{"count":3207,"next":"https://api-beta.open5e.com/v1/monsters/?format=json&ordering=-dexterity_save&page=6","previous":"https://api-beta.open5e.com/v1/monsters/?format=json&ordering=-dexterity_save&page=4","results":[{"slug":"malphas-storm-crow","desc":"","name":"Malphas (Storm Crow)","size":"Medium","type":"Fey","subtype":"","group":null,"alignment":"neutral evil","armor_class":16,"armor_desc":"studded leather","hit_points":120,"hit_dice":"16d8+48","speed":{"walk":40,"fly":30},"strength":19,"dexterity":19,"constitution":16,"intelligence":14,"wisdom":13,"charisma":14,"strength_save":null,"dexterity_save":7,"constitution_save":6,"intelligence_save":null,"wisdom_save":4,"charisma_save":5,"perception":4,"skills":{"perception":4},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"","condition_immunities":"","senses":"darkvision 60 ft., passive Perception 14","languages":"Common, Giant, Ravenfolk, Sylvan","challenge_rating":"6","cr":6.0,"actions":[{"name":"Multiattack","desc":"The malphas makes three longsword attacks."},{"name":"Longsword","desc":"Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) slashing damage.","attack_bonus":7,"damage_dice":"1d8"}],"bonus_actions":null,"reactions":[{"name":"Shadow Call","desc":"A malphas can cast magic missile as a reaction when it is hit by a ranged weapon attack."}],"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Innate Spellcasting","desc":"the storm crow's innate spellcasting ability is Charisma (spell save DC 13). It can innately cast the following spells, requiring no material components:\n\nat will: magic missile\n\n1/day: haste"},{"name":"Sunlight Sensitivity","desc":"While in sunlight, the malphas has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight."},{"name":"Night Terror (1/round)","desc":"As a bonus action immediately after making a successful melee attack, a malphas storm crow can cast magic missile through his or her sword at the same target."},{"name":"Swordtrained","desc":"Malphas are trained from youth in combat. They are proficient with all martial melee and ranged weapons."}],"spell_list":[],"page_no":283,"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_malphas-storm-crow/"},{"slug":"mamura","desc":"_This tiny monstrosity combines the worst elements of a dead frog and a rotting fish. Its slimy, scaly, vaguely humanoid form has three clawed arms arranged radially about its body. Its slimy green bat‑like wings seem too small to work, yet it flies very well._  \n**Twisted Field Sprites.** Mamuras are the twisted faeries of magical wastelands and barren plains. They were once goodaligned, pixie-like fey called “polevoi,” or “field sprites,” but at some point they swore their souls to a dark goddess and were corrupted by her foul magic. Now they are twisted, alien things.  \n**Cross-Dimensional.** The mamura is one degree out of phase with the usual five dimensions. As a result, it always appears blurry and indistinct even in bright light, and it seems translucent in dim light.  \nMamuras babble constantly, but their talk is mostly nonsense. Their minds operate in multiple dimensions in time as well as space, and this allows them to talk to creatures of the Realms Beyond. Because of this, their babble may be prophetic, but only few can decipher it.  \n**Prophetic Followers.** They occasionally align themselves with powerful goblin tribes or evil wasteland sorcerers for their own unknowable purposes.","name":"Mamura","size":"Small","type":"Aberration","subtype":"fey","group":null,"alignment":"neutral evil","armor_class":16,"armor_desc":"natural armor","hit_points":97,"hit_dice":"13d6+52","speed":{"walk":20,"fly":30},"strength":8,"dexterity":18,"constitution":19,"intelligence":17,"wisdom":11,"charisma":16,"strength_save":null,"dexterity_save":7,"constitution_save":7,"intelligence_save":null,"wisdom_save":null,"charisma_save":6,"perception":6,"skills":{"acrobatics":7,"perception":6,"stealth":7},"damage_vulnerabilities":"","damage_resistances":"bludgeoning, piercing, and slashing from nonmagical attacks","damage_immunities":"","condition_immunities":"","senses":"darkvision 60 ft., passive Perception 16","languages":"Common, Elvish, Goblin, Sylvan, Void Speech","challenge_rating":"6","cr":6.0,"actions":[{"name":"Multiattack","desc":"The mamura makes three claw attacks and one whiptail sting attack."},{"name":"Claw","desc":"Melee Weapon Attack: +7 to hit, range 5 ft., one target. Hit: 8 (1d8 + 4) slashing damage, and the target must succeed on a DC 15 Constitution saving throw or be poisoned for 1 round. The poison duration is cumulative with multiple failed saving throws.","attack_bonus":7,"damage_dice":"1d8"},{"name":"Whiptail Stinger","desc":"Melee Weapon Attack: +7 to hit, range 5 ft., one target. Hit: 8 (1d8 + 4) piercing damage, and the target must succeed on a DC 15 Constitution saving throw or take 1d6 poison damage. If the target is also poisoned by the mamura's claws, it takes another 1d6 poison damage at the start of each of its turns while the poisoning remains in effect.","attack_bonus":7,"damage_dice":"1d8"}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"All-Around Vision","desc":"Attackers never gain advantage on attacks or bonus damage against a mamura from the presence of nearby allies."},{"name":"Magic Resistance","desc":"The mamura has advantage on saving throws against spells and other magical effects."},{"name":"Friend to Darkness","desc":"In darkness or dim light, the mamura has advantage on Stealth checks. It can attempt to hide as a bonus action at the end of its turn if it's in dim light or darkness."},{"name":"Distraction","desc":"Because of the mamura's alien and forbidding aura, any spellcaster within 20 feet of the mamura must make a successful DC 14 spellcasting check before casting a spell; if the check fails, they lose their action but not the spell slot. They must also make a successful DC 14 spellcasting check to maintain concentration if they spend any part of their turn inside the aura."},{"name":"Flyby","desc":"The mamura doesn't provoke an opportunity attack when it flies out of an enemy's reach."}],"spell_list":[],"page_no":284,"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_mamura/"},{"slug":"naina","desc":"_These drakes are resplendent in their natural form, plumed and scaled in glittering, multicolored hues. In humanoid form, they appear as elderly homespun human crones or as young, beautiful elvish women._  \n**Drakes in Human Form.** These faerie drakes can take the shape of wise, old, human women. They retain full use of their sorcerous powers in their humanoid forms, and they can retain that form indefinitely.  \n**Difficult to Spot.** A naina shapeshifted into human form is nearly impossible to spot as anything but human unless she makes a mistake that gives away her true nature, and they seldom do. Draconic roars, a flash of scales, a fondness for raw meat, and a flash of wrathful dragon breath are the most common tells.  \n**Hunted by Rumor.** When rumors of a naina circulate, any woman who is a stranger may be persecuted, ostracized, or even tortured unless she can prove that she’s entirely human.","name":"Naina","size":"Large","type":"Dragon","subtype":"shapechanger","group":null,"alignment":"lawful evil","armor_class":17,"armor_desc":"natural armor","hit_points":231,"hit_dice":"22d10+110","speed":{"walk":40,"fly":120},"strength":20,"dexterity":16,"constitution":21,"intelligence":15,"wisdom":18,"charisma":18,"strength_save":null,"dexterity_save":7,"constitution_save":9,"intelligence_save":6,"wisdom_save":8,"charisma_save":8,"perception":8,"skills":{"arcana":6,"deception":8,"insight":8,"perception":8},"damage_vulnerabilities":"","damage_resistances":"bludgeoning, piercing, and slashing from nonmagical attacks","damage_immunities":"","condition_immunities":"paralyzed, poisoned, unconscious","senses":"darkvision 60 ft., passive Perception 18","languages":"Common, Darakhul, Draconic, Elvish, Sylvan","challenge_rating":"11","cr":11.0,"actions":[{"name":"Multiattack","desc":"The naina makes two claw attacks and one bite attack."},{"name":"Bite (drake form only)","desc":"Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 24 (3d12 + 5) piercing damage.","attack_bonus":9,"damage_dice":"3d12"},{"name":"Claw (drake form only)","desc":"Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 24 (3d12 + 5) slashing damage.","attack_bonus":9,"damage_dice":"3d12"},{"name":"Poison Breath (Recharge 5-6)","desc":"While in drake form (only), the naina breathes a 20-foot cone of poison gas, paralytic gas, or sleep gas."},{"name":"Poison","desc":"A creature caught in this poison gas takes 18 (4d8) poison damage and is poisoned; a successful DC 17 Constitution saving throw reduces damage to half and negates the poisoned condition. While poisoned this way, the creature must repeat the saving throw at the end of each of its turns. On a failure, it takes 9 (2d8) poison damage and the poisoning continues; on a success, the poisoning ends."},{"name":"Paralysis","desc":"A creature caught in this paralytic gas must succeed on a DC 17 Constitution saving throw or be paralyzed for 2d4 rounds. A paralyzed creature repeats the saving throw at the end of each of its turns; a successful save ends the paralysis."},{"name":"Sleep","desc":"A creature caught in this sleeping gas must succeed on a DC 17 Constitution saving throw or fall unconscious for 6 rounds. A sleeping creature repeats the saving throw at the end of each of its turns; it wakes up if it makes the save successfully."}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Magic Sensitive","desc":"The naina detects magic as if it were permanently under the effect of a detect magic spell."},{"name":"Spellcasting","desc":"the naina is a 9th-level spellcaster. Her spellcasting ability is Charisma (spell save DC 16, +8 to hit with spell attacks). The naina has the following sorcerer spells prepared:\n\ncantrips (at will): dancing lights, mage hand, mending, ray of frost, resistance, silent image\n\n1st level (4 slots): charm person, thunderwave, witch bolt\n\n2nd level (3 slots): darkness, invisibility, locate object\n\n3rd level (3 slots): dispel magic, hypnotic pattern\n\n4th level (3 slots): dimension door\n\n5th level (1 slot): dominate person"},{"name":"Shapechanger","desc":"The naina can use her action to polymorph into one of her two forms: a drake or a female humanoid. She cannot alter either form's appearance or capabilities (with the exception of her breath weapon) using this ability, and damage sustained in one form transfers to the other form."}],"spell_list":[],"page_no":302,"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_naina/"},{"slug":"nichny","desc":"_These ancient creatures resemble nothing so much as black cats dressed in sumptuous, if archaic, clothing._  \n**Xenophobic.** The nichny are highly xenophobic and gleefully carnivorous fey who dwell in deep, primeval forests.  \n**True and False Prophets.** They can dispense luck to those they like and they certainly have oracular powers, but they rarely share their prophecies with outsiders. Their prophecies are always delivered in triples, and legend holds that two inevitably prove true and one proves false.  \n**Answer Three Questions.** One final legend claims that if a nichny can be bound with gold or orichalcum chains, it must answer three questions. As with their prophecies, two answers will be true and one will be a lie. All three questions must be posed before any will be answered. When the third answer is given, the nichny and the chains disappear.","name":"Nichny","size":"Medium","type":"Fey","subtype":"","group":null,"alignment":"neutral evil","armor_class":17,"armor_desc":"natural armor","hit_points":112,"hit_dice":"15d8+45","speed":{"walk":30,"climb":30},"strength":17,"dexterity":19,"constitution":17,"intelligence":18,"wisdom":18,"charisma":19,"strength_save":null,"dexterity_save":7,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":7,"skills":{"acrobatics":7,"insight":7,"perception":7},"damage_vulnerabilities":"","damage_resistances":"acid, cold, fire, lightning; bludgeoning, piercing, and slashing from nonmagical attacks not made with silvered weapons","damage_immunities":"poison","condition_immunities":"charmed, frightened, paralyzed, poisoned, unconscious","senses":"darkvision 60 ft., passive Perception 17","languages":"Elvish, Primordial, Sylvan, Void Speech","challenge_rating":"6","cr":6.0,"actions":[{"name":"Multiattack","desc":"The nichny makes two claw attacks."},{"name":"Claw","desc":"Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 17 (2d12 + 4) slashing damage.","attack_bonus":7,"damage_dice":"2d12"}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Freedom of Movement","desc":"A nichny ignores difficult terrain and cannot be entangled, grappled, or otherwise impeded in its movements as if it is under the effect of a constant freedom of movement spell. This ability is negated for grapple attempts if the attacker is wearing gold or orichalcum gauntlets or using a gold or orichalcum chain as part of its attack."},{"name":"Imbue Luck (1/Day)","desc":"Nichny can enchant a small gem or stone to bring good luck. If the nichny gives this lucky stone to another creature, the bearer receives a +1 bonus to all saving throws for 24 hours."},{"name":"Innate Spellcasting","desc":"the nichny's innate spellcasting ability is Charisma (spell save DC 15, +7 to hit with spell attacks). It can innately cast the following spells, requiring no material components:\n\nat Will: detect magic, invisibility, magic missile, ray of frost\n\n3/day each: blink, dimension door, haste, polymorph (self only)\n\n1/day each: teleport, word of recall"},{"name":"Luck Aura","desc":"A nichny is surrounded by an aura of luck. All creatures it considers friends within 10 feet of the nichny gain a +1 bonus to attack rolls, saving throws, and ability checks. Creatures that it considers its enemies take a -1 penalty to attack rolls, saving throws, and ability checks. The nichny can activate or suppress this aura on its turn as a bonus action."},{"name":"Magic Resistance","desc":"The nichny has advantage on saving throws against spells and other magical effects."