{"count":3207,"next":"https://api-beta.open5e.com/v1/monsters/?format=json&ordering=-dexterity_save&page=4","previous":"https://api-beta.open5e.com/v1/monsters/?format=json&ordering=-dexterity_save&page=2","results":[{"slug":"star-drake","desc":"_Twinkling motes of light move around this draconic creature’s body like stars, their reflections twinkling across its metallic scales._  \n**Returned Travelers.** A drake’s curiosity sometimes drives it to seek experiences beyond its plane, and it finds companions with which it travels the multiverse. Such drakes return quite clearly changed in appearance, demeanor, and ability. Regardless of which type of drake embarked on the journey, the creature always returns as a star drake.  \n**Mortal Protectors.** Star drakes consider themselves protectors of the Material Plane. They view those from other planes as meddlers in the affairs of humanoid races, regarding fiends and celestials as equally threatening. Star drakes might negotiate with, drive off, or destroy such meddlers. Occasionally, they lead extraplanar incursions to make it clear outsiders are unwelcome.  \n**Glimmering Lights.** A star drake differs in appearance from dragons primarily by its mottled metallic scales and the nimbus of tiny stars surrounding its body. A star drake measures 10 feet long and weighs roughly 500 lb.","name":"Star Drake","size":"Large","type":"Dragon","subtype":"","group":null,"alignment":"neutral","armor_class":19,"armor_desc":"natural armor","hit_points":189,"hit_dice":"18d10+90","speed":{"walk":40,"fly":100},"strength":20,"dexterity":17,"constitution":21,"intelligence":16,"wisdom":24,"charisma":20,"strength_save":null,"dexterity_save":8,"constitution_save":10,"intelligence_save":8,"wisdom_save":12,"charisma_save":10,"perception":12,"skills":{"arcana":8,"history":8,"insight":12,"perception":12,"religion":8},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"cold, fire; bludgeoning, piercing, and slashing from nonmagical attacks","condition_immunities":"charmed, frightened, paralyzed, unconscious","senses":"truesight 120 ft., passive Perception 22","languages":"Celestial, Common, Draconic, Dwarvish, Elvish, Infernal, Primordial","challenge_rating":"15","cr":15.0,"actions":[{"name":"Multiattack","desc":"The drake makes one bite attack and two claw attacks."},{"name":"Bite","desc":"Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 16 (2d10 + 5) piercing damage.","attack_bonus":10,"damage_dice":"2d10"},{"name":"Claw","desc":"Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 15 (3d6 + 5) slashing damage.","attack_bonus":10,"damage_dice":"3d6"},{"name":"Breath Weapon (Recharge 5-6)","desc":"The drake exhales either fire or frigid air in a 40-foot cone. Each creature in that area takes 78 (12d12) fire or cold damage, whichever the drake wishes, or half damage with a successful DC 18 Dexterity saving throw."},{"name":"Searing Star (1/Day)","desc":"Ranged Spell Attack: +12 to hit, range 120 ft., one target. Hit: 65 (10d12) force damage, and the target must succeed on a DC 18 Constitution saving throw or be permanently blinded.","attack_bonus":12,"damage_dice":"10d12"}],"bonus_actions":null,"reactions":null,"legendary_desc":"The drake can take 3 legendary actions, choosing from the options below. Only one option can be used at a time and only at the end of another creature's turn. The drake regains spent legendary actions at the start of its turn.","legendary_actions":[{"name":"Bite Attack","desc":"The drake makes one bite attack."},{"name":"Nova (Costs 2 Actions)","desc":"The drake momentarily doubles the radius and intensity of its nimbus of stars. Every sighted creature within 20 feet of the drake must make a successful DC 18 Constitution saving throw or become blinded until the end of its next turn. Characters who are averting their eyes are immune to the nova."},{"name":"Pale Sparks","desc":"The drake casts faerie fire or moonbeam."}],"special_abilities":[{"name":"Legendary Resistance (2/day)","desc":"If the star drake fails a saving throw, it can choose to succeed instead."},{"name":"Magic Resistance","desc":"The drake has advantage on saving throws against spells and other magical effects."},{"name":"Magic Weapons","desc":"The drake's weapon attacks are magical."},{"name":"Nimbus of Stars","desc":"The drake is surrounded by a whirling nimbus of tiny motes of starlight. A sighted creature that starts its turn within 10 feet of the drake must make a successful DC 18 Constitution saving throw or become incapacitated. At the start of a character's turn, a character can choose to avert its eyes and gain immunity against this effect until the start of its next turn, but it must treat the drake as invisible while the character's eyes are averted."},{"name":"Innate Spellcasting","desc":"the drake's innate spellcasting ability is Wisdom (spell save DC 20). It can innately cast the following spells, requiring no material components:\n\nat will: faerie fire, moonbeam\n\n3/day: plane shift\n\n1/day each: gate, planar binding"}],"spell_list":[],"page_no":156,"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_star-drake/"},{"slug":"urochar-strangling-watcher","desc":"_This horrible gigantic crimson leech slithers upright on four muscular tentacles, each 30 feet long. At the top of its writhing trunk, a great lidless eye glows with baleful orange light, surrounded by quivering, feathered antennae fully 5 feet long._  \n_**Underworld Wanderers.**_ The urochar are among the most dreaded monsters of the underworld. They have long plagued the drow, morlocks, and other humanoid races of the deep paths. They seek out death and the dying all the way to the banks of the  \n_**River Styx.**_  \n_**Devour the Dying.**_ Urochars feast on the final moments of those caught in their crushing tentacles. Though they rival the terrible neothelids in power, urochars are quite passive, watching the life and death struggles of other creatures and taking action only to drink in a dying being’s final moments from a nearby crevice or overhang, and taste their final gasps of horror.  \n_**Immortal.**_ Strangling watchers are effectively immortal. Gargantuan specimens in the deepest reaches of the underworld are several millennia old.","name":"Urochar (Strangling Watcher)","size":"Huge","type":"Aberration","subtype":"","group":null,"alignment":"chaotic evil","armor_class":19,"armor_desc":"natural armor","hit_points":256,"hit_dice":"19d12+133","speed":{"walk":40,"climb":20},"strength":24,"dexterity":15,"constitution":24,"intelligence":14,"wisdom":14,"charisma":20,"strength_save":null,"dexterity_save":8,"constitution_save":13,"intelligence_save":null,"wisdom_save":9,"charisma_save":11,"perception":8,"skills":{"perception":8,"stealth":8},"damage_vulnerabilities":"","damage_resistances":"cold, lightning; bludgeoning, piercing, and slashing from nonmagical attacks not made with silvered weapons","damage_immunities":"thunder","condition_immunities":"frightened","senses":"truesight 120 ft., passive Perception 19","languages":"understands Darakhul and Void Speech","challenge_rating":"17","cr":17.0,"actions":[{"name":"Multiattack","desc":"The watcher makes four attacks with its tentacles."},{"name":"Tentacle","desc":"Melee Weapon Attack: +13 to hit, reach 20 ft., one target. Hit: 20 (3d8 + 7) bludgeoning damage, and the target is grappled (escape DC 17). Until this grapple ends, the target is restrained. Each of its four tentacles can grapple one target.","attack_bonus":13,"damage_dice":"3d8"},{"name":"Paralyzing Gaze (Recharge 5-6)","desc":"The watcher can target one creature within 60 feet with its eerie gaze. The target must succeed on a DC 19 Wisdom saving throw or become paralyzed for 1 minute. The paralyzed target can repeat the saving throw at the end of each of its turns, ending the effect on a success. If a target's saving throw is successful or the effect ends for it, the target is immune to the watcher's gaze for the next 24 hours."}],"bonus_actions":null,"reactions":null,"legendary_desc":"The urochar can take 3 legendary actions, choosing from the options below. Only one option can be used at a time and only at the end of another creature's turn. The strangling watcher regains spent legendary actions at the start of its turn.","legendary_actions":[{"name":"Crush Attack","desc":"The urochar crushes one creature grappled by its tentacle. The target takes 25 (4d8 + 7) bludgeoning damage."},{"name":"Tentacle Attack","desc":"The watcher makes one tentacle attack."},{"name":"Tentacle Leap (Costs 2 Actions)","desc":"Using a tentacle, the urochar moves up to 20 feet to an unoccupied space adjacent to a wall, ceiling, floor, or other solid surface. This move doesn't trigger reactions. The urochar must have at least one tentacle free (not grappling a creature) to use this action. Grappled creatures move with the urochar."}],"special_abilities":[{"name":"Death Throes","desc":"When a strangling watcher dies, it releases all the fear it consumed in its lifetime in a single, soul-rending wave. All creatures within 60 feet of it must succeed on a DC 19 Charisma saving throw or become frightened. A frightened creature takes 13 (2d12) psychic damage at the start of each of its turns from the centuries of accumulated dread. It can repeat the Charisma saving throw at the end of each of its turns, ending the effect on a success."},{"name":"Innate Spellcasting","desc":"the watcher's innate spellcasting ability is Charisma (spell save DC 19). It can cast the following spells, requiring no material components:\n\nat will: feather fall\n\n3/day each: blur, meld into stone, phantasmal killer\n\n1/day each: black tentacles, eyebite, greater invisibility"},{"name":"Spider Climb","desc":"The watcher can climb any surface, including upside down on ceilings, without making an ability check."},{"name":"Squeeze","desc":"Despite their size, strangling watchers have slender, boneless bodies, enabling them to squeeze through passages only a Small-sized creature could fit through, without affecting their movement or combat capabilities."}],"spell_list":[],"page_no":393,"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_urochar-strangling-watcher/"},{"slug":"vila","desc":"_These beautiful, slim women ride on large deer, their hair the color of spring grass, skin like polished wood, and eyes as gray as a coming storm._  \n**Dryad Cousins.** The vila are kin to the dryads. Like their cousins, they serve as protectors of the deepest forests.  \n**Demand Oaths.** Where dryads beguile to accomplish their goals, the vila coerce and threaten. They demand oaths from interlopers and enforce them fiercely. Vila delight in testing the virtue of travelers and tormenting the uncharitable and cruel with bad weather and misfortune. Particularly obnoxious adventurers might suffer bad luck for months because a troop of vila quietly dances around their camp each night.  \n**Hunt with a Pack.** Vila rarely travel or fight alone; they are often seen in the company of alseid, wolves, wampus cats, or deer. In combat, they sometimes ride on fleet-footed deer, the better to escape if events turn against them.","name":"Vila","size":"Medium","type":"Fey","subtype":"","group":null,"alignment":"lawful neutral","armor_class":15,"armor_desc":"","hit_points":77,"hit_dice":"14d8+14","speed":{"walk":30},"strength":12,"dexterity":20,"constitution":13,"intelligence":11,"wisdom":14,"charisma":16,"strength_save":null,"dexterity_save":8,"constitution_save":4,"intelligence_save":null,"wisdom_save":5,"charisma_save":6,"perception":8,"skills":{"insight":5,"intimidation":6,"perception":8,"stealth":8},"damage_vulnerabilities":"","damage_resistances":"bludgeoning, piercing, and slashing from nonmagical attacks","damage_immunities":"","condition_immunities":"","senses":"darkvision 60 ft., passive Perception 18","languages":"Common, Sylvan, telepathy 60 ft. (beasts only)","challenge_rating":"5","cr":5.0,"actions":[{"name":"Multiattack","desc":"A vila makes two shortsword attacks or two shortbow attacks."},{"name":"+1 Shortsword","desc":"Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 9 (1d6 + 6) piercing damage.","attack_bonus":9,"damage_dice":"1d6"},{"name":"+1 Shortbow","desc":"Ranged Weapon Attack: +9 to hit, range 80/320 ft., one target. Hit: 9 (1d6 + 6) piercing damage.","attack_bonus":9,"damage_dice":"1d6"},{"name":"Fascinate (1/Day)","desc":"When the vila sings, all those within 60 feet of her and who can hear her must make a successful DC 14 Charisma saving throw or be stunned for 1d4 rounds. Those who succeed on the saving throw are immune to that vila's singing for 24 hours."},{"name":"Forest Song (1/Day)","desc":"The vila magically calls 2d6 wolves or 2 wampus cats. The called creatures arrive in 1d4 rounds, acting as allies of the vila and obeying its spoken commands. The beasts remain for 1 hour, until the vila dies, or until the vila dismisses them as a bonus action."}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Dance of the Luckless (1/Day)","desc":"Vila who dance for one hour create a fairy ring of small gray mushrooms. The ring lasts seven days and has a 50-foot diameter per dancing vila. Non-vila who fall asleep (including magical sleep) inside the ring have disadvantage on skill checks for 24 hours from the time they awaken."},{"name":"Forest Quickness","desc":"While in forest surroundings, a vila receives a +4 bonus on initiative checks."},{"name":"Forest Meld","desc":"A vila can meld into any tree in her forest for as long as she wishes, similar to the meld into stone spell."},{"name":"Innate Spellcasting","desc":"the vila's innate spellcasting ability is Charisma (spell save DC 14). She can innately cast the following spells, requiring no material components:\n\n3/day: sleep\n\n1/week: control weather"}],"spell_list":[],"page_no":400,"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_vila/"},{"slug":"adult_gold_dragon_bf","desc":"","name":"Adult Gold Dragon","size":"huge","type":"Dragon","subtype":"","group":"Dragons","alignment":"","armor_class":19,"armor_desc":"natural armor","hit_points":301,"hit_dice":"","speed":{"walk":40,"fly":80,"swim":40},"strength":26,"dexterity":26,"constitution":36,"intelligence":18,"wisdom":32,"charisma":30,"strength_save":8,"dexterity_save":8,"constitution_save":13,"intelligence_save":4,"wisdom_save":11,"charisma_save":10,"perception":27,"skills":{},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"fire","condition_immunities":"","senses":"darkvision 120 ft., keensense 60 ft.","languages":"Common,Draconic","challenge_rating":"17","cr":17.0,"actions":[{"name":"Multiattack","desc":"The dragon uses its Frightful Presence. It then makes one Bite attack and two Claw attacks. It can replace its Bite attack with a use of Weakening Breath, if available."},{"name":"Bite","desc":"_Melee Weapon Attack:_ +14 to hit, reach 10 ft., one target. _Hit:_ 19 (2d10+8) piercing damage."},{"name":"Claw","desc":"_Melee Weapon Attack:_ +14 to hit, reach 5 ft., one target. _Hit:_ 15 (2d6+8) slashing damage."},{"name":"Tail","desc":"_Melee Weapon Attack:_ +14 to hit, reach 15 ft., one target. _Hit:_ 17 (2d8+8) bludgeoning damage."},{"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 WIS save or be frightened for 1 minute. A creature can repeat the save at the end of each of its turns, ending the effect on itself on a success. If a creature's save is successful or the effect ends for it, the creature is immune to the dragon's Frightful Presence for the next 24 hours."},{"name":"Fire Breath (Recharge 5-6)","desc":"The dragon exhales fire in a 60-foot cone. Each creature in that area must make a DC 21 DEX save, taking 71 (13d10) fire damage on a failed save, or half as much damage on a successful one."},{"name":"Weakening Breath (Recharge 6)","desc":"As the **gold dragon wyrmling**, except it is a 60-foot cone, and the save DC is 21."}],"bonus_actions":[{"name":"Change Shape","desc":"The dragon magically transforms into a Beast or Humanoid that has a challenge rating no higher than its own, or back into its true form, which is Dragon. Any equipment it is wearing or carrying transforms with it or is borne by the new form (the dragon's choice). It reverts to its true form if it dies. In a new form, the dragon retains its Legendary Resistance trait and its HP, ability to speak, proficiencies, and INT, WIS, and CHA scores, as well as this bonus action. Its statistics and capabilities are otherwise replaced by those of the new form, except any class features or legendary actions of that form."}],"reactions":[],"legendary_desc":"The dragon can take 3 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature's turn. The dragon regains spent legendary actions at the start of its turn.","legendary_actions":[{"name":"Detect","desc":"The dragon automatically detects every creature and trap within 30 feet of it, pinpointing the current location of each."},{"name":"Tail Attack","desc":"The dragon makes a Tail attack."},{"name":"Elemental Roar (Costs 2 Actions)","desc":"The dragon roars at up to two creatures of its choice within 120 feet of it. Each target must succeed on a DC 18 CHA save or be vulnerable to fire damage until the end of its next turn. A target resistant to fire damage isn't resistant to it for the duration. A target immune to fire damage is still immune to it, even if the target fails the save."},{"name":"Wing Attack (Costs 2 Actions)","desc":"The dragon beats its wings. Each creature within 10 feet of the dragon must succeed on a DC 22 DEX save or take 15 (2d6+8) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed without provoking opportunity attacks."}],"special_abilities":[{"name":"Amphibious","desc":"The dragon can breathe air and water."},{"name":"Golden Splendor","desc":"As the **young gold dragon**, except it affects creatures within 20 feet of the dragon, and the save DC is 21."},{"name":"Legendary Resistance (3/Day)","desc":"If the dragon fails a save, it can choose to succeed instead."}],"spell_list":[],"page_no":null,"environments":[],"img_main":null,"document__slug":"blackflag","document__title":"Black Flag SRD","document__license_url":"https://paizo.com/orclicense","document__url":"https://koboldpress.com/black-flag-reference-document/","v2_converted_path":"/v2/creatures/bfrd_adult-gold-dragon/"},{"slug":"ambush_hag_bf","desc":"","name":"Ambush Hag","size":"medium","type":"Fey","subtype":"","group":"Hags","alignment":"","armor_class":16,"armor_desc":"natural armor","hit_points":156,"hit_dice":"","speed":{"walk":30,"climb":30},"strength":16,"dexterity":26,"constitution":16,"intelligence":16,"wisdom":14,"charisma":26,"strength_save":3,"dexterity_save":8,"constitution_save":3,"intelligence_save":3,"wisdom_save":2,"charisma_save":8,"perception":16,"skills":{},"damage_vulnerabilities":"","damage_resistances":"Fey Resilience","damage_immunities":"poison,poisoned","condition_immunities":"","senses":"darkvision 120 ft.","languages":"Common,Sylvan","challenge_rating":"9","cr":9.0,"actions":[{"name":"Multiattack","desc":"The ambush hag makes two Claw attacks or three Poison Spray attacks. It can replace one attack with a use of Spellcasting."},{"name":"Claw","desc":"_Melee Weapon Attack:_ +8 to hit, reach 5 ft., one target. _Hit:_ 13 (2d8+4) slashing damage plus 18 (4d8) poison damage, and the target must succeed on a DC 16 CON save or be paralyzed for 1 minute. The creature can repeat the save at the end of each of its turns, ending the effect on itself on a success."},{"name":"Poison Spray","desc":"_Ranged Spell Attack:_ +8 to hit, range 60 ft., one target. _Hit:_ 22 (4d8+4) poison damage, and the target must succeed on a DC 16 STR save or be restrained until the end of its next turn."},{"name":"Spellcasting","desc":"The ambush hag casts one of the following spells, requiring no material components and using CHA as the spellcasting ability (spell save DC 16):<br>At will: _message_, _minor illusion_, _prestidigitation_<br>3/day each: _blur_, _charm_, _hallucinatory terrain_ (as an action)<br>1/day each: _hypnotic pattern_, _major image_, _seeming_"}],"bonus_actions":[{"name":"Illusory Appearance","desc":"The hag covers itself and anything it is wearing or carrying with a magical illusion that makes it look like another creature of its general size and humanoid shape. The illusion ends if the hag takes a bonus action to end it or if the hag dies.<br>The changes wrought by this effect fail to hold up to physical inspection. For example, the hag could appear to have smooth skin, but someone touching it would feel its rough flesh. Otherwise, a creature must take an action to visually inspect the illusion and succeed on a DC 20 INT (Investigation) check to discern that the hag is disguised."}],"reactions":[],"legendary_desc":null,"legendary_actions":[],"special_abilities":[{"name":"Fey Resilience","desc":"The ambush hag is resistant to the charmed and unconscious conditions."},{"name":"Mimicry","desc":"The hag can mimic Animal sounds and Humanoid voices. A creature that hears the sounds can tell they are imitations with a successful DC 16 WIS (Insight) check."},{"name":"Spider Climb","desc":"The ambush hag can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check."}],"spell_list":[],"page_no":null,"environments":[],"img_main":null,"document__slug":"blackflag","document__title":"Black Flag SRD","document__license_url":"https://paizo.com/orclicense","document__url":"https://koboldpress.com/black-flag-reference-document/","v2_converted_path":"/v2/creatures/bfrd_ambush-hag/"},{"slug":"ancient_black_dragon_bf","desc":"","name":"Ancient Black Dragon","size":"gargantuan","type":"Dragon","subtype":"","group":"Dragons","alignment":"","armor_class":21,"armor_desc":"natural armor","hit_points":355,"hit_dice":"","speed":{"walk":40,"fly":80,"swim":40},"strength":28,"dexterity":26,"constitution":36,"intelligence":16,"wisdom":28,"charisma":30,"strength_save":9,"dexterity_save":8,"constitution_save":13,"intelligence_save":3,"wisdom_save":9,"charisma_save":10,"perception":25,"skills":{},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"acid,poisoned","condition_immunities":"","senses":"darkvision 120 ft., keensense 60 ft.","languages":"Common,Draconic","challenge_rating":"20","cr":20.0,"actions":[{"name":"Multiattack","desc":"The dragon uses its Frightful Presence. It then makes one Bite attack and two Claw attacks."},{"name":"Bite","desc":"_Melee Weapon Attack:_ +15 to hit, reach 15 ft., one target. _Hit:_ 20 (2d10+9) piercing damage plus 9 (2d8) acid damage."},{"name":"Claw","desc":"_Melee Weapon Attack:_ +15 to hit, reach 10 ft., one target. _Hit:_ 16 (2d6+9) slashing damage."},{"name":"Tail","desc":"_Melee Weapon Attack:_ +15 to hit, reach 20 ft., one target. _Hit:_ 18 (2d8+9) bludgeoning damage."},{"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 WIS save or be frightened for 1 minute. A creature can repeat the save at the end of each of its turns, ending the effect on itself on a success. If a creature's save is successful or the effect ends for it, the creature is immune to the dragon's Frightful Presence for the next 24 hours."},{"name":"Acid Breath (Recharge 5-6)","desc":"The dragon exhales acid in a 90-foot line that is 10 feet wide. Each creature in that line must make a DC 21 DEX save, taking 67 (15d8) acid damage on a failed save, or half as much damage on a successful one."}],"bonus_actions":[],"reactions":[],"legendary_desc":"The dragon can take 3 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature's turn. The dragon regains spent legendary actions at the start of its turn.","legendary_actions":[{"name":"Detect","desc":"The dragon automatically detects every creature and trap within 30 feet of it, pinpointing the current location of each."},{"name":"Tail Attack","desc":"The dragon makes a Tail attack."},{"name":"Elemental Roar (Costs 2 Actions)","desc":"The dragon roars at up to two creatures of its choice within 120 feet of it. Each target must succeed on a DC 18 CHA save or be vulnerable to acid damage until the end of its next turn. A target resistant to acid damage isn't resistant to it for the duration. A target immune to acid damage is still immune to it, even if the target fails the save."},{"name":"Wing Attack (Costs 2 Actions)","desc":"The dragon beats its wings. Each creature within 15 feet of the dragon must succeed on a DC 23 DEX save or take 16 (2d6+9) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed without provoking opportunity attacks."}],"special_abilities":[{"name":"Acidic Vapors","desc":"After the black dragon uses its Acid Breath, acid clings to its mouth, throat, and nostrils for a time, evaporating as the dragon breathes. While the dragon's Acid Breath is unavailable, acidic vapors surround it, and each creature that starts its turn within 30 feet of the dragon must succeed on a DC 21 CON save or be poisoned until the start of its next turn."},{"name":"Amphibious","desc":"The dragon can breathe air and water."},{"name":"Legendary Resistance (3/Day)","desc":"If the dragon fails a save, it can choose to succeed instead."}],"spell_list":[],"page_no":null,"environments":[],"img_main":null,"document__slug":"blackflag","document__title":"Black Flag SRD","document__license_url":"https://paizo.com/orclicense","document__url":"https://koboldpress.com/black-flag-reference-document/","v2_converted_path":"/v2/creatures/bfrd_ancient-black-dragon/"},{"slug":"guardian_naga_bf","desc":"","name":"Guardian Naga","size":"large","type":"Monstrosity","subtype":"","group":"Nagas","alignment":"","armor_class":18,"armor_desc":"natural armor","hit_points":176,"hit_dice":"","speed":{"walk":40},"strength":18,"dexterity":26,"constitution":24,"intelligence":24,"wisdom":26,"charisma":26,"strength_save":4,"dexterity_save":8,"constitution_save":7,"intelligence_save":7,"wisdom_save":8,"charisma_save":8,"perception":18,"skills":{},"damage_vulnerabilities":"","damage_resistances":"necrotic,radiant,Monstrosity Resilience","damage_immunities":"poison,charmed,poisoned","condition_immunities":"","senses":"darkvision 60 ft.","languages":"Abyssal,Celestial,Common,Infernal","challenge_rating":"10","cr":10.0,"actions":[{"name":"Multiattack","desc":"The guardian naga makes three Slam or Spit Poison attacks, or it makes one Constrict attack and two Slam attacks. It can replace one attack with a use of Spellcasting."},{"name":"Constrict","desc":"_Melee Weapon Attack:_ +8 to hit, reach 10 ft., one target. _Hit:_ 8 (1d8+4) bludgeoning damage plus 13 (3d8) necrotic damage or radiant damage (the naga's choice), and the target is grappled (escape DC 16) if it is a Large or smaller creature. Until this grapple ends, the target is restrained, and the naga can't Constrict another target."},{"name":"Slam","desc":"_Melee Weapon Attack:_ +8 to hit, reach 5 ft., one target. _Hit:_ 11 (2d6+4) bludgeoning damage plus 13 (3d8) necrotic damage or radiant damage (the naga's choice)."},{"name":"Spit Poison","desc":"_Ranged Weapon Attack:_ +8 to hit, range 20/60 ft., one target. _Hit:_ 11 (2d6+4) poison damage plus 13 (3d8) necrotic damage or radiant damage (the naga's choice)."},{"name":"Spellcasting","desc":"The guardian naga casts one of the following spells, requiring only verbal components and using WIS as the spellcasting ability (spell save DC 16).