoned Javelin","desc":"Ranged Weapon Attack: +4 to hit, range 30 ft., one target. Hit: 5 (1d6 + 2) piercing damage plus 6 (1d12) poison damage and the target is poisoned until the start of the moss lurker's next turn. A successful DC 11 Constitution save halves the poison damage and prevents poisoning.","attack_bonus":4,"damage_dice":"1d6"},{"name":"Dropped Boulder","desc":"Ranged Weapon Attack: +4 to hit, range 100 ft. (vertically), one target. Hit: 10 (3d6) bludgeoning damage.","attack_bonus":4,"damage_dice":"3d6"}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Camouflage","desc":"A moss lurker has advantage on Dexterity (Stealth) checks to hide in forested or swampy terrain."},{"name":"Love of Heavy Weapons","desc":"While moss lurkers can use heavy weapons, they have disadvantage while wielding them."},{"name":"Keen Hearing and Smell","desc":"The moss lurker has advantage on Wisdom (Perception) checks that rely on hearing or smell."},{"name":"Poisoned Gifts","desc":"A moss lurker can contaminate liquids or food with poison. Someone who consumes the contaminated substance must make a successful DC 11 Constitution saving throw or become poisoned for 1 hour. When the poison is introduced, the moss lurker can choose a poison that also causes the victim to fall unconscious, or to become paralyzed while poisoned in this way. An unconscious creature wakes if it takes damage, or if a creature uses an action to shake it awake."}],"spell_list":[],"page_no":298,"environments":[],"img_main":null,"document__slug":"tob","document__title":"Tome of Beasts","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/tome-of-beasts-for-5th-edition-print/","v2_converted_path":"/v2/creatures/tob_moss-lurker/"}]}