},{"name":"Soothsaying","desc":"Once per week, a nichny can answer up to three questions about the past, present, or future. All three questions must be asked before the nichny can give its answers, which are short and may be in the form of a paradox or riddle. One answer always is false, and the other two must be true."}],"spell_list":[],"page_no":303,"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_nichny/"},{"slug":"orobas-devil","desc":"_Tall and powerful, this creature resembles a strong man with well‑chiseled muscles, save its equine head, flaring nostrils, and hoofed feet._  \nThe orobas thrive in Hell, selling their knowledge to those who have the coin (or other form of payment). The common phrase, “never trust a gift horse,” stems from these corrupting devils.  \n**Horse-Headed but Wise.** When called to the mortal world, they sometimes take the shape of a destrier. Orobas devils prefer to take the horrific form of a horse-headed man. Sulfuric smoke curls from their nostrils and their fingers sport ragged claws. This beast‑like appearance belies their true strength; the orobas possess an uncanny knowledge of the past, as well as of things to come.  \n**Masters of Deceit.** When bargaining with an orobas, one must speak truthfully—or possess an exceptionally quick tongue and the most charming smile. Practitioners of the dark arts know these devils as the Lords of Distortion, for their ability to practice deceit. They prize reality-warping magic above all else, and bribes of that sort can win concessions when making a pact.  \n**Surrounded by Lessers.** Orobas devils gather lesser devils both as chattel and defense. Their analytical minds telepathically confer the strengths and weaknesses of foes to their allies. With surprising speed, the deceivers can assess a battlefield, weigh outcomes, and redirect forces. Enemies of the orobas almost never catch them off guard. They have frequent, clear visions of their immediate future.","name":"Orobas Devil","size":"Large","type":"Fiend","subtype":"devil","group":null,"alignment":"lawful evil","armor_class":19,"armor_desc":"natural armor","hit_points":261,"hit_dice":"14d10+126","speed":{"walk":40},"strength":26,"dexterity":14,"constitution":28,"intelligence":23,"wisdom":26,"charisma":21,"strength_save":12,"dexterity_save":7,"constitution_save":14,"intelligence_save":null,"wisdom_save":13,"charisma_save":null,"perception":13,"skills":{"deception":10,"history":11,"insight":13,"perception":13,"persuasion":10},"damage_vulnerabilities":"","damage_resistances":"acid, cold; bludgeoning, piercing, and slashing from nonmagical attacks not made with silvered weapons","damage_immunities":"fire, poison","condition_immunities":"poisoned","senses":"truesight 90 ft., passive Perception 23","languages":"Celestial, Darakhul, Draconic, Giant, Infernal, Undercommon, Void Speech; telepathy 100 ft.","challenge_rating":"14","cr":14.0,"actions":[{"name":"Multiattack","desc":"The orobas makes four attacks: one with its bite, one with its claw, one with its flail, and one with its stomp."},{"name":"Bite","desc":"Melee Weapon Attack: +13 to hit, reach 5 ft., one target. Hit: 18 (3d6 + 8) piercing damage. The target must succeed on a DC 18 Constitution saving throw or become poisoned. While poisoned in this way, the target can't regain hit points and it takes 14 (4d6) poison damage at the start of each of its turns. The poisoned target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success."},{"name":"Claw","desc":"Melee Weapon Attack: +13 to hit, reach 10 ft., one target. Hit: 15 (2d6 + 8) slashing damage."},{"name":"Flail","desc":"Melee Weapon Attack: +13 to hit, reach 10 ft., one target. Hit: 17 (2d8 + 8) bludgeoning damage plus 18 (4d8) acid damage."},{"name":"Stomp","desc":"Melee Weapon Attack: +13 to hit, reach 5 ft., one target. Hit: 15 (2d6 + 8) bludgeoning damage."}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Knowing (3/day)","desc":"An orobas can predict actions and alter chance accordingly. Three times per day, it can choose to have advantage on any attack or skill check."},{"name":"Magic Resistance","desc":"The orobas has advantage on saving throws against spells and other magical effects."},{"name":"Magic Weapons","desc":"The orobas's weapon attacks are magical."},{"name":"Sage Advice","desc":"An orobas sometimes twists responses to a divination. It softens the answer, leaves crucial information out of the response, manipulates a convoluted answer, or outright lies. An orobas always has advantage on Deception and Persuasion checks when revealing the result of a divination."},{"name":"Innate Spellcasting","desc":"the orobas' spellcasting ability is Charisma (spell save DC 18, +10 to hit with spell attacks). It can innately cast the following spells, requiring no material components:\n\nconstant: detect evil and good\n\nat will: augury, protection from evil and good, teleport (self plus 50 lb of objects only)\n\n5/day each: bestow curse, fireball, scorching ray\n\n3/day each: antimagic field, chain lightning, contact other plane, dimension door, wall of fire\n\n1/day each: eyebite, find the path, foresight"}],"spell_list":[],"page_no":111,"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_orobas-devil/"},{"slug":"shadow-beast","desc":"_A mass of shadows and cloudstuff, never touching the ground, a shadow beast may at first look harmless—except for its clawed hands and the glint of its jagged teeth._  \n**Called from the Void.** Shadow beasts are thought to be the result of shadow fey dabbling in the magic of the void. Almost shapeless and largely incorporeal, through an act of will they can form rough semblances of their old bodies when needed.  \n**Hate the Past.** The motivations of these creatures are inscrutable. They despise light and anything that reminds them of light or of their former existence. Beyond that, little is understood about them.  \n**Cryptic Messages.** Shadow beasts are seldom found in groups, but when they are, they seem to have no difficulty or reluctance about operating and fighting together. They have been known to deliver cryptic and threatening messages, but speaking is difficult for them. At times, they perform arcane rituals with the aid of evil humanoids and the use of dark materials. In these rituals they sacrifice magical energies and life blood as well as the tears of innocents and the souls of the damned.","name":"Shadow Beast","size":"Medium","type":"Fey","subtype":"","group":null,"alignment":"chaotic evil","armor_class":14,"armor_desc":"","hit_points":135,"hit_dice":"18d8+54","speed":{"hover":true,"walk":0,"fly":40},"strength":20,"dexterity":18,"constitution":17,"intelligence":14,"wisdom":14,"charisma":19,"strength_save":null,"dexterity_save":7,"constitution_save":6,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":null,"skills":{"stealth":7},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"","condition_immunities":"","senses":"darkvision 60 ft., passive Perception 12","languages":"Common, Elvish, Umbral, Void Speech","challenge_rating":"7","cr":7.0,"actions":[{"name":"Multiattack","desc":"The shadow beast makes one bite attack and two claw attacks."},{"name":"Bite","desc":"Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 14 (2d8 + 5) piercing damage.","attack_bonus":8,"damage_dice":"2d8"},{"name":"Claw","desc":"Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 16 (2d10 + 5) slashing damage.","attack_bonus":8,"damage_dice":"2d10"},{"name":"Shadow Push (Recharge 5-6)","desc":"The shadow beast buffets opponents with a gale of animated shadows in a 15-foot cone. Any creatures in the area of effect must succeed on a DC 15 Strength saving throw or be pushed back 10 feet and knocked prone."}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Amorphous","desc":"The shadow beast can move through a space as narrow as 1 inch wide without squeezing."},{"name":"Incorporeal Movement","desc":"The shadow beast 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":"Innate Spellcasting","desc":"the shadow beast's innate spellcasting ability is Charisma (spell save DC 15). It can innately cast the following spells, requiring no material components:\n\n3/day each: fear, telekinesis"},{"name":"Magic Resistance","desc":"The beast has advantage on saving throws against spells and other magical effects."},{"name":"Sunlight Sensitivity","desc":"While in sunlight, the shadow beast has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight."}],"spell_list":[],"page_no":345,"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_shadow-beast/"},{"slug":"shadow-fey-forest-hunter","desc":"","name":"Shadow Fey Forest Hunter","size":"Medium","type":"Humanoid","subtype":"elf","group":null,"alignment":"lawful evil","armor_class":15,"armor_desc":"chain shirt","hit_points":104,"hit_dice":"19d8+19","speed":{"walk":30},"strength":12,"dexterity":18,"constitution":12,"intelligence":11,"wisdom":12,"charisma":16,"strength_save":null,"dexterity_save":7,"constitution_save":4,"intelligence_save":null,"wisdom_save":null,"charisma_save":6,"perception":4,"skills":{"arcana":3,"perception":4,"stealth":10,"survival":4},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"","condition_immunities":"","senses":"darkvision 60 ft., passive Perception 14","languages":"Common, Elvish, Umbral","challenge_rating":"5","cr":5.0,"actions":[{"name":"Multiattack","desc":"The shadow fey makes two ranged attacks."},{"name":"Rapier","desc":"Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) piercing damage.","attack_bonus":7,"damage_dice":"1d8"},{"name":"Longbow","desc":"Ranged Weapon Attack: +7 to hit, range 150/600 ft., one target. Hit: 8 (1d8 + 4) piercing damage plus 7 (2d6) poison damage.","attack_bonus":7,"damage_dice":"1d8"}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Fey Ancestry","desc":"The shadow fey has advantage on saving throws against being charmed, and magic can't put it to sleep."},{"name":"Innate Spellcasting","desc":"the shadow fey's innate spellcasting ability is Charisma. It can cast the following spells innately, requiring no material components.\n\n3/day: misty step (when in shadows, dim light, or darkness only)"},{"name":"Sneak Attack (1/turn)","desc":"The shadow fey forest hunter does an extra 7 (2d6) damage when it hits a target with a weapon attack that had advantage, or when the target is within 5 feet of an ally of the forest hunter that isn't incapacitated and the forest hunter doesn't have disadvantage on the attack roll."},{"name":"Sunlight Sensitivity","desc":"While in sunlight, the shadow fey has disadvantage on attack rolls and on Wisdom (Perception) checks that rely on sight."},{"name":"Traveler in Darkness","desc":"The shadow fey has advantage on Intelligence (Arcana) checks made to know about shadow roads and shadow magic spells or items."}],"spell_list":[],"page_no":173,"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_shadow-fey-forest-hunter/"},{"slug":"son-of-fenris","desc":"_The dread sons of Fenris are hideously strong and dangerous in their mastery of the arcane. Their acidic breath stinks of death, and they move with a menacing grace. Eldritch blood runs in their veins._  \n**Demonic Wolves.** Demonic black eyes, two snakelike tongues, and green-black scales beneath their thick black fur betray their unnatural origins. Although the sons of Fenris are powerful spellcasters, they prefer physical violence, using their spells only if faced with foes they cannot simply tear apart.  \n**Hibernate Until Ravenous.** Sons of Fenris are creatures of hunger, rage, and madness. They can subsist on infrequent gorging, so they slumber beneath the snow for weeks or months, waking when they grow ravenous or when prey approaches close enough to smell. When hunting, they revel in wanton savagery and destruction, killing entire flocks or herds to delight in blood and to cast runes among the entrails.  \n**Desperate Worshipers.** Despite their fierce nature, all the sons of Fenris are wise in divine lore, and desperate souls offer them worship and sacrifice in exchange for aid. The sons of Fenris enjoy this adulation, and provide protection, meat, and wisdom to their followers. In some cases, they gather enormous war bands over winter and going reaving in the spring.","name":"Son Of Fenris","size":"Huge","type":"Monstrosity","subtype":"","group":null,"alignment":"chaotic evil","armor_class":17,"armor_desc":"natural armor","hit_points":175,"hit_dice":"14d12+84","speed":{"walk":60,"burrow":15},"strength":26,"dexterity":16,"constitution":23,"intelligence":16,"wisdom":18,"charisma":14,"strength_save":null,"dexterity_save":7,"constitution_save":10,"intelligence_save":null,"wisdom_save":8,"charisma_save":null,"perception":null,"skills":{"arcana":7,"intimidation":6,"religion":12},"damage_vulnerabilities":"","damage_resistances":"psychic, radiant","damage_immunities":"cold, lightning, poison; bludgeoning, piercing, and slashing from nonmagical attacks","condition_immunities":"charmed, exhaustion, frightened, paralyzed, petrified, poisoned","senses":"truesight 60 ft., tremorsense 100 ft., passive Perception 14","languages":"Common, Celestial, Draconic, Elvish, Dwarvish, Giant, Infernal, telepathy 60 ft.","challenge_rating":"12","cr":12.0,"actions":[{"name":"Multiattack","desc":"The son of Fenris makes one bite attack and one slam attack."},{"name":"Bite","desc":"Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 19 (2d10 + 8) piercing damage plus 5 (1d10) poison damage, and the target is grappled (escape DC 18). If the target was already grappled, it is swallowed instead. While swallowed, the target is blinded and restrained, it has total cover against attacks and other effects from outside the son of Fenris, and it takes 28 (8d6) acid damage at the start of each of the son of Fenris's turns. It can swallow only one creature at a time. If it takes 45 damage or more on a single turn from the swallowed creature, it must succeed on a DC 17 Constitution saving throw at the end of that turn or regurgitate the creature, which falls prone in a space within 10 feet of the son of Fenris. If the son of Fenris dies, a swallowed creature is no longer restrained by it and can escape from the corpse by using 15 feet of movement, exiting prone.","attack_bonus":12,"damage_dice":"2d10"},{"name":"Slam","desc":"Melee Weapon Attack: +12 to hit, reach 15 ft., one target. Hit: 19 (2d10 + 8) bludgeoning damage.","attack_bonus":12,"damage_dice":"2d10"},{"name":"Acid Breath (Recharge 5-6)","desc":"The son of Fenris exhales acid in a 60-foot line that is 10 feet wide. Each creature in the line takes 45 (10d8) acid damage, or half damage with a successful DC 18 Dexterity saving throw."