<br>At will: _augury_ (as an action), _command_, _mending_, _thaumaturgy_<br>3/day each: _bestow curse_, _cure wounds_<br>2/day each: _freedom of movement_, _hold_<br>1/day: _geas_ (as an action)"}],"bonus_actions":[{"name":"Protector's Step","desc":"The naga magically teleports, along with any equipment it is wearing or carrying, up to 120 feet to an unoccupied space within the sacred site or temple it protects or within 30 feet of the exterior of such a site. Swirls of golden light or tendrils of inky shadow (the naga's choice) appear at the origin and destination when it uses this bonus action."}],"reactions":[],"legendary_desc":null,"legendary_actions":[],"special_abilities":[{"name":"Divine Strikes","desc":"The naga's weapon attacks are magical. When the naga hits with any weapon attack, the weapon deals an extra 3d8 necrotic damage or radiant damage (included in the attack), the naga's choice."},{"name":"Monstrosity Resilience","desc":"The naga is resistant to exhaustion and to the frightened condition."},{"name":"Rejuvenation","desc":"If it dies, the naga returns to life in 1d6 days, regaining all its HP and becoming active again. Only a wish spell can prevent this trait from functioning."}],"spell_list":[],"page_no":null,"environments":[],"img_main":null,"document__slug":"blackflag","document__title":"Black Flag SRD","document__license_url":"https://paizo.com/orclicense","document__url":"https://koboldpress.com/black-flag-reference-document/","v2_converted_path":"/v2/creatures/bfrd_guardian-naga/"},{"slug":"pit_fiend_bf","desc":"","name":"Pit Fiend","size":"large","type":"Fiend","subtype":"Devil","group":"Devils","alignment":"","armor_class":19,"armor_desc":"natural armor","hit_points":323,"hit_dice":"","speed":{"walk":30,"fly":60},"strength":26,"dexterity":26,"constitution":36,"intelligence":22,"wisdom":30,"charisma":24,"strength_save":8,"dexterity_save":8,"constitution_save":13,"intelligence_save":6,"wisdom_save":10,"charisma_save":7,"perception":20,"skills":{},"damage_vulnerabilities":"","damage_resistances":"Devilish Resilience","damage_immunities":"charmed,frightened,Devilish Resilience","condition_immunities":"","senses":"truesight 120 ft.","languages":"Infernal,telepathy 120 ft.","challenge_rating":"20","cr":20.0,"actions":[{"name":"Multiattack","desc":"The pit fiend makes one Bite attack, one Gore attack, one Mace attack, and one Tail attack, or it makes four Hurl Flame attacks. If two Hurl Flame attacks hit one creature, each creature within 10 feet of the target must make a DC 21 DEX save as the fire bursts outward from the target, taking 14 (4d6) fire damage on a failed save, or half as much damage on a successful one."},{"name":"Bite","desc":"_Melee Weapon Attack:_ +14 to hit, reach 5 ft., one target. _Hit:_ 22 (4d6+8) piercing damage plus 14 (4d6) fire damage and 13 (3d8) poison damage. The target must succeed on a DC 21 CON save or be poisoned. While poisoned in this way, the target can't regain HP. The target can repeat the save at the end of each of its turns, ending the effect on itself on a success."},{"name":"Gore","desc":"_Melee Weapon Attack:_ +14 to hit, reach 10 ft., one target. _Hit:_ 17 (2d8+8) piercing damage plus 14 (4d6) fire damage."},{"name":"Mace","desc":"_Melee Weapon Attack:_ +14 to hit, reach 10 ft., one target. _Hit:_ 15 (2d6+8) bludgeoning damage plus 14 (4d6) fire damage."},{"name":"Tail","desc":"_Melee Weapon Attack:_ +14 to hit, reach 10 ft., one target. _Hit:_ 24 (3d10+8) bludgeoning damage plus 14 (4d6) fire damage, and the target must succeed on a DC 21 STR save or be knocked prone."},{"name":"Hurl Flame","desc":"_Ranged Spell Attack:_ +10 to hit, range 120 ft., one target. _Hit:_ 25 (6d6+4) fire damage."}],"bonus_actions":[],"reactions":[],"legendary_desc":null,"legendary_actions":[],"special_abilities":[{"name":"Aura of the Devil Lord","desc":"Each hostile creature that starts its turn within 20 feet of the pit fiend must succeed on a DC 21 WIS save or be frightened until the start of its next turn. Each friendly devil within 20 feet of the pit fiend is immune to the charmed and frightened conditions and has advantage on the first attack roll it makes on each of its turns."},{"name":"Devilish Resilience","desc":"The devil is resistant to cold damage and to bludgeoning, piercing, and slashing damage from nonmagical attacks. In addition, it is immune to fire damage and poison damage and to the poisoned condition."},{"name":"Flaming Weapons","desc":"The pit fiend's weapon attacks are magical. When the fiend hits with any weapon, the weapon deals an extra 4d6 fire damage (included in the attack)."},{"name":"Magic Resistance","desc":"The pit fiend has advantage on saves against spells and other magical effects."}],"spell_list":[],"page_no":null,"environments":[],"img_main":null,"document__slug":"blackflag","document__title":"Black Flag SRD","document__license_url":"https://paizo.com/orclicense","document__url":"https://koboldpress.com/black-flag-reference-document/","v2_converted_path":"/v2/creatures/bfrd_pit-fiend/"},{"slug":"rakshasa_bf","desc":"","name":"Rakshasa","size":"medium","type":"Fiend","subtype":"","group":null,"alignment":"","armor_class":16,"armor_desc":"natural armor","hit_points":166,"hit_dice":"","speed":{"walk":40,"fly":30,"hover":true},"strength":14,"dexterity":26,"constitution":18,"intelligence":12,"wisdom":26,"charisma":30,"strength_save":2,"dexterity_save":8,"constitution_save":4,"intelligence_save":1,"wisdom_save":8,"charisma_save":10,"perception":18,"skills":{},"damage_vulnerabilities":"piercing damage from magical attacks","damage_resistances":"","damage_immunities":"bludgeoning,piercing,and slashing damage from nonmagical attacks,prone","condition_immunities":"","senses":"truesight 60 ft.","languages":"Abyssal,Common,Infernal","challenge_rating":"13","cr":13.0,"actions":[{"name":"Multiattack","desc":"The rakshasa makes four Claw or Arcane Bolt attacks. It can replace one attack with a use of Spellcasting. If two Claw attacks hit one creature, the target is cursed. While cursed, the target gains no benefit from finishing a short or long rest. The curse lasts until removed by the remove curse spell or similar magic."},{"name":"Claw","desc":"_Melee Weapon Attack:_ +8 to hit, reach 5 ft., one target. _Hit:_ 12 (2d8+3) slashing damage plus 10 (3d6) force damage."},{"name":"Arcane Bolt","desc":"_Ranged Spell Attack:_ +10 to hit, range 60 ft., one target. _Hit:_ 22 (5d6+5) force damage."},{"name":"Travel the Planes (1/Day)","desc":"The rakshasa magically transports itself to a different plane of existence. This works like the plane shift spell, except the rakshasa can affect only itself and can't use this action to banish an unwilling creature."},{"name":"Spellcasting","desc":"The rakshasa casts one of the following spells, requiring no material components and using CHA as the spellcasting ability (spell save DC 18).<br>At will: _detect thoughts_, _mage hand_, _minor illusion_<br>3/day each: _major image_, _suggestion_<br>1/day: _dominate_"}],"bonus_actions":[{"name":"Charming Gaze","desc":"The rakshasa turns its gaze toward one creature it can see within 60 feet of it. If the target can see the rakshasa, the target must succeed on a DC 18 CHA save or be charmed for 1 minute. A charmed creature can repeat the save at the end of each of its turns, ending the effect on itself on a success. The rakshasa can have up to three creatures charmed in this way at a time."},{"name":"Illusory Appearance","desc":"The rakshasa covers itself and anything it is wearing or carrying with a magical illusion that makes it look like another creature of its general size and Humanoid shape. The illusion ends if the rakshasa takes a bonus action to end it or if the rakshasa dies. The changes wrought by this effect fail to hold up to physical inspection. For example, a creature touching the disguised rakshasa might feel its fur instead of Humanoid flesh. Otherwise, a creature must take an action to visually inspect the illusion and succeed on a DC 25 INT (Investigation) check to discern that the rakshasa is disguised."}],"reactions":[],"legendary_desc":null,"legendary_actions":[],"special_abilities":[{"name":"Limited Magic Immunity","desc":"The rakshasa can't be affected or detected by spells of 6th level or lower unless it wishes to be. It has advantage on saves against all other spells and magical effects."}],"spell_list":[],"page_no":null,"environments":[],"img_main":null,"document__slug":"blackflag","document__title":"Black Flag SRD","document__license_url":"https://paizo.com/orclicense","document__url":"https://koboldpress.com/black-flag-reference-document/","v2_converted_path":"/v2/creatures/bfrd_rakshasa/"},{"slug":"accursed-guardian-naga-a5e","desc":"","name":"Accursed Guardian Naga","size":"Large","type":"Monstrosity","subtype":"","group":null,"alignment":"","armor_class":18,"armor_desc":"","hit_points":136,"hit_dice":"16d10+48","speed":{"walk":40,"swim":40},"strength":16,"dexterity":18,"constitution":16,"intelligence":16,"wisdom":18,"charisma":18,"strength_save":null,"dexterity_save":8,"constitution_save":7,"intelligence_save":7,"wisdom_save":8,"charisma_save":8,"perception":null,"skills":{},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"poison","condition_immunities":"charmed, poisoned","senses":"darkvision 60 ft., passive Perception 14","languages":"Abyssal, Celestial, Common","challenge_rating":"12","cr":12.0,"actions":[{"name":"Bite","desc":"Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) piercing damage. The target makes a DC 15 Constitution saving throw  taking 35 (10d6) poison damage on a failure or half damage on a success."},{"name":"Spit Poison","desc":"Melee Weapon Attack: +8 to hit, range 20/60 ft., one creature. Hit: The target makes a DC 15 Constitution saving throw  taking 35 (10d6) poison damage on a failure or half damage on a success."},{"name":"Command (1st-Level; V)","desc":"One living creature within 60 feet that the naga can see and that can hear and understand it makes a DC 16 Wisdom saving throw. On a failure  the target uses its next turn to move as far from the naga as possible  avoiding hazardous terrain."},{"name":"Hold Person (2nd-Level; V, Concentration)","desc":"One humanoid the naga can see within 60 feet makes a DC 16 Wisdom saving throw. On a failure  the target is paralyzed for 1 minute. It repeats the saving throw at the end of each of its turns  ending the effect on a success."},{"name":"Flame Strike (5th-Level; V)","desc":"A column of divine flame fills a 10-foot-radius  40-foot-high cylinder within 60 feet. Creatures in the area make a DC 16 Dexterity saving throw  taking 14 (4d6) fire damage and 14 (4d6) radiant damage on a failure or half damage on a success."},{"name":"Multiattack","desc":"The naga casts a spell and uses its vampiric bite."},{"name":"Vampiric Bite","desc":"The naga attacks with its bite. If it hits and the target fails its saving throw against poison  the naga magically gains temporary hit points equal to the poison damage dealt."}],"bonus_actions":[{"name":"Shapeshift","desc":"The naga changes its form to that of a specific Medium humanoid, a Medium snake-human hybrid with the lower body of a snake, or its true form, which is a Large snake. While shapeshifted, its statistics are unchanged except for its size. It reverts to its true form if it dies."}],"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Amphibious","desc":"The naga can breathe air and water."},{"name":"Forbiddance","desc":"The nagas lair is under the forbiddance spell. Until it is dispelled, creatures in the lair can't teleport or use planar travel. Fiends and undead that are not the nagas allies take 27 (5d10) radiant damage when they enter or start their turn in the lair."},{"name":"Magic Resistance","desc":"The naga has advantage on saving throws against spells and magical effects."},{"name":"Spellcasting","desc":"The naga is an 11th level spellcaster. Its spellcasting ability is Wisdom (spell save DC 16). The naga has the following cleric spells prepared\n which it can cast with only vocalized components:\n Cantrips (at will): mending\n thaumaturgy\n 1st-level (4 slots): command\n cure wounds\n false life\n 2nd-level (3 slots): calm emotions\n hold person\n locate object\n 3rd-level (3 slots) clairvoyance\n create food and water\n 4th-level (3 slots): divination\n freedom of movement\n 5th-level (2 slots): flame strike\n geas\n scrying\n 6th-level (1 slot): forbiddance"}],"spell_list":[],"page_no":343,"environments":[],"img_main":null,"document__slug":"menagerie","document__title":"Level Up Advanced 5e Monstrous Menagerie","document__license_url":"http://open5e.com/legal","document__url":"https://www.levelup5e.com","v2_converted_path":"/v2/creatures/a5e-mm_accursed-guardian-naga/"},{"slug":"adult-black-dragon-a5e","desc":"","name":"Adult Black Dragon","size":"Huge","type":"Dragon","subtype":"","group":null,"alignment":"","armor_class":19,"armor_desc":"","hit_points":253,"hit_dice":"22d12+110","speed":{"walk":40,"fly":80,"swim":40},"strength":22,"dexterity":14,"constitution":20,"intelligence":14,"wisdom":12,"charisma":16,"strength_save":null,"dexterity_save":8,"constitution_save":11,"intelligence_save":null,"wisdom_save":7,"charisma_save":9,"perception":null,"skills":{"history":8,"perception":7,"stealth":8},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"acid","condition_immunities":"","senses":"blindsight 60 ft., darkvision 120 ft., passive Perception 20","languages":"Common, Draconic","challenge_rating":"17","cr":17.0,"actions":[{"name":"Multiattack","desc":"The dragon attacks once with its bite and twice with its claws. In place of its bite attack  it can use Acid Spit."},{"name":"Bite","desc":"Melee Weapon Attack: +12 to hit, reach 10 ft., one target. Hit: 22 (3d10 + 6) piercing damage plus 4 (1d8) acid damage. Instead of dealing piercing damage  the dragon can grapple the target (escape DC 20)  and a Large or smaller creature grappled in this way is restrained. While grappling a creature  the dragon can't bite or use Acid Spit against another target."},{"name":"Claw","desc":"Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 19 (3d8 + 6) slashing damage."},{"name":"Tail","desc":"Melee Weapon Attack: +12 to hit, reach 15 ft., one target. Hit: 15 (2d8 + 6) bludgeoning damage  and the dragon pushes the target 10 feet away."},{"name":"Acid Spit","desc":"The dragon targets a creature within 60 feet  forcing it to make a DC 19 Dexterity saving throw. The creature takes 22 (4d10) acid damage on a failure or half damage on a success. A creature that fails the save also takes 5 (1d10) ongoing acid damage. A creature can use an action to end the ongoing damage."},{"name":"Acid Breath (Recharge 5-6)","desc":"The dragon exhales sizzling acid in a 60-foot-long  5-foot-wide line. Each creature in that area makes a DC 19 Dexterity saving throw  taking 63 (14d8) acid damage on a failed save or half damage on a success. A creature that fails the save is blinded until the end of its next turn."}],"bonus_actions":null,"reactions":[{"name":"Tail Attack","desc":"When a creature the dragon can see within 10 feet hits the dragon with a melee attack, the dragon makes a tail attack against it."}],"legendary_desc":"","legendary_actions":[{"name":"The dragon can take 3 legendary actions","desc":"Only one legendary action can be used at a time and only at the end of another creatures turn. It regains spent legendary actions at the start of its turn."},{"name":"Darkness","desc":"The dragon creates a 20-foot-radius sphere of magical darkness originating from a point it can see within 120 feet. Darkvision can't penetrate this darkness. The darkness lasts for 1 minute or until the dragon uses this action again."},{"name":"Roar","desc":"Each creature of the dragons choice within 120 feet that can hear it makes a DC 17 Charisma saving throw. On a failure, it is frightened for 1 minute. A creature repeats the saving throw at the end of its turns, ending the effect on itself on a success. When it succeeds on a saving throw or the effect ends for it, it is immune to Roar for 24 hours."},{"name":"Wing Attack","desc":"The dragon beats its wings. Each creature within 15 feet makes a DC 20 Dexterity saving throw. On a failure, it is pushed 10 feet away and knocked prone. The dragon can then fly up to half its fly speed."}],"special_abilities":[{"name":"Ambusher","desc":"When submerged in water, the dragon has advantage on Stealth checks. If the dragon hits a creature that can't see it with its bite, it can deal piercing damage and grapple the target simultaneously."},{"name":"Amphibious","desc":"The dragon can breathe air and water."},{"name":"Legendary Resistance (3/Day)","desc":"When the dragon fails a saving throw, it can choose to succeed instead. When it does, it sheds some of its scales, which turn to mud. If it has no more uses of this ability, its Armor Class is reduced to 17 until it finishes a long rest."},{"name":"Ruthless (1/Round)","desc":"After scoring a critical hit on its turn, the dragon can immediately make one claw attack."},{"name":"Innate Spellcasting","desc":"The dragons spellcasting ability is Charisma (save DC 17). It can innately cast the following spells, requiring no material components. 3/day each:fog cloud, pass without trace, legend lore, speak with dead"}],"spell_list":[],"page_no":102,"environments":[],"img_main":null,"document__slug":"menagerie","document__title":"Level Up Advanced 5e Monstrous Menagerie","document__license_url":"http://open5e.com/legal","document__url":"https://www.levelup5e.com","v2_converted_path":"/v2/creatures/a5e-mm_adult-black-dragon/"},{"slug":"adult-black-dragon-lich-a5e","desc":"","name":"Adult Black Dragon Lich","size":"Huge","type":"Undead","subtype":"","group":null,"alignment":"","armor_class":19,"armor_desc":"","hit_points":253,"hit_dice":"22d12+110","speed":{"walk":40,"fly":80,"swim":40},"strength":22,"dexterity":14,"constitution":20,"intelligence":14,"wisdom":12,"charisma":16,"strength_save":null,"dexterity_save":8,"constitution_save":11,"intelligence_save":null,"wisdom_save":7,"charisma_save":9,"perception":null,"skills":{"history":8,"perception":7,"stealth":8},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"acid, necrotic, poison","condition_immunities":"charmed, fatigued, frightened, paralyzed, poisoned","senses":"blindsight 60 ft., darkvision 120 ft., passive Perception 20","languages":"Common, Draconic","challenge_rating":"17","cr":17.0,"actions":[{"name":"Multiattack","desc":"The dragon attacks once with its bite and twice with its claws. In place of its bite attack  it can use Acid Spit."},{"name":"Bite","desc":"Melee Weapon Attack: +12 to hit, reach 10 ft., one target. Hit: 22 (3d10 + 6) piercing damage plus 4 (1d8) acid damage. Instead of dealing piercing damage  the dragon can grapple the target (escape DC 20)  and a Large or smaller creature grappled in this way is restrained. While grappling a creature  the dragon can't bite or use Acid Spit against another target."},{"name":"Claw","desc":"Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 19 (3d8 + 6) slashing damage."},{"name":"Tail","desc":"Melee Weapon Attack: +12 to hit, reach 15 ft., one target. Hit: 15 (2d8 + 6) bludgeoning damage  and the dragon pushes the target 10 feet away."},{"name":"Acid Spit","desc":"The dragon targets a creature within 60 feet  forcing it to make a DC 19 Dexterity saving throw. The creature takes 22 (4d10) acid damage on a failure or half damage on a success. A creature that fails the save also takes 5 (1d10) ongoing acid damage. A creature can use an action to end the ongoing damage."},{"name":"Acid Breath (Recharge 5-6)","desc":"The dragon exhales sizzling acid or necrotic energy in a 60-foot-long  5-foot-wide line. Each creature in that area makes a DC 19 Dexterity saving throw  taking 31 (7d8) acid damage and 31 (7d8) necrotic damage on a failed save or half damage on a success. A creature that fails the save is blinded until the end of its next turn."}],"bonus_actions":null,"reactions":[{"name":"Tail Attack","desc":"When a creature the dragon can see within 10 feet hits the dragon with a melee attack, the dragon makes a tail attack against it."}],"legendary_desc":"","legendary_actions":[{"name":"The dragon can take 3 legendary actions","desc":"Only one legendary action can be used at a time and only at the end of another creatures turn. It regains spent legendary actions at the start of its turn."},{"name":"Darkness","desc":"The dragon creates a 20-foot-radius sphere of magical darkness originating from a point it can see within 120 feet. Darkvision can't penetrate this darkness. The darkness lasts for 1 minute or until the dragon uses this action again."},{"name":"Roar","desc":"Each creature of the dragons choice within 120 feet that can hear it makes a DC 17 Charisma saving throw. On a failure, it is frightened for 1 minute. A creature repeats the saving throw at the end of its turns, ending the effect on itself on a success. When it succeeds on a saving throw or the effect ends for it, it is immune to Roar for 24 hours."},{"name":"Wing Attack","desc":"The dragon beats its wings. Each creature within 15 feet makes a DC 20 Dexterity saving throw. On a failure, it is pushed 10 feet away and knocked prone. The dragon can then fly up to half its fly speed."}],"special_abilities":[{"name":"Ambusher","desc":"When submerged in water, the dragon has advantage on Stealth checks. If the dragon hits a creature that can't see it with its bite, it can deal piercing damage and grapple the target simultaneously."},{"name":"Innate Spellcasting","desc":"The dragons spellcasting ability is Charisma (save DC 17). It can innately cast the following spells, requiring no material components. 3/day each: animate dead, fog cloud, legend lore, pass without trace, speak with dead"}],"spell_list":[],"page_no":96,"environments":[],"img_main":null,"document__slug":"menagerie","document__title":"Level Up Advanced 5e Monstrous Menagerie","document__license_url":"http://open5e.com/legal","document__url":"https://www.levelup5e.com","v2_converted_path":"/v2/creatures/a5e-mm_adult-black-dragon-lich/"},{"slug":"adult-gold-dragon-a5e","desc":"","name":"Adult Gold Dragon","size":"Huge","type":"Dragon","subtype":"","group":null,"alignment":"","armor_class":19,"armor_desc":"","hit_points":324,"hit_dice":"24d12+168","speed":{"walk":40,"fly":80,"swim":40},"strength":26,"dexterity":14,"constitution":24,"intelligence":16,"wisdom":14,"charisma":24,"strength_save":null,"dexterity_save":8,"constitution_save":13,"intelligence_save":null,"wisdom_save":8,"charisma_save":13,"perception":null,"skills":{"insight":8,"perception":8,"persuasion":13,"stealth":8},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"fire","condition_immunities":"","senses":"blindsight 60 ft., darkvision 120 ft., passive Perception 21","languages":"Common, Draconic, one more","challenge_rating":"20","cr":20.0,"actions":[{"name":"Multiattack","desc":"The dragon attacks with its bite and twice with its claws."},{"name":"Bite","desc":"Melee Weapon Attack: +18 to hit, reach 15 ft., one target. Hit: 32 (4d10 + 10) piercing damage plus 9 (2d8) fire damage."},{"name":"Claws","desc":"Melee Weapon Attack: +18 to hit, reach 10 ft., one target. Hit: 28 (4d8 + 10) slashing damage."},{"name":"Tail","desc":"Melee Weapon Attack: +18 to hit, reach 20 ft., one target. Hit: 23 (3d8 + 10) bludgeoning damage  and the dragon pushes the target 10 feet away."},{"name":"Greatsword (Humanoid Form Only)","desc":"Melee Weapon Attack: +18 to hit, reach 5 ft., one target. Hit: 17 (2d6 + 10) slashing damage."},{"name":"Molten Spit","desc":"The dragon targets one creature within 60 feet  forcing it to make a DC 25 Dexterity saving throw. The creature takes 27 (5d10) fire damage on a failure or half on a success. Liquid gold pools in a 5-foot-square occupied by the creature and remains hot for 1 minute. A creature that ends its turn in the gold or enters it for the first time on a turn takes 22 (4d10) fire damage."},{"name":"Breath Weapons (Recharge 5-6)","desc":"The dragon uses one of the following breath weapons:"},{"name":"Molten Breath","desc":"The dragon exhales molten gold in a 90-foot cone. Each creature in the area makes a DC 25 Dexterity saving throw  taking 88 (16d10) fire damage on a failed save or half damage on a success. A creature that fails the saving throw is covered in a shell of rapidly cooling gold  reducing its Speed to 0. A creature can use an action to break the shell  ending the effect."},{"name":"Weakening Breath","desc":"The dragon exhales weakening gas in a 90-foot cone. Each creature in the area must succeed on a DC 25 Constitution saving throw or suffer disadvantage on weapon attack rolls for 1 minute. A weakened creature repeats the saving throw at the end of each of its turns  ending the effect on a success."},{"name":"Change Shape","desc":"The dragon magically takes the shape of a humanoid or beast  or changes 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 (dragons choice). In the new form  the dragons stats are unchanged except for its size. It can't use Molten Spit  Breath Weapons  Tail Attack  or Wing Attack except in dragon form. In beast form  it can attack only with its bite and claws  if appropriate to its form. If the beast form is Large or smaller  the reach of these attacks is reduced to 5 feet. In humanoid form  it can attack only with its greatsword."}],"bonus_actions":null,"reactions":[{"name":"Tail Attack","desc":"When a creature the dragon can see within 10 feet hits the dragon with a melee attack, the dragon makes a tail attack against it."},{"name":"Vanguard","desc":"When another creature the dragon can see within 20 feet is hit by an attack, the dragon deflects the attack, turning the hit into a miss."}],"legendary_desc":"","legendary_actions":[{"name":"The dragon can take 3 legendary actions","desc":"Only one legendary action can be used at a time and only at the end of another creatures turn. It regains spent legendary actions at the start of its turn."},{"name":"Roar","desc":"Each creature of the dragons choice within 120 feet that can hear it makes a DC 25 Charisma saving throw. On a failure, it is frightened for 1 minute. A creature repeats the saving throw at the end of its turns, ending the effect on itself on a success. When it succeeds on a saving throw or the effect ends for it, it is immune to Roar for 24 hours."},{"name":"Wing Attack","desc":"The dragon beats its wings. Each creature within 15 feet makes a DC 26 Dexterity saving throw. On a failure, it is pushed 10 feet away and knocked prone. The dragon can then fly up to half its fly speed."},{"name":"Fiery Reprisal (Costs 2 Actions)","desc":"The dragon uses Molten Spit against the last creature to deal damage to it."}],"special_abilities":[{"name":"Legendary Resistance (3/Day)","desc":"When the dragon fails a saving throw, it can choose to succeed instead. When it does, some of its scales melt away, forming pools of molten gold. If it has no more uses of this ability, its Armor Class is reduced to 17 until it finishes a long rest."},{"name":"Valor","desc":"Creatures of the dragons choice within 30 feet gain a +2 bonus to saving throws and are immune to the charmed and frightened conditions."},{"name":"Innate Spellcasting","desc":"The dragons spellcasting ability is Charisma (save DC 21). It can innately cast the following spells, requiring no material components. 3/day each:bless, healing word,banishment, greater restoration"}],"spell_list":[],"page_no":172,"environments":[],"img_main":null,"document__slug":"menagerie","document__title":"Level Up Advanced 5e Monstrous Menagerie","document__license_url":"http://open5e.com/legal","document__url":"https://www.levelup5e.com","v2_converted_path":"/v2/creatures/a5e-mm_adult-gold-dragon/"},{"slug":"adult-shadow-dragon-a5e","desc":"","name":"Adult Shadow Dragon","size":"Huge","type":"Dragon","subtype":"","group":null,"alignment":"","armor_class":18,"armor_desc":"","hit_points":212,"hit_dice":"17d12+102","speed":{"walk":40,"climb":40,"fly":80,"swim":40},"strength":22,"dexterity":14,"constitution":22,"intelligence":14,"wisdom":14,"charisma":23,"strength_save":null,"dexterity_save":8,"constitution_save":12,"intelligence_save":8,"wisdom_save":8,"charisma_save":null,"perception":null,"skills":{"deception":12,"insight":8,"nature":8,"perception":8,"stealth":8},"damage_vulnerabilities":"","damage_resistances":"acid, cold, fire, lightning, thunder; damage from nonmagical weapons","damage_immunities":"necrotic, poison","condition_immunities":"fatigue, frightened, grappled, paralyzed, poisoned, prone, restrained","senses":"darkvision 240 ft., passive Perception 18","languages":"Common, Draconic","challenge_rating":"19","cr":19.0,"actions":[{"name":"Multiattack","desc":"The dragon uses Grasp of Shadows  then attacks once with its bite and twice with its claws."},{"name":"Bite","desc":"Melee Weapon Attack: +12 to hit, reach 10 ft., one target. Hit: 22 (3d10 + 6) piercing damage plus 4 (1d8) necrotic damage."},{"name":"Claws","desc":"Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 19 (3d8 + 6) slashing damage plus 4 (1d8) necrotic damage."},{"name":"Grasp of Shadows","desc":"The dragon targets a creature within 60 feet  forcing it to make a DC 16 Dexterity saving throw. On a failure  it is grappled by tendrils of shadow (escape DC 20) and restrained while grappled this way. The effect ends if the dragon is incapacitated or uses this ability again."},{"name":"Anguished Breath (Recharge 5-6)","desc":"The dragon exhales a shadowy maelstrom of anguish in a 60-foot cone. Each creature in that area makes a DC 20 Wisdom saving throw  taking 67 (15d8) necrotic damage and gaining a level of strife on a failed save or half damage on a success."}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":[{"name":"The dragon can take 3 legendary actions","desc":"Only one legendary action can be used at a time and only at the end of another creatures turn. It regains spent legendary actions at the start of its turn."},{"name":"Corrupting Presence","desc":"Each creature of the dragons choice within 120 feet and aware of it must succeed on a DC 16 Wisdom saving throw or gain a level of strife. Once a creature has passed or failed this saving throw, it is immune to the dragons Corrupting Presence for the next 24 hours."},{"name":"Lurk","desc":"If the dragon is in dim light or darkness, it magically becomes invisible until it attacks, causes a creature to make a saving throw, or enters an area of bright light. It can't use this ability if it has taken radiant damage since the end of its last turn."},{"name":"Slip Through Shadows","desc":"If the dragon is in dim light or darkness, it magically teleports up to 45 feet to an unoccupied space that is also in dim light or darkness. The dragon can't use this ability if it has taken radiant damage since the end of its last turn."},{"name":"Horrid Whispers (Costs 2 Actions)","desc":"A creature that can hear the dragon makes a DC 21 Wisdom saving throw. On a failure, the creature takes 13 (3d8) psychic damage, and the dragon regains the same number of hit points."}],"special_abilities":[{"name":"Evil","desc":"The dragon radiates an Evil aura."},{"name":"Incorporeal Movement","desc":"The dragon can move through other creatures and objects. It takes 11 (2d10) force damage if it ends its turn inside an object."},{"name":"Legendary Resistance (3/Day)","desc":"When the dragon fails a saving throw, it can choose to succeed instead. When it does, it becomes more solid, losing its Incorporeal trait and its damage resistances, until the end of its next turn."},{"name":"Essence Link","desc":"The essence dragon is spiritually linked to a specific area or landmark. The dragon gains no benefit from a long rest when more than 1 mile away from its linked area. If the dragon dies, the area it is linked to loses its vital essence until it forms a new essence dragon, which can take centuries. When a creature first enters an area that has lost its vital essence in this way, they gain a level of fatigue and a level of strife. This fatigue and strife can be removed only by completing a long rest outside the area."},{"name":"Innate Spellcasting","desc":"The dragons spellcasting ability is Charisma (save DC 20). It can innately cast the following spells, requiring no material components. 3/day each:darkness, detect evil and good, bane, create undead"}],"spell_list":[],"page_no":136,"environments":[],"img_main":null,"document__slug":"menagerie","document__title":"Level Up Advanced 5e Monstrous Menagerie","document__license_url":"http://open5e.com/legal","document__url":"https://www.levelup5e.com","v2_converted_path":"/v2/creatures/a5e-mm_adult-shadow-dragon/"},{"slug":"adult-silver-dragon-a5e","desc":"","name":"Adult Silver Dragon","size":"Huge","type":"Dragon","subtype":"","group":null,"alignment":"","armor_class":19,"armor_desc":"","hit_points":283,"hit_dice":"21d12+147","speed":{"walk":40,"fly":80},"strength":24,"dexterity":14,"constitution":24,"intelligence":16,"wisdom":12,"charisma":20,"strength_save":null,"dexterity_save":8,"constitution_save":13,"intelligence_save":null,"wisdom_save":7,"charisma_save":11,"perception":null,"skills":{"arcana":9,"history":9,"perception":7,"stealth":8},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"cold","condition_immunities":"","senses":"blindsight 60 ft., darkvision 120 ft., passive Perception 20","languages":"Common, Draconic, one more","challenge_rating":"19","cr":19.0,"actions":[{"name":"Multiattack","desc":"The dragon attacks with its bite and twice with its claws. In place of its bite  it can use Spit Frost."},{"name":"Bite","desc":"Melee Weapon Attack: +13 to hit, reach 10 ft., one target. Hit: 23 (3d10 + 7) piercing damage plus 4 (1d8) cold damage."},{"name":"Claws","desc":"Melee Weapon Attack: +13 to hit, reach 5 ft., one target. Hit: 20 (3d8 + 7) slashing damage."},{"name":"Tail","desc":"Melee Weapon Attack: +13 to hit, reach 15 ft., one target. Hit: 16 (2d8 + 7) bludgeoning damage  and the dragon pushes the target 10 feet away."},{"name":"Rapier (Humanoid Form Only)","desc":"Melee Weapon Attack: +13 to hit, reach 5 ft., one target. Hit: 11 (1d8 + 7) piercing damage."},{"name":"Spit Frost","desc":"The creature targets one creature within 60 feet  forcing it to make a DC 21 Constitution saving throw. The creature takes 16 (3d10) cold damage on a failure or half damage on a success. On a failure  the creatures Speed is also halved until the end of its next turn. Flying creatures immediately fall unless they are magically kept aloft."},{"name":"Breath Weapons (Recharge 5-6)","desc":"The dragon uses one of the following breath weapons:"},{"name":"Frost Breath","desc":"The dragon exhales freezing wind in a 60-foot cone. Each creature in the area makes a DC 21 Constitution saving throw  taking 72 (16d8) cold damage on a failed save or half damage on a success. On a failure  the creature is also slowed until the end of its next turn."},{"name":"Paralyzing Breath","desc":"The dragon exhales paralytic gas in a 60-foot cone. Each creature in the area must succeed on a DC 20 Constitution saving throw or be paralyzed until the end of its next turn."},{"name":"Change Shape","desc":"The dragon magically takes the shape of a humanoid or beast  or changes 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 (dragons choice). In the new form  the dragons stats are unchanged except for its size. It can't use Spit Frost  Breath Weapons  Tail Attack  or Wing Attack except in dragon form. In beast form  it can attack only with its bite and claws  if appropriate to its form. If the beast form is Large or smaller  the reach of these attacks is reduced to 5 feet. In humanoid form  it can attack only with its rapier."}],"bonus_actions":null,"reactions":[{"name":"Tail Attack","desc":"When a creature the dragon can see within 10 feet hits the dragon with a melee attack, the dragon makes a tail attack against it."}],"legendary_desc":"","legendary_actions":[{"name":"The dragon can take 3 legendary actions","desc":"Only one legendary action can be used at a time and only at the end of another creatures turn. It regains spent legendary actions at the start of its turn."},{"name":"Roar","desc":"Each creature of the dragons choice within 120 feet that can hear it makes a DC 19 Charisma saving throw. On a failure, it is frightened for 1 minute. A creature repeats the saving throw at the end of its turns, ending the effect on itself on a success. When it succeeds on a saving throw or the effect ends for it, it is immune to Roar for 24 hours."},{"name":"Wing Attack","desc":"The dragon beats its wings. Each creature within 15 feet makes a DC 21 Dexterity saving throw. On a failure, it is pushed 10 feet away and knocked prone. The dragon can then fly up to half its fly speed."},{"name":"Windstorm (Costs 2 Actions)","desc":"Pounding winds surround the dragon in a 20-foot radius. A creature in this area attempting to move closer to the dragon must spend 2 feet of movement for every 1 foot closer it moves, and ranged attacks against the dragon are made with disadvantage. A creature that starts its turn in the windstorm makes a DC 20 Constitution saving throw, taking 5 (1d10) cold damage on a failure. The windstorm lasts until the start of the dragons next turn."}],"special_abilities":[{"name":"Cloud Strider","desc":"The dragon suffers no harmful effects from high altitudes. When flying at high altitude, the dragon can, after 1 minute of concentration, discorporate into clouds. In this form, it has advantage on Stealth checks, its fly speed increases to 300 feet, it is immune to all nonmagical damage, it has resistance to magical damage, and it can't take any actions except Hide. If it takes damage or descends more than 500 feet from where it transformed, it immediately returns to its corporeal form. It can revert to its true form as an action."},{"name":"Legendary Resistance (3/Day)","desc":"When the dragon fails a saving throw, it can choose to succeed instead. When it does, some of its scales dissipate into clouds. If it has no more uses of this ability, its Armor Class is reduced to 17 until it finishes a long rest."},{"name":"Innate Spellcasting","desc":"The dragons spellcasting ability is Charisma (save DC 19). It can innately cast the following spells, requiring no material components. 3/day each:charm person, faerie fire,awaken, geas"}],"spell_list":[],"page_no":178,"environments":[],"img_main":null,"document__slug":"menagerie","document__title":"Level Up Advanced 5e Monstrous Menagerie","document__license_url":"http://open5e.com/legal","document__url":"https://www.levelup5e.com","v2_converted_path":"/v2/creatures/a5e-mm_adult-silver-dragon/"},{"slug":"ancient-blue-dragon-a5e","desc":"","name":"Ancient Blue Dragon","size":"Gargantuan","type":"Dragon","subtype":"","group":null,"alignment":"","armor_class":22,"armor_desc":"","hit_points":407,"hit_dice":"22d20+176","speed":{"walk":40,"burrow":40,"fly":80,"swim":40},"strength":28,"dexterity":10,"constitution":26,"intelligence":18,"wisdom":16,"charisma":20,"strength_save":null,"dexterity_save":8,"constitution_save":16,"intelligence_save":null,"wisdom_save":11,"charisma_save":13,"perception":null,"skills":{"perception":11,"stealth":8,"survival":11},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"lightning","condition_immunities":"","senses":"blindsight 60 ft., tremorsense 60 ft., darkvision 120 ft., passive Perception 24","languages":"Common, Draconic, two more","challenge_rating":"25","cr":25.0,"actions":[{"name":"Multiattack","desc":"The dragon attacks once with its bite and twice with its claws. In place of its bite attack  it can use Arc Lightning."},{"name":"Bite","desc":"Melee Weapon Attack: +17 to hit, reach 15 ft., one target. Hit: 31 (4d10 + 9) piercing damage plus 9 (2d8) lightning damage."},{"name":"Claw","desc":"Melee Weapon Attack: +17 to hit, reach 10 ft., one target. Hit: 22 (3d8 + 9) slashing damage."},{"name":"Tail","desc":"Melee Weapon Attack: +17 to hit, reach 20 ft., one target. Hit: 22 (3d8 + 9) bludgeoning damage  and the dragon pushes the target 10 feet away."},{"name":"Arc Lightning","desc":"The dragon targets a creature within 60 feet  forcing it to make a DC 24 Dexterity saving throw. The creature takes 22 (4d10) lightning damage on a failure or half damage on a success. Also on a failure  the lightning jumps. Choose a creature within 30 feet of the target that hasnt been hit by this ability on this turn  and repeat the effect against it  possibly causing the lightning to jump again."},{"name":"Lightning Breath (Recharge 5-6)","desc":"The dragon exhales a 120-foot-long  10-foot-wide line of lightning. Each creature in that area makes a DC 24 Dexterity saving throw  taking 94 (17d10) lightning damage on a failed save or half damage on a success. A creature that fails the save can't take reactions until the end of its next turn."},{"name":"Quake","desc":"While touching natural ground  the dragon sends pulses of thunder rippling through it. Creatures within 30 feet make a DC 24 Strength saving throw  taking 22 (4d10) bludgeoning damage and falling prone on a failure. If a Large or smaller creature that fails the save is standing on sand  it also sinks partially  becoming restrained as well. A creature restrained in this way can spend half its movement to escape."}],"bonus_actions":null,"reactions":[{"name":"Tail Attack","desc":"When a creature the dragon can see within 10 feet hits the dragon with a melee attack, the dragon makes a tail attack against it."}],"legendary_desc":"","legendary_actions":[{"name":"The dragon can take 3 legendary actions","desc":"Only one legendary action can be used at a time and only at the end of another creatures turn. It regains spent legendary actions at the start of its turn."},{"name":"Roar","desc":"Each creature of the dragons choice within 120 feet that can hear it makes a DC 21 Charisma saving throw. On a failure, it is frightened for 1 minute. A creature repeats the saving throw at the end of its turns, ending the effect on itself on a success. When it succeeds on a saving throw or the effect ends for it, it is immune to Roar for 24 hours."},{"name":"Wing Attack","desc":"The dragon beats its wings. Each creature within 15 feet makes a DC 24 Dexterity saving throw. On a failure, it is pushed 10 feet away and knocked prone. The dragon can then fly up to half its fly speed."},{"name":"Quake (Costs 2 Actions)","desc":"The dragon uses its Quake action."}],"special_abilities":[{"name":"Desert Farer","desc":"The dragon ignores difficult terrain or obscurement caused by sand or gravel, even while flying. Additionally, it ignores the effects of extreme heat."},{"name":"Dune Splitter","desc":"The dragon can remain submerged in sand and gravel for up to 4 hours. It has advantage on Stealth checks made to hide in this way, and Large or smaller creatures within 20 feet of its hiding place when it emerges must succeed on a DC 24 Dexterity saving throw or be blinded until the end of its next turn."},{"name":"Legendary Resistance (3/Day)","desc":"When the dragon fails a saving throw, it can choose to succeed instead. When it does, it sheds some of its scales, which turn to sand. If it has no more uses of this ability, its Armor Class is reduced to 20 until it finishes a long rest."},{"name":"Innate Spellcasting","desc":"The dragons spellcasting ability is Charisma (save DC 21). It can innately cast the following spells, requiring no material components. 3/day each:blur, silent image, blight, hypnotic pattern,  1/day each:control water, mirage arcane"}],"spell_list":[],"page_no":106,"environments":[],"img_main":null,"document__slug":"menagerie","document__title":"Level Up Advanced 5e Monstrous Menagerie","document__license_url":"http://open5e.com/legal","document__url":"https://www.levelup5e.com","v2_converted_path":"/v2/creatures/a5e-mm_ancient-blue-dragon/"},{"slug":"ancient-copper-dragon-a5e","desc":"","name":"Ancient Copper Dragon","size":"Gargantuan","type":"Dragon","subtype":"","group":null,"alignment":"","armor_class":21,"armor_desc":"","hit_points":367,"hit_dice":"21d20+147","speed":{"walk":40,"climb":40,"fly":80},"strength":26,"dexterity":12,"constitution":24,"intelligence":20,"wisdom":16,"charisma":18,"strength_save":null,"dexterity_save":8,"constitution_save":14,"intelligence_save":null,"wisdom_save":10,"charisma_save":11,"perception":null,"skills":{"deception":11,"perception":10,"stealth":8},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"acid","condition_immunities":"","senses":"blindsight 60 ft., darkvision 120 ft., passive Perception 23","languages":"Common, Draconic, three more","challenge_rating":"23","cr":23.0,"actions":[{"name":"Multiattack","desc":"The dragon attacks with its bite and twice with its claws. In place of its bite  it can use Acid Spit."},{"name":"Bite","desc":"Melee Weapon Attack: +15 to hit, reach 15 ft., one target. Hit: 30 (4d10 + 8) piercing damage plus 9 (2d8) acid damage."},{"name":"Claws","desc":"Melee Weapon Attack: +15 to hit, reach 10 ft., one target. Hit: 21 (3d8 + 8) slashing damage."},{"name":"Tail","desc":"Melee Weapon Attack: +15 to hit, reach 20 ft., one target. Hit: 21 (3d8 + 8) bludgeoning damage  and the dragon pushes the target 10 feet away."},{"name":"War Pick (Humanoid Form Only)","desc":"Melee Weapon Attack: +15 to hit, reach 5 ft., one target. Hit: 12 (1d8 + 8) piercing damage."},{"name":"Acid Spit","desc":"The dragon targets a creature within 60 feet  forcing it to make a DC 22 Dexterity saving throw. The creature takes 22 (4d10) acid damage on a failure or half damage on a success. A creature that fails the save also takes 11 (2d10) ongoing acid damage. A creature can use an action to end the ongoing damage."},{"name":"Breath Weapons (Recharge 5-6)","desc":"The dragon uses one of the following breath weapons:"},{"name":"Acid Breath","desc":"The dragon spits acid in a 90-foot-long  10-foot-wide line. Each creature in the area makes a DC 22 Dexterity saving throw  taking 85 (19d8) acid damage on a failed save or half damage on a success. A creature that fails the save is blinded until the end of its next turn."},{"name":"Slowing Breath","desc":"The dragon exhales toxic gas in a 90-foot cone. Each creature in the area makes a DC 22 Constitution saving throw  becoming slowed for 1 minute on a failure. A creature repeats the saving throw at the end of each of its turns  ending the effect on itself on a success."}],"bonus_actions":[{"name":"Change Shape","desc":"The dragon magically takes the shape of a humanoid or beast, or changes 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 (dragons choice). In the new form, the dragons stats are unchanged except for its size. It can't use Acid Spit, Breath Weapons, Tail Attack, or Wing Attack except in dragon form. In beast form, it can attack only with its bite and claws, if appropriate to its form. If the beast form is Large or smaller, the reach of these attacks is reduced to 5 feet. In humanoid form, it can attack only with its war pick."}],"reactions":[{"name":"Tail Attack","desc":"When a creature the dragon can see within 10 feet hits the dragon with a melee attack, the dragon makes a tail attack against it."}],"legendary_desc":"","legendary_actions":[{"name":"The dragon can take 3 legendary actions","desc":"Only one legendary action can be used at a time and only at the end of another creatures turn. It regains spent legendary actions at the start of its turn."},{"name":"Roar","desc":"Each creature of the dragons choice within 120 feet that can hear it makes a DC 19 Charisma saving throw. On a failure, it is frightened for 1 minute. A creature repeats the saving throw at the end of its turns, ending the effect on itself on a success. When it succeeds on a saving throw or the effect ends for it, it is immune to Roar for 24 hours."},{"name":"Wing Attack","desc":"The dragon beats its wings. Each creature within 15 feet makes a DC 23 Dexterity saving throw. On a failure, it is pushed 10 feet away and knocked prone. The dragon can then fly up to half its fly speed."},{"name":"Tricksters Gambit (Costs 2 Actions)","desc":"The dragon magically teleports to an unoccupied space it can see within 30 feet and creates two illusory duplicates in different unoccupied spaces within 30 feet. These duplicates have an AC of 11, and a creature that hits one with an attack can make a DC 19 Intelligence (Investigation) check, identifying it as a fake on a success. The duplicates disappear at the end of the dragons next turn but otherwise mimic the dragons actions perfectly, even moving according to the dragons will."}],"special_abilities":[{"name":"Flow Within the Mountain","desc":"The dragon has advantage on Stealth checks made to hide in mountainous regions. By spending 1 minute in concentration while touching a natural stone surface, the dragon can magically merge into it and emerge from any connected stone surface within a mile."},{"name":"Legendary Resistance (3/Day)","desc":"When the dragon fails a saving throw, it can choose to succeed instead. When it does, some of its scales fall away and turn to stone. If it has no more uses of this ability, its Armor Class is reduced to 19 until it finishes a long rest."},{"name":"Innate Spellcasting","desc":"The dragons spellcasting ability is Charisma (save DC 19). It can innately cast the following spells, requiring no material components. 3/day each:hideous laughter, suggestion, mislead, polymorph,  1/day:irresistible dance, mass suggestion"}],"spell_list":[],"page_no":164,"environments":[],"img_main":null,"document__slug":"menagerie","document__title":"Level Up Advanced 5e Monstrous Menagerie","document__license_url":"http://open5e.com/legal","document__url":"https://www.levelup5e.com","v2_converted_path":"/v2/creatures/a5e-mm_ancient-copper-dragon/"},{"slug":"ancient-green-dragon-a5e","desc":"","name":"Ancient Green Dragon","size":"Gargantuan","type":"Dragon","subtype":"","group":null,"alignment":"","armor_class":21,"armor_desc":"","hit_points":420,"hit_dice":"24d20+168","speed":{"walk":40,"fly":80,"swim":40},"strength":26,"dexterity":12,"constitution":24,"intelligence":20,"wisdom":16,"charisma":28,"strength_save":null,"dexterity_save":8,"constitution_save":14,"intelligence_save":null,"wisdom_save":10,"charisma_save":11,"perception":null,"skills":{"deception":11,"insight":10,"perception":10,"persuasion":11,"stealth":8},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"poison","condition_immunities":"poisoned","senses":"blindsight 60 ft., darkvision 120 ft., passive Perception 23","languages":"Common, Draconic, three more","challenge_rating":"24","cr":24.0,"actions":[{"name":"Multiattack","desc":"The dragon attacks once with its bite and twice with its claws. In place of its bite attack  it can Spit Poison."},{"name":"Bite","desc":"Melee Weapon Attack: +15 to hit, reach 15 ft., one target. Hit: 30 (4d10 + 8) piercing damage plus 9 (2d8) poison damage."},{"name":"Claw","desc":"Melee Weapon Attack: +15 to hit, reach 10 ft., one target. Hit: 21 (3d8 + 8) slashing damage."},{"name":"Tail","desc":"Melee Weapon Attack: +15 to hit, reach 20 ft., one target. Hit: 21 (3d8 + 8) bludgeoning damage  and the dragon pushes the target 10 feet away."},{"name":"Spit Poison","desc":"The dragon targets a creature within 60 feet  forcing it to make a DC 22 Dexterity saving throw. The creature takes 22 (4d10) poison damage on a failure or half damage on a success. A creature that fails the save is also poisoned for 1 minute. The creature repeats the saving throw at the end of each of its turns  taking 11 (2d10) poison damage on a failure and ending the effect on a success."},{"name":"Poison Breath (Recharge 5-6)","desc":"The dragon exhales poisonous gas in a 90-foot cone. Each creature in that area makes a DC 22 Constitution saving throw  taking 80 (23d6) poison damage on a failed save or half damage on a success. A creature with immunity to poison damage that fails the save takes no damage  but its poison immunity is reduced to resistance for the next hour."},{"name":"Honeyed Words","desc":"The dragons words sow doubt in the minds of those who hear them. One creature within 60 feet who can hear and understand the dragon makes a DC 19 Wisdom saving throw. On a failure  the creature must use its reaction  if available  to make one attack against a creature of the dragons choice with whatever weapon it has to do so  moving up to its speed as part of the reaction if necessary. It need not use any special class features (such as Sneak Attack or Divine Smite) when making this attack. If it can't get in a position to attack the creature  it moves as far as it can toward the target before regaining its senses. A creature immune to being charmed is immune to this ability."}],"bonus_actions":null,"reactions":[{"name":"Tail Attack","desc":"When a creature the dragon can see within 10 feet hits the dragon with a melee attack, the dragon makes a tail attack against it."}],"legendary_desc":"","legendary_actions":[{"name":"The dragon can take 3 legendary actions","desc":"Only one legendary action can be used at a time and only at the end of another creatures turn. It regains spent legendary actions at the start of its turn."},{"name":"Honeyed Words","desc":"The dragon uses Honeyed Words."},{"name":"Roar","desc":"Each creature of the dragons choice within 120 feet that can hear it makes a DC 19 Charisma saving throw. On a failure, it is frightened for 1 minute. A creature repeats the saving throw at the end of its turns, ending the effect on itself on a success. When it succeeds on a saving throw or the effect ends for it, it is immune to Roar for 24 hours."},{"name":"Wing Attack","desc":"The dragon beats its wings. Each creature within 15 feet makes a DC 22 Dexterity saving throw. On a failure, it is pushed 10 feet away and knocked prone. The dragon can then fly up to half its fly speed."}],"special_abilities":[{"name":"Amphibious","desc":"The dragon can breathe air and water."},{"name":"Legendary Resistance (3/Day)","desc":"When the dragon fails a saving throw, it can choose to succeed instead. When it does, it sheds some of its scales, which turn into dry leaves and blow away. If it has no more uses of this ability, its Armor Class is reduced to 19 until it finishes a long rest."},{"name":"Woodland Stalker","desc":"When in a forested area, the dragon has advantage on Stealth checks. Additionally, when it speaks in such a place, it can project its voice such that it seems to come from all around, allowing it to remain hidden while speaking."},{"name":"Blood Toxicity (While Bloodied)","desc":"The first time each turn a creature hits the dragon with a melee attack while within 10 feet of it, that creature makes a DC 22 Dexterity saving throw, taking 10 (3d6) poison damage on a failure."},{"name":"Innate Spellcasting","desc":"The dragons spellcasting ability is Charisma (save DC 19). It can innately cast the following spells, requiring no material components. 