}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Keen Hearing and Smell","desc":"The son of Fenris has advantage on Wisdom (Perception) checks that rely on hearing or smell."},{"name":"Magic Weapons","desc":"The son of Fenris' weapon attacks are magical."},{"name":"Arctic Tunneler","desc":"While in snow or ice, the Son of Fenris' burrow speed increases to 30 ft."},{"name":"Spellcasting","desc":"the son of Fenris is a 15th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 16, +8 to hit with spell attacks). It requires no material components to cast its spells. It has the following cleric spells prepared:\n\ncantrips (at will): guidance, light, sacred flame, spare the dying, thaumaturgy\n\n1st level (4 slots): bane, command, guiding bolt, sanctuary\n\n2nd level (3 slots): blindness/deafness, hold person, silence\n\n3rd level (3 slots): animate dead, bestow curse, dispel magic\n\n4th level (3 slots): banishment, death ward, locate creature\n\n5th level (2 slots): contagion, scrying\n\n6th level (1 slot): harm\n\n7th level (1 slot): plane shift\n\n8th level (1 slot): earthquake"},{"name":"Trampling Charge","desc":"If the son of Fenris moves at least 20 feet straight toward a creature and hits it with a slam attack on that turn, that target must succeed on a DC 18 Strength saving throw or be knocked prone. If it is knocked prone, the son of Fenris can make another slam attack against it as a bonus action."}],"spell_list":[],"page_no":355,"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_son-of-fenris/"},{"slug":"spectral-guardian","desc":"_A luminous green mist swirls into the form of an ancient warrior. Dented armor and a ragged cloak enshroud the warrior’s skeletal body, and its grinning skull leers out from an open helm._  \n**Worn Finery.** Composed of faintly glowing green vapor, the spectral guardian is a skeletal being encased in ancient armor or noble’s finery. The cloth is worn and tattered, spiraling away into mist at the edges, and the creature glides with the faintest whisper of sound like a mournful moan from far away.  \n**Eternal Disgrace.** The spectral guardian is the spirit of an ancient warrior or noble, bound to serve in death as it failed to do in life. A broken oath, an act of cowardice, or a curse laid down by the gods for a terrible betrayal leaves an indelible mark on a soul.  \nAfter the cursed creature’s death, its spirit rises, unquiet, in a place closely related to its disgrace. Compelled by the crushing weight of its deeds, the spectral guardian knows no rest or peace, and viciously snuffs out all life that intrudes upon its haunt.  \n**Undead Nature.** A spectral guardian doesn’t require air, food, drink, or sleep.","name":"Spectral Guardian","size":"Medium","type":"Undead","subtype":"","group":null,"alignment":"neutral evil","armor_class":14,"armor_desc":"","hit_points":110,"hit_dice":"13d8+52","speed":{"hover":true,"walk":0,"fly":60},"strength":6,"dexterity":18,"constitution":18,"intelligence":11,"wisdom":16,"charisma":18,"strength_save":null,"dexterity_save":7,"constitution_save":null,"intelligence_save":null,"wisdom_save":6,"charisma_save":null,"perception":null,"skills":{},"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":"blindsight 10 ft., darkvision 60 ft., passive Perception 13","languages":"understands the languages it knew in life but can't speak","challenge_rating":"6","cr":6.0,"actions":[{"name":"Multiattack","desc":"The spectral guardian makes two spectral rend attacks."},{"name":"Spectral Rend","desc":"Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) necrotic damage. If the target is a creature, it must succeed on a DC 14 Wisdom saving throw or be frightened and have its speed reduced to 0; both effects last until the end of its next turn.","attack_bonus":7,"damage_dice":"2d8"}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Incorporeal Movement","desc":"The spectral guardian 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":"Tomb Bound","desc":"The spectral guardian is bound to the area it defends. It can't move more than 100 feet from the place it is bound to protect."},{"name":"Withering Miasma","desc":"A creature that starts its turn in the spectral guardian's space must make a successful DC 15 Constitution saving throw or take 18 (4d8) necrotic damage and its hit point maximum is reduced by an amount equal to the necrotic damage taken. This reduction lasts until the creature finishes a long rest."},{"name":"Variant: Arcane Guardian","desc":"some spectral guardians were not warriors in life, but powerful magic users. An arcane guardian has a challenge rating of 8 (3,900 XP) and the following added trait: Spellcasting. The arcane guardian is a 9th level spellcaster. Its spellcasting ability is Charisma (spell save DC 15, +7 to hit with spell attacks). The guardian knows the following sorcerer spells, which do not require material components:\n\ncantrips (at will): acid splash, chill touch, dancing lights,minor illusion, ray of frost\n\n1st level (4 slots): mage armor, ray of sickness\n\n2nd level (3 slots): darkness, scorching ray\n\n3rd level (3 slots): fear, slow, stinking cloud\n\n4th level (3 slots): blight, ice storm\n\n5th level (1 slot): cone of cold"}],"spell_list":[],"page_no":358,"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_spectral-guardian/"},{"slug":"spire-walker","desc":"_This miniscule creature kicks up a ghostly, sparkling fire when it jostles and jigs. Lightning sparks fly between it and its perch._  \n**Storm Dancers.** When storm clouds gather over cities, harbors, and twisted badlands, electrical energy fills the air. During these times, miniscule fey dance on church steeples, desolate peaks, and ships’ masts.  \nAlso called corposanti by scholars, spire walkers are nature spirits that delight in grandiose displays of thunderbolts. They can be found frolicking in a thunderstorm or keeping company with blue dragons or storm giants—though these larger creatures often chase them off for being a nuisance.  \n**Small and Metallic.** These spire walkers stand no more than a foot tall, with dusky blue-gray skin and shocks of silvery, slate, or pale blue hair. Spire walkers prefer clothing in metallic hues with many buttons, and they always carry a handful of tiny copper darts that they hurl at each other during their incomprehensible games. When excited, they emit a sparking glow from the tips of their noses, eyebrows, ears, and pointy shoes.  \nThey play rough-and-tumble games among themselves and enjoy pranking bystanders with frightening but mostly harmless electric shocks. If a spire walker perishes during the fun, the others pause just long enough to say “awww, we’ll miss you” and go through their comrade’s pockets before continuing with the game.  \n**Love Copper and Amber.** Spire walkers like gold but they love copper. They prefer it over all other metals, and they keep the copper pieces in their pockets brilliantly polished. They also value amber gems. Among a group of spire walkers, the leader is not the cleverest or most ruthless, but the one displaying the most ostentatious amber jewel.","name":"Spire Walker","size":"Tiny","type":"Fey","subtype":"","group":null,"alignment":"chaotic neutral","armor_class":16,"armor_desc":"natural armor","hit_points":38,"hit_dice":"11d4+22","speed":{"walk":20},"strength":3,"dexterity":18,"constitution":14,"intelligence":11,"wisdom":10,"charisma":14,"strength_save":null,"dexterity_save":7,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":null,"skills":{},"damage_vulnerabilities":"","damage_resistances":"piercing from nonmagical attacks","damage_immunities":"lightning, thunder","condition_immunities":"","senses":"passive Perception 10","languages":"Common, Sylvan","challenge_rating":"3","cr":3.0,"actions":[{"name":"Lightning Dart","desc":"Ranged Weapon Attack: +6 to hit, range 20/60 ft., one target. Hit: 1 piercing damage plus 9 (2d8) lightning damage. If the attack misses, the target still takes 4 (1d8) lightning damage. Whether the attack hits or misses its intended target, every other creature within 10 feet of the target takes 9 (2d8) lightning damage, or half damage with a successful DC 14 Dexterity saving throw.","attack_bonus":6,"damage_dice":"2d8"}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Energized Body","desc":"A creature that hits the spire walker with a melee attack using a metal weapon takes 5 (1d10) lightning damage."},{"name":"Innate Spellcasting","desc":"the spire walker's innate spellcasting ability is Charisma (spell save DC 12, +4 to hit with spell attacks). The spire walker can innately cast the following spells, requiring no material components:\n\nat will: produce spark (as the cantrip produce flame, but it does lightning damage)\n\n3/day each: dancing lights, feather fall, invisibility\n\n1/day each: faerie fire, thunderwave"},{"name":"Steeple Step","desc":"The spire walker can use 10 feet of its movement to step magically from its position to the point of a steeple, mast, or other spire-like feature that is in view within 30 feet. The spire walker has advantage on Dexterity (Acrobatics) checks and Dexterity saving throws while it is standing on a steeple or any similar narrow, steep structure or feature."}],"spell_list":[],"page_no":367,"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_spire-walker/"},{"slug":"young-wind-dragon","desc":"_Howling wind encircles the white- and gray-scaled dragon, filling and pushing its wings without the need for them to beat._  \nWind dragons view anywhere touched by air as their property, and mortals point to them as the epitome of arrogance. Their narcissism is not without reason, for awe-inspiring power supports their claims of rightful control. To the dragons of the shifting gales, strength is the ultimate arbiter. Although wind dragon wyrmlings are the weakest of the newborn dragons, they grow in power rapidly, and few fully-grown dragons are seen as stronger.  \n_**Braggarts and Bullies.**_ Wind dragons number among the greatest bullies and worst tyrants among mortal creatures. The sometimes foolhardy creatures take personal offense at any perceived challenge and great pleasure in humiliating rivals. They claim great swathes of territory but care little for its governance, and they perceive the mortals in that territory as possessions. Vassals receive only dubious protection in exchange for unflinching loyalty. A wind dragon might seek bloody vengeance for the murder of a follower, but it’s unlikely to go to any length to prevent the loss of life in the first place.  \n_**Lords of the Far Horizons.**_ Some believe that the dragons of the winds claim much more than they are capable of controlling or patrolling. Because they so love altitude, they prefer to rule and meet with earth-bound supplicants at the highest point available: the summit of a great mountain or atop a towering monument erected by fearful slaves. But these dragons are also driven by wanderlust, and often travel far from their thrones. They always return eventually, ready to subjugate new generations and to press a tyrannical claw on the neck of anyone who questions their right to rule.  \n_**Perpetual Infighting.**_ These wandering tyrants are even more territorial among their own kind than they are among groundlings. Simple trespass by one wind dragon into the territory of another can lead to a battle to the death. Thus their numbers never grow large, and the weakest among them are frequently culled.  \nWind dragons’ hoards typically consist of only a few truly valuable relics. Other dragons might sleep on a bed of coins, but common things bore wind dragons quickly. While all true dragons desire and display great wealth, wind dragons concentrate their riches in a smaller number of notable trophies or unique historic items—often quite portable.  \n\n## Wind Dragon’s Lair\n\n  \nWind dragons make their lairs in locations where they can overlook and dominate the land they claim as theirs, but remote enough so the inhabitants can’t pester them with requests for protection or justice. They have little to fear from the elements, so a shallow cave high up on an exposed mountain face is ideal. Wind dragons enjoy heights dotted with rock spires and tall, sheer cliffs where the dragon can perch in the howling wind and catch staggering updrafts and downdrafts sweeping through the canyons and tearing across the crags. Non-flying creatures find these locations much less hospitable.  \n\n### Lair Actions\n\n  \nOn initiative count 20 (losing initiative ties), the dragon takes a lair action to generate one of the following effects; the dragon can’t use the same effect two rounds in a row.\n* Sand and dust swirls up from the floor in a 20-foot radius sphere within 120 feet of the dragon at a point the dragon can see. The sphere spreads around corners. The area inside the sphere is lightly obscured, and each creature in the sphere at the start of its turn must make a successful DC 15 Constitution saving throw or be blinded for 1 minute. A blinded creature repeats the saving throw at the start of each of its turns, ending the effect on itself with a success.\n* Fragments of ice and stone are torn from the lair’s wall by a blast of wind and flung along a 15-foot cone. Creatures in the cone take 18 (4d8) bludgeoning damage, or half damage with a successful DC 15 Dexterity saving throw.