3/day each:animal messenger, tongues, modify memory, scrying,  1/day:mass suggestion, telepathic bond"}],"spell_list":[],"page_no":111,"environments":[],"img_main":null,"document__slug":"menagerie","document__title":"Level Up Advanced 5e Monstrous Menagerie","document__license_url":"http://open5e.com/legal","document__url":"https://www.levelup5e.com","v2_converted_path":"/v2/creatures/a5e-mm_ancient-green-dragon/"},{"slug":"ancient-red-dragon-a5e","desc":"","name":"Ancient Red Dragon","size":"Gargantuan","type":"Dragon","subtype":"","group":null,"alignment":"","armor_class":22,"armor_desc":"","hit_points":448,"hit_dice":"23d20+207","speed":{"walk":40,"climb":40,"fly":80},"strength":30,"dexterity":10,"constitution":28,"intelligence":18,"wisdom":16,"charisma":22,"strength_save":null,"dexterity_save":8,"constitution_save":17,"intelligence_save":null,"wisdom_save":11,"charisma_save":14,"perception":null,"skills":{"intimidation":14,"perception":11,"stealth":8},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"fire","condition_immunities":"","senses":"blindsight 60 ft., darkvision 120 ft., passive Perception 24","languages":"Common, Draconic, two more","challenge_rating":"26","cr":26.0,"actions":[{"name":"Multiattack","desc":"The dragon attacks once with its bite and twice with its claws. In place of its bite attack  it can Spit Fire."},{"name":"Bite","desc":"Melee Weapon Attack: +18 to hit, reach 15 ft., one target. Hit: 32 (4d10 + 10) piercing damage plus 9 (2d8) fire damage."},{"name":"Claw","desc":"Melee Weapon Attack: +18 to hit, reach 10 ft., one target. Hit: 28 (4d8 + 10) slashing damage."},{"name":"Tail","desc":"Melee Weapon Attack: +18 to hit, reach 20 ft., one target. Hit: 23 (3d8 + 10) bludgeoning damage  and the dragon pushes the target 10 feet away."},{"name":"Cruel Tyranny","desc":"The dragon snarls and threatens its minions  driving them to immediate action. The dragon chooses one creature it can see and that can hear the dragon. The creature uses its reaction to make one weapon attack with advantage. If the dragon is bloodied  it can use this ability on three minions at once."},{"name":"Spit Fire","desc":"The dragon targets a creature within 60 feet  forcing it to make a DC 22 Dexterity saving throw. The creature takes 22 (4d10) fire damage on a failure or half damage on a success. A creature that fails the save also takes 11 (2d10) ongoing fire damage. A creature can use an action to end the ongoing damage."},{"name":"Fire Breath (Recharge 5-6)","desc":"The dragon exhales a blast of fire in a 90-foot cone. Each creature in that area makes a DC 25 Dexterity saving throw  taking 98 (28d6) fire damage on a failed save or half damage on a success. A creature that fails the saving throw also takes 11 (2d10) ongoing fire damage. While affected by this ongoing damage  it is frightened of the dragon. A creature can use an action to end the ongoing damage."}],"bonus_actions":null,"reactions":[{"name":"Tail Attack","desc":"When a creature the dragon can see within 10 feet hits the dragon with a melee attack, the dragon makes a tail attack against it."},{"name":"Taskmaster","desc":"When a creature within 60 feet fails an ability check or saving throw, the dragon roars a command to it. The creature can roll a d10 and add it to the result of the roll, possibly turning the failure into a success."}],"legendary_desc":"","legendary_actions":[{"name":"The dragon can take 3 legendary actions","desc":"Only one legendary action can be used at a time and only at the end of another creatures turn. It regains spent legendary actions at the start of its turn."},{"name":"Cruel Tyranny","desc":"The dragon uses its Cruel Tyranny action."},{"name":"Roar","desc":"Each creature of the dragons choice within 120 feet that can hear it makes a DC 22 Charisma saving throw. On a failure, it is frightened for 1 minute. A creature repeats the saving throw at the end of its turns, ending the effect on itself on a success. When it succeeds on a saving throw or the effect ends for it, it is immune to Roar for 24 hours."},{"name":"Wing Attack","desc":"The dragon beats its wings. Each creature within 15 feet makes a DC 25 Dexterity saving throw. On a failure, it is pushed 10 feet away and knocked prone. The dragon can then fly up to half its fly speed."}],"special_abilities":[{"name":"Legendary Resistance (3/Day)","desc":"When the dragon fails a saving throw, it can choose to succeed instead. When it does, it sheds some of its scales, which turn to charcoal. If it has no more uses of this ability, its Armor Class is reduced to 20 until it finishes a long rest."},{"name":"Searing Heat","desc":"A creature that touches the dragon or hits it with a melee attack for the first time on a turn takes 14 (4d6) fire damage."},{"name":"Volcanic Tyrant","desc":"The dragon is immune to the effects of poisonous gases caused by volcanic environments. It also ignores difficult terrain caused by lava."},{"name":"Innate Spellcasting","desc":"The dragons spellcasting ability is Charisma (save DC 22). It can innately cast the following spells, requiring no material components. 3/day each:command, hold person, glyph of warding, wall of fire,  1/day each:antimagic field, dominate monster"}],"spell_list":[],"page_no":116,"environments":[],"img_main":null,"document__slug":"menagerie","document__title":"Level Up Advanced 5e Monstrous Menagerie","document__license_url":"http://open5e.com/legal","document__url":"https://www.levelup5e.com","v2_converted_path":"/v2/creatures/a5e-mm_ancient-red-dragon/"},{"slug":"ancient-white-dragon-a5e","desc":"","name":"Ancient White Dragon","size":"Gargantuan","type":"Dragon","subtype":"","group":null,"alignment":"","armor_class":20,"armor_desc":"","hit_points":370,"hit_dice":"20d20+160","speed":{"walk":40,"burrow":40,"fly":80,"swim":40},"strength":26,"dexterity":12,"constitution":26,"intelligence":10,"wisdom":16,"charisma":16,"strength_save":null,"dexterity_save":8,"constitution_save":15,"intelligence_save":null,"wisdom_save":10,"charisma_save":10,"perception":null,"skills":{"intimidation":10,"perception":10,"stealth":8},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"cold","condition_immunities":"","senses":"blindsight 60 ft., darkvision 120 ft., passive Perception 23","languages":"Common, Draconic","challenge_rating":"22","cr":22.0,"actions":[{"name":"Multiattack","desc":"The dragon attacks once with its bite and twice with its claws. In place of its bite attack  it can Spit Ice."},{"name":"Bite","desc":"Melee Weapon Attack: +15 to hit, reach 15 ft., one target. Hit: 30 (4d10 + 8) piercing damage plus 9 (2d8) cold damage."},{"name":"Claw","desc":"Melee Weapon Attack: +15 to hit, reach 10 ft., one target. Hit: 21 (3d8 + 8) slashing damage."},{"name":"Tail","desc":"Melee Weapon Attack: +15 to hit, reach 20 ft., one target. Hit: 21 (3d8 + 8) bludgeoning damage  and the dragon pushes the target 10 feet away."},{"name":"Spit Ice","desc":"The dragon targets a creature within 60 feet  forcing it to make a DC 23 Dexterity saving throw. On a failure  the target takes 22 (4d10) cold damage  and its speed is reduced to 0 until the end of its next turn. On a success  it takes half damage."},{"name":"Cold Breath (Recharge 5-6)","desc":"The dragon exhales a 90-foot cone of frost. Each creature in the area makes a DC 23 Constitution saving throw. On a failure  it takes 66 (19d6) cold damage  and its speed is reduced to 0 until the end of its next turn. On a success  it takes half damage."}],"bonus_actions":null,"reactions":[{"name":"Tail Attack","desc":"When a creature the dragon can see within 10 feet hits the dragon with a melee attack, the dragon makes a tail attack against it."}],"legendary_desc":"","legendary_actions":[{"name":"The dragon can take 3 legendary actions","desc":"Only one legendary action can be used at a time and only at the end of another creatures turn. It regains spent legendary actions at the start of its turn."},{"name":"Roar","desc":"Each creature of the dragons choice within 120 feet that can hear it makes a DC 18 Charisma saving throw. On a failure, it is frightened for 1 minute. A creature repeats the saving throw at the end of its turn, ending the effect on itself on a success. When it succeeds on a saving throw or the effect ends for it, it is immune to Roar for 24 hours."},{"name":"Wing Attack","desc":"The dragon beats its wings. Each creature within 15 feet makes a DC 23 Dexterity saving throw. On a failure, it is pushed 10 feet away and knocked prone. The dragon can then fly up to half its fly speed."},{"name":"Raging Storm (1/Day","desc":"For 1 minute, gusts of sleet emanate from the dragon in a 40-foot-radius sphere, spreading around corners. The area is lightly obscured, the ground is difficult terrain, and nonmagical flames are extinguished. The first time a creature other than the dragon moves on its turn while in the area, it must succeed on a DC 18 Dexterity saving throw or take 11 (2d10) cold damage and fall prone (or fall if it is flying)."}],"special_abilities":[{"name":"Cold Mastery","desc":"The dragons movement and vision is not hindered by cold, icy surfaces, snow, wind, or storms. Additionally, the dragon can choose to burrow through snow and ice without leaving a trace."},{"name":"Legendary Resistance (3/Day)","desc":"When the dragon fails a saving throw, it can choose to succeed instead. When it does, it sheds some of its scales, which turn to ice. If it has no more uses of this ability, its Armor Class is reduced to 18 until it finishes a long rest."},{"name":"Innate Spellcasting","desc":"The dragons spellcasting ability is Charisma (save DC 18). It can innately cast the following spells, requiring no material components. 3/day each:dominate beast, fire shield, animal friendship, sleet storm,  1/day each:control weather, wall of ice"}],"spell_list":[],"page_no":121,"environments":[],"img_main":null,"document__slug":"menagerie","document__title":"Level Up Advanced 5e Monstrous Menagerie","document__license_url":"http://open5e.com/legal","document__url":"https://www.levelup5e.com","v2_converted_path":"/v2/creatures/a5e-mm_ancient-white-dragon/"},{"slug":"efreeti-a5e","desc":"","name":"Efreeti","size":"Large","type":"Elemental","subtype":"","group":null,"alignment":"","armor_class":17,"armor_desc":"","hit_points":172,"hit_dice":"15d10+90","speed":{"walk":40,"fly":60},"strength":22,"dexterity":18,"constitution":22,"intelligence":14,"wisdom":16,"charisma":16,"strength_save":null,"dexterity_save":8,"constitution_save":null,"intelligence_save":6,"wisdom_save":7,"charisma_save":7,"perception":null,"skills":{"athletics":10,"intimidation":7,"perception":7},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"fire","condition_immunities":"","senses":"darkvision 120 ft., passive Perception 17","languages":"Ignan","challenge_rating":"11","cr":11.0,"actions":[{"name":"Multiattack","desc":"The efreeti makes two brass sword attacks or hurls flame twice. The efreeti can replace one attack with a kick."},{"name":"Brass Sword","desc":"Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 15 (2d8 + 6) slashing damage plus 7 (2d6) fire damage."},{"name":"Kick","desc":"Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 11 (2d4 + 6) bludgeoning damage  and the target is pushed 10 feet away from the efreet."},{"name":"Hurl Flame","desc":"Ranged Spell Attack: +7 to hit, range 120 ft., one target. Hit: 21 (6d6) fire damage."}],"bonus_actions":[{"name":"Fiery Wall (1/Day)","desc":"An opaque wall of magical flame rises from the ground within 60 feet. The wall is 6 inches thick and can be up to 20 feet high and 30 feet long. Each creature within the wall when it appears makes a DC 15 Dexterity saving throw, taking 18 (4d8) fire damage on a failed save or half damage on a success. A creature also takes 18 (4d8) fire damage when it enters the wall for the first time on a turn or ends its turn there. The wall disappears when the efreet is killed or incapacitated, or when it uses an action to dismiss it."}],"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Innate Spellcasting","desc":"The efreetis innate spellcasting ability is Charisma (spell save DC 15). It can innately cast the following spells, requiring no material components: At will: alter self (can assume Medium or Large form), detect magic, 3/day each: creation, gaseous form, major image, tongues, 1/day each: conjure elemental (fire elemental only), plane shift (to Elemental Plane of Fire only)"}],"spell_list":[],"page_no":221,"environments":[],"img_main":null,"document__slug":"menagerie","document__title":"Level Up Advanced 5e Monstrous Menagerie","document__license_url":"http://open5e.com/legal","document__url":"https://www.levelup5e.com","v2_converted_path":"/v2/creatures/a5e-mm_efreeti/"},{"slug":"efreeti-noble-a5e","desc":"","name":"Efreeti Noble","size":"Large","type":"Elemental","subtype":"","group":null,"alignment":"","armor_class":17,"armor_desc":"","hit_points":344,"hit_dice":"30d10+180","speed":{"walk":40,"fly":60},"strength":22,"dexterity":18,"constitution":22,"intelligence":14,"wisdom":16,"charisma":16,"strength_save":null,"dexterity_save":8,"constitution_save":null,"intelligence_save":6,"wisdom_save":7,"charisma_save":7,"perception":null,"skills":{"athletics":10,"intimidation":7,"perception":7},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"fire","condition_immunities":"","senses":"darkvision 120 ft., passive Perception 17","languages":"Ignan","challenge_rating":"11","cr":11.0,"actions":[{"name":"Multiattack","desc":"The efreeti makes two brass sword attacks or hurls flame twice. The efreeti can replace one attack with a kick."},{"name":"Brass Sword","desc":"Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 15 (2d8 + 6) slashing damage plus 7 (2d6) fire damage."},{"name":"Kick","desc":"Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 11 (2d4 + 6) bludgeoning damage  and the target is pushed 10 feet away from the efreet."},{"name":"Hurl Flame","desc":"Ranged Spell Attack: +7 to hit, range 120 ft., one target. Hit: 21 (6d6) fire damage."}],"bonus_actions":[{"name":"Fiery Wall (1/Day)","desc":"An opaque wall of magical flame rises from the ground within 60 feet. The wall is 6 inches thick and can be up to 20 feet high and 30 feet long. Each creature within the wall when it appears makes a DC 15 Dexterity saving throw, taking 18 (4d8) fire damage on a failed save or half damage on a success. A creature also takes 18 (4d8) fire damage when it enters the wall for the first time on a turn or ends its turn there. The wall disappears when the efreet is killed or incapacitated, or when it uses an action to dismiss it."}],"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Innate Spellcasting","desc":"The efreetis innate spellcasting ability is Charisma (spell save DC 15). It can innately cast the following spells, requiring no material components: At will: alter self (can assume Medium or Large form), detect magic, 3/day each: creation, gaseous form, major image, tongues, 1/day each: conjure elemental (fire elemental only), plane shift (to Elemental Plane of Fire only)"}],"spell_list":[],"page_no":221,"environments":[],"img_main":null,"document__slug":"menagerie","document__title":"Level Up Advanced 5e Monstrous Menagerie","document__license_url":"http://open5e.com/legal","document__url":"https://www.levelup5e.com","v2_converted_path":"/v2/creatures/a5e-mm_efreeti-noble/"},{"slug":"elder-vampire-a5e","desc":"","name":"Elder Vampire","size":"Medium","type":"Undead","subtype":"","group":null,"alignment":"","armor_class":16,"armor_desc":"","hit_points":285,"hit_dice":"30d8+150","speed":{"walk":40,"climb":30},"strength":20,"dexterity":18,"constitution":20,"intelligence":16,"wisdom":16,"charisma":18,"strength_save":null,"dexterity_save":8,"constitution_save":null,"intelligence_save":null,"wisdom_save":7,"charisma_save":8,"perception":null,"skills":{"perception":7,"persuasion":8,"stealth":8},"damage_vulnerabilities":"","damage_resistances":"necrotic; damage from nonmagical, non-silvered weapons","damage_immunities":"","condition_immunities":"","senses":"darkvision 120 ft., truesight 120 ft., passive Perception 17","languages":"the languages it knew in life","challenge_rating":"11","cr":11.0,"actions":[{"name":"Grab (Vampire Form Only)","desc":"Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 14 (2d8 + 5) bludgeoning damage plus 4 (1d8) necrotic damage. The target is grappled (escape DC 17) and restrained while grappled in this way."},{"name":"Charm","desc":"The vampire targets a creature within 30 feet  forcing it to make a DC 16 Wisdom saving throw. On a failure  the target is charmed by the vampire for 24 hours. While charmed it regards the vampire as a trusted friend and is a willing target for the vampires bite. The target repeats the saving throw each time it takes damage  ending the effect on itself on a success. If the targets saving throw is successful or the effect ends for it  it is immune to this vampires Charm for 24 hours."}],"bonus_actions":[{"name":"Bite","desc":"Melee Weapon Attack: +9 to hit, reach 5 ft., one target that is grappled, incapacitated, restrained, willing, or unaware of the vampires presence. Hit: 10 (1d10 + 5) piercing damage plus 21 (6d6) necrotic damage. The targets hit point maximum is reduced by an amount equal to the necrotic damage dealt, and the vampire regains this number of hit points. The reduction lasts until the target finishes a long rest. If the target is reduced to 0 hit points by this attack, it dies and rises the following night as a vampire spawn in the vampires thrall. Before the target first rises as a vampire spawn, a bless, gentle repose, or similar spell cast on the body prevents this transformation."}],"reactions":[{"name":"Hissing Scuttle (1/Day)","desc":"When the vampire takes radiant damage, it moves up to its Speed without provoking opportunity attacks."},{"name":"Warding Charm (1/Day)","desc":"When a creature the vampire can see targets it with a melee attack but before the attack is made, the vampire uses Charm on that creature."}],"legendary_desc":"","legendary_actions":[{"name":"The vampire can take 1 legendary action","desc":"Only one legendary action can be used at a time and only at the end of another creatures turn. It regains spent legendary actions at the start of its turn."},{"name":"Blood Charm","desc":"The vampire uses Charm. A creature makes its initial saving throw with disadvantage if the vampire has hit it with a bite attack within the last 24 hours."},{"name":"Grab","desc":"The vampire makes a grab attack."},{"name":"Mist Form","desc":"The vampire transforms into a mist or back into its true form. As mist, the vampire has a flying speed of 30, can't speak, can't take actions or manipulate objects, is immune to nonmagical damage from weapons, and has advantage on saving throws and Stealth checks. It can pass through a space as narrow as 1 inch without squeezing but can't pass through water. Anything its carrying transforms with it."},{"name":"Shapechange","desc":"The vampire transforms into the shape of a Medium or smaller beast or back into its true form. While transformed, it has the beasts size and movement modes. It can't use reactions or legendary actions, and can't speak. Otherwise, it uses the vampires statistics. Anything its carrying transforms with it."}],"special_abilities":[{"name":"Legendary Resistance (3/Day)","desc":"When the vampire fails a saving throw, it can choose to succeed instead. When it does so, it visibly grows older. Its original appearance is restored when it finishes a long rest."},{"name":"Misty Recovery","desc":"When the vampire drops to 0 hit points, instead of falling unconscious, it turns into mist as if it had used the Mist Form legendary action. It can't revert to its vampire form, and it must reach its resting place within 2 hours or be destroyed. Once in its resting place, it reverts to vampire form and is paralyzed for 1 hour, at which time it regains 1 hit point. While paralyzed in this way, it can be destroyed by fire damage, radiant damage, damage from a magical weapon, or a wooden stake driven through the heart, but it is otherwise immune to damage."},{"name":"Regeneration","desc":"The vampire regains 20 hit points at the start of its turn if it has at least 1 hit point and hasnt taken radiant damage since its last turn."},{"name":"Spider Climb","desc":"The vampire can climb even on difficult surfaces and upside down on ceilings."},{"name":"Vampire Weaknesses","desc":"Vampires most common weaknesses are sunlight and running water. When the vampire ends its turn in contact with one of its weaknesses (such as being bathed in sunlight or running water), it takes 20 radiant damage. While in contact with its weakness, it can't use its Regeneration trait or its Mist Form or Shapechange actions."},{"name":"Resting Place","desc":"Every vampires lair contains a resting place, usually a coffin or sarcophagus, where the vampire must rest for at least an hour each day to recuperate its powers. This resting place is sprinkled with soil from its mortal homeland. If this soil is scattered or is subjected to a bless, hallow, or similar spell, the vampire is destroyed when reduced to 0 hit points."},{"name":"Blood Frenzy","desc":"While bloodied, the vampire can take 3 legendary actions instead of 1."}],"spell_list":[],"page_no":420,"environments":[],"img_main":null,"document__slug":"menagerie","document__title":"Level Up Advanced 5e Monstrous Menagerie","document__license_url":"http://open5e.com/legal","document__url":"https://www.levelup5e.com","v2_converted_path":"/v2/creatures/a5e-mm_elder-vampire/"},{"slug":"erinyes-a5e","desc":"","name":"Erinyes","size":"Medium","type":"Fiend","subtype":"","group":null,"alignment":"","armor_class":18,"armor_desc":"","hit_points":161,"hit_dice":"19d8+76","speed":{"walk":30,"fly":60},"strength":18,"dexterity":18,"constitution":18,"intelligence":14,"wisdom":16,"charisma":18,"strength_save":null,"dexterity_save":8,"constitution_save":8,"intelligence_save":null,"wisdom_save":7,"charisma_save":8,"perception":null,"skills":{"athletics":8,"insight":7,"perception":7},"damage_vulnerabilities":"","damage_resistances":"cold; damage from nonmagical, non-silvered weapons","damage_immunities":"fire, poison","condition_immunities":"poisoned","senses":"truesight 120 ft., passive Perception 17","languages":"Infernal, telepathy 120 ft.","challenge_rating":"12","cr":12.0,"actions":[{"name":"Multiattack","desc":"The erinyes makes three attacks."},{"name":"Longsword","desc":"Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) slashing damage plus 14 (4d6) poison damage."},{"name":"Longbow","desc":"Ranged Weapon Attack: +8 to hit, range 150/600 ft., one target. Hit: 8 (1d8 + 4) piercing damage plus 14 (4d6) poison damage  and the target makes a DC 14 Constitution saving throw. On a failure  it is poisoned for 24 hours or until the poison is removed by lesser restoration or similar magic."},{"name":"Lasso","desc":"Melee Weapon Attack: +8 to hit, reach 15 ft., one target. Hit: The target is entangled by the lasso. While entangled  it can't move more than 15 feet away from the erinyes. The entanglement ends if the erinyes releases the lasso or becomes incapacitated  or if the lasso is destroyed. The lasso is an object with AC 12 and 20 HP and is immune to piercing  poison  psychic  and thunder damage. The entanglement also ends if the target or a creature within 5 feet of it uses an action to succeed on a DC 16 Athletics or Acrobatics check to remove the lasso. The erinyes can't make a lasso attack while a creature is entangled."}],"bonus_actions":null,"reactions":[{"name":"Parry","desc":"If the erinyes is wielding a longsword and can see its attacker, it adds 4 to its AC against one melee attack that would hit it."}],"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Lawful Evil","desc":"The erinyes radiates a Lawful and Evil aura."},{"name":"Magic Resistance","desc":"The erinyes has advantage on saving throws against spells and magical effects."}],"spell_list":[],"page_no":82,"environments":[],"img_main":null,"document__slug":"menagerie","document__title":"Level Up Advanced 5e Monstrous Menagerie","document__license_url":"http://open5e.com/legal","document__url":"https://www.levelup5e.com","v2_converted_path":"/v2/creatures/a5e-mm_erinyes/"},{"slug":"great-wyrm-blue-dragon-a5e","desc":"","name":"Great Wyrm Blue Dragon","size":"Gargantuan","type":"Dragon","subtype":"","group":null,"alignment":"","armor_class":22,"armor_desc":"","hit_points":814,"hit_dice":"44d20+352","speed":{"walk":40,"burrow":40,"fly":80,"swim":40},"strength":28,"dexterity":10,"constitution":26,"intelligence":18,"wisdom":16,"charisma":20,"strength_save":null,"dexterity_save":8,"constitution_save":16,"intelligence_save":null,"wisdom_save":11,"charisma_save":13,"perception":null,"skills":{"perception":11,"stealth":8,"survival":11},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"lightning","condition_immunities":"","senses":"blindsight 60 ft., tremorsense 60 ft., darkvision 120 ft., passive Perception 24","languages":"Common, Draconic, two more","challenge_rating":"25","cr":25.0,"actions":[{"name":"Multiattack","desc":"The dragon attacks once with its bite and twice with its claws. In place of its bite attack  it can use Arc Lightning."},{"name":"Bite","desc":"Melee Weapon Attack: +17 to hit, reach 15 ft., one target. Hit: 31 (4d10 + 9) piercing damage plus 9 (2d8) lightning damage."},{"name":"Claw","desc":"Melee Weapon Attack: +17 to hit, reach 10 ft., one target. Hit: 22 (3d8 + 9) slashing damage."},{"name":"Tail","desc":"Melee Weapon Attack: +17 to hit, reach 20 ft., one target. Hit: 22 (3d8 + 9) bludgeoning damage  and the dragon pushes the target 10 feet away."},{"name":"Arc Lightning","desc":"The dragon targets a creature within 60 feet  forcing it to make a DC 24 Dexterity saving throw. The creature takes 22 (4d10) lightning damage on a failure or half damage on a success. Also on a failure  the lightning jumps. Choose a creature within 30 feet of the target that hasnt been hit by this ability on this turn  and repeat the effect against it  possibly causing the lightning to jump again."},{"name":"Lightning Breath (Recharge 5-6)","desc":"The dragon exhales a 120-foot-long  10-foot-wide line of lightning. Each creature in that area makes a DC 24 Dexterity saving throw  taking 94 (17d10) lightning damage on a failed save or half damage on a success. A creature that fails the save can't take reactions until the end of its next turn."},{"name":"Quake","desc":"While touching natural ground  the dragon sends pulses of thunder rippling through it. Creatures within 30 feet make a DC 24 Strength saving throw  taking 22 (4d10) bludgeoning damage and falling prone on a failure. If a Large or smaller creature that fails the save is standing on sand  it also sinks partially  becoming restrained as well. A creature restrained in this way can spend half its movement to escape."}],"bonus_actions":null,"reactions":[{"name":"Tail Attack","desc":"When a creature the dragon can see within 10 feet hits the dragon with a melee attack, the dragon makes a tail attack against it."}],"legendary_desc":"","legendary_actions":[{"name":"The dragon can take 3 legendary actions","desc":"Only one legendary action can be used at a time and only at the end of another creatures turn. It regains spent legendary actions at the start of its turn."},{"name":"Roar","desc":"Each creature of the dragons choice within 120 feet that can hear it makes a DC 21 Charisma saving throw. On a failure, it is frightened for 1 minute. A creature repeats the saving throw at the end of its turns, ending the effect on itself on a success. When it succeeds on a saving throw or the effect ends for it, it is immune to Roar for 24 hours."