\n* A torrent of wind blasts outward from the dragon in a 60-foot radius, either racing just above the floor or near the ceiling. If near the floor, it affects all creatures standing in the radius; if near the ceiling, it affects all creatures flying in the radius. Affected creatures must make a successful DC 15 Strength saving throw or be knocked prone and stunned until the end of their next turn.","name":"Young Wind Dragon","size":"Large","type":"Dragon","subtype":"","group":null,"alignment":"chaotic neutral","armor_class":17,"armor_desc":"natural armor","hit_points":150,"hit_dice":"16d10+62","speed":{"walk":40,"fly":90},"strength":20,"dexterity":19,"constitution":18,"intelligence":14,"wisdom":13,"charisma":16,"strength_save":null,"dexterity_save":7,"constitution_save":7,"intelligence_save":null,"wisdom_save":4,"charisma_save":6,"perception":7,"skills":{"perception":7,"stealth":7},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"lightning","condition_immunities":"charmed, exhausted, paralyzed, restrained","senses":"blindsight 10 ft., darkvision 60 ft., passive Perception 17","languages":"Common, Draconic, Primordial","challenge_rating":"6","cr":6.0,"actions":[{"name":"Multiattack","desc":"The dragon makes three attacks: one with its bite and two with its claws."},{"name":"Bite","desc":"Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 16 (2d10 + 5) piercing damage.","attack_bonus":8,"damage_dice":"2d10"},{"name":"Claw","desc":"Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 12 (2d6 + 5) slashing damage.","attack_bonus":8,"damage_dice":"2d6"},{"name":"Breath of Gales (Recharge 5-6)","desc":"The dragon exhales a blast of wind in a 30-foot cone. Each creature in that cone takes 11 (2d10) bludgeoning damage and is pushed 25 feet away from the dragon and knocked prone; a successful DC 16 Strength saving throw halves the damage and prevents being pushed and knocked prone. Unprotected flames in the cone are extinguished, and sheltered flames (such as those in lanterns) have a 75 percent chance of being extinguished."}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Innate Spellcasting","desc":"the dragon's innate spellcasting ability is Charisma (spell save DC 14). It can innately cast the following spell, requiring no material components:\n\nat will: feather fall"},{"name":"Fog Vision","desc":"The dragon sees normally through light or heavy obscurement caused by fog, mist, clouds, or high wind."},{"name":"Uncontrollable","desc":"The dragon's movement is never impeded by difficult terrain, and its speed can't be reduced by spells or magical effects. It can't be restrained (per the condition), and it escapes automatically from any nonmagical restraints (such as chains, entanglement, or grappling) by spending 5 feet of movement. Being underwater imposes no penalty on its movement or attacks."}],"spell_list":[],"page_no":144,"environments":[],"img_main":null,"document__slug":"tob","document__title":"Tome of Beasts","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/tome-of-beasts-for-5th-edition-print/","v2_converted_path":"/v2/creatures/tob_young-wind-dragon/"},{"slug":"adult_black_dragon_bf","desc":"","name":"Adult Black Dragon","size":"huge","type":"Dragon","subtype":"","group":"Dragons","alignment":"","armor_class":19,"armor_desc":"natural armor","hit_points":238,"hit_dice":"","speed":{"walk":40,"fly":80,"swim":40},"strength":24,"dexterity":24,"constitution":30,"intelligence":14,"wisdom":24,"charisma":26,"strength_save":7,"dexterity_save":7,"constitution_save":10,"intelligence_save":2,"wisdom_save":7,"charisma_save":8,"perception":22,"skills":{},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"acid,poisoned","condition_immunities":"","senses":"darkvision 120 ft., keensense 60 ft.","languages":"Common,Draconic","challenge_rating":"14","cr":14.0,"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:_ +12 to hit, reach 10 ft., one target. _Hit:_ 18 (2d10+7) piercing damage plus 4 (1d8) acid damage."},{"name":"Claw","desc":"_Melee Weapon Attack:_ +12 to hit, reach 5 ft., one target. _Hit:_ 14 (2d6+7) slashing damage."},{"name":"Tail","desc":"_Melee Weapon Attack:_ +12 to hit, reach 15 ft., one target. _Hit:_ 16 (2d8+7) 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 16 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 60-foot line that is 5 feet wide. Each creature in that line must make a DC 18 DEX save, taking 49 (11d8) 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 16 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 10 feet of the dragon must succeed on a DC 20 DEX save or take 14 (2d6+7) 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 20 feet of the dragon must succeed on a DC 18 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_adult-black-dragon/"},{"slug":"ancient_green_dragon_bf","desc":"","name":"Ancient Green Dragon","size":"gargantuan","type":"Dragon","subtype":"","group":"Dragons","alignment":"","armor_class":21,"armor_desc":"natural armor","hit_points":333,"hit_dice":"","speed":{"walk":40,"fly":80,"swim":40},"strength":26,"dexterity":24,"constitution":36,"intelligence":24,"wisdom":28,"charisma":30,"strength_save":8,"dexterity_save":7,"constitution_save":13,"intelligence_save":7,"wisdom_save":9,"charisma_save":10,"perception":25,"skills":{},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"poison,poisoned","condition_immunities":"","senses":"darkvision 120 ft., keensense 60 ft.","languages":"Common,Draconic","challenge_rating":"19","cr":19.0,"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:_ 19 (2d10+8) piercing damage plus 10 (3d6) poison damage."},{"name":"Claw","desc":"_Melee Weapon Attack:_ +15 to hit, reach 10 ft., one target. _Hit:_ 15 (2d6+8) slashing damage."},{"name":"Tail","desc":"_Melee Weapon Attack:_ +15 to hit, reach 20 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":"Poison Breath (Recharge 5-6)","desc":"The dragon exhales poisonous gas in a 90-foot cone. Each creature in that area must make a DC 21 CON save, taking 84 (24d6) poison 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 poison damage until the end of its next turn. A target resistant to poison damage isn't resistant to it for the duration. A target immune to poison 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 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":"Hallucinogenic Gas","desc":"After the green dragon exhales its Poison Breath, wisps of poisonous gas laced with the alchemical taint that permeates the dragon's body linger around it. While the dragon's Poison Breath is unavailable, each creature that starts its turn within 30 feet of the dragon must succeed on a DC 21 WIS save or be terrified until the start of the creature's next turn, as the gas causes the creature to experience frightful hallucinations. A terrified creature is frightened, and its speed is reduced to 0."},{"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-green-dragon/"},{"slug":"ancient_red_dragon_bf","desc":"","name":"Ancient Red Dragon","size":"gargantuan","type":"Dragon","subtype":"","group":"Dragons","alignment":"","armor_class":22,"armor_desc":"natural armor","hit_points":382,"hit_dice":"","speed":{"walk":40,"climb":40,"fly":80},"strength":30,"dexterity":24,"constitution":42,"intelligence":18,"wisdom":28,"charisma":36,"strength_save":10,"dexterity_save":7,"constitution_save":16,"intelligence_save":4,"wisdom_save":9,"charisma_save":13,"perception":26,"skills":{},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"fire","condition_immunities":"","senses":"darkvision 120 ft., keensense 60 ft.","languages":"Common,Draconic","challenge_rating":"21","cr":21.0,"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:_ +17 to hit, reach 15 ft., one target. _Hit:_ 21 (2d10+10) piercing damage plus 14 (4d6) fire damage."},{"name":"Claw","desc":"_Melee Weapon Attack:_ +17 to hit, reach 10 ft., one target. _Hit:_ 17 (2d6+10) slashing damage."},{"name":"Tail","desc":"_Melee Weapon Attack:_ +17 to hit, reach 20 ft., one target. _Hit:_ 19 (2d8+10) 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 21 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 90-foot cone. Each creature in that area must make a DC 24 DEX save, taking 105 (30d6) fire 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 21 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 15 feet of the dragon must succeed on a DC 25 DEX save or take 17 (2d6+10) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed without provoking opportunity attacks."}],"special_abilities":[{"name":"Boil Over","desc":"When the red dragon hasn't unleashed its Fire Breath, the heat builds and rolls outward from it. While the dragon's Fire Breath is available, it emits immense heat, and each creature that starts its turn within 30 feet of the dragon must succeed on a DC 24 CON save or take 7 (2d6) fire damage. A creature that fails this save by 5 or more also suffers one level of exhaustion."},{"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-red-dragon/"},{"slug":"erinyes_bf","desc":"","name":"Erinyes","size":"medium","type":"Fiend","subtype":"Devil","group":"Devils","alignment":"","armor_class":18,"armor_desc":"plate","hit_points":147,"hit_dice":"","speed":{"walk":30,"fly":60},"strength":18,"dexterity":24,"constitution":26,"intelligence":14,"wisdom":22,"charisma":26,"strength_save":4,"dexterity_save":7,"constitution_save":8,"intelligence_save":2,"wisdom_save":6,"charisma_save":8,"perception":16,"skills":{},"damage_vulnerabilities":"","damage_resistances":"charmed,frightened,Devilish Resilience","damage_immunities":"Devilish Resilience","condition_immunities":"","senses":"truesight 120 ft.","languages":"Infernal,telepathy 120 ft.","challenge_rating":"12","cr":12.0,"actions":[{"name":"Multiattack","desc":"The erinyes makes three Longsword or Longbow attacks."},{"name":"Longsword","desc":"_Melee Weapon Attack:_ +8 to hit, reach 5 ft., one target. _Hit:_ 8 (1d8+4) slashing damage, or 9 (1d10+4) slashing damage if used with two hands, plus 18 (4d8) poison damage."},{"name":"Longbow","desc":"_Ranged Weapon Attack:_ +7 to hit, range 150/600 ft., one target. _Hit:_ 7 (1d8+3) piercing damage plus 18 (4d8) poison damage, and the target must succeed on a DC 16 CON save or be poisoned for 1 minute. The target can repeat the save at the end of each of its turns, ending the effect on itself on a success."}],"bonus_actions":[],"reactions":[{"name":"Parry","desc":"The erinyes adds 4 to its AC against one melee attack that would hit it. To do so, the erinyes must see the attacker and be wielding a melee weapon."}],"legendary_desc":null,"legendary_actions":[],"special_abilities":[{"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":"Disciplined Fighter","desc":"At the start of each of its turns, the erinyes chooses one of the following fighting styles to adopt, which lasts until the start of the erinyes's next turn.\n- **Aggressive.** The erinyes has advantage on the first attack it makes on its turn, but the next attack roll against the erinyes has advantage.\n- **Retributive.** The next time the erinyes is hit by a melee weapon attack from a creature within 5 feet of it, the erinyes can make one Longsword attack against the attacker (no action required).\n- **Defensive.** The next time erinyes uses the Parry reaction, it takes only half the damage if the attack hits and regains 18 (4d8) HP if the attack doesn't hit."},{"name":"Poisonous Weapons","desc":"The erinyes's weapon attacks are magical. When the erinyes hits with any weapon, the weapon deals an extra 4d8 poison damage (included in the attack)."},{"name":"Magic Resistance","desc":"The erinyes 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_erinyes/"},{"slug":"horned_devil_bf","desc":"","name":"Horned Devil","size":"large","type":"Fiend","subtype":"Devil","group":"Devils","alignment":"","armor_class":18,"armor_desc":"natural armor","hit_points":185,"hit_dice":"","speed":{"walk":20,"fly":60},"strength":30,"dexterity":24,"constitution":20,"intelligence":12,"wisdom":24,"charisma":24,"strength_save":10,"dexterity_save":7,"constitution_save":5,"intelligence_save":1,"wisdom_save":7,"charisma_save":7,"perception":17,"skills":{},"damage_vulnerabilities":"","damage_resistances":"Devilish Resilience","damage_immunities":"Devilish Resilience","condition_immunities":"","senses":"darkvision 120 ft.","languages":"Infernal,telepathy 120 ft.","challenge_rating":"11","cr":11.0,"actions":[{"name":"Multiattack","desc":"The devil makes two Fork attacks and one Tail attack, or it makes three Hurl Flame attacks."},{"name":"Fork","desc":"_Melee Weapon Attack:_ +10 to hit, reach 10 ft., one target. _Hit:_ 19 (3d8+6) piercing damage."},{"name":"Tail","desc":"_Melee Weapon Attack:_ +10 to hit, reach 10 ft., one target. _Hit:_ 22 (3d10+6) piercing damage. If the target is a creature other than a Construct or Undead, it must succeed on a DC 17 CON save or lose 10 (3d6) HP at the start of each of its turns due to an infernal wound. Each time the devil hits the wounded target with this attack, the damage dealt by the wound increases by 10 (3d6). Any creature can take an action to stanch the wound with a successful DC 12 WIS (Medicine) check. The wound also closes if the target receives magical healing."},{"name":"Hurl Flame","desc":"_Ranged Spell Attack:_ +7 to hit, range 150 ft., one target. _Hit:_ 20 (5d6+3) fire damage. If the target is a flammable object that isn't being worn or carried, it also catches fire."}],"bonus_actions":[{"name":"Headbutt","desc":"The horned devil slams its horned head into a creature it can see within 5 feet of it. The target must make a DC 17 STR save. On a failure, the target takes 7 (2d6) bludgeoning damage and is knocked prone. On a success, the target takes half the damage and isn't knocked prone."}],"reactions":[],"legendary_desc":null,"legendary_actions":[],"special_abilities":[{"name":"Devil's Sight","desc":"Magical darkness doesn't impede the devil's darkvision."},{"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":"Magic Resistance","desc":"The devil 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_horned-devil/"},{"slug":"ice_devil_bf","desc":"","name":"Ice Devil","size":"large","type":"Fiend","subtype":"Devil","group":"Devils","alignment":"","armor_class":18,"armor_desc":"natural armor","hit_points":193,"hit_dice":"","speed":{"walk":40},"strength":20,"dexterity":24,"constitution":28,"intelligence":18,"wisdom":24,"charisma":28,"strength_save":5,"dexterity_save":7,"constitution_save":9,"intelligence_save":4,"wisdom_save":7,"charisma_save":9,"perception":17,"skills":{},"damage_vulnerabilities":"","damage_resistances":"blinded,Devilish Resilience","damage_immunities":"cold,Devilish Resilience","condition_immunities":"","senses":"darkvision 120 ft., keensense 60 ft.","languages":"Infernal,telepathy 120 ft.","challenge_rating":"14","cr":14.0,"actions":[{"name":"Multiattack","desc":"The devil makes two Claw attacks and one Tail attack, or it makes three Icicle Shard attacks."