},{"name":"Wing Attack","desc":"The dragon beats its wings. Each creature within 15 feet makes a DC 24 Dexterity saving throw. On a failure, it is pushed 10 feet away and knocked prone. The dragon can then fly up to half its fly speed."},{"name":"Quake (Costs 2 Actions)","desc":"The dragon uses its Quake action."}],"special_abilities":[{"name":"Desert Farer","desc":"The dragon ignores difficult terrain or obscurement caused by sand or gravel, even while flying. Additionally, it ignores the effects of extreme heat."},{"name":"Dune Splitter","desc":"The dragon can remain submerged in sand and gravel for up to 4 hours. It has advantage on Stealth checks made to hide in this way, and Large or smaller creatures within 20 feet of its hiding place when it emerges must succeed on a DC 24 Dexterity saving throw or be blinded until the end of its next turn."},{"name":"Legendary Resistance (3/Day)","desc":"When the dragon fails a saving throw, it can choose to succeed instead. When it does, it sheds some of its scales, which turn to sand. If it has no more uses of this ability, its Armor Class is reduced to 20 until it finishes a long rest."},{"name":"High Voltage (1/Day)","desc":"When the dragon is first bloodied, it immediately recharges its breath weapon, if its not already available. After doing so, the air around it becomes electrically charged. A creature that starts its turn within 15 feet of the dragon or moves within 15 feet of it for the first time on a turn makes a DC 24 Dexterity saving throw. On a failure, it takes 11 (2d10) lightning damage and can't take reactions until the start of its next turn. Creatures in metal armor or wielding metal weapons have disadvantage on this saving throw."},{"name":"Innate Spellcasting","desc":"The dragons spellcasting ability is Charisma (save DC 21). It can innately cast the following spells, requiring no material components. 3/day each:blur, silent image, blight, hypnotic pattern,  1/day each:control water, mirage arcane,antipathy/sympathy"}],"spell_list":[],"page_no":107,"environments":[],"img_main":null,"document__slug":"menagerie","document__title":"Level Up Advanced 5e Monstrous Menagerie","document__license_url":"http://open5e.com/legal","document__url":"https://www.levelup5e.com","v2_converted_path":"/v2/creatures/a5e-mm_great-wyrm-blue-dragon/"},{"slug":"great-wyrm-green-dragon-a5e","desc":"","name":"Great Wyrm Green Dragon","size":"Gargantuan","type":"Dragon","subtype":"","group":null,"alignment":"","armor_class":21,"armor_desc":"","hit_points":840,"hit_dice":"48d20+336","speed":{"walk":40,"fly":80,"swim":40},"strength":26,"dexterity":12,"constitution":24,"intelligence":20,"wisdom":16,"charisma":28,"strength_save":null,"dexterity_save":8,"constitution_save":14,"intelligence_save":null,"wisdom_save":10,"charisma_save":11,"perception":null,"skills":{"deception":11,"insight":10,"perception":10,"persuasion":11,"stealth":8},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"poison","condition_immunities":"poisoned","senses":"blindsight 60 ft., darkvision 120 ft., passive Perception 23","languages":"Common, Draconic, three more","challenge_rating":"24","cr":24.0,"actions":[{"name":"Multiattack","desc":"The dragon attacks once with its bite and twice with its claws. In place of its bite attack  it can Spit Poison."},{"name":"Bite","desc":"Melee Weapon Attack: +15 to hit, reach 15 ft., one target. Hit: 30 (4d10 + 8) piercing damage plus 9 (2d8) poison damage."},{"name":"Claw","desc":"Melee Weapon Attack: +15 to hit, reach 10 ft., one target. Hit: 21 (3d8 + 8) slashing damage."},{"name":"Tail","desc":"Melee Weapon Attack: +15 to hit, reach 20 ft., one target. Hit: 21 (3d8 + 8) bludgeoning damage  and the dragon pushes the target 10 feet away."},{"name":"Spit Poison","desc":"The dragon targets a creature within 60 feet  forcing it to make a DC 22 Dexterity saving throw. The creature takes 22 (4d10) poison damage on a failure or half damage on a success. A creature that fails the save is also poisoned for 1 minute. The creature repeats the saving throw at the end of each of its turns  taking 11 (2d10) poison damage on a failure and ending the effect on a success."},{"name":"Poison Breath (Recharge 5-6)","desc":"The dragon exhales poisonous gas in a 90-foot cone. Each creature in that area makes a DC 22 Constitution saving throw  taking 80 (23d6) poison damage on a failed save or half damage on a success. A creature with immunity to poison damage that fails the save takes no damage  but its poison immunity is reduced to resistance for the next hour."},{"name":"Honeyed Words","desc":"The dragons words sow doubt in the minds of those who hear them. One creature within 60 feet who can hear and understand the dragon makes a DC 19 Wisdom saving throw. On a failure  the creature must use its reaction  if available  to make one attack against a creature of the dragons choice with whatever weapon it has to do so  moving up to its speed as part of the reaction if necessary. It need not use any special class features (such as Sneak Attack or Divine Smite) when making this attack. If it can't get in a position to attack the creature  it moves as far as it can toward the target before regaining its senses. A creature immune to being charmed is immune to this ability."}],"bonus_actions":null,"reactions":[{"name":"Tail Attack","desc":"When a creature the dragon can see within 10 feet hits the dragon with a melee attack, the dragon makes a tail attack against it."}],"legendary_desc":"","legendary_actions":[{"name":"The dragon can take 3 legendary actions","desc":"Only one legendary action can be used at a time and only at the end of another creatures turn. It regains spent legendary actions at the start of its turn."},{"name":"Honeyed Words","desc":"The dragon uses Honeyed Words."},{"name":"Roar","desc":"Each creature of the dragons choice within 120 feet that can hear it makes a DC 19 Charisma saving throw. On a failure, it is frightened for 1 minute. A creature repeats the saving throw at the end of its turns, ending the effect on itself on a success. When it succeeds on a saving throw or the effect ends for it, it is immune to Roar for 24 hours."},{"name":"Wing Attack","desc":"The dragon beats its wings. Each creature within 15 feet makes a DC 22 Dexterity saving throw. On a failure, it is pushed 10 feet away and knocked prone. The dragon can then fly up to half its fly speed."}],"special_abilities":[{"name":"Amphibious","desc":"The dragon can breathe air and water."},{"name":"Legendary Resistance (3/Day)","desc":"When the dragon fails a saving throw, it can choose to succeed instead. When it does, it sheds some of its scales, which turn into dry leaves and blow away. If it has no more uses of this ability, its Armor Class is reduced to 19 until it finishes a long rest."},{"name":"Woodland Stalker","desc":"When in a forested area, the dragon has advantage on Stealth checks. Additionally, when it speaks in such a place, it can project its voice such that it seems to come from all around, allowing it to remain hidden while speaking."},{"name":"Blood Toxicity (While Bloodied)","desc":"The first time each turn a creature hits the dragon with a melee attack while within 10 feet of it, that creature makes a DC 22 Dexterity saving throw, taking 10 (3d6) poison damage on a failure."},{"name":"Venomous Resurgence (1/Day)","desc":"When the dragon is first bloodied, it immediately recharges its breath weapon, if its not already available. After doing so, it emanates a green gas that extends in a 15-foot radius around it. When a creature enters this area for the first time on a turn or starts its turn there, it makes a DC 22 Constitution saving throw. On a failure, a creature with resistance to poison damage loses it, and a creature without resistance or immunity to poison damage becomes vulnerable to poison damage instead. Either effect lasts until the start of the creatures next turn."},{"name":"Innate Spellcasting","desc":"The dragons spellcasting ability is Charisma (save DC 19). It can innately cast the following spells, requiring no material components. 3/day each:animal messenger, tongues, modify memory, scrying,  1/day:mass suggestion, telepathic bond,glibness"}],"spell_list":[],"page_no":112,"environments":[],"img_main":null,"document__slug":"menagerie","document__title":"Level Up Advanced 5e Monstrous Menagerie","document__license_url":"http://open5e.com/legal","document__url":"https://www.levelup5e.com","v2_converted_path":"/v2/creatures/a5e-mm_great-wyrm-green-dragon/"},{"slug":"great-wyrm-red-dragon-a5e","desc":"","name":"Great Wyrm Red Dragon","size":"Gargantuan","type":"Dragon","subtype":"","group":null,"alignment":"","armor_class":22,"armor_desc":"","hit_points":897,"hit_dice":"46d20+414","speed":{"walk":40,"climb":40,"fly":80},"strength":30,"dexterity":10,"constitution":28,"intelligence":18,"wisdom":16,"charisma":22,"strength_save":null,"dexterity_save":8,"constitution_save":17,"intelligence_save":null,"wisdom_save":11,"charisma_save":14,"perception":null,"skills":{"intimidation":14,"perception":11,"stealth":8},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"fire","condition_immunities":"","senses":"blindsight 60 ft., darkvision 120 ft., passive Perception 24","languages":"Common, Draconic, two more","challenge_rating":"26","cr":26.0,"actions":[{"name":"Multiattack","desc":"The dragon attacks once with its bite and twice with its claws. In place of its bite attack  it can Spit Fire."},{"name":"Bite","desc":"Melee Weapon Attack: +18 to hit, reach 15 ft., one target. Hit: 32 (4d10 + 10) piercing damage plus 9 (2d8) fire damage."},{"name":"Claw","desc":"Melee Weapon Attack: +18 to hit, reach 10 ft., one target. Hit: 28 (4d8 + 10) slashing damage."},{"name":"Tail","desc":"Melee Weapon Attack: +18 to hit, reach 20 ft., one target. Hit: 23 (3d8 + 10) bludgeoning damage  and the dragon pushes the target 10 feet away."},{"name":"Cruel Tyranny","desc":"The dragon snarls and threatens its minions  driving them to immediate action. The dragon chooses one creature it can see and that can hear the dragon. The creature uses its reaction to make one weapon attack with advantage. If the dragon is bloodied  it can use this ability on three minions at once."},{"name":"Spit Fire","desc":"The dragon targets a creature within 60 feet  forcing it to make a DC 22 Dexterity saving throw. The creature takes 22 (4d10) fire damage on a failure or half damage on a success. A creature that fails the save also takes 11 (2d10) ongoing fire damage. A creature can use an action to end the ongoing damage."},{"name":"Fire Breath (Recharge 5-6)","desc":"The dragon exhales a blast of fire in a 90-foot cone. Each creature in that area makes a DC 25 Dexterity saving throw  taking 98 (28d6) fire damage on a failed save or half damage on a success. A creature that fails the saving throw also takes 11 (2d10) ongoing fire damage. While affected by this ongoing damage  it is frightened of the dragon. A creature can use an action to end the ongoing damage."}],"bonus_actions":null,"reactions":[{"name":"Tail Attack","desc":"When a creature the dragon can see within 10 feet hits the dragon with a melee attack, the dragon makes a tail attack against it."},{"name":"Taskmaster","desc":"When a creature within 60 feet fails an ability check or saving throw, the dragon roars a command to it. The creature can roll a d10 and add it to the result of the roll, possibly turning the failure into a success."}],"legendary_desc":"","legendary_actions":[{"name":"The dragon can take 3 legendary actions","desc":"Only one legendary action can be used at a time and only at the end of another creatures turn. It regains spent legendary actions at the start of its turn."},{"name":"Cruel Tyranny","desc":"The dragon uses its Cruel Tyranny action."},{"name":"Roar","desc":"Each creature of the dragons choice within 120 feet that can hear it makes a DC 22 Charisma saving throw. On a failure, it is frightened for 1 minute. A creature repeats the saving throw at the end of its turns, ending the effect on itself on a success. When it succeeds on a saving throw or the effect ends for it, it is immune to Roar for 24 hours."},{"name":"Wing Attack","desc":"The dragon beats its wings. Each creature within 15 feet makes a DC 25 Dexterity saving throw. On a failure, it is pushed 10 feet away and knocked prone. The dragon can then fly up to half its fly speed."}],"special_abilities":[{"name":"Legendary Resistance (3/Day)","desc":"When the dragon fails a saving throw, it can choose to succeed instead. When it does, it sheds some of its scales, which turn to charcoal. If it has no more uses of this ability, its Armor Class is reduced to 20 until it finishes a long rest."},{"name":"Searing Heat","desc":"A creature that touches the dragon or hits it with a melee attack for the first time on a turn takes 14 (4d6) fire damage."},{"name":"Volcanic Tyrant","desc":"The dragon is immune to the effects of poisonous gases caused by volcanic environments. It also ignores difficult terrain caused by lava."},{"name":"Seething Rage","desc":"When the dragon is first bloodied, it immediately recharges its breath weapon, if its not already available. Its inner flame erupts, burning brightly in its eyes and mouth. After taking damage from its Searing Heat ability, a creature with resistance to fire damage loses it, and a creature with immunity to fire damage reduces it to resistance. Either effect lasts until the start of the creatures next turn."},{"name":"Innate Spellcasting","desc":"The dragons spellcasting ability is Charisma (save DC 22). It can innately cast the following spells, requiring no material components. 3/day each:command, hold person, glyph of warding, wall of fire,  1/day each:antimagic field, dominate monster, storm of vengeance"}],"spell_list":[],"page_no":117,"environments":[],"img_main":null,"document__slug":"menagerie","document__title":"Level Up Advanced 5e Monstrous Menagerie","document__license_url":"http://open5e.com/legal","document__url":"https://www.levelup5e.com","v2_converted_path":"/v2/creatures/a5e-mm_great-wyrm-red-dragon/"},{"slug":"great-wyrm-white-dragon-a5e","desc":"","name":"Great Wyrm White Dragon","size":"Gargantuan","type":"Dragon","subtype":"","group":null,"alignment":"","armor_class":20,"armor_desc":"","hit_points":740,"hit_dice":"40d20+320","speed":{"walk":40,"burrow":40,"fly":80,"swim":40},"strength":26,"dexterity":12,"constitution":26,"intelligence":10,"wisdom":16,"charisma":16,"strength_save":null,"dexterity_save":8,"constitution_save":15,"intelligence_save":null,"wisdom_save":10,"charisma_save":10,"perception":null,"skills":{"intimidation":10,"perception":10,"stealth":8},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"cold","condition_immunities":"","senses":"blindsight 60 ft., darkvision 120 ft., passive Perception 23","languages":"Common, Draconic","challenge_rating":"22","cr":22.0,"actions":[{"name":"Multiattack","desc":"The dragon attacks once with its bite and twice with its claws. In place of its bite attack  it can Spit Ice."},{"name":"Bite","desc":"Melee Weapon Attack: +15 to hit, reach 15 ft., one target. Hit: 30 (4d10 + 8) piercing damage plus 9 (2d8) cold damage."},{"name":"Claw","desc":"Melee Weapon Attack: +15 to hit, reach 10 ft., one target. Hit: 21 (3d8 + 8) slashing damage."},{"name":"Tail","desc":"Melee Weapon Attack: +15 to hit, reach 20 ft., one target. Hit: 21 (3d8 + 8) bludgeoning damage  and the dragon pushes the target 10 feet away."},{"name":"Spit Ice","desc":"The dragon targets a creature within 60 feet  forcing it to make a DC 23 Dexterity saving throw. On a failure  the target takes 22 (4d10) cold damage  and its speed is reduced to 0 until the end of its next turn. On a success  it takes half damage."},{"name":"Cold Breath (Recharge 5-6)","desc":"The dragon exhales a 90-foot cone of frost. Each creature in the area makes a DC 23 Constitution saving throw. On a failure  it takes 66 (19d6) cold damage  and its speed is reduced to 0 until the end of its next turn. On a success  it takes half damage."}],"bonus_actions":null,"reactions":[{"name":"Tail Attack","desc":"When a creature the dragon can see within 10 feet hits the dragon with a melee attack, the dragon makes a tail attack against it."}],"legendary_desc":"","legendary_actions":[{"name":"The dragon can take 3 legendary actions","desc":"Only one legendary action can be used at a time and only at the end of another creatures turn. It regains spent legendary actions at the start of its turn."},{"name":"Roar","desc":"Each creature of the dragons choice within 120 feet that can hear it makes a DC 18 Charisma saving throw. On a failure, it is frightened for 1 minute. A creature repeats the saving throw at the end of its turn, ending the effect on itself on a success. When it succeeds on a saving throw or the effect ends for it, it is immune to Roar for 24 hours."},{"name":"Wing Attack","desc":"The dragon beats its wings. Each creature within 15 feet makes a DC 23 Dexterity saving throw. On a failure, it is pushed 10 feet away and knocked prone. The dragon can then fly up to half its fly speed."},{"name":"Raging Storm (1/Day","desc":"For 1 minute, gusts of sleet emanate from the dragon in a 40-foot-radius sphere, spreading around corners. The area is lightly obscured, the ground is difficult terrain, and nonmagical flames are extinguished. The first time a creature other than the dragon moves on its turn while in the area, it must succeed on a DC 18 Dexterity saving throw or take 11 (2d10) cold damage and fall prone (or fall if it is flying)."}],"special_abilities":[{"name":"Cold Mastery","desc":"The dragons movement and vision is not hindered by cold, icy surfaces, snow, wind, or storms. Additionally, the dragon can choose to burrow through snow and ice without leaving a trace."},{"name":"Legendary Resistance (3/Day)","desc":"When the dragon fails a saving throw, it can choose to succeed instead. When it does, it sheds some of its scales, which turn to ice. If it has no more uses of this ability, its Armor Class is reduced to 18 until it finishes a long rest."},{"name":"Heart of Winter","desc":"When the dragon is first bloodied, it immediately recharges its breath weapon, if its not already available. Additionally, the damage from the dragons Raging Storm is doubled."},{"name":"Innate Spellcasting","desc":"The dragons spellcasting ability is Charisma (save DC 18). It can innately cast the following spells, requiring no material components. 3/day each:dominate beast, fire shield, animal friendship, sleet storm,  1/day each:control weather, wall of ice, reverse gravity"}],"spell_list":[],"page_no":121,"environments":[],"img_main":null,"document__slug":"menagerie","document__title":"Level Up Advanced 5e Monstrous Menagerie","document__license_url":"http://open5e.com/legal","document__url":"https://www.levelup5e.com","v2_converted_path":"/v2/creatures/a5e-mm_great-wyrm-white-dragon/"},{"slug":"guardian-naga-a5e","desc":"","name":"Guardian Naga","size":"Large","type":"Monstrosity","subtype":"","group":null,"alignment":"","armor_class":18,"armor_desc":"","hit_points":136,"hit_dice":"16d10+48","speed":{"walk":40,"swim":40},"strength":16,"dexterity":18,"constitution":16,"intelligence":16,"wisdom":18,"charisma":18,"strength_save":null,"dexterity_save":8,"constitution_save":7,"intelligence_save":7,"wisdom_save":8,"charisma_save":8,"perception":null,"skills":{},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"poison","condition_immunities":"charmed, poisoned","senses":"darkvision 60 ft., passive Perception 14","languages":"Abyssal, Celestial, Common","challenge_rating":"10","cr":10.0,"actions":[{"name":"Bite","desc":"Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) piercing damage. The target makes a DC 15 Constitution saving throw  taking 35 (10d6) poison damage on a failure or half damage on a success."},{"name":"Spit Poison","desc":"Melee Weapon Attack: +8 to hit, range 20/60 ft., one creature. Hit: The target makes a DC 15 Constitution saving throw  taking 35 (10d6) poison damage on a failure or half damage on a success."},{"name":"Command (1st-Level; V)","desc":"One living creature within 60 feet that the naga can see and that can hear and understand it makes a DC 16 Wisdom saving throw. On a failure  the target uses its next turn to move as far from the naga as possible  avoiding hazardous terrain."},{"name":"Hold Person (2nd-Level; V, Concentration)","desc":"One humanoid the naga can see within 60 feet makes a DC 16 Wisdom saving throw. On a failure  the target is paralyzed for 1 minute. It repeats the saving throw at the end of each of its turns  ending the effect on a success."},{"name":"Flame Strike (5th-Level; V)","desc":"A column of divine flame fills a 10-foot-radius  40-foot-high cylinder within 60 feet. Creatures in the area make a DC 16 Dexterity saving throw  taking 14 (4d6) fire damage and 14 (4d6) radiant damage on a failure or half damage on a success."}],"bonus_actions":[{"name":"Shapeshift","desc":"The naga changes its form to that of a specific Medium humanoid, a Medium snake-human hybrid with the lower body of a snake, or its true form, which is a Large snake. While shapeshifted, its statistics are unchanged except for its size. It reverts to its true form if it dies."}],"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Amphibious","desc":"The naga can breathe air and water."},{"name":"Forbiddance","desc":"The nagas lair is under the forbiddance spell. Until it is dispelled, creatures in the lair can't teleport or use planar travel. Fiends and undead that are not the nagas allies take 27 (5d10) radiant damage when they enter or start their turn in the lair."},{"name":"Rejuvenation","desc":"If it dies, the naga gains a new body in 1d6 days, regaining all its hit points. This trait can be removed with a wish spell."},{"name":"Spellcasting","desc":"The naga is an 11th level spellcaster. Its spellcasting ability is Wisdom (spell save DC 16). The naga has the following cleric spells prepared\n which it can cast with only vocalized components:\n Cantrips (at will): mending\n thaumaturgy\n 1st-level (4 slots): command\n cure wounds\n 2nd-level (3 slots): calm emotions\n hold person\n 3rd-level (3 slots) clairvoyance\n create food and water\n 4th-level (3 slots): divination\n freedom of movement\n 5th-level (2 slots): flame strike\n geas\n 6th-level (1 slot): forbiddance"}],"spell_list":[],"page_no":342,"environments":[],"img_main":null,"document__slug":"menagerie","document__title":"Level Up Advanced 5e Monstrous Menagerie","document__license_url":"http://open5e.com/legal","document__url":"https://www.levelup5e.com","v2_converted_path":"/v2/creatures/a5e-mm_guardian-naga/"},{"slug":"kraken-a5e","desc":"","name":"Kraken","size":"Gargantuan","type":"Monstrosity","subtype":"","group":null,"alignment":"","armor_class":20,"armor_desc":"","hit_points":444,"hit_dice":"24d20+192","speed":{"walk":20,"swim":60},"strength":30,"dexterity":10,"constitution":26,"intelligence":22,"wisdom":18,"charisma":18,"strength_save":18,"dexterity_save":8,"constitution_save":16,"intelligence_save":14,"wisdom_save":12,"charisma_save":null,"perception":null,"skills":{},"damage_vulnerabilities":"","damage_resistances":"cold, fire, thunder","damage_immunities":"lightning; damage from nonmagical weapons","condition_immunities":"","senses":"truesight 120 ft., passive Perception 14","languages":"understands Primordial but can't speak, telepathy 120 ft.","challenge_rating":"25","cr":25.0,"actions":[{"name":"Bite","desc":"Melee Weapon Attack: +18 to hit, reach 5 ft., one target. Hit: 36 (4d12 + 10) piercing damage. If the target is a Huge or smaller creature grappled by the kraken  the target is swallowed. A swallowed creature is blinded and restrained  its Speed is 0  it has total cover from attacks from outside the kraken  and it takes 42 (12d6) acid damage at the start of each of the krakens turns."},{"name":"If a swallowed creature deals 50 or more damage to the kraken in a single turn, or if the kraken dies, the kraken vomits up the creature","desc":""},{"name":"Ink Cloud","desc":"While underwater  the kraken exudes a cloud of ink in a 90-foot-radius sphere. The ink extends around corners  and the area is heavily obscured until the end of the krakens next turn or until a strong current dissipates the cloud. Each non-kraken creature in the area when the cloud appears makes a DC 24 Constitution saving throw. On a failure  it takes 27 (5d10) poison damage and is poisoned for 1 minute. On a success  it takes half damage. A poisoned creature can repeat the saving throw at the end of each of its turns. ending the effect on a success."},{"name":"Summon Storm (1/Day)","desc":"Over the next 10 minutes  storm clouds magically gather. At the end of 10 minutes  a storm rages for 1 hour in a 5-mile radius."},{"name":"Lightning (Recharge 5-6)","desc":"If the kraken is outside and the weather is stormy  three lightning bolts crack down from the sky  each of which strikes a different target within 120 feet of the kraken. A target makes a DC 24 Dexterity saving throw  taking 28 (8d6) lightning damage or half damage on a save."},{"name":"Tentacle","desc":"Melee Weapon Attack: +18 to hit, reach 30 ft., one target. Hit: 28 (4d8 + 10) bludgeoning damage  and the target is grappled (escape DC 26). Until this grapple ends  the target is restrained. A tentacle can be targeted individually by an attack. It shares the krakens hit points  but if 30 damage is dealt to the tentacle  it releases a creature it is grappling. The kraken can grapple up to 10 creatures."},{"name":"Fling","desc":"One Large or smaller object or creature grappled by the kraken is thrown up to 60 feet in a straight line. The target lands prone and takes 21 (6d6) bludgeoning damage. If the kraken throws the target at another creature  that creature makes a DC 26 saving throw  taking the same damage on a failure."}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":[{"name":"The kraken can take 3 legendary actions","desc":"Only one legendary action can be used at a time and only at the end of another creatures turn. It regains spent legendary actions at the start of its turn."},{"name":"Tentacle","desc":"The kraken makes one tentacle attack."},{"name":"Fling","desc":"The kraken uses Fling."},{"name":"Squeeze (Costs 2 Actions)","desc":"The kraken ends any magical effect that is restraining it or reducing its movement and then swims up to half its swim speed without provoking opportunity attacks. During this movement, it can fit through gaps as narrow as 10 feet wide without squeezing."}],"special_abilities":[{"name":"Immortal Nature","desc":"The kraken doesnt require air, sustenance, or sleep."},{"name":"Legendary Resistance (3/Day)","desc":"If the kraken fails a saving throw, it can choose to succeed instead. When it does so, it can use its reaction, if available, to attack with its tentacle."},{"name":"Magic Resistance","desc":"The kraken has advantage on saving throws against spells and magical effects."},{"name":"Siege Monster","desc":"The kraken deals double damage to objects and structures."