},{"name":"Claws","desc":"_Melee Weapon Attack:_ +10 to hit, reach 5 ft., one target. _Hit:_ 12 (2d6+5) slashing damage plus 18 (4d8) cold damage."},{"name":"Tail","desc":"_Melee Weapon Attack:_ +10 to hit, reach 10 ft., one target. _Hit:_ 15 (3d6+5) bludgeoning damage plus 18 (4d8) cold damage."},{"name":"Icicle Shard","desc":"_Ranged Spell Attack:_ +9 to hit, range 120 ft., one target. _Hit:_ 13 (2d8+4) piercing damage plus 18 (4d8) cold damage."}],"bonus_actions":[{"name":"Ice Wall","desc":"The ice devil causes a wall of ice to magically rise from the ground at a point it can see within 60 feet of it. The wall is up to 30 feet long, 10 feet high, and 5 feet thick. It can be any shape, as long as its base is connected to the ground. If the wall cuts through a creature's space when it appears, the creature is pushed to one side (the devil's choice). If a creature would be surrounded on all sides by the wall, it can make a DC 17 DEX save. On a success, it can use its reaction to move up to its speed so that it is no longer enclosed by the wall.<br>The wall lasts 1 minute, until the devil creates a new wall, or until the devil dies. Each 10-foot section of the wall has AC 5, 30 HP, is vulnerable to fire damage, and is immune to acid, cold, necrotic, poison, and psychic damage."}],"reactions":[{"name":"Ice Shield","desc":"When the ice devil or a friendly creature it can see is hit by an attack, the devil can create a magical barrier of ice to disrupt the attack. The target halves the damage from the attack."}],"legendary_desc":null,"legendary_actions":[],"special_abilities":[{"name":"Devil's Sight","desc":"Magical darkness doesn't impede the devil's darkvision."},{"name":"Devilish Resilience","desc":"The devil is resistant 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":"Magic Resistance","desc":"The devil has advantage on saves against spells and other magical effects."},{"name":"Snow Walk","desc":"The devil can move across icy surfaces without needing to make an ability check. In addition, difficult terrain composed of ice or snow doesn't cost it extra movement."}],"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_ice-devil/"},{"slug":"kraken_bf","desc":"","name":"Kraken","size":"gargantuan","type":"Monstrosity","subtype":"","group":null,"alignment":"","armor_class":18,"armor_desc":"natural armor","hit_points":475,"hit_dice":"","speed":{"walk":20,"swim":60},"strength":44,"dexterity":24,"constitution":38,"intelligence":36,"wisdom":32,"charisma":20,"strength_save":17,"dexterity_save":7,"constitution_save":14,"intelligence_save":13,"wisdom_save":11,"charisma_save":5,"perception":21,"skills":{},"damage_vulnerabilities":"","damage_resistances":"Monstrosity Resilience","damage_immunities":"lightning; bludgeoning,piercing,and slashing damage from nonmagical attacks,frightened,paralyzed","condition_immunities":"","senses":"keensense 60 ft., truesight 120 ft.","languages":"understands Abyssal,Celestial,Infernal,and Primordial but can't speak,telepathy 120 ft.","challenge_rating":"23","cr":23.0,"actions":[{"name":"Multiattack","desc":"The kraken makes three Tentacle attacks. It can replace one Tentacle attack with a Bite attack."},{"name":"Bite","desc":"_Melee Weapon Attack:_ +17 to hit, reach 5 ft., one target. _Hit:_ 28 (4d8+10) piercing damage. If the target is a Large or smaller creature grappled by the kraken, that creature is swallowed, and the grapple ends. While swallowed, the creature is blinded and restrained, it has total cover against attacks and other effects outside the kraken, and it takes 42 (12d6) acid damage at the start of each of the kraken's turns. If the kraken takes 50 damage or more on a single turn from a creature inside it, the kraken must succeed on a DC 24 CON save at the end of that turn or regurgitate all swallowed creatures, which fall prone in a space within 10 feet of the kraken. If the kraken dies, a swallowed creature is no longer restrained by it and can escape from the corpse using 15 feet of movement, exiting prone."},{"name":"Tentacle","desc":"_Melee Weapon Attack:_ +17 to hit, reach 30 ft., one target. _Hit:_ 24 (4d6+10) bludgeoning damage, and the target is grappled (escape DC 22). Until this grapple ends, the target is restrained. The kraken has ten tentacles, each of which can grapple one target."},{"name":"Ink Cloud (Recharge 6)","desc":"While underwater, the kraken expels an ink cloud in a 30-foot-radius centered on the kraken. The cloud spreads around corners, and the area is heavily obscured. Each creature in the area when it first appears must make a DC 22 CON save, taking 110 (20d10) poison damage on a failed save, or half as much damage on a successful one. A creature that enters the ink cloud for the first time on a turn or starts its turn there must succeed on a DC 22 CON save or take 11 (2d10) poison damage and be poisoned until the start of its next turn. The cloud lasts for 1 minute or until dispersed by a strong current."}],"bonus_actions":[{"name":"Fling","desc":"One Large or smaller object held or creature grappled by the kraken is thrown up to 60 feet in a random direction and knocked prone. If a thrown target strikes a solid surface, the target takes 3 (1d6) bludgeoning damage for every 10 feet it was thrown. If the target is thrown at another creature, that creature must succeed on a DC 22 DEX save or take the same damage and be knocked prone."},{"name":"Reel","desc":"The kraken pulls up to two creatures grappled by it up to 25 feet straight toward it."}],"reactions":[],"legendary_desc":"The kraken 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 kraken regains spent legendary actions at the start of its turn.","legendary_actions":[{"name":"Swim","desc":"The kraken swims up to half its swimming speed without provoking opportunity attacks."},{"name":"Tentacle Attack","desc":"The kraken makes one Tentacle attack."},{"name":"Lightning Storm (Costs 2 Actions)","desc":"The kraken magically calls bolts of lightning to strike up to two creatures it can see or sense within 120 feet of it. Each creature must make a DC 22 DEX save, taking 22 (4d10) lightning damage on a failed save, or half as much damage on a successful one."}],"special_abilities":[{"name":"Amphibious","desc":"The kraken can breathe air and water."},{"name":"Freedom of Movement","desc":"The kraken ignores difficult terrain, and magical effects can't reduce its speed or cause it to be restrained. It can spend 5 feet of movement to escape from nonmagical restraints or being grappled."},{"name":"Legendary Resistance (3/Day)","desc":"If the kraken fails a save, it can choose to succeed instead."},{"name":"Monstrosity Resilience","desc":"The kraken is resistant to exhaustion and to the frightened condition."},{"name":"Siege Monster","desc":"The kraken deals double damage to objects and structures."}],"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_kraken/"},{"slug":"virtuoso_lich_bf","desc":"","name":"Virtuoso Lich","size":"medium","type":"Undead","subtype":"","group":"Liches","alignment":"","armor_class":17,"armor_desc":"natural armor","hit_points":185,"hit_dice":"","speed":{"walk":30},"strength":10,"dexterity":24,"constitution":14,"intelligence":14,"wisdom":20,"charisma":28,"strength_save":0,"dexterity_save":7,"constitution_save":2,"intelligence_save":2,"wisdom_save":5,"charisma_save":9,"perception":15,"skills":{},"damage_vulnerabilities":"","damage_resistances":"necrotic; bludgeoning,piercing,and slashing damage from nonmagical attacks","damage_immunities":"blinded,deafened,charmed,frightened,paralyzed,Undead Resilience","condition_immunities":"","senses":"truesight 60 ft.","languages":"Common plus up to two other languages","challenge_rating":"12","cr":12.0,"actions":[{"name":"Multiattack","desc":"The virtuoso lich uses Corrupted Art. It then makes three Artistic Flourish attacks. It can replace one attack with a use of Spellcasting."},{"name":"Artistic Flourish","desc":"_Melee or Ranged Spell Attack:_ +9 to hit, reach 5 ft. or range 60 ft., one target. _Hit:_ 18 (3d8+5) damage of the type chosen with the Versatile Artist trait plus 9 (2d8) force damage."},{"name":"Call Muse","desc":"The lich chooses one Beast or Humanoid it can see within 30 feet of it to be its muse. The target must succeed on a DC 17 WIS save or become the lich's muse and be charmed by the lich for 1 minute. While charmed, the muse has a speed of 0 and is incapacitated as it watches or listens to the lich's artistic expression. The muse 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 lich's Call Muse for the next 24 hours. If the muse suffers harm from the lich, it is no longer charmed. The lich can have only one muse at a time. If it charms another, the effect on the previous muse ends. If the lich is within 30 feet of its muse and can see its muse, the lich has advantage on its first Artistic Flourish attack each round against a creature that isn't its muse."},{"name":"Corrupted Art","desc":"The lich hums a discordant melody, paints a crumbling symbol of death in the air, performs a reality-bending pirouette, or emulates some other expression of corrupted or twisted art and targets one creature it can see, other than itself, within 60 feet. This action's effects change, depending on if the target is Undead.\n- **Non-Undead.** The target must make a DC 17 WIS save. On a failure, a creature is blinded, charmed, or deafened (the lich's choice) until the end of its next turn. On a success, a creature takes half the damage and isn't incapacitated.\n- **Undead.** The target regains 18 (4d8) HP. Healing that exceeds the target's HP maximum becomes temporary HP."},{"name":"Spellcasting","desc":"The lich casts one of the following spells, using CHA as the spellcasting ability (spell save DC 17).<br>At will: _disguise self_, _mage hand_, _message_, _prestidigitation_<br>3/day each: _charm_, _hideous laughter_, _hold_, _invisibility_ (self only)<br>2/day each: _dispel magic_, _fear_, _dimension door_<br>1/day each: _irresistible dance_, _programmed illusion_, _seeming_"}],"bonus_actions":[],"reactions":[],"legendary_desc":"The virtuoso lich 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 lich regains spent legendary actions at the start of its turn.","legendary_actions":[{"name":"Call Muse","desc":"The lich uses Call Muse."},{"name":"Move","desc":"The lich moves up to its speed without provoking opportunity attacks."},{"name":"Cast a Spell (Costs 2 Actions)","desc":"The lich uses Spellcasting."},{"name":"Unrestrained Art (Costs 3 Actions)","desc":"The lich unleashes the full force of its artistic talents. Each creature with 15 feet of the lich must make a DC 17 DEX save. On a failure, a creature takes 9 (2d8) damage of the type chosen with the Versatile Artist trait and is knocked prone. On a success, a creature takes half the damage and isn't knocked prone."}],"special_abilities":[{"name":"Legendary Resistance (3/Day)","desc":"If the lich fails a save, it can choose to succeed instead."},{"name":"Rejuvenation","desc":"If it has a phylactery, a destroyed lich gains a new body in 1d10 days, regaining all its HP and becoming active again. The new body appears within 5 feet of the phylactery."},{"name":"Turn Resistance","desc":"The lich has advantage on saves against any effect that turns undead."},{"name":"Undead Nature","desc":"The lich doesn't require air, food, drink, or sleep."},{"name":"Undead Resilience","desc":"The lich is immune to poison damage, to exhaustion, and to the poisoned condition."},{"name":"Versatile Artist","desc":"At the end of each long rest, the lich chooses one form of artistic expression, such as song, poetry, dance, fashion, paint, or similar. Until it finishes a long rest, the lich has immunity to one type of damage, which is associated with its artistic expression. For example, a lich expressing art through song or poetry has immunity to thunder damage, a lich expressing art through fashion has immunity to slashing damage, and a lich expressing art through paint has immunity to acid damage. This trait can't give the lich immunity to force, psychic, or radiant damage."}],"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_virtuoso-lich/"},{"slug":"adult-copper-dragon-a5e","desc":"","name":"Adult Copper Dragon","size":"Huge","type":"Dragon","subtype":"","group":null,"alignment":"","armor_class":18,"armor_desc":"","hit_points":253,"hit_dice":"22d12+110","speed":{"walk":40,"climb":40,"fly":80},"strength":22,"dexterity":12,"constitution":20,"intelligence":18,"wisdom":14,"charisma":16,"strength_save":null,"dexterity_save":7,"constitution_save":11,"intelligence_save":null,"wisdom_save":8,"charisma_save":9,"perception":null,"skills":{"deception":10,"perception":9,"stealth":7},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"acid","condition_immunities":"","senses":"blindsight 60 ft., darkvision 120 ft., passive Perception 20","languages":"Common, Draconic, two more","challenge_rating":"17","cr":17.0,"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: +12 to hit, reach 10 ft., one target. Hit: 22 (3d10 + 6) piercing damage plus 4 (1d8) acid damage."},{"name":"Claws","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: 19 (3d8 + 6) bludgeoning damage  and the dragon pushes the target 10 feet away."},{"name":"War Pick (Humanoid Form Only)","desc":"Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 10 (1d8 + 6) piercing damage."},{"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 16 (3d10) 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":"Breath Weapons (Recharge 5-6)","desc":"The dragon uses one of the following breath weapons:"},{"name":"Acid Breath","desc":"The dragon exhales acid in a 60-foot-long  5-foot-wide line. Each creature in the 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."