}],"spell_list":[],"page_no":300,"environments":[],"img_main":null,"document__slug":"menagerie","document__title":"Level Up Advanced 5e Monstrous Menagerie","document__license_url":"http://open5e.com/legal","document__url":"https://www.levelup5e.com","v2_converted_path":"/v2/creatures/a5e-mm_kraken/"},{"slug":"titanic-kraken-a5e","desc":"","name":"Titanic Kraken","size":"Titanic","type":"Monstrosity","subtype":"","group":null,"alignment":"","armor_class":20,"armor_desc":"","hit_points":888,"hit_dice":"48d20+384","speed":{"walk":20,"swim":60},"strength":30,"dexterity":10,"constitution":26,"intelligence":22,"wisdom":18,"charisma":18,"strength_save":18,"dexterity_save":8,"constitution_save":16,"intelligence_save":14,"wisdom_save":12,"charisma_save":null,"perception":null,"skills":{},"damage_vulnerabilities":"","damage_resistances":"cold, fire, thunder","damage_immunities":"lightning; damage from nonmagical weapons","condition_immunities":"","senses":"truesight 120 ft., passive Perception 14","languages":"understands Primordial but can't speak, telepathy 120 ft.","challenge_rating":"25","cr":25.0,"actions":[{"name":"Bite","desc":"Melee Weapon Attack: +18 to hit, reach 5 ft., one target. Hit: 36 (4d12 + 10) piercing damage. If the target is a Huge or smaller creature grappled by the kraken  the target is swallowed. A swallowed creature is blinded and restrained  its Speed is 0  it has total cover from attacks from outside the kraken  and it takes 42 (12d6) acid damage at the start of each of the krakens turns."},{"name":"If a swallowed creature deals 50 or more damage to the kraken in a single turn, or if the kraken dies, the kraken vomits up the creature","desc":""},{"name":"Ink Cloud","desc":"While underwater  the kraken exudes a cloud of ink in a 90-foot-radius sphere. The ink extends around corners  and the area is heavily obscured until the end of the krakens next turn or until a strong current dissipates the cloud. Each non-kraken creature in the area when the cloud appears makes a DC 24 Constitution saving throw. On a failure  it takes 27 (5d10) poison damage and is poisoned for 1 minute. On a success  it takes half damage. A poisoned creature can repeat the saving throw at the end of each of its turns. ending the effect on a success."},{"name":"Summon Storm (1/Day)","desc":"Over the next 10 minutes  storm clouds magically gather. At the end of 10 minutes  a storm rages for 1 hour in a 5-mile radius."},{"name":"Lightning (Recharge 5-6)","desc":"If the kraken is outside and the weather is stormy  three lightning bolts crack down from the sky  each of which strikes a different target within 120 feet of the kraken. A target makes a DC 24 Dexterity saving throw  taking 28 (8d6) lightning damage or half damage on a save."},{"name":"Tentacle","desc":"Melee Weapon Attack: +18 to hit, reach 30 ft., one target. Hit: 28 (4d8 + 10) bludgeoning damage  and the target is grappled (escape DC 26). Until this grapple ends  the target is restrained. A tentacle can be targeted individually by an attack. It shares the krakens hit points  but if 30 damage is dealt to the tentacle  it releases a creature it is grappling. The kraken can grapple up to 10 creatures."},{"name":"Fling","desc":"One Large or smaller object or creature grappled by the kraken is thrown up to 60 feet in a straight line. The target lands prone and takes 21 (6d6) bludgeoning damage. If the kraken throws the target at another creature  that creature makes a DC 26 saving throw  taking the same damage on a failure."}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":[{"name":"The kraken can take 3 legendary actions","desc":"Only one legendary action can be used at a time and only at the end of another creatures turn. It regains spent legendary actions at the start of its turn."},{"name":"Tentacle","desc":"The kraken makes one tentacle attack."},{"name":"Fling","desc":"The kraken uses Fling."},{"name":"Squeeze (Costs 2 Actions)","desc":"The kraken ends any magical effect that is restraining it or reducing its movement and then swims up to half its swim speed without provoking opportunity attacks. During this movement, it can fit through gaps as narrow as 10 feet wide without squeezing."}],"special_abilities":[{"name":"Immortal Nature","desc":"The kraken doesnt require air, sustenance, or sleep."},{"name":"Legendary Resistance (3/Day)","desc":"If the kraken fails a saving throw, it can choose to succeed instead. When it does so, it can use its reaction, if available, to attack with its tentacle."},{"name":"Magic Resistance","desc":"The kraken has advantage on saving throws against spells and magical effects."},{"name":"Siege Monster","desc":"The kraken deals double damage to objects and structures."},{"name":"Bloodied Ichor","desc":"While the Kraken is bloodied and in the water, black ichor leaks from it in a 60-foot radius, spreading around corners but not leaving the water. The area is lightly obscured to all creatures except the Kraken. A creature that starts its turn in the area takes 10 (3d6) acid damage."}],"spell_list":[],"page_no":301,"environments":[],"img_main":null,"document__slug":"menagerie","document__title":"Level Up Advanced 5e Monstrous Menagerie","document__license_url":"http://open5e.com/legal","document__url":"https://www.levelup5e.com","v2_converted_path":"/v2/creatures/a5e-mm_titanic-kraken/"},{"slug":"vampire-a5e","desc":"","name":"Vampire","size":"Medium","type":"Undead","subtype":"","group":null,"alignment":"","armor_class":16,"armor_desc":"","hit_points":142,"hit_dice":"15d8+75","speed":{"walk":40,"climb":30},"strength":20,"dexterity":18,"constitution":20,"intelligence":16,"wisdom":16,"charisma":18,"strength_save":null,"dexterity_save":8,"constitution_save":null,"intelligence_save":null,"wisdom_save":7,"charisma_save":8,"perception":null,"skills":{"perception":7,"persuasion":8,"stealth":8},"damage_vulnerabilities":"","damage_resistances":"necrotic; damage from nonmagical, non-silvered weapons","damage_immunities":"","condition_immunities":"","senses":"darkvision 120 ft., passive Perception 17","languages":"the languages it knew in life","challenge_rating":"11","cr":11.0,"actions":[{"name":"Grab (Vampire Form Only)","desc":"Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 14 (2d8 + 5) bludgeoning damage plus 4 (1d8) necrotic damage. The target is grappled (escape DC 17) and restrained while grappled in this way."},{"name":"Charm","desc":"The vampire targets a creature within 30 feet  forcing it to make a DC 16 Wisdom saving throw. On a failure  the target is charmed by the vampire for 24 hours. While charmed it regards the vampire as a trusted friend and is a willing target for the vampires bite. The target repeats the saving throw each time it takes damage  ending the effect on itself on a success. If the targets saving throw is successful or the effect ends for it  it is immune to this vampires Charm for 24 hours."}],"bonus_actions":[{"name":"Bite","desc":"Melee Weapon Attack: +9 to hit, reach 5 ft., one target that is grappled, incapacitated, restrained, willing, or unaware of the vampires presence. Hit: 10 (1d10 + 5) piercing damage plus 21 (6d6) necrotic damage. The targets hit point maximum is reduced by an amount equal to the necrotic damage dealt, and the vampire regains this number of hit points. The reduction lasts until the target finishes a long rest. If the target is reduced to 0 hit points by this attack, it dies and rises the following night as a vampire spawn in the vampires thrall. Before the target first rises as a vampire spawn, a bless, gentle repose, or similar spell cast on the body prevents this transformation."}],"reactions":[{"name":"Hissing Scuttle (1/Day)","desc":"When the vampire takes radiant damage, it moves up to its Speed without provoking opportunity attacks."},{"name":"Warding Charm (1/Day)","desc":"When a creature the vampire can see targets it with a melee attack but before the attack is made, the vampire uses Charm on that creature."}],"legendary_desc":"","legendary_actions":[{"name":"The vampire can take 1 legendary action","desc":"Only one legendary action can be used at a time and only at the end of another creatures turn. It regains spent legendary actions at the start of its turn."},{"name":"Blood Charm","desc":"The vampire uses Charm. A creature makes its initial saving throw with disadvantage if the vampire has hit it with a bite attack within the last 24 hours."},{"name":"Grab","desc":"The vampire makes a grab attack."},{"name":"Mist Form","desc":"The vampire transforms into a mist or back into its true form. As mist, the vampire has a flying speed of 30, can't speak, can't take actions or manipulate objects, is immune to nonmagical damage from weapons, and has advantage on saving throws and Stealth checks. It can pass through a space as narrow as 1 inch without squeezing but can't pass through water. Anything its carrying transforms with it."},{"name":"Shapechange","desc":"The vampire transforms into the shape of a Medium or smaller beast or back into its true form. While transformed, it has the beasts size and movement modes. It can't use reactions or legendary actions, and can't speak. Otherwise, it uses the vampires statistics. Anything its carrying transforms with it."}],"special_abilities":[{"name":"Legendary Resistance (3/Day)","desc":"When the vampire fails a saving throw, it can choose to succeed instead. When it does so, it visibly grows older. Its original appearance is restored when it finishes a long rest."},{"name":"Misty Recovery","desc":"When the vampire drops to 0 hit points, instead of falling unconscious, it turns into mist as if it had used the Mist Form legendary action. It can't revert to its vampire form, and it must reach its resting place within 2 hours or be destroyed. Once in its resting place, it reverts to vampire form and is paralyzed for 1 hour, at which time it regains 1 hit point. While paralyzed in this way, it can be destroyed by fire damage, radiant damage, damage from a magical weapon, or a wooden stake driven through the heart, but it is otherwise immune to damage."},{"name":"Regeneration","desc":"The vampire regains 20 hit points at the start of its turn if it has at least 1 hit point and hasnt taken radiant damage since its last turn."},{"name":"Spider Climb","desc":"The vampire can climb even on difficult surfaces and upside down on ceilings."},{"name":"Vampire Weaknesses","desc":"Vampires most common weaknesses are sunlight and running water. When the vampire ends its turn in contact with one of its weaknesses (such as being bathed in sunlight or running water), it takes 20 radiant damage. While in contact with its weakness, it can't use its Regeneration trait or its Mist Form or Shapechange actions."},{"name":"Resting Place","desc":"Every vampires lair contains a resting place, usually a coffin or sarcophagus, where the vampire must rest for at least an hour each day to recuperate its powers. This resting place is sprinkled with soil from its mortal homeland. If this soil is scattered or is subjected to a bless, hallow, or similar spell, the vampire is destroyed when reduced to 0 hit points."}],"spell_list":[],"page_no":418,"environments":[],"img_main":null,"document__slug":"menagerie","document__title":"Level Up Advanced 5e Monstrous Menagerie","document__license_url":"http://open5e.com/legal","document__url":"https://www.levelup5e.com","v2_converted_path":"/v2/creatures/a5e-mm_vampire/"},{"slug":"vampire-assassin-a5e","desc":"","name":"Vampire Assassin","size":"Medium","type":"Undead","subtype":"","group":null,"alignment":"","armor_class":16,"armor_desc":"","hit_points":142,"hit_dice":"15d8+75","speed":{"walk":40,"climb":30},"strength":20,"dexterity":18,"constitution":20,"intelligence":16,"wisdom":16,"charisma":18,"strength_save":null,"dexterity_save":8,"constitution_save":null,"intelligence_save":null,"wisdom_save":7,"charisma_save":8,"perception":null,"skills":{"perception":7,"persuasion":8,"stealth":8},"damage_vulnerabilities":"","damage_resistances":"necrotic; damage from nonmagical, non-silvered weapons","damage_immunities":"","condition_immunities":"","senses":"darkvision 120 ft., passive Perception 17","languages":"the languages it knew in life","challenge_rating":"12","cr":12.0,"actions":[{"name":"Grab (Vampire Form Only)","desc":"Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 14 (2d8 + 5) bludgeoning damage plus 4 (1d8) necrotic damage. The target is grappled (escape DC 17) and restrained while grappled in this way."},{"name":"Charm","desc":"The vampire targets a creature within 30 feet  forcing it to make a DC 16 Wisdom saving throw. On a failure  the target is charmed by the vampire for 24 hours. While charmed it regards the vampire as a trusted friend and is a willing target for the vampires bite. The target repeats the saving throw each time it takes damage  ending the effect on itself on a success. If the targets saving throw is successful or the effect ends for it  it is immune to this vampires Charm for 24 hours."}],"bonus_actions":[{"name":"Bite","desc":"Melee Weapon Attack: +9 to hit, reach 5 ft., one target that is grappled, incapacitated, restrained, willing, or unaware of the vampires presence. Hit: 10 (1d10 + 5) piercing damage plus 21 (6d6) necrotic damage. The targets hit point maximum is reduced by an amount equal to the necrotic damage dealt, and the vampire regains this number of hit points. The reduction lasts until the target finishes a long rest. If the target is reduced to 0 hit points by this attack, it dies and rises the following night as a vampire spawn in the vampires thrall. Before the target first rises as a vampire spawn, a bless, gentle repose, or similar spell cast on the body prevents this transformation."}],"reactions":[{"name":"Hissing Scuttle (1/Day)","desc":"When the vampire takes radiant damage, it moves up to its Speed without provoking opportunity attacks."},{"name":"Warding Charm (1/Day)","desc":"When a creature the vampire can see targets it with a melee attack but before the attack is made, the vampire uses Charm on that creature."}],"legendary_desc":"","legendary_actions":[{"name":"The vampire can take 1 legendary action","desc":"Only one legendary action can be used at a time and only at the end of another creatures turn. It regains spent legendary actions at the start of its turn."},{"name":"Blood Charm","desc":"The vampire uses Charm. A creature makes its initial saving throw with disadvantage if the vampire has hit it with a bite attack within the last 24 hours."},{"name":"Grab","desc":"The vampire makes a grab attack."},{"name":"Mist Form","desc":"The vampire transforms into a mist or back into its true form. As mist, the vampire has a flying speed of 30, can't speak, can't take actions or manipulate objects, is immune to nonmagical damage from weapons, and has advantage on saving throws and Stealth checks. It can pass through a space as narrow as 1 inch without squeezing but can't pass through water. Anything its carrying transforms with it."},{"name":"Shapechange","desc":"The vampire transforms into the shape of a Medium or smaller beast or back into its true form. While transformed, it has the beasts size and movement modes. It can't use reactions or legendary actions, and can't speak. Otherwise, it uses the vampires statistics. Anything its carrying transforms with it."}],"special_abilities":[{"name":"Legendary Resistance (3/Day)","desc":"When the vampire fails a saving throw, it can choose to succeed instead. When it does so, it visibly grows older. Its original appearance is restored when it finishes a long rest."},{"name":"Misty Recovery","desc":"When the vampire drops to 0 hit points, instead of falling unconscious, it turns into mist as if it had used the Mist Form legendary action. It can't revert to its vampire form, and it must reach its resting place within 2 hours or be destroyed. Once in its resting place, it reverts to vampire form and is paralyzed for 1 hour, at which time it regains 1 hit point. While paralyzed in this way, it can be destroyed by fire damage, radiant damage, damage from a magical weapon, or a wooden stake driven through the heart, but it is otherwise immune to damage."},{"name":"Regeneration","desc":"The vampire regains 20 hit points at the start of its turn if it has at least 1 hit point and hasnt taken radiant damage since its last turn."},{"name":"Spider Climb","desc":"The vampire can climb even on difficult surfaces and upside down on ceilings."},{"name":"Vampire Weaknesses","desc":"Vampires most common weaknesses are sunlight and running water. When the vampire ends its turn in contact with one of its weaknesses (such as being bathed in sunlight or running water), it takes 20 radiant damage. While in contact with its weakness, it can't use its Regeneration trait or its Mist Form or Shapechange actions."},{"name":"Resting Place","desc":"Every vampires lair contains a resting place, usually a coffin or sarcophagus, where the vampire must rest for at least an hour each day to recuperate its powers. This resting place is sprinkled with soil from its mortal homeland. If this soil is scattered or is subjected to a bless, hallow, or similar spell, the vampire is destroyed when reduced to 0 hit points."},{"name":"Misty Stealth","desc":"While in Mist Form in dim light or darkness, the vampire is invisible."},{"name":"Sneak Attack (1/Turn)","desc":"The vampire deals an extra 10 (3d6) damage when it hits with a weapon attack while it has advantage on the attack, or when its target is within 5 feet of an ally of the vampire while the vampire doesnt have disadvantage on the attack."}],"spell_list":[],"page_no":420,"environments":[],"img_main":null,"document__slug":"menagerie","document__title":"Level Up Advanced 5e Monstrous Menagerie","document__license_url":"http://open5e.com/legal","document__url":"https://www.levelup5e.com","v2_converted_path":"/v2/creatures/a5e-mm_vampire-assassin/"},{"slug":"vampire-mage-a5e","desc":"","name":"Vampire Mage","size":"Medium","type":"Undead","subtype":"","group":null,"alignment":"","armor_class":16,"armor_desc":"","hit_points":142,"hit_dice":"15d8+75","speed":{"walk":40,"climb":30},"strength":20,"dexterity":18,"constitution":20,"intelligence":16,"wisdom":16,"charisma":18,"strength_save":null,"dexterity_save":8,"constitution_save":null,"intelligence_save":null,"wisdom_save":7,"charisma_save":8,"perception":null,"skills":{"perception":7,"persuasion":8,"stealth":8},"damage_vulnerabilities":"","damage_resistances":"necrotic; damage from nonmagical, non-silvered weapons","damage_immunities":"","condition_immunities":"","senses":"darkvision 120 ft., passive Perception 17","languages":"the languages it knew in life","challenge_rating":"13","cr":13.0,"actions":[{"name":"Grab (Vampire Form Only)","desc":"Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 14 (2d8 + 5) bludgeoning damage plus 4 (1d8) necrotic damage. The target is grappled (escape DC 17) and restrained while grappled in this way."},{"name":"Charm","desc":"The vampire targets a creature within 30 feet  forcing it to make a DC 16 Wisdom saving throw. On a failure  the target is charmed by the vampire for 24 hours. While charmed it regards the vampire as a trusted friend and is a willing target for the vampires bite. The target repeats the saving throw each time it takes damage  ending the effect on itself on a success. If the targets saving throw is successful or the effect ends for it  it is immune to this vampires Charm for 24 hours."},{"name":"Fireball (3rd-Level; V, S, M)","desc":"Fire streaks from the vampire to a point within 120 feet and explodes in a 20-foot radius  spreading around corners. Each creature in the area makes a DC 15 Dexterity saving throw  taking 21 (6d6) fire damage on a failed save or half damage on a success."},{"name":"Blight (4th-Level; V, S)","desc":"The vampire targets a living creature or plant within 30 feet  draining moisture and vitality from it. The target makes a DC 15 Constitution saving throw  taking 36 (8d8) necrotic damage on a failure or half damage on a success. Plant creatures have disadvantage on their saving throw and take maximum damage. A nonmagical plant dies."}],"bonus_actions":[{"name":"Bite","desc":"Melee Weapon Attack: +9 to hit, reach 5 ft., one target that is grappled, incapacitated, restrained, willing, or unaware of the vampires presence. Hit: 10 (1d10 + 5) piercing damage plus 21 (6d6) necrotic damage. The targets hit point maximum is reduced by an amount equal to the necrotic damage dealt, and the vampire regains this number of hit points. The reduction lasts until the target finishes a long rest. If the target is reduced to 0 hit points by this attack, it dies and rises the following night as a vampire spawn in the vampires thrall. Before the target first rises as a vampire spawn, a bless, gentle repose, or similar spell cast on the body prevents this transformation."}],"reactions":[{"name":"Hissing Scuttle (1/Day)","desc":"When the vampire takes radiant damage, it moves up to its Speed without provoking opportunity attacks."},{"name":"Warding Charm (1/Day)","desc":"When a creature the vampire can see targets it with a melee attack but before the attack is made, the vampire uses Charm on that creature."},{"name":"Shield (1st-Level; V","desc":"When the vampire is hit by an attack or targeted by magic missile, it gains a +5 bonus to AC (including against the triggering attack) and immunity to magic missile. These benefits last until the start of its next turn."}],"legendary_desc":"","legendary_actions":[{"name":"The vampire can take 1 legendary action","desc":"Only one legendary action can be used at a time and only at the end of another creatures turn. It regains spent legendary actions at the start of its turn."},{"name":"Blood Charm","desc":"The vampire uses Charm. A creature makes its initial saving throw with disadvantage if the vampire has hit it with a bite attack within the last 24 hours."},{"name":"Grab","desc":"The vampire makes a grab attack."},{"name":"Mist Form","desc":"The vampire transforms into a mist or back into its true form. As mist, the vampire has a flying speed of 30, can't speak, can't take actions or manipulate objects, is immune to nonmagical damage from weapons, and has advantage on saving throws and Stealth checks. It can pass through a space as narrow as 1 inch without squeezing but can't pass through water. Anything its carrying transforms with it."},{"name":"Shapechange","desc":"The vampire transforms into the shape of a Medium or smaller beast or back into its true form. While transformed, it has the beasts size and movement modes. It can't use reactions or legendary actions, and can't speak. Otherwise, it uses the vampires statistics. Anything its carrying transforms with it."}],"special_abilities":[{"name":"Legendary Resistance (3/Day)","desc":"When the vampire fails a saving throw, it can choose to succeed instead. When it does so, it visibly grows older. Its original appearance is restored when it finishes a long rest."},{"name":"Misty Recovery","desc":"When the vampire drops to 0 hit points, instead of falling unconscious, it turns into mist as if it had used the Mist Form legendary action. It can't revert to its vampire form, and it must reach its resting place within 2 hours or be destroyed. Once in its resting place, it reverts to vampire form and is paralyzed for 1 hour, at which time it regains 1 hit point. While paralyzed in this way, it can be destroyed by fire damage, radiant damage, damage from a magical weapon, or a wooden stake driven through the heart, but it is otherwise immune to damage."},{"name":"Regeneration","desc":"The vampire regains 20 hit points at the start of its turn if it has at least 1 hit point and hasnt taken radiant damage since its last turn."},{"name":"Spider Climb","desc":"The vampire can climb even on difficult surfaces and upside down on ceilings."},{"name":"Vampire Weaknesses","desc":"Vampires most common weaknesses are sunlight and running water. When the vampire ends its turn in contact with one of its weaknesses (such as being bathed in sunlight or running water), it takes 20 radiant damage. While in contact with its weakness, it can't use its Regeneration trait or its Mist Form or Shapechange actions."},{"name":"Resting Place","desc":"Every vampires lair contains a resting place, usually a coffin or sarcophagus, where the vampire must rest for at least an hour each day to recuperate its powers. This resting place is sprinkled with soil from its mortal homeland. If this soil is scattered or is subjected to a bless, hallow, or similar spell, the vampire is destroyed when reduced to 0 hit points."},{"name":"Spellcasting","desc":"The vampire is a 7th level spellcaster. Its spellcasting ability is Intelligence (spell save DC 15). It has the following wizard spells prepared:\n Cantrips (at will): mage hand\n minor illusion\n 1st-level (4 slots): disguise self\n shield\n 2nd-level (3 slots): darkness\n misty step\n 3rd-level (3 slots): animate dead\n fireball\n 4th-level (1 slot): blight"}],"spell_list":[],"page_no":420,"environments":[],"img_main":null,"document__slug":"menagerie","document__title":"Level Up Advanced 5e Monstrous Menagerie","document__license_url":"http://open5e.com/legal","document__url":"https://www.levelup5e.com","v2_converted_path":"/v2/creatures/a5e-mm_vampire-mage/"},{"slug":"vampire-warrior-a5e","desc":"","name":"Vampire Warrior","size":"Medium","type":"Undead","subtype":"","group":null,"alignment":"","armor_class":18,"armor_desc":"","hit_points":142,"hit_dice":"15d8+75","speed":{"walk":40,"climb":30},"strength":20,"dexterity":18,"constitution":20,"intelligence":16,"wisdom":16,"charisma":18,"strength_save":null,"dexterity_save":8,"constitution_save":null,"intelligence_save":null,"wisdom_save":7,"charisma_save":8,"perception":null,"skills":{"perception":7,"persuasion":8,"stealth":8},"damage_vulnerabilities":"","damage_resistances":"necrotic; damage from nonmagical, non-silvered weapons","damage_immunities":"","condition_immunities":"","senses":"darkvision 120 ft., passive Perception 17","languages":"the languages it knew in life","challenge_rating":"12","cr":12.0,"actions":[{"name":"Grab (Vampire Form Only)","desc":"Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 14 (2d8 + 5) bludgeoning damage plus 4 (1d8) necrotic damage. The target is grappled (escape DC 17) and restrained while grappled in this way."},{"name":"Charm","desc":"The vampire targets a creature within 30 feet  forcing it to make a DC 16 Wisdom saving throw. On a failure  the target is charmed by the vampire for 24 hours. While charmed it regards the vampire as a trusted friend and is a willing target for the vampires bite. The target repeats the saving throw each time it takes damage  ending the effect on itself on a success. If the targets saving throw is successful or the effect ends for it  it is immune to this vampires Charm for 24 hours."},{"name":"Reaping Greatsword","desc":"Melee Weapon Attack: +9 to hit, reach 10 ft.  up to 3 targets. Hit: 12 (2d6 + 5) slashing damage plus 4 (1d8) necrotic damage. If the target is a creature  it makes a DC 17 Strength saving throw  falling prone on a failure."}],"bonus_actions":[{"name":"Bite","desc":"Melee Weapon Attack: +9 to hit, reach 5 ft., one target that is grappled, incapacitated, restrained, willing, or unaware of the vampires presence. Hit: 10 (1d10 + 5) piercing damage plus 21 (6d6) necrotic damage. The targets hit point maximum is reduced by an amount equal to the necrotic damage dealt, and the vampire regains this number of hit points. The reduction lasts until the target finishes a long rest. If the target is reduced to 0 hit points by this attack, it dies and rises the following night as a vampire spawn in the vampires thrall. Before the target first rises as a vampire spawn, a bless, gentle repose, or similar spell cast on the body prevents this transformation."}],"reactions":[{"name":"Hissing Scuttle (1/Day)","desc":"When the vampire takes radiant damage, it moves up to its Speed without provoking opportunity attacks."},{"name":"Warding Charm (1/Day)","desc":"When a creature the vampire can see targets it with a melee attack but before the attack is made, the vampire uses Charm on that creature."}],"legendary_desc":"","legendary_actions":[{"name":"The vampire can take 1 legendary action","desc":"Only one legendary action can be used at a time and only at the end of another creatures turn. It regains spent legendary actions at the start of its turn."},{"name":"Blood Charm","desc":"The vampire uses Charm. A creature makes its initial saving throw with disadvantage if the vampire has hit it with a bite attack within the last 24 hours."},{"name":"Grab","desc":"The vampire makes a grab attack."},{"name":"Mist Form","desc":"The vampire transforms into a mist or back into its true form. As mist, the vampire has a flying speed of 30, can't speak, can't take actions or manipulate objects, is immune to nonmagical damage from weapons, and has advantage on saving throws and Stealth checks. It can pass through a space as narrow as 1 inch without squeezing but can't pass through water. Anything its carrying transforms with it."},{"name":"Shapechange","desc":"The vampire transforms into the shape of a Medium or smaller beast or back into its true form. While transformed, it has the beasts size and movement modes. It can't use reactions or legendary actions, and can't speak. Otherwise, it uses the vampires statistics. Anything its carrying transforms with it."}],"special_abilities":[{"name":"Legendary Resistance (3/Day)","desc":"When the vampire fails a saving throw, it can choose to succeed instead. When it does so, it visibly grows older. Its original appearance is restored when it finishes a long rest."},{"name":"Misty Recovery","desc":"When the vampire drops to 0 hit points, instead of falling unconscious, it turns into mist as if it had used the Mist Form legendary action. It can't revert to its vampire form, and it must reach its resting place within 2 hours or be destroyed. Once in its resting place, it reverts to vampire form and is paralyzed for 1 hour, at which time it regains 1 hit point. While paralyzed in this way, it can be destroyed by fire damage, radiant damage, damage from a magical weapon, or a wooden stake driven through the heart, but it is otherwise immune to damage."},{"name":"Regeneration","desc":"The vampire regains 20 hit points at the start of its turn if it has at least 1 hit point and hasnt taken radiant damage since its last turn."},{"name":"Spider Climb","desc":"The vampire can climb even on difficult surfaces and upside down on ceilings."},{"name":"Vampire Weaknesses","desc":"Vampires most common weaknesses are sunlight and running water. When the vampire ends its turn in contact with one of its weaknesses (such as being bathed in sunlight or running water), it takes 20 radiant damage. While in contact with its weakness, it can't use its Regeneration trait or its Mist Form or Shapechange actions."},{"name":"Resting Place","desc":"Every vampires lair contains a resting place, usually a coffin or sarcophagus, where the vampire must rest for at least an hour each day to recuperate its powers. This resting place is sprinkled with soil from its mortal homeland. If this soil is scattered or is subjected to a bless, hallow, or similar spell, the vampire is destroyed when reduced to 0 hit points."}],"spell_list":[],"page_no":421,"environments":[],"img_main":null,"document__slug":"menagerie","document__title":"Level Up Advanced 5e Monstrous Menagerie","document__license_url":"http://open5e.com/legal","document__url":"https://www.levelup5e.com","v2_converted_path":"/v2/creatures/a5e-mm_vampire-warrior/"},{"slug":"crimson-mist","desc":"","name":"Crimson Mist","size":"Medium","type":"Undead","subtype":"","group":null,"alignment":"chaotic evil","armor_class":15,"armor_desc":null,"hit_points":68,"hit_dice":"8d8+32","speed":{"hover":true,"walk":60},"strength":17,"dexterity":15,"constitution":18,"intelligence":3,"wisdom":20,"charisma":18,"strength_save":null,"dexterity_save":8,"constitution_save":null,"intelligence_save":null,"wisdom_save":4,"charisma_save":2,"perception":null,"skills":{},"damage_vulnerabilities":"","damage_resistances":"acid, lightning, thunder; bludgeoning, piercing, and slashing from nonmagical attacks","damage_immunities":"cold, necrotic, poison","condition_immunities":"charmed, exhaustion, frightened, grappled, paralyzed, petrified, poisoned, prone, restrained","senses":"darkvision 60 ft., passive Perception 11","languages":"understands all languages it knew as a vampire, but can't speak","challenge_rating":"6","cr":6.0,"actions":[{"desc":"The mist moves up to its speed. While doing so, it can enter a Medium or smaller creature's space. When the mist enters a creature's space, the creature must make a DC 15 Dexterity saving throw. On a successful save, the creature can choose to be pushed 5 feet back or to the side of the mist. A creature that chooses not to be pushed suffers the consequences of a failed saving throw.\n\nOn a failed save, the mist enters the creature's space, and the creature takes 15 (4d6) necrotic damage and is engulfed. The engulfed creature can't breathe, is restrained, and takes 15 (4d6) necrotic damage at the start of each of the mist's turns. When the mist moves, the engulfed creature doesn't move with it, and is freed. An engulfed creature can try to escape by taking an action to make a DC 14 Strength check. On a success, the creature escapes and enters a space of its choice within 5 feet of the mist. A creature within 5 feet of the mist can take an action to pull a creature out of the mist. Doing so requires a DC 14 Strength check, and the creature making the attempt takes 14 (4d6) necrotic damage. The mist can only engulf one Medium or smaller creature at a time.","name":"Engulf"}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"desc":"The crimson mist is weightless and can enter a hostile creature's space and stop there. In addition, if air can pass through a space, the mist can do so without squeezing.","name":"Pseudocorporeal"},{"desc":"Whenever the crimson mist deals necrotic damage to a living creature with blood in its body, the creature's hp maximum is reduced by the same amount and the mist regains hp equal to half the necrotic damage dealt. The reduction lasts until the creature finishes a long rest. The creature dies if this effect reduces its hp maximum to 0.","name":"Sanguine Feast"},{"desc":"The crimson mist has the following flaws:\nForbiddance. The crimson mist can't enter a residence without an invitation from one of the occupants.\nHarmed by Running Water. The crimson mist takes 20 force damage if it ends its turn above or within running water.\nSunlight Hypersensitivity. The crimson mist takes 20 radiant damage when it starts its turn in sunlight. While in sunlight, it has disadvantage on attack rolls and ability checks.","name":"Vampire Weaknesses"}],"spell_list":[],"page_no":67,"environments":[],"img_main":null,"document__slug":"cc","document__title":"Creature Codex","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/creature-codex-for-5th-edition-dnd/","v2_converted_path":"/v2/creatures/ccdx_crimson-mist/"},{"slug":"fey-drake","desc":"","name":"Fey Drake","size":"Small","type":"Dragon","subtype":"","group":null,"alignment":"chaotic neutral","armor_class":17,"armor_desc":"natural armor","hit_points":82,"hit_dice":"15d6+30","speed":{"fly":80,"walk":20},"strength":6,"dexterity":20,"constitution":15,"intelligence":15,"wisdom":16,"charisma":18,"strength_save":null,"dexterity_save":8,"constitution_save":5,"intelligence_save":null,"wisdom_save":6,"charisma_save":null,"perception":6,"skills":{"arcana":5,"deception":7,"perception":6,"stealth":8},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"","condition_immunities":"","senses":"darkvision 120 ft., passive Perception 16","languages":"Common, Draconic, Sylvan, telepathy 120 ft.","challenge_rating":"6","cr":6.0,"actions":[{"desc":"The fey drake makes three bite attacks.","name":"Multiattack"},{"attack_bonus":8,"damage_dice":"2d4+5","desc":"Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 10 (2d4 + 5) piercing damage, and the target must succeed on a DC 16 Constitution saving throw or be poisoned for 1 hour.","name":"Bite"},{"desc":"The drake breaths a plume of purple gas in a 15-foot cone. Each creature in that area must succeed on a DC 16 Wisdom saving throw or be charmed for 1 minute. While charmed, the creature can't take bonus actions or reactions, and it makes all Intelligence, Wisdom, and Charisma skill checks and saving throws with disadvantage.","name":"Bewildering Breath (Recharge 5-6)"}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"desc":"The fey drake has advantage on saving throws against spells and other magical effects.","name":"Magic Resistance"},{"desc":"As a bonus action, the fey drake can magically turn invisible until its concentration ends (as if concentrating on a spell). Any equipment the drake wears or carries is invisible with it.","name":"Superior Invisibility"},{"desc":"The fey drake's innate spellcasting ability is Charisma (spell save DC 15, +7 to hit with spell attacks). The fey drake can innately cast the following spells, requiring no material components\nAt will: charm person, color spray, grease\n3/day each: hypnotic pattern, locate creature, suggestion\n1/day each: dominate person, polymorph","name":"Innate Spellcasting"}],"spell_list":[],"page_no":130,"environments":[],"img_main":null,"document__slug":"cc","document__title":"Creature Codex","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/creature-codex-for-5th-edition-dnd/","v2_converted_path":"/v2/creatures/ccdx_fey-drake/"},{"slug":"ghost-dragon","desc":"","name":"Ghost Dragon","size":"Large","type":"Undead","subtype":"","group":null,"alignment":"any alignment","armor_class":14,"armor_desc":null,"hit_points":126,"hit_dice":"23d10","speed":{"fly":60,"walk":0},"strength":10,"dexterity":19,"constitution":10,"intelligence":14,"wisdom":16,"charisma":19,"strength_save":null,"dexterity_save":8,"constitution_save":null,"intelligence_save":null,"wisdom_save":7,"charisma_save":null,"perception":7,"skills":{"perception":7,"stealth":8},"damage_vulnerabilities":"","damage_resistances":"acid, fire, lightning, thunder; bludgeoning, piercing, and slashing from nonmagical attacks","damage_immunities":"cold, necrotic, poison","condition_immunities":"charmed, exhaustion, frightened, grappled, paralyzed, petrified, poisoned, prone, restrained","senses":"darkvision 120 ft., passive Perception 17","languages":"any languages it knew in life","challenge_rating":"11","cr":11.0,"actions":[{"desc":"The ghost dragon makes one claw attack and one withering bite attack.","name":"Multiattack"},{"attack_bonus":8,"damage_dice":"2d6+4","desc":"Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 11 (2d6 + 4) slashing damage.","name":"Claw"},{"attack_bonus":8,"damage_dice":"2d10+4","desc":"Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 15 (2d10 + 4) piercing damage, and the target must succeed on a DC 17 Constitution saving throw or take 18 (4d8) necrotic damage.","name":"Withering Bite"},{"desc":"The ghost dragon enters the Ethereal Plane from the Material Plane, or vice versa. It is visible on the Material Plane while it is in the Border Ethereal, and vice versa, yet it can't affect or be affected by anything on the other plane.","name":"Etherealness"},{"desc":"The ghost dragon exhales a blast of icy terror in a 30-foot cone. Each living creature in that area must make a DC 16 Wisdom saving throw. On a failure, a creature takes 44 (8d10) psychic damage and is frightened for 1 minute. On a success, it takes half the damage and isn't frightened. A frightened target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.","name":"Horrifying Breath (Recharge 5-6)"}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"desc":"The ghost dragon can see 60 feet into the Ethereal Plane when it is on the Material Plane, and vice versa.","name":"Ethereal Sight"},{"desc":"The ghost dragon can move through other creatures and objects as if they were difficult terrain. It takes 5 (1d10) force damage if it ends its turn inside an object.","name":"Incorporeal Movement"}],"spell_list":[],"page_no":170,"environments":[],"img_main":null,"document__slug":"cc","document__title":"Creature Codex","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/creature-codex-for-5th-edition-dnd/","v2_converted_path":"/v2/creatures/ccdx_ghost-dragon/"},{"slug":"ichneumon","desc":"","name":"Ichneumon","size":"Large","type":"Monstrosity","subtype":"","group":null,"alignment":"unaligned","armor_class":16,"armor_desc":"natural armor; 18 with Mud Armor","hit_points":123,"hit_dice":"13d10+52","speed":{"walk":50},"strength":22,"dexterity":18,"constitution":18,"intelligence":6,"wisdom":14,"charisma":12,"strength_save":null,"dexterity_save":8,"constitution_save":8,"intelligence_save":null,"wisdom_save":6,"charisma_save":null,"perception":null,"skills":{"acrobatics":8,"athletics":10,"stealth":8,"survival":6},"damage_vulnerabilities":"","damage_resistances":"acid, cold, fire, lightning, poison; bludgeoning, piercing, and slashing from nonmagical attacks","damage_immunities":"","condition_immunities":"","senses":"darkvision 120 ft., passive Perception 12","languages":"-","challenge_rating":"11","cr":11.0,"actions":[{"desc":"The ichneumon makes three attacks: two with its bite and one with its claws.","name":"Multiattack"},{"attack_bonus":10,"damage_dice":"4d6+6","desc":"Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 20 (4d6 + 6) piercing damage and the target is grappled (escape DC 18). Until this grapple ends, the target is restrained, and the ichneumon can't use its bite on another target.","name":"Bite"},{"attack_bonus":10,"damage_dice":"3d6+6","desc":"Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 16 (3d6 + 6) slashing damage.","name":"Claws"}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"desc":"The ichneumon is immune to a dragon's Frightful Presence and has advantage on saving throws against the breath weapons of dragons.","name":"Draconic Predator"},{"desc":"If the ichneumon is subjected to an effect that allows it to make a Dexterity saving throw to take only half damage, the ichneumon instead takes no damage if it succeeds on the saving throw, and only half damage if it fails.","name":"Evasion"},{"desc":"The ichneumon has advantage on Wisdom (Perception) checks that rely on hearing or smell.","name":"Keen Hearing and Smell"},{"desc":"If the ichneumon spends an hour applying mud to itself, it can increase its AC by 2 for 8 hours.","name":"Mud Armor"}],"spell_list":[],"page_no":224,"environments":[],"img_main":null,"document__slug":"cc","document__title":"Creature Codex","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/creature-codex-for-5th-edition-dnd/","v2_converted_path":"/v2/creatures/ccdx_ichneumon/"},{"slug":"king-kobold","desc":"","name":"King Kobold","size":"Small","type":"Humanoid","subtype":"kobold","group":null,"alignment":"lawful neutral","armor_class":15,"armor_desc":"18 with mage armor","hit_points":112,"hit_dice":"25d6+25","speed":{"walk":30},"strength":8,"dexterity":20,"constitution":12,"intelligence":14,"wisdom":14,"charisma":15,"strength_save":null,"dexterity_save":8,"constitution_save":null,"intelligence_save":5,"wisdom_save":null,"charisma_save":null,"perception":null,"skills":{"deception":5,"insight":8,"intimidation":8,"persuasion":8},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"","condition_immunities":"","senses":"darkvision 60 ft., passive Perception 12","languages":"Common, Draconic","challenge_rating":"6","cr":6.0,"actions":[{"desc":"The king kobold makes two shortsword attacks.","name":"Multiattack"},{"attack_bonus":8,"damage_dice":"1d6+5","desc":"Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 8 (1d6 + 5) piercing damage.","name":"Shortsword"},{"attack_bonus":8,"damage_dice":"1d6+5","desc":"Ranged Weapon Attack: +8 to hit, range 30/120 ft., one target. Hit: 8 (1d6 + 5) piercing damage.","name":"Hand Crossbow"}],"bonus_actions":null,"reactions":[{"desc":"The king kobold halves the damage from one attack that hits it. To do so, it must see the attacker.","name":"Uncanny Dodge"}],"legendary_desc":"","legendary_actions":null,"special_abilities":[{"desc":"On each of its turns, the king kobold can use a bonus action to take the Dash, Disengage, or Hide action.","name":"Cunning Action"},{"desc":"If the king kobold is subjected to an effect that allows it to make a Dexterity saving throw to take only half damage, the king instead takes no damage if it succeeds on the saving throw, and only half damage if it fails.","name":"Evasion"},{"desc":"The king has advantage on attack rolls against a creature if at least one of the king's allies is within 5 feet of the creature and the ally isn't incapacitated.","name":"Pack Tactics"},{"desc":"The king kobold deals an extra 14 (4d6) damage when it hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5 feet of an ally of the king that isn't incapacitated and the king doesn't have disadvantage on the attack roll.","name":"Sneak Attack (1/Turn)"},{"desc":"While in sunlight, the king has disadvantage on attack rolls and on Wisdom (Perception) checks that rely on sight.","name":"Sunlight Sensitivity"},{"desc":"The king kobold is a 4th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 13, +5 to hit with spell attacks). It has the following wizard spells prepared: \nCantrips (at will): fire bolt, mage hand, minor illusion, poison spray\n1st level (4 slots): alarm, grease, mage armor\n2nd level (3 slots): alter self, hold person, invisibility","name":"Spellcasting"}],"spell_list":[],"page_no":162,"environments":[],"img_main":null,"document__slug":"cc","document__title":"Creature Codex","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/creature-codex-for-5th-edition-dnd/","v2_converted_path":"/v2/creatures/ccdx_king-kobold/"},{"slug":"lotus-golem","desc":"","name":"Lotus Golem","size":"Large","type":"Construct","subtype":"","group":null,"alignment":"unaligned","armor_class":14,"armor_desc":null,"hit_points":82,"hit_dice":"11d10+22","speed":{"walk":30},"strength":14,"dexterity":19,"constitution":14,"intelligence":6,"wisdom":12,"charisma":4,"strength_save":6,"dexterity_save":8,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":9,"skills":{"athletics":6,"perception":9},"damage_vulnerabilities":"","damage_resistances":"bludgeoning, piercing, and slashing from nonmagical attacks that aren't adamantine","damage_immunities":"cold, fire, poison, psychic","condition_immunities":"charmed, exhaustion, frightened, paralyzed, petrified, poisoned","senses":"darkvision 60 ft., passive Perception 19","languages":"understands the languages of its creator but can't speak","challenge_rating":"9","cr":9.0,"actions":[{"desc":"The lotus golem makes two arcane water attacks.","name":"Multiattack"},{"attack_bonus":8,"damage_dice":"2d12+2","desc":"Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 15 (2d12 + 2) bludgeoning damage plus 7 (2d6) force damage.","name":"Arcane Water"}],"bonus_actions":null,"reactions":[{"desc":"When a spell is cast within 30 feet of it, the golem absorbs some of the spell's potency. If it is a spell that forces a saving throw, the DC to succeed drops by 2. If it is a spell with an attack roll, the attack roll has disadvantage. The golem regains 20 hp and gains 1 charge point in its Arcane Pool.","name":"Arcane Absorption"}],"legendary_desc":"","legendary_actions":null,"special_abilities":[{"desc":"The lotus golem absorbs energy from nearby spellcasting. Most lotus golems hold 1 charge point at any given time but can hold up to 4. As a bonus action while casting a spell within 5 feet of the lotus golem, the golem's controller can expend the golem's charge points to cast the spell without expending a spell slot. To do so, the controller must expend a number of charge points equal to the level of the spell.","name":"Arcane Pool"},{"desc":"The golem is immune to any spell or effect that would alter its form.","name":"Immutable Form"},{"desc":"The golem has advantage on saving throws against spells and other magical effects.","name":"Magic Resistance"},{"desc":"The golem's weapon attacks are magical.","name":"Magic Weapons"},{"desc":"The golem can move across the surface of water as if it were harmless, solid ground. This trait works like the water walk spell.","name":"Water Walker"}],"spell_list":[],"page_no":201,"environments":[],"img_main":null,"document__slug":"cc","document__title":"Creature Codex","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/creature-codex-for-5th-edition-dnd/","v2_converted_path":"/v2/creatures/ccdx_lotus-golem/"},{"slug":"ningyo","desc":"","name":"Ningyo","size":"Small","type":"Aberration","subtype":"","group":null,"alignment":"neutral evil","armor_class":15,"armor_desc":null,"hit_points":77,"hit_dice":"14d6+28","speed":{"fly":60,"swim":60,"walk":0},"strength":8,"dexterity":21,"constitution":15,"intelligence":14,"wisdom":11,"charisma":7,"strength_save":2,"dexterity_save":8,"constitution_save":null,"intelligence_save":null,"wisdom_save":3,"charisma_save":null,"perception":3,"skills":{"deception":1,"insight":3,"perception":3},"damage_vulnerabilities":"","damage_resistances":"acid, cold, fire, necrotic, poison","damage_immunities":"","condition_immunities":"","senses":"darkvision 120 ft., passive Perception 13","languages":"Aquan, Common, Deep Speech","challenge_rating":"7","cr":7.0,"actions":[{"desc":"The ningyo makes four barbed tentacle attacks.","name":"Multiattack"},{"attack_bonus":8,"damage_dice":"1d6+5","desc":"Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 8 (1d6 + 5) piercing damage plus 5 (1d10) poison damage.","name":"Barbed Tentacle"}],"bonus_actions":null,"reactions":[{"desc":"When the ningyo takes damage, it can choose to take half the damage instead. The ningyo then chooses a creature within 60 feet. The target must succeed on a DC 15 Constitution saving throw or have disadvantage until the end of its next turn as it is wracked with the pain of the attack.","name":"Share Pain"}],"legendary_desc":"","legendary_actions":null,"special_abilities":[{"desc":"The ningyo can breathe only underwater and can hold its breath for 1 hour.","name":"Aquatic"},{"desc":"When a creature that the ningyo can see attacks the ningyo and misses, the attack is automatically redirected against another creature within 5 feet of the ningyo or the attacker. This attack uses the same attack roll.","name":"Curse of Ill Fortune"}],"spell_list":[],"page_no":278,"environments":[],"img_main":null,"document__slug":"cc","document__title":"Creature Codex","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/creature-codex-for-5th-edition-dnd/","v2_converted_path":"/v2/creatures/ccdx_ningyo/"},{"slug":"pact-lich","desc":"","name":"Pact Lich","size":"Medium","type":"Undead","subtype":"","group":null,"alignment":"any evil alignment","armor_class":17,"armor_desc":"natural armor","hit_points":195,"hit_dice":"26d8+78","speed":{"walk":30},"strength":11,"dexterity":16,"constitution":16,"intelligence":16,"wisdom":14,"charisma":20,"strength_save":null,"dexterity_save":8,"constitution_save":null,"intelligence_save":8,"wisdom_save":null,"charisma_save":null,"perception":null,"skills":{"deception":10,"persuasion":10},"damage_vulnerabilities":"","damage_resistances":"cold, fire, necrotic","damage_immunities":"poison; bludgeoning, piercing and slashing from nonmagical attacks","condition_immunities":"charmed, frightened, paralyzed, poisoned","senses":"truesight 120 ft., passive Perception 12","languages":"any languages it knew in life","challenge_rating":"15","cr":15.0,"actions":[{"desc":"The pact lich makes four enhanced eldritch blast attacks.","name":"Multiattack"},{"attack_bonus":10,"damage_dice":"3d6","desc":"Melee Spell Attack: +10 to hit, reach 5 ft., one target. Hit: 10 (3d6) necrotic damage. The target must succeed on a DC 18 Charisma saving throw or have vivid hallucinations for 1 minute. During this time, the target is blinded, stunned, and deafened, sensing only the hallucinatory terrain and events. The hallucinations play on aspects of the creature's deepest fears. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.","name":"Maddening Touch"},{"attack_bonus":10,"damage_dice":"1d10+5","desc":"Ranged Spell Attack: +10 to hit, range 300 ft., one target. Hit: 10 (1d10 + 5) force damage. On a successful hit, the pact lich can push the target 10 feet away from it in a straight line.","name":"Enhanced Eldritch Blast"},{"desc":"The pact lich targets one creature it can see within 60 feet of it. The target must make a DC 18 Wisdom saving throw. On a failure, the target disappears and is paralyzed as it is hurtled through the nightmare landscape of the lower planes. At the end of the pact lich's next turn, the target returns to the space it previously occupied, or the nearest unoccupied space, and is no longer paralyzed. If the target is not a fiend, it takes 55 (10d10) psychic damage when it returns. The target must succeed on another DC 18 Wisdom saving throw or be frightened until the end of the lich's next turn as the target reels from its horrific experience.","name":"Hurl Through Hell (1/Day)"}],"bonus_actions":null,"reactions":null,"legendary_desc":"The pact lich 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 lich regains spent legendary actions at the start of its turn.","legendary_actions":[{"desc":"The lich casts a spell it can cast at will.","name":"At Will Spell"},{"desc":"The pact lich chooses one damage type, gaining resistance to that damage type until it chooses a different one with this feature. Damage from magical weapons or silver weapons ignores this resistance.","name":"Fiendish Resilience"},{"desc":"The pact lich uses its Maddening Touch.","name":"Maddening Touch (Costs 2 Actions)"},{"desc":"The lich entreats its patron for aid, regaining all expended spells.","name":"Eldritch Master (Costs 3 Actions, 1/Day)"}],"special_abilities":[{"desc":"If the pact lich fails a saving throw, it can choose to succeed instead.","name":"Legendary Resistance (3/Day)"},{"desc":"As a bonus action when in an area of dim light or darkness, the pact lich can become invisible until it moves or takes an action or reaction.","name":"One With Shadows"},{"desc":"When the pact lich reduces a target to 0 hp, the lich gains 25 temporary hp.","name":"Patron's Blessing"},{"desc":"If a fist-sized or larger diamond is within its lair, a destroyed pact lich usually gains a new body in 3d10 days, but its return to the Material Plane is ultimately dictated by its patron.","name":"Pact Rejuvenation"},{"desc":"The pact lich's innate spellcasting ability is Charisma (spell save DC 18, +10 to hit with spell attacks). It can innately cast the following spells, requiring only verbal components:\nAt will: chill touch, detect magic, levitate, mage hand, prestidigitation, speak with dead, true strike\n1/day each: banishment, bestow curse, compulsion, confusion, conjure elemental, dominate monster, eyebite, finger of death, fly, hellish rebuke (5d10), hold monster, slow","name":"Innate Spellcasting"}],"spell_list":[],"page_no":152,"environments":[],"img_main":null,"document__slug":"cc","document__title":"Creature Codex","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/creature-codex-for-5th-edition-dnd/","v2_converted_path":"/v2/creatures/ccdx_pact-lich/"},{"slug":"shadow-fey-ambassador","desc":"","name":"Shadow Fey Ambassador","size":"Medium","type":"Humanoid","subtype":"elf","group":null,"alignment":"lawful evil","armor_class":16,"armor_desc":"studded leather","hit_points":161,"hit_dice":"19d8+76","speed":{"walk":30},"strength":13,"dexterity":18,"constitution":18,"intelligence":16,"wisdom":16,"charisma":20,"strength_save":null,"dexterity_save":8,"constitution_save":null,"intelligence_save":null,"wisdom_save":7,"charisma_save":null,"perception":7,"skills":{"arcana":7,"deception":13,"insight":7,"intimidation":9,"perception":7,"persuasion":13},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"","condition_immunities":"","senses":"darkvision 60 ft., passive Perception 17","languages":"Common, Elvish, Umbral","challenge_rating":"9","cr":9.0,"actions":[{"desc":"The ambassador uses its Withering Stare. It then makes three rapier attacks.","name":"Multiattack"},{"attack_bonus":8,"damage_dice":"1d8+4","desc":"Melee Weapon Attack: +8 to hit, reach 5 ft. Hit: 8 (1d8 + 4) piercing damage plus 10 (3d6) cold damage.","name":"Rapier"},{"desc":"The silver-tongued shadow fey ambassador weaves together a string of highly persuasive and agreeable words. Each creature within 30 feet of the ambassador must succeed on a DC 16 Wisdom saving throw or be charmed by the ambassador, regarding it as a wise and trustworthy ally with the creature's best interests at heart. A charmed target doesn't have to obey the ambassador's commands, but it views the ambassador's words in the most favorable way. \n\nEach time a charmed target witnesses the shadow fey ambassador or its allies do something harmful to the target or its companions, it can repeat the saving throw, ending the effect on itself on a success. Otherwise, the effect lasts as long as the ambassador maintains concentration, up to 8 hours.","name":"Honeyed Words (Recharges after a Long Rest)"},{"desc":"The shadow fey ambassador targets one creature it can see within 30 feet of it. If the target can see it, the target must succeed on a DC 16 Wisdom saving throw or be frightened for 1 minute. The frightened target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a target's saving throw is successful or the effect ends for it, the target is immune to the ambassador's Withering Stare for the next 24 hours.","name":"Withering Stare"}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"desc":"The shadow fey has advantage on saving throws against being charmed, and magic can't put it to sleep.","name":"Fey Ancestry"},{"desc":"As a bonus action while in shadows, dim light, or darkness, the shadow fey disappears into the darkness and reappears in an unoccupied space it can see within 30 feet. A tendril of inky smoke appears at the origin and destination when it uses this trait.","name":"Shadow Traveler (5/Day)"},{"desc":"While in sunlight, the shadow fey has disadvantage on attack rolls and on Wisdom (Perception) checks that rely on sight.","name":"Sunlight Sensitivity"},{"desc":"The shadow fey has advantage on Intelligence (Arcana) checks made to know about shadow roads and shadow magic spells or items.","name":"Traveler in Darkness"}],"spell_list":[],"page_no":145,"environments":[],"img_main":null,"document__slug":"cc","document__title":"Creature Codex","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/creature-codex-for-5th-edition-dnd/","v2_converted_path":"/v2/creatures/ccdx_shadow-fey-ambassador/"},{"slug":"shadow-fey-poisoner","desc":"","name":"Shadow Fey Poisoner","size":"Medium","type":"Humanoid","subtype":"elf","group":null,"alignment":"neutral","armor_class":16,"armor_desc":"studded leather","hit_points":112,"hit_dice":"15d8+45","speed":{"walk":30},"strength":11,"dexterity":18,"constitution":16,"intelligence":13,"wisdom":11,"charisma":14,"strength_save":null,"dexterity_save":8,"constitution_save":null,"intelligence_save":5,"wisdom_save":null,"charisma_save":6,"perception":4,"skills":{"acrobatics":8,"deception":6,"perception":4,"persuasion":6,"stealth":12},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"poison","condition_immunities":"poisoned","senses":"darkvision 120 ft., passive Perception 14","languages":"Common, Elvish","challenge_rating":"11","cr":11.0,"actions":[{"desc":"The shadow fey poisoner makes two shortsword attacks or two longbow attacks.","name":"Multiattack"},{"attack_bonus":8,"damage_dice":"1d6+4","desc":"Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) piercing damage, and the target must make a DC 15 Constitution saving throw, taking 28 (8d6) poison damage on a failed save, or half as much damage on a successful one.","name":"Shortsword"},{"attack_bonus":8,"damage_dice":"1d8+4","desc":"Ranged Weapon Attack: +8 to hit, range 150/600 ft., one target. Hit: 8 (1d8 + 4) piercing damage, and the target must make a DC 15 Constitution saving throw, taking 28 (8d6) poison damage on a failed save, or half as much damage on a successful one.","name":"Longbow"}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"desc":"During its first turn, the shadow fey has advantage on attack rolls against any creature that hasn't taken a turn. Any hit the poisoner scores against a surprised creature is a critical hit.","name":"Assassinate"},{"desc":"When in dim light or darkness, the shadow fey poisoner is invisible.","name":"Born of Shadows"},{"desc":"If the shadow fey poisoner is subjected to an effect that allows it to make a Dexterity saving throw to take only half damage, the poisoner instead takes no damage if it succeeds on the saving throw, and only half damage if it fails.","name":"Evasion"},{"desc":"The shadow fey has advantage on saving throws against being charmed, and magic can't put it to sleep.","name":"Fey Ancestry"},{"desc":"As a bonus action while in shadows, dim light, or darkness, the shadow fey disappears into the darkness and reappears in an unoccupied space it can see within 30 feet. A tendril of inky smoke appears at the origin and destination when it uses this trait.","name":"Shadow Traveler (4/Day)"},{"desc":"The shadow fey poisoner deals an extra 21 (6d6) damage when it hits a target with a weapon attack and has advantage on the attack roll; or when the target is within 5 feet of an ally of the poisoner, that ally isn't incapacitated, and the poisoner doesn't have disadvantage on the attack roll.","name":"Sneak Attack (1/Turn)"},{"desc":"While in sunlight, the shadow fey has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.","name":"Sunlight Sensitivity"},{"desc":"The shadow fey has advantage on Intelligence (Arcana) checks made to know about shadow roads and shadow magic spells or items.","name":"Traveler in Darkness"}],"spell_list":[],"page_no":148,"environments":[],"img_main":null,"document__slug":"cc","document__title":"Creature Codex","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/creature-codex-for-5th-edition-dnd/","v2_converted_path":"/v2/creatures/ccdx_shadow-fey-poisoner/"},{"slug":"vampire-patrician","desc":"","name":"Vampire Patrician","size":"Medium","type":"Undead","subtype":"","group":null,"alignment":"lawful evil","armor_class":16,"armor_desc":"natural armor","hit_points":119,"hit_dice":"14d8+56","speed":{"walk":30},"strength":15,"dexterity":18,"constitution":18,"intelligence":16,"wisdom":13,"charisma":20,"strength_save":null,"dexterity_save":8,"constitution_save":null,"intelligence_save":null,"wisdom_save":5,"charisma_save":9,"perception":5,"skills":{"deception":9,"intimidation":9,"perception":5,"persuasion":9},"damage_vulnerabilities":"","damage_resistances":"necrotic; bludgeoning, piercing, and slashing from nonmagical attacks","damage_immunities":"","condition_immunities":"","senses":"darkvision 120 ft., passive Perception 15","languages":"the languages it knew in life","challenge_rating":"10","cr":10.0,"actions":[{"desc":"The vampire patrician can use its Bone-Chilling Gaze. It then makes two attacks, only one of which can be a bite attack.","name":"Multiattack"},{"attack_bonus":8,"damage_dice":"2d8+4","desc":"Melee Weapon Attack: +8 to hit, reach 5 ft., one creature. Hit: 13 (2d8 + 4) piercing damage plus 3 (1d6) necrotic damage.","name":"Rapier"},{"attack_bonus":8,"damage_dice":"1d6+4","desc":"Melee Weapon Attack: +8 to hit, reach 5 ft., one willing creature, or a creature that is grappled by the vampire patrician, incapacitated, or restrained. Hit: 7 (1d6 + 4) piercing damage plus 7 (2d6) necrotic damage. The target's hp maximum is reduced by an amount equal to the necrotic damage taken, and the patrician regains hp equal to that amount. The reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hp maximum to 0. A humanoid slain in this way and then buried in the ground rises the following night as a vampire spawn under the vampire patrician's control.","name":"Bite"},{"desc":"The vampire patrician targets one humanoid it can see within 30 feet. If the target can see the patrician, the target must succeed on a DC 17 Charisma saving throw or become paralyzed with fear until the end of its next turn.","name":"Bone-Chilling Gaze"},{"desc":"The vampire patrician calls 4d6 hunting hounds (use mastiff statistics) to its side. While outdoors, the vampire patrician can call 4d6 hunting raptors (use blood hawk statistics) instead. These creatures arrive in 1d4 rounds, helping the patrician and obeying its spoken commands. The beasts remain for 1 hour, until the patrician dies, or until the patrician dismisses them as a bonus action.","name":"Release the Hounds! (1/Day)"}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"desc":"A melee weapon deals one extra die of its damage and an extra 3 (1d6) necrotic damage when the vampire patrician hits with it (included in the attack).","name":"Cruel Combatant"},{"desc":"When it drops to 0 hp outside its resting place, the vampire patrician transforms into a cloud of mist instead of falling unconscious, provided that it isn't in sunlight or running water. If it can't transform, it is destroyed. While it has 0 hp in mist form, it can't revert to its vampire form, and it must reach its resting place within 2 hours or be destroyed. \n\nWhile in mist form it can't take any actions, speak, or manipulate objects. It is weightless, has a flying speed of 20 feet, can hover, and can enter a hostile creature's space and stop there. In addition, if air can pass through a space, the mist can do so without squeezing, and it can't pass through water. It has advantage on Strength, Dexterity, and Constitution saving throws, and it is immune to all nonmagical damage, except the damage it takes from sunlight. \n\nOnce in its resting place, it reverts to vampire form. It is then paralyzed until it regains at least 1 hp. After spending 1 hour in its resting place with 0 hp, it regains 1 hp.","name":"Misty Escape"},{"desc":"The vampire patrician can ignore the effects of sunlight for up to 1 minute.","name":"Noble Resilience (Recharges after a Long Rest)"},{"desc":"The patrician regains 15 hp at the start of its turn if it has at least 1 hp and isn't in sunlight or running water. If it takes radiant damage or damage from holy water, this trait doesn't function at the start of its next turn.","name":"Regeneration"},{"desc":"The vampire patrician can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.","name":"Spider Climb"},{"desc":"The vampire patrician has the following flaws:\nForbiddance. The patrician can't enter a residence without an invitation from one of the occupants.\nHarmed by Running Water. The patrician takes 20 acid damage if it ends its turn in running water.\nStake to the Heart. If a piercing weapon made of wood is driven into the patrician's heart while the patrician is incapacitated in its resting place, the patrician is paralyzed until the stake is removed.\nSunlight Hypersensitivity. The patrician takes 20 radiant damage when it starts its turn in sunlight. While in sunlight, it has disadvantage on attack rolls and ability checks.","name":"Vampire Weaknesses"}],"spell_list":[],"page_no":365,"environments":[],"img_main":null,"document__slug":"cc","document__title":"Creature Codex","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/creature-codex-for-5th-edition-dnd/","v2_converted_path":"/v2/creatures/ccdx_vampire-patrician/"},{"slug":"xiphus","desc":"","name":"Xiphus","size":"Small","type":"Fey","subtype":"","group":null,"alignment":"chaotic evil","armor_class":15,"armor_desc":null,"hit_points":55,"hit_dice":"10d6+20","speed":{"walk":50},"strength":14,"dexterity":21,"constitution":15,"intelligence":10,"wisdom":12,"charisma":14,"strength_save":null,"dexterity_save":8,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":4,"skills":{"acrobatics":8,"perception":4,"stealth":8},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"lightning","condition_immunities":"","senses":"darkvision 60 ft., passive Perception 14","languages":"Common, Elvish, Umbral","challenge_rating":"5","cr":5.0,"actions":[{"desc":"The xiphus makes three hidden dagger attacks.","name":"Multiattack"},{"attack_bonus":8,"damage_dice":"1d4+5","desc":"Melee or Ranged Weapon Attack: +8 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 7 (1d4 + 5) piercing damage plus 7 (2d6) lightning damage.","name":"Hidden Dagger"}],"bonus_actions":null,"reactions":[{"desc":"If damage is dealt to a xiphus that would kill it, it can attempt to temporarily borrow time from another creature to avoid death. One creature the xiphus can see within 30 feet of it must succeed on a DC 16 Constitution saving throw or take 10 (3d6) necrotic damage, and the xiphus regains hp equal to the damage taken. The target is stable and doesn't die if this effect reduces its hp to 0. After 2 rounds, the xiphus takes necrotic damage, and the target regains hp, equal to the original amount borrowed.","name":"Borrowed Time (Recharges after a Short or Long Rest)"}],"legendary_desc":"","legendary_actions":null,"special_abilities":[{"desc":"If the xiphus is subjected to an effect that allows it to make a Dexterity saving throw to take only half damage, the xiphus instead takes no damage if it succeeds on the saving throw, and only half damage if it fails.","name":"Evasion"},{"desc":"Whenever the xiphus is subjected to lightning damage, it takes no damage and instead regains a number of hp equal to the lightning damage dealt.","name":"Lightning Absorption"},{"desc":"As a bonus action, a xiphus chooses one creature it can see. The xiphus' clockwork heart vibrates rapidly, bending time to give the xiphus the upper hand against its chosen target. The xiphus chooses whether to have advantage on its attacks against that target or on saving throws against spells cast by the target until the start of the xiphus' next turn.","name":"Siphon Time (Recharge 5-6)"},{"desc":"The movements of a xiphus are so swift that it is almost invisible when in motion. If the xiphus moves at least 10 feet on its turn, attack rolls against it have disadvantage until the start of its next turn unless the xiphus is incapacitated or restrained.","name":"Startling Speed"}],"spell_list":[],"page_no":388,"environments":[],"img_main":null,"document__slug":"cc","document__title":"Creature Codex","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/creature-codex-for-5th-edition-dnd/","v2_converted_path":"/v2/creatures/ccdx_xiphus/"},{"slug":"angel-zirnitran","desc":"","name":"Angel, Zirnitran","size":"Huge","type":"Celestial","subtype":"","group":null,"alignment":"neutral good","armor_class":19,"armor_desc":"natural armor","hit_points":325,"hit_dice":"26d12+156","speed":{"walk":30,"fly":80},"strength":19,"dexterity":14,"constitution":23,"intelligence":25,"wisdom":25,"charisma":20,"strength_save":1,"dexterity_save":8,"constitution_save":null,"intelligence_save":null,"wisdom_save":1,"charisma_save":1,"perception":7,"skills":{"perception":7},"damage_vulnerabilities":"","damage_resistances":"radiant; nonmagic B/P/S attacks","damage_immunities":"necrotic, poison","condition_immunities":"charmed, exhausted, frightened, poisoned","senses":"truesight 120', passive Perception 23","languages":"all, telepathy 120'","challenge_rating":"20","cr":20.0,"actions":[{"name":"Multiattack","desc":"Uses Glimpse from the Heavens then three Anointed Claws or Draconic Blasts."},{"name":"Anointed Claws","desc":"Melee Weapon Attack: +10 to hit, 5 ft., one target, 11 (2d6+4) slashing damage and 22 (5d8) radiant."},{"name":"Draconic Blast","desc":"Ranged Spell Attack: +13 to hit, 120 ft., one target, 29 (5d8+7) radiant. Can choose to deal acid cold fire lightning or poison instead of radiant."},{"name":"Sacred Flame Breath (Recharge 5-6)","desc":"Exhales holy fire in a 90' cone. Each creature in that area: 33 (6d10) fire and 33 (6d10) radiant (DC 20 Dex half). Also the holy fire burns away magic ending any spell of 7th-level or lower in the area."}],"bonus_actions":null,"reactions":[{"name":"Six-Scaled Aegis","desc":"When it takes damage it gains resistance to that type of damage including the triggering damage for 1 min or until it uses this reaction again."}],"legendary_desc":"","legendary_actions":[{"name":"Detect","desc":"Knows location of each dragon and each creature with strong connection to dragons such as a sorcerer with the draconic bloodline within 120' of it."},{"name":"Move","desc":"Flies up to half its fly speed with o provoking opportunity attacks."},{"name":"Attack (2)","desc":"Makes one Anointed Claws or Draconic Blast attack."},{"name":"Cast a Spell (2)","desc":"Uses Spellcasting."},{"name":"Under Black Wings (3)","desc":"Creates a magical feathered shield around itself or another creature it can see within 120' of it. Target gains +2 to AC and 20 temp hp until the end of zirnitran's next turn."}],"special_abilities":[{"name":"Angelic Weapons","desc":"Its weapon attacks are magical. When it hits with any weapon deals extra 5d8 radiant (included below)."},{"name":"Aura of Balance","desc":"Affects chance and probability around it. While creature within 20' of it can't have advantage or disadvantage on any ability check attack roll or save. Aura affects zirnitran. At start of each of its turns zirnitran chooses whether this aura is active."},{"name":"Divine Awareness","desc":"Knows if it hears a lie."},{"name":"Dragon Watcher","desc":"Advantage: saves vs. dragon breath weapons. No damage if it succeeds on such a save and only half if it fails."},{"name":"Hardened Scales","desc":"Any critical hit vs. it becomes a normal hit."},{"name":"Immortal Nature","desc":"Doesn't require food drink or sleep"},{"name":"Legendary Resistance (3/Day)","desc":"Choose to succeed failed save."},{"name":"Magic Resistance","desc":"Advantage: spell/magic effect saves."},{"name":"Glimpse from the Heavens","desc":"Its eyes flash with the majesty of a solar eclipse. Each creature of its choice that is within 60' of it and that can see it: DC 19 Wis save or frightened for 1 min. Creature can re-save at end of each of its turns ending the effect on a success. If save is successful or effect ends for it creature is immune to zirnitran's Glimpse of the Heavens for the next 24 hrs. A creature that fails by 5+ is also blinded. Blindness lasts until removed by a greater restoration spell or similar magic."},{"name":"Secrets of the Hidden Hoard (2/Day)","desc":"Draws upon ages of study and observation and casts one spell of 8th level or lower that appears on the cleric or wizard spell list. Casts the spell as an action regardless of spell's normal casting time."},{"name":"Spellcasting","desc":"Wis (DC 21) no material components: At will: detect evil and good invisibility (self only) legend lore thaumaturgy3/day ea: dispel evil and good geas (as an action)1/day ea: antimagic field plane shift"}],"spell_list":[],"page_no":30,"environments":[],"img_main":null,"document__slug":"tob3","document__title":"Tome of Beasts 3","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/tome-of-beasts-3-for-5th-edition/","v2_converted_path":"/v2/creatures/tob3_angel-zirnitran/"},{"slug":"arcane-scavenger","desc":"","name":"Arcane Scavenger","size":"Large","type":"Construct","subtype":"","group":null,"alignment":"neutral","armor_class":17,"armor_desc":"natural armor","hit_points":127,"hit_dice":"17d10+34","speed":{"walk":10,"fly":40},"strength":19,"dexterity":18,"constitution":14,"intelligence":16,"wisdom":16,"charisma":13,"strength_save":null,"dexterity_save":8,"constitution_save":null,"intelligence_save":null,"wisdom_save":7,"charisma_save":null,"perception":3,"skills":{"perception":3},"damage_vulnerabilities":"","damage_resistances":"nonmagic B/P/S attacks","damage_immunities":"force, poison, psychic","condition_immunities":"blinded, charmed, deafened, exhaustion, frightened, paralyzed, petrified, poisoned","senses":"truesight 60', passive Perception 17","languages":"—","challenge_rating":"9","cr":9.0,"actions":[{"name":"Multiattack","desc":"Three Grabbing Claw or Excavation Beams."},{"name":"Grabbing Claw","desc":"Melee Weapon Attack: +8 to hit, 15 ft., one target, 13 (2d8+4) bludgeoning damage + 7 (2d6) force and target is grappled (escape DC 16). Scavenger has eight claws each of which can grapple only one target."},{"name":"Excavation Beam","desc":"Ranged Spell Attack: +7 to hit, 60 ft., one target, 20 (5d6+3) fire."},{"name":"Spellcasting","desc":"Int (DC 15) no material components: At will: detect magic locate object3/day ea: counterspell dispel magic"}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Construct Nature","desc":"Doesn't require air food drink or sleep."},{"name":"Eldritch Overload","desc":"When reduced to half its max hp or fewer its speed is doubled and it gains additional action each turn. The action must be to Dash Disengage Hide or Use an Object or to make one Grabbing Claws or Excavation Beam attack. Effect lasts for 3 rounds. At end of its third turn the scavenger takes 10 (3d6) fire."},{"name":"Magic Resistance","desc":"Advantage: spell/magic effect saves."},{"name":"Ruinous Detonation","desc":"When it dies it explodes and each creature within 30' of it: 21 (6d6) force is flung up to 40' away from scavenger and is knocked prone (DC 16 Dex half damage and isn't flung or knocked prone)."}],"spell_list":[],"page_no":41,"environments":[],"img_main":null,"document__slug":"tob3","document__title":"Tome of Beasts 3","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/tome-of-beasts-3-for-5th-edition/","v2_converted_path":"/v2/creatures/tob3_arcane-scavenger/"},{"slug":"bone-lord","desc":"","name":"Bone Lord","size":"Huge","type":"Undead","subtype":"","group":null,"alignment":"neutral evil","armor_class":20,"armor_desc":"natural armor","hit_points":285,"hit_dice":"30d12+90","speed":{"walk":40},"strength":21,"dexterity":15,"constitution":16,"intelligence":14,"wisdom":18,"charisma":18,"strength_save":null,"dexterity_save":8,"constitution_save":null,"intelligence_save":null,"wisdom_save":1,"charisma_save":1,"perception":4,"skills":{"perception":4},"damage_vulnerabilities":"","damage_resistances":"cold, lightning","damage_immunities":"necrotic, poison; nonmagic bludgeoning, piercing, and slashing attacks","condition_immunities":"charmed, exhaustion, frightened, paralyzed, poisoned","senses":"darkvision 90', passive Perception 20 ","languages":"Common","challenge_rating":"19","cr":19.0,"actions":[{"name":"Multiattack","desc":"Four Claws. Can replace one with one Tail attack."},{"name":"Claw","desc":"Melee Weapon Attack: +11 to hit, 10 ft., one target, 14 (2d8+5) slashing damage + 9 (2d8) necrotic and target is grappled (escape DC 19). Until grapple ends target is restrained. Has 4 claws each can grapple only 1 target."},{"name":"Sovereign's Onslaught","desc":"Commands up to four friendly Undead it can see within 60' of it to move. Each target can use its reaction to immediately move up to its speed. This movement doesn't provoke opportunity attacks."},{"name":"Sovereign's Reprisal","desc":"Commands one friendly Undead within 30' to attack. Target can make one weapon attack as reaction."},{"name":"Call Servants (2)","desc":"Uses Servants of Death."},{"name":"Fling (2)","desc":"Uses Fling."}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":[{"name":"Sovereign's Onslaught","desc":"Commands up to four friendly Undead it can see within 60' of it to move. Each target can use its reaction to immediately move up to its speed. This movement doesn't provoke opportunity attacks."},{"name":"Sovereign's Reprisal","desc":"Commands one friendly Undead within 30' to attack. Target can make one weapon attack as reaction."},{"name":"Call Servants (2)","desc":"Uses Servants of Death."},{"name":"Fling (2)","desc":"Uses Fling."}],"special_abilities":[{"name":"Death-Infused Weapons","desc":"Weapon attacks are magical. When it hits with any weapon deals extra 2d8 necrotic (included below)."},{"name":"Legendary Resistance (3/Day)","desc":"Choose to succeed failed save."},{"name":"Master Tactician","desc":"It and any friendly Undead within 60' of it have advantage on attack rolls vs. a creature if at least one of the Undead's allies is within 5 ft. of the creature and ally isn't incapacitated."},{"name":"Rejuvenation","desc":"As long as at least one of its bones remains a destroyed bone lord gathers a new body in 1d10 days regaining all its hp and becoming active again. New body appears within 5 ft. of the largest remaining bone from its body."},{"name":"Turning","desc":"[+]Defiance[/+] It and any Undead within 60' of it: advantage on saves vs. effects that turn Undead."},{"name":"Undead Nature","desc":"Doesn't require air food drink or sleep."},{"name":"Tail","desc":"Melee Weapon Attack: +11 to hit, 15 ft., one target, 16 (2d10+5) bludgeoning damage + 9 (2d8) necrotic. Target: DC 19 Str save or be pushed up to 15 ft. away from bone lord."},{"name":"Fling","desc":"One Med or smaller object held or creature grappled by bone lord is thrown up to 60' in a random direction and knocked prone. If a thrown target strikes a solid surface target takes 3 (1d6) bludgeoning damage for every 10 ft. it was thrown. If target is thrown at another creature that creature: DC 19 Dex save or take the same damage and be knocked prone."},{"name":"Servants of Death","desc":"The bone lord magically calls 3d6 skeletons or zombies 2d4 ghouls or 2 wights. Called creatures arrive in 1d4 rounds acting as allies of bone lord and obeying its spoken commands. The Undead remain for 1 hr until bone lord dies or until bone lord dismisses them as a bonus action. Bone lord can have any number of Undead under its control at one time provided combined total CR of the Undead is no higher than 8."},{"name":"Pattern of Death (Recharge 6)","desc":"Necrotic energy ripples out from the bone lord. Each creature that isn't a Construct or Undead within 30' of it: 54 (12d8) necrotic (DC 19 Con half). Each friendly Undead within 30' of the bone lord including the bone lord regains hp equal to half the single highest amount of necrotic dealt."}],"spell_list":[],"page_no":65,"environments":[],"img_main":null,"document__slug":"tob3","document__title":"Tome of Beasts 3","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/tome-of-beasts-3-for-5th-edition/","v2_converted_path":"/v2/creatures/tob3_bone-lord/"}]}