},{"name":"Slowing Breath","desc":"The dragon exhales toxic gas in a 60-foot cone. Each creature in the area makes a DC 19 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."},{"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."}],"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 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 19 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 16 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 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 16 until it finishes a long rest."},{"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:hideous laughter, suggestion, mislead, polymorph"}],"spell_list":[],"page_no":166,"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-copper-dragon/"},{"slug":"adult-green-dragon-a5e","desc":"","name":"Adult Green Dragon","size":"Huge","type":"Dragon","subtype":"","group":null,"alignment":"","armor_class":18,"armor_desc":"","hit_points":287,"hit_dice":"25d12+125","speed":{"walk":40,"fly":80,"swim":40},"strength":20,"dexterity":12,"constitution":20,"intelligence":18,"wisdom":14,"charisma":16,"strength_save":null,"dexterity_save":7,"constitution_save":11,"intelligence_save":null,"wisdom_save":8,"charisma_save":9,"perception":null,"skills":{"deception":9,"insight":8,"perception":8,"persuasion":9,"stealth":7},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"poison","condition_immunities":"poisoned","senses":"blindsight 60 ft., darkvision 120 ft., passive Perception 21","languages":"Common, Draconic, two more","challenge_rating":"18","cr":18.0,"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: +12 to hit, reach 10 ft., one target. Hit: 22 (3d10 + 6) piercing damage plus 4 (1d8) poison damage."},{"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":"Spit Poison","desc":"The dragon targets a creature within 60 feet  forcing it to make a DC 19 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 60-foot cone. Each creature in that area makes a DC 19 Constitution saving throw  taking 63 (18d6) 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 17 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 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 19 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 17 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":"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:animal messenger, tongues, modify memory, scrying"}],"spell_list":[],"page_no":113,"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-green-dragon/"},{"slug":"ancient-brass-dragon-a5e","desc":"","name":"Ancient Brass Dragon","size":"Gargantuan","type":"Dragon","subtype":"","group":null,"alignment":"","armor_class":20,"armor_desc":"","hit_points":367,"hit_dice":"21d20+147","speed":{"walk":40,"burrow":40,"fly":80},"strength":26,"dexterity":10,"constitution":24,"intelligence":20,"wisdom":16,"charisma":18,"strength_save":null,"dexterity_save":7,"constitution_save":14,"intelligence_save":null,"wisdom_save":10,"charisma_save":11,"perception":null,"skills":{"arcana":12,"history":12,"nature":12,"perception":10,"persuasion":11,"religion":12,"stealth":7},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"fire","condition_immunities":"","senses":"blindsight 60 ft., darkvision 120 ft., passive Perception 23","languages":"Common, Draconic, three more","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  it can use Molten Spit."},{"name":"Bite","desc":"Melee Weapon Attack: +15 to hit, reach 15 ft., one target. Hit: 30 (4d10 + 8) piercing damage plus 9 (2d8) fire 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":"Staff (Humanoid Form Only)","desc":"Melee Weapon Attack: +15 to hit, reach 5 ft., one target. Hit: 12 (1d8 + 8) bludgeoning damage."},{"name":"Molten 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) fire damage on a failure or half damage on a success. A creature that fails the saving throw also takes 11 (2d10) ongoing fire 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":"Molten Breath","desc":"The dragon exhales molten glass in a 90-foot-long  10-foot-wide line. Each creature in the area makes a DC 22 Dexterity saving throw  taking 70 (20d6) fire damage on a failed save or half damage on a success. A creature that fails the save is also blinded until the end of its next turn."},{"name":"Sleep Breath","desc":"The dragon exhales sleep gas in a 90-foot cone. Each creature in the area makes a DC 22 Constitution saving throw. On a failure  a creature falls unconscious for 10 minutes or until it takes damage or someone uses an action to wake it."},{"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 staff."}],"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":"Analyze","desc":"The dragon evaluates one creature it can see within 60 feet. It learns the creatures resistances, immunities, vulnerabilities, and current and maximum hit points. That creatures next attack roll against the dragon before the start of the dragons next turn is made with disadvantage."},{"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."}],"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 fall away and turn to sand. If it has no more uses of this ability, its Armor Class is reduced to 18 until it finishes a long rest."},{"name":"Self-Sufficient","desc":"The brass dragon can subsist on only a quart of water and a pound of food per day."},{"name":"Scholar of the Ages","desc":"The brass dragon gains a d4 expertise die on Intelligence checks made to recall lore. If it fails such a roll, it can expend one use of its Legendary Resistance trait to treat the roll as a 20."},{"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:comprehend languages, identify, commune, legend lore,  1/day:teleport, true seeing"}],"spell_list":[],"page_no":154,"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-brass-dragon/"},{"slug":"ancient-bronze-dragon-a5e","desc":"","name":"Ancient Bronze Dragon","size":"Gargantuan","type":"Dragon","subtype":"","group":null,"alignment":"","armor_class":21,"armor_desc":"","hit_points":425,"hit_dice":"23d20+184","speed":{"walk":40,"fly":80,"swim":80},"strength":28,"dexterity":10,"constitution":26,"intelligence":18,"wisdom":16,"charisma":20,"strength_save":null,"dexterity_save":7,"constitution_save":15,"intelligence_save":null,"wisdom_save":10,"charisma_save":12,"perception":null,"skills":{"insight":10,"perception":10,"stealth":7},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"lightning","condition_immunities":"","senses":"blindsight 60 ft., darkvision 120 ft., passive Perception 23","languages":"Common, Draconic, two more","challenge_rating":"24","cr":24.0,"actions":[{"name":"Multiattack","desc":"The dragon attacks with its bite and twice with its claws. In place of its bite  it can use Lightning Pulse."},{"name":"Bite","desc":"Melee Weapon Attack: +16 to hit, reach 15 ft., one target. Hit: 31 (4d10 + 9) piercing damage plus 9 (2d8) lightning damage."},{"name":"Claws","desc":"Melee Weapon Attack: +16 to hit, reach 10 ft., one target. Hit: 22 (3d8 + 9) slashing damage."},{"name":"Tail","desc":"Melee Weapon Attack: +16 to hit, reach 20 ft., one target. Hit: 22 (3d8 + 9) bludgeoning damage  and the dragon pushes the target 10 feet away."},{"name":"Trident (Humanoid Form Only)","desc":"Melee or Ranged Weapon Attack: +16 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 12 (1d6 + 9) piercing damage."},{"name":"Lightning Pulse","desc":"The dragon targets one creature within 60 feet  forcing it to make a DC 23 Dexterity saving throw. The creature takes 22 (4d10) lightning damage on a failure or half damage on a success. If the initial target is touching a body of water  all other creatures within 20 feet of it and touching the same body of water must also make the saving throw against this damage."},{"name":"Breath Weapons (Recharge 5-6)","desc":"The dragon uses one of the following breath weapons:"},{"name":"Lightning Breath","desc":"The dragon exhales lightning in a 120-foot-long  10-foot-wide line. Each creature in the area makes a DC 23 Dexterity saving throw  taking 93 (16d10) lightning damage on a failed save or half damage on a success. A creature that fails the saving throw can't take reactions until the end of its next turn."},{"name":"Ocean Surge","desc":"The dragon exhales a torrent of seawater in a 30-foot cone. Each creature in the area makes a DC 23 Strength saving throw. A creature that fails is pushed 40 feet away from the dragon and knocked prone  while one that succeeds is pushed only 20 feet away and isnt knocked prone."}],"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 Lightning Pulse, 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 trident."}],"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 20 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":"Foresight (Costs 2 Actions)","desc":"The dragon focuses on the many sprawling futures before it and predicts what will come next. Until the start of its next turn, it gains advantage on saving throws, and attacks against it are made with disadvantage."}],"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, some of its scales fall away and dissolve into sea foam. If it has no more uses of this ability, its Armor Class is reduced to 19 until it finishes a long rest."},{"name":"Oracle of the Coast","desc":"The dragon can accurately predict the weather up to 7 days in advance and is never considered surprised while conscious. Additionally, by submerging itself in a body of water and spending 1 minute in concentration, it can cast scrying, requiring no components. The scrying orb appears in a space in the same body of water."},{"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:fog cloud, speak with animals,commune with nature, speak with plants,  1/day:control weather, etherealness"}],"spell_list":[],"page_no":160,"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-bronze-dragon/"},{"slug":"champion-warrior-a5e","desc":"","name":"Champion Warrior","size":"Medium","type":"Humanoid","subtype":"","group":null,"alignment":"","armor_class":16,"armor_desc":"","hit_points":90,"hit_dice":"12d8+36","speed":{"walk":40},"strength":18,"dexterity":18,"constitution":16,"intelligence":10,"wisdom":12,"charisma":14,"strength_save":7,"dexterity_save":7,"constitution_save":6,"intelligence_save":null,"wisdom_save":4,"charisma_save":null,"perception":null,"skills":{"athletics":7,"intimidation":5,"perception":4,"stealth":7,"survival":4},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"","condition_immunities":"","senses":"passive Perception 14","languages":"any one","challenge_rating":"5","cr":5.0,"actions":[{"name":"Multiattack","desc":"The warrior attacks twice."},{"name":"Greataxe","desc":"Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 10 (1d12 + 4) slashing damage. If the warrior has moved this turn, this attack is made with advantage."}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":null,"spell_list":[],"page_no":497,"environments":[],"img_main":null,"document__slug":"menagerie","document__title":"Level Up Advanced 5e Monstrous Menagerie","document__license_url":"http://open5e.com/legal","document__url":"https://www.levelup5e.com","v2_converted_path":"/v2/creatures/a5e-mm_champion-warrior/"},{"slug":"duelist-a5e","desc":"","name":"Duelist","size":"Medium","type":"Humanoid","subtype":"","group":null,"alignment":"","armor_class":16,"armor_desc":"","hit_points":90,"hit_dice":"12d8+36","speed":{"walk":40},"strength":18,"dexterity":18,"constitution":16,"intelligence":10,"wisdom":12,"charisma":14,"strength_save":7,"dexterity_save":7,"constitution_save":6,"intelligence_save":null,"wisdom_save":4,"charisma_save":null,"perception":null,"skills":{"athletics":7,"intimidation":5,"perception":4,"stealth":7,"survival":4},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"","condition_immunities":"","senses":"passive Perception 14","languages":"any one","challenge_rating":"5","cr":5.0,"actions":[{"name":"Multiattack","desc":"The warrior attacks twice."},{"name":"Rapier","desc":"Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) piercing damage."}],"bonus_actions":null,"reactions":[{"name":"Riposte","desc":"When the duelist is missed by a melee attack by an attacker they can see within 5 feet, the duelist makes a rapier attack against the attacker with advantage."}],"legendary_desc":"","legendary_actions":null,"special_abilities":null,"spell_list":[],"page_no":497,"environments":[],"img_main":null,"document__slug":"menagerie","document__title":"Level Up Advanced 5e Monstrous Menagerie","document__license_url":"http://open5e.com/legal","document__url":"https://www.levelup5e.com","v2_converted_path":"/v2/creatures/a5e-mm_duelist/"},{"slug":"horned-devil-a5e","desc":"","name":"Horned Devil","size":"Large","type":"Fiend","subtype":"","group":null,"alignment":"","armor_class":18,"armor_desc":"","hit_points":168,"hit_dice":"16d10+80","speed":{"walk":30,"fly":60},"strength":20,"dexterity":16,"constitution":20,"intelligence":12,"wisdom":16,"charisma":16,"strength_save":9,"dexterity_save":7,"constitution_save":null,"intelligence_save":null,"wisdom_save":7,"charisma_save":7,"perception":null,"skills":{"athletics":9,"intimidation":7},"damage_vulnerabilities":"","damage_resistances":"cold; damage from nonmagical, non-silvered weapons","damage_immunities":"fire, poison","condition_immunities":"poisoned","senses":"darkvision 120 ft., passive Perception 13","languages":"Infernal, telepathy 120 ft.","challenge_rating":"11","cr":11.0,"actions":[{"name":"Multiattack","desc":"The devil makes two attacks with its fork and one with its tail. It can replace any melee attack with Hurl Flame."},{"name":"Fork","desc":"Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 12 (2d6 + 5) piercing damage plus 3 (1d6) fire damage."},{"name":"Tail","desc":"Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 10 (1d10 + 5) piercing damage. If the target is a creature other than an undead or construct  it makes a DC 17 Constitution saving throw. On a failure  it receives an infernal wound and takes 11 (2d10) ongoing piercing damage. Each time the devil hits the wounded target with this attack  the ongoing damage increases by 11 (2d10). A creature can spend an action to make a DC 12 Medicine check  ending the ongoing damage on a success. At least 1 hit point of magical healing also ends the ongoing damage."},{"name":"Hurl Flame","desc":"Ranged Spell Attack: +7 to hit, range 150 ft., one target. Hit: 10 (3d6) fire damage. If the target is an unattended flammable object or a creature  it catches fire  taking 5 (1d10) ongoing fire damage. A creature can use an action to extinguish this fire."},{"name":"Inferno (1/Day, While Bloodied)","desc":"The devil waves its fork  igniting a trail of roaring flame. Any creature within 10 feet of the devil makes a DC 15 Dexterity saving throw  taking 49 (14d6) fire damage on a failure or half damage on a success."}],"bonus_actions":null,"reactions":[{"name":"Pin (1/Day)","desc":"When a creature misses the devil with a melee attack, the devil makes a fork attack against that creature. On a hit, the target is impaled by the fork and grappled (escape DC 17). Until this grapple ends, the devil can't make fork attacks or use Inferno, but the target takes 7 (2d6) piercing damage plus 3 (1d6) fire damage at the beginning of each of its turns."}],"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Devils Sight","desc":"The devils darkvision penetrates magical darkness."},{"name":"Lawful Evil","desc":"The devil radiates a Lawful and Evil aura."},{"name":"Magic Resistance","desc":"The devil has advantage on saving throws against spells and magical effects."}],"spell_list":[],"page_no":83,"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_horned-devil/"},{"slug":"sahuagin-champion-a5e","desc":"","name":"Sahuagin Champion","size":"Medium","type":"Humanoid","subtype":"","group":null,"alignment":"","armor_class":16,"armor_desc":"","hit_points":90,"hit_dice":"12d8+36","speed":{"walk":40,"swim":40},"strength":18,"dexterity":18,"constitution":16,"intelligence":10,"wisdom":12,"charisma":14,"strength_save":7,"dexterity_save":7,"constitution_save":6,"intelligence_save":null,"wisdom_save":4,"charisma_save":null,"perception":null,"skills":{"athletics":7,"intimidation":5,"perception":4,"stealth":7,"survival":4},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"","condition_immunities":"","senses":"darkvision 120 ft., passive Perception 14","languages":"Sahuagin","challenge_rating":"5","cr":5.0,"actions":[{"name":"Multiattack","desc":"The sahuagin attacks twice."},{"name":"Claw","desc":"Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) slashing damage."},{"name":"Trident","desc":"Melee or Ranged Weapon Attack: +7 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 7 (1d6 + 4) piercing damage  or 8 (1d8 + 4) if wielded in two hands in melee."}],"bonus_actions":[{"name":"Bite","desc":"Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 6 (1d4 + 4) piercing damage."}],"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Blood Frenzy","desc":"The sahuagin has advantage on melee attack rolls against creatures that dont have all their hit points."},{"name":"Limited Amphibiousness","desc":"The sahuagin can breathe air and water. When breathing air, it must immerse itself in water once every 4 hours or begin to suffocate."},{"name":"Shark Telepathy","desc":"The sahuagin can command any shark within 120 feet of it using magical telepathy."}],"spell_list":[],"page_no":377,"environments":[],"img_main":null,"document__slug":"menagerie","document__title":"Level Up Advanced 5e Monstrous Menagerie","document__license_url":"http://open5e.com/legal","document__url":"https://www.levelup5e.com","v2_converted_path":"/v2/creatures/a5e-mm_sahuagin-champion/"},{"slug":"shadow-elf-champion-warrior-a5e","desc":"","name":"Shadow Elf Champion Warrior","size":"Medium","type":"Humanoid","subtype":"","group":null,"alignment":"","armor_class":16,"armor_desc":"","hit_points":90,"hit_dice":"12d8+36","speed":{"walk":40},"strength":18,"dexterity":18,"constitution":16,"intelligence":10,"wisdom":12,"charisma":14,"strength_save":7,"dexterity_save":7,"constitution_save":6,"intelligence_save":null,"wisdom_save":4,"charisma_save":null,"perception":null,"skills":{"athletics":7,"intimidation":5,"perception":4,"stealth":7,"survival":4},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"","condition_immunities":"","senses":"passive Perception 14, darkvision 120 ft.","languages":"any one","challenge_rating":"5","cr":5.0,"actions":[{"name":"Multiattack","desc":"The warrior attacks twice."},{"name":"Shortsword","desc":"Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) piercing damage. As part of this attack  the warrior can poison the blade  causing the attack to deal an extra 7 (2d6) poison damage."},{"name":"Hand Crossbow","desc":"Ranged Weapon Attack: +7 to hit, range 30/120 ft., one target. Hit: 7 (1d6 + 4) piercing damage. If the target is a creature  it makes a DC 13 Constitution saving throw. On a failure  the target is poisoned for 1 hour. If it fails the saving throw by 5 or more  it falls unconscious until it is no longer poisoned  it takes damage  or a creature takes an action to shake it awake."}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Shadow Elf Spellcasting","desc":"The warriors spellcasting ability is Charisma (spell save DC 13). The warrior can innately cast the following spells, requiring no material components:\n*At Will:* _dancing lights_ \n*1/day each:* _darkness, faerie fire_"}],"spell_list":[],"page_no":497,"environments":[],"img_main":null,"document__slug":"menagerie","document__title":"Level Up Advanced 5e Monstrous Menagerie","document__license_url":"http://open5e.com/legal","document__url":"https://www.levelup5e.com","v2_converted_path":"/v2/creatures/a5e-mm_shadow-elf-champion-warrior/"},{"slug":"strider-a5e","desc":"","name":"Strider","size":"Medium","type":"Humanoid","subtype":"","group":null,"alignment":"","armor_class":16,"armor_desc":"","hit_points":90,"hit_dice":"12d8+36","speed":{"walk":30},"strength":12,"dexterity":18,"constitution":16,"intelligence":12,"wisdom":18,"charisma":12,"strength_save":null,"dexterity_save":7,"constitution_save":null,"intelligence_save":null,"wisdom_save":7,"charisma_save":null,"perception":null,"skills":{"nature":4,"perception":7,"stealth":7,"survival":7},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"","condition_immunities":"","senses":"passive Perception 20","languages":"any two","challenge_rating":"5","cr":5.0,"actions":[{"name":"Multiattack","desc":"The strider attacks twice."},{"name":"Shortsword","desc":"Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 14 (3d6 + 4) piercing damage."},{"name":"Shortbow","desc":"Ranged Weapon Attack: +7 to hit, range 80/320 ft., one target. Hit: 14 (3d6 + 4) piercing damage."}],"bonus_actions":[{"name":"Aimed Strike","desc":"The strider gains advantage on their next attack made before the end of their turn."},{"name":"Skirmish Step","desc":"The strider moves up to half their Speed without provoking opportunity attacks."}],"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Keen Hearing and Sight","desc":"The strider has advantage on Perception checks that rely on hearing or sight."},{"name":"Trackless Travel","desc":"The strider can't be tracked by nonmagical means."},{"name":"Trained Accuracy","desc":"The striders weapon attacks deal an extra 7 (2d6) damage (included below)."}],"spell_list":[],"page_no":491,"environments":[],"img_main":null,"document__slug":"menagerie","document__title":"Level Up Advanced 5e Monstrous Menagerie","document__license_url":"http://open5e.com/legal","document__url":"https://www.levelup5e.com","v2_converted_path":"/v2/creatures/a5e-mm_strider/"},{"slug":"warhordling-orc-war-chief-a5e","desc":"","name":"Warhordling Orc War Chief","size":"Medium","type":"Humanoid","subtype":"","group":null,"alignment":"","armor_class":16,"armor_desc":"","hit_points":90,"hit_dice":"12d8+36","speed":{"walk":40},"strength":18,"dexterity":18,"constitution":16,"intelligence":10,"wisdom":12,"charisma":14,"strength_save":7,"dexterity_save":7,"constitution_save":6,"intelligence_save":null,"wisdom_save":4,"charisma_save":null,"perception":null,"skills":{"athletics":7,"intimidation":5,"perception":4,"stealth":7,"survival":4},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"","condition_immunities":"","senses":"passive Perception 14","languages":"any one","challenge_rating":"5","cr":5.0,"actions":[{"name":"Multiattack","desc":"The warrior attacks twice."},{"name":"Greataxe","desc":"Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 10 (1d12 + 4) slashing damage. If the warrior has moved this turn  this attack is made with advantage."}],"bonus_actions":[{"name":"Aggressive Charge","desc":"The war chief moves up to their Speed towards an enemy they can see or hear."},{"name":"Whirling Axe","desc":"The war chief attacks with their greataxe."}],"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":null,"spell_list":[],"page_no":497,"environments":[],"img_main":null,"document__slug":"menagerie","document__title":"Level Up Advanced 5e Monstrous Menagerie","document__license_url":"http://open5e.com/legal","document__url":"https://www.levelup5e.com","v2_converted_path":"/v2/creatures/a5e-mm_warhordling-orc-war-chief/"},{"slug":"wood-elf-sharpshooter-a5e","desc":"","name":"Wood Elf Sharpshooter","size":"Medium","type":"Humanoid","subtype":"","group":null,"alignment":"","armor_class":16,"armor_desc":"","hit_points":90,"hit_dice":"12d8+36","speed":{"walk":30},"strength":12,"dexterity":18,"constitution":16,"intelligence":12,"wisdom":18,"charisma":12,"strength_save":null,"dexterity_save":7,"constitution_save":null,"intelligence_save":null,"wisdom_save":7,"charisma_save":null,"perception":null,"skills":{"nature":4,"perception":7,"stealth":7,"survival":7},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"","condition_immunities":"","senses":"passive Perception 20","languages":"any two","challenge_rating":"5","cr":5.0,"actions":[{"name":"Multiattack","desc":"The strider attacks twice."},{"name":"Longsword","desc":"Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) slashing damage plus 7 (2d6) damage."},{"name":"Longbow","desc":"Ranged Weapon Attack: +7 to hit, range 150/600 ft., one target. Hit: 10 (1d8+4) piercing damage plus 7 (2d6) damage. This attack ignores half or three-quarters cover  and long range doesnt impose disadvantage on the attack roll."}],"bonus_actions":[{"name":"Aimed Strike","desc":"The strider gains advantage on their next attack made before the end of their turn."},{"name":"Skirmish Step","desc":"The strider moves up to half their Speed without provoking opportunity attacks."}],"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Keen Hearing and Sight","desc":"The strider has advantage on Perception checks that rely on hearing or sight."},{"name":"Trackless Travel","desc":"The strider can't be tracked by nonmagical means."},{"name":"Trained Accuracy","desc":"The striders weapon attacks deal an extra 7 (2d6) damage (included below)."}],"spell_list":[],"page_no":491,"environments":[],"img_main":null,"document__slug":"menagerie","document__title":"Level Up Advanced 5e Monstrous Menagerie","document__license_url":"http://open5e.com/legal","document__url":"https://www.levelup5e.com","v2_converted_path":"/v2/creatures/a5e-mm_wood-elf-sharpshooter/"},{"slug":"young-river-dragon-a5e","desc":"","name":"Young River Dragon","size":"Large","type":"Dragon","subtype":"","group":null,"alignment":"","armor_class":17,"armor_desc":"","hit_points":142,"hit_dice":"19d10+38","speed":{"walk":60,"fly":80,"swim":80},"strength":14,"dexterity":16,"constitution":14,"intelligence":12,"wisdom":16,"charisma":12,"strength_save":null,"dexterity_save":7,"constitution_save":6,"intelligence_save":5,"wisdom_save":7,"charisma_save":5,"perception":null,"skills":{"acrobatics":6,"deception":5,"insight":7,"nature":5,"perception":7,"stealth":7},"damage_vulnerabilities":"","damage_resistances":"damage from nonmagical weapons","damage_immunities":"","condition_immunities":"fatigue","senses":"darkvision 120 ft., tremorsense 120 ft. (only detects vibrations in water), passive Perception 17","languages":"Aquan, Common, Draconic","challenge_rating":"9","cr":9.0,"actions":[{"name":"Multiattack","desc":"The dragon attacks once with its bite and twice with its claws."},{"name":"Bite","desc":"Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 19 (3d10 + 3) piercing damage."},{"name":"Claws","desc":"Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 12 (2d8 + 3) slashing damage."},{"name":"Torrential Breath (Recharge 5-6)","desc":"The dragon exhales water in a 30-foot-long  5-foot-wide line. Each creature in the area makes a DC 14 Dexterity saving throw  taking 42 (12d6) bludgeoning damage on a failed save or half damage on a success."}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Amphibious","desc":"The dragon can breathe air and water."},{"name":"Flowing Grace","desc":"The dragon doesnt provoke opportunity attacks when it flies or swims out of an enemys reach."},{"name":"Shimmering Scales","desc":"While in water, the dragon gains three-quarters cover from attacks made by creatures more than 30 feet away."},{"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 13). It can innately cast the following spells, requiring no material components. 3/day each:create or destroy water, fog cloud"}],"spell_list":[],"page_no":132,"environments":[],"img_main":null,"document__slug":"menagerie","document__title":"Level Up Advanced 5e Monstrous Menagerie","document__license_url":"http://open5e.com/legal","document__url":"https://www.levelup5e.com","v2_converted_path":"/v2/creatures/a5e-mm_young-river-dragon/"},{"slug":"alpha-yek","desc":"","name":"Alpha Yek","size":"Medium","type":"Fiend","subtype":"demon","group":null,"alignment":"chaotic evil","armor_class":16,"armor_desc":"natural armor","hit_points":129,"hit_dice":"16d8+48","speed":{"climb":30,"walk":30},"strength":16,"dexterity":16,"constitution":16,"intelligence":15,"wisdom":13,"charisma":10,"strength_save":7,"dexterity_save":7,"constitution_save":7,"intelligence_save":6,"wisdom_save":null,"charisma_save":null,"perception":5,"skills":{"perception":5,"stealth":7},"damage_vulnerabilities":"","damage_resistances":"cold, fire, lightning; bludgeoning, piercing, and slashing from nonmagical attacks","damage_immunities":"poison","condition_immunities":"poisoned","senses":"darkvision 120 ft., passive Perception 15","languages":"Abyssal, telepathy 120 ft.","challenge_rating":"9","cr":9.0,"actions":[{"desc":"The alpha yek makes one bite attack and two claw attacks. It can make a bone shard attack in place of a claw attack if it has a bone shard available.","name":"Multiattack"},{"attack_bonus":7,"damage_dice":"4d6+3","desc":"Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 17 (4d6 + 3) piercing damage.","name":"Bite"},{"attack_bonus":7,"damage_dice":"4d4+3","desc":"Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 13 (4d4 + 3) slashing damage.","name":"Claw"},{"attack_bonus":7,"damage_dice":"2d4+3","desc":"Melee or Ranged Weapon Attack: +7 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 8 (2d4 + 3) piercing damage and the target must make a DC 17 Constitution saving throw. On a failure, a piece of the bone breaks and sticks in the target's wound. The target takes 5 (2d4) piercing damage at the start of each of its turns as long as the bone remains lodged in its wound. A creature, including the target, can take its action to remove the bone by succeeding on a DC 15 Wisdom (Medicine) check. The bone also falls out of the wound if the target receives magical healing \n\nA yek typically carries 3 (1d6) bone shards, which are destroyed on a successful hit. It can use its action to tear a bone shard from a corpse within 5 feet. Derro","name":"Bone Shard"}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"desc":"The yek has advantage on saving throws against spells and other magical effects.","name":"Magic Resistance"},{"desc":"The yek has advantage on attack rolls against a creature if at least one of the yek's allies is within 5 feet of the creature and the ally isn't incapacitated.","name":"Pack Tactics"}],"spell_list":[],"page_no":14,"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_alpha-yek/"},{"slug":"ancient-light-dragon","desc":"","name":"Ancient Light Dragon","size":"Gargantuan","type":"Dragon","subtype":"","group":null,"alignment":"neutral good","armor_class":22,"armor_desc":"natural armor","hit_points":407,"hit_dice":"22d20+176","speed":{"fly":80,"walk":40},"strength":26,"dexterity":10,"constitution":27,"intelligence":18,"wisdom":20,"charisma":19,"strength_save":null,"dexterity_save":7,"constitution_save":15,"intelligence_save":null,"wisdom_save":12,"charisma_save":11,"perception":12,"skills":{"arcana":11,"nature":11,"perception":12,"persuasion":11,"religion":11},"damage_vulnerabilities":"","damage_resistances":"fire","damage_immunities":"radiant; bludgeoning, piercing, and slashing from nonmagical attacks","condition_immunities":"blinded","senses":"blindsight 60 ft., darkvision 120 ft., passive Perception 22","languages":"Celestial, Draconic","challenge_rating":"22","cr":22.0,"actions":[{"attack_bonus":15,"damage_dice":"2d10+8","desc":"Melee Weapon Attack: +15 to hit, reach 15 ft., one target. Hit: 19 (2d10 + 8) piercing damage.","name":"Bite"},{"attack_bonus":15,"damage_dice":"2d6+8","desc":"Melee Weapon Attack: +15 to hit, reach 10 ft., one target. Hit: 15 (2d6 + 8) slashing damage.","name":"Claw"},{"attack_bonus":15,"damage_dice":"2d8+8","desc":"Melee Weapon Attack: +15 to hit, reach 20 ft., one target. Hit: 17 (2d8 + 8) bludgeoning damage.","name":"Tail"},{"desc":"Each creature of the dragon's choice that is within 120 feet of the dragon and aware of it must succeed on a DC 23 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the dragon's Frightful Presence for the next 24 hours.","name":"Frightful Presence"},{"desc":"The dragon uses one of the following breath weapons:\nRadiant Breath. The dragon exhales radiant energy in a 90-foot cone. Each creature in that area must make a DC 23 Dexterity saving throw, taking 77 (14d10) radiant damage on a failed save, or half as much damage on a successful one.\nFlaring Breath. The dragon emits a flash of dazzling light from its maw in a 90-foot cone. Each creature in that area must make a DC 23 Constitution saving throw or be blinded. Undead within the area of effect must also make a DC 23 Wisdom saving throw or be turned for 1 minute. Undead of CR 3 or lower who fail the saving throw are instantly destroyed.","name":"Breath Weapon (Recharge 5-6)"}],"bonus_actions":null,"reactions":null,"legendary_desc":"The dragon can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The dragon regains spent legendary actions at the start of its turn.","legendary_actions":[{"desc":"The dragon makes a Wisdom (Perception) check.","name":"Detect"},{"desc":"The dragon makes a tail attack.","name":"Tail Attack"},{"desc":"The dragon beats its wings. Each creature within 10 feet of the dragon must succeed on a DC 23 Dexterity saving throw or take 15 (2d6 + 8) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.","name":"Wing Attack (Costs 2 Actions)"}],"special_abilities":[{"desc":"The dragon can see 60 feet into the Ethereal Plane when it is on the Material Plane, and vice versa.","name":"Ethereal Sight"},{"desc":"The dragon sheds bright light in a 30-foot radius and dim light for an additional 30 feet.","name":"Illumination"},{"desc":"The 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"},{"desc":"If the dragon fails a saving throw, it can choose to succeed instead.","name":"Legendary Resistance (3/Day)"},{"desc":"The light dragon travels from star to star and does not require air, food, drink, or sleep. When flying between stars, the light dragon magically glides on solar winds, making the immense journey through the void in an impossibly short time.","name":"Void Traveler"}],"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_ancient-light-dragon/"},{"slug":"ancient-wasteland-dragon","desc":"","name":"Ancient Wasteland Dragon","size":"Gargantuan","type":"Dragon","subtype":"","group":null,"alignment":"chaotic evil","armor_class":22,"armor_desc":"natural armor","hit_points":333,"hit_dice":"18d20+144","speed":{"burrow":30,"climb":40,"fly":80,"walk":40},"strength":28,"dexterity":10,"constitution":26,"intelligence":16,"wisdom":15,"charisma":19,"strength_save":null,"dexterity_save":7,"constitution_save":15,"intelligence_save":null,"wisdom_save":9,"charisma_save":11,"perception":9,"skills":{"perception":9,"stealth":7},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"force","condition_immunities":"","senses":"blindsight 60 ft., darkvision 120 ft., passive Perception 19","languages":"Common, Draconic","challenge_rating":"23","cr":23.0,"actions":[{"desc":"The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws.","name":"Multiattack"},{"attack_bonus":16,"damage_dice":"2d10+9","desc":"Melee Weapon Attack: +16 to hit, reach 10 ft., one target. Hit: 20 (2d10 + 9) piercing damage.","name":"Bite"},{"attack_bonus":16,"damage_dice":"2d6+9","desc":"Melee Weapon Attack: +16 to hit, reach 10 ft., one target. Hit: 16 (2d6 + 9) slashing damage.","name":"Claw"},{"attack_bonus":16,"damage_dice":"2d8+9","desc":"Melee Weapon Attack: +16 to hit, reach 15 ft., one target. Hit: 18 (2d8 + 9) bludgeoning damage.","name":"Tail"},{"desc":"Each creature of the dragon's choice that is within 120 feet of the dragon and aware of it must succeed on a DC 20 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the dragon's Frightful Presence for the next 24 hours.","name":"Frightful Presence"},{"desc":"The dragon blasts warped arcane energy in a 90-foot line that is 5 feet wide. Each creature in that line must make a DC 20 Dexterity saving throw, taking 90 (20d8) force damage on a failed save, or half as much damage on a successful one.","name":"Warped Energy Breath (Recharge 5-6)"}],"bonus_actions":null,"reactions":null,"legendary_desc":"The dragon can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The dragon regains spent legendary actions at the start of its turn.","legendary_actions":[{"desc":"The dragon makes a Wisdom (Perception) check.","name":"Detect"},{"desc":"The dragon makes a tail attack.","name":"Tail Attack"},{"desc":"The dragon beats its wings. Each creature within 15 feet of the dragon must succeed on a DC 20 Dexterity saving throw or take 16 (2d6 + 9) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.","name":"Wing Attack (Costs 2 Actions)"}],"special_abilities":[{"desc":"If the dragon fails a saving throw, it can choose to succeed instead.","name":"Legendary Resistance (3/Day)"}],"spell_list":[],"page_no":118,"environments":[],"img_main":null,"document__slug":"cc","document__title":"Creature Codex","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/creature-codex-for-5th-edition-dnd/","v2_converted_path":"/v2/creatures/ccdx_ancient-wasteland-dragon/"},{"slug":"ankou-soul-herald","desc":"","name":"Ankou Soul Herald","size":"Gargantuan","type":"Dragon","subtype":"","group":null,"alignment":"neutral","armor_class":18,"armor_desc":"natural armor","hit_points":407,"hit_dice":"22d20+176","speed":{"fly":80,"walk":40},"strength":25,"dexterity":10,"constitution":27,"intelligence":17,"wisdom":18,"charisma":19,"strength_save":null,"dexterity_save":7,"constitution_save":15,"intelligence_save":null,"wisdom_save":11,"charisma_save":11,"perception":18,"skills":{"perception":18,"persuasion":11,"stealth":7},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"cold, necrotic, poison","condition_immunities":"charmed, exhaustion, frightened, poisoned","senses":"truesight 60 ft., passive Perception 28","languages":"all","challenge_rating":"21","cr":21.0,"actions":[{"desc":"The ankou can use its Horrifying Presence. It then makes three attacks: one with its bite and two with its claws.","name":"Multiattack"},{"attack_bonus":14,"damage_dice":"2d10+7","desc":"Melee Weapon Attack: +14 to hit, reach 15 ft., one target. Hit: 18 (2d10 + 7) piercing damage plus 11 (2d10) cold damage.","name":"Bite"},{"attack_bonus":14,"damage_dice":"2d6+7","desc":"Melee Weapon Attack: +14 to hit, reach 10 ft., one target. Hit: 14 (2d6 + 7) slashing damage.","name":"Claw"},{"attack_bonus":14,"damage_dice":"2d8+7","desc":"Melee Weapon Attack: +14 to hit, reach 20 ft., one target. Hit: 16 (2d8 + 7) bludgeoning damage.","name":"Tail"},{"desc":"Each creature of the ankou's choice that is within 120 feet of it must make a DC 19 Wisdom saving throw. On a failure, its speed is reduced to 0 for 1 minute. If the save fails by 5 or more, the creature is instead paralyzed for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the ankou's Horrifying Presence for the next 24 hours.","name":"Horrifying Presence"},{"desc":"The ankou exhales cold fire in a 120-foot line that is 10 feet wide. Each creature in that area must make a DC 22 Dexterity saving throw, taking 66 (12d10) cold damage on a failed save, or half as much damage on a successful one. Undead creatures automatically fail the saving throw and treat all damage dealt by this breath weapon as radiant instead of cold.","name":"Reaper's Breath (Recharge 5-6)"},{"desc":"The ankou magically polymorphs into any beast, humanoid, or undead creature it has seen before that has a challenge rating no higher than its own, or back into its true form. It reverts to its true form if it dies. Any equipment it is wearing or carrying is absorbed or borne by the new form (the ankou's choice). Its statistics, other than its size, are the same in each form and it doesn't gain any class features or legendary actions of the new form.","name":"Change Shape"},{"desc":"The ankou can transport itself and up to eight creatures in contact with it to another plane of existence. This works like the plane shift spell, except dead or incorporeal creatures can be transported and don't have to be willing. The ankou can't use this ability to banish an unwilling creature.","name":"Usher of Souls"}],"bonus_actions":null,"reactions":null,"legendary_desc":"The ankou can take 3 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature's turn. The ankou regains spent legendary actions at the start of its turn.","legendary_actions":[{"desc":"The ankou learns the location of all living creatures within 120 feet. Alternatively, it can learn the location of all undead creatures or creatures that have been dead no longer than 1 hour within 1 mile.","name":"Detect"},{"desc":"The ankou makes a tail attack.","name":"Tail Attack"},{"desc":"The ankou moves up to half its speed without provoking opportunity attacks. Any creature whose space it moves through must make a DC 22 Dexterity saving throw, taking 21 (6d6) necrotic damage on a failed save, or half as much damage on a successful one.","name":"Envelope in Shadow (Costs 2 Actions)"}],"special_abilities":[{"desc":"Necromancy spells can't be cast within 120 feet of the ankou. When an undead creature starts its turn within 30 feet of the ankou, it must make a DC 22 Constitution saving throw, taking 21 (6d6) radiant damage on a failed save, or half as much damage on a successful one.","name":"Aura of Necromancy's Bane"},{"desc":"As a bonus action while in dim light or darkness, the ankou becomes invisible. While invisible, the ankou has advantage on Dexterity (Stealth) checks and gains the following:\nResistance to acid, cold, fire, lighting, thunder; bludgeoning, piercing and slashing damage from nonmagical attacks.\nImmunity to the grappled, paralyzed, petrified, prone, and restrained conditions\nThe ankou can move through other creatures and objects as if they were difficult terrain. It takes 5 (1d10) force damage if it ends its turn inside an object.\nThe cloak of ghostly shadows ends when the ankou chooses to end it as a bonus action, when the ankou dies, or if the ankou ends its turn in bright light.","name":"Cloak of Ghostly Shadows"},{"desc":"The ankou has the celestial type in addition to the dragon type and its weapon attacks are magical.","name":"Death's Apotheosis"},{"desc":"If the ankou fails a saving throw, it can choose to succeed instead.","name":"Legendary Resistance (3/Day)"}],"spell_list":[],"page_no":37,"environments":[],"img_main":null,"document__slug":"cc","document__title":"Creature Codex","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/creature-codex-for-5th-edition-dnd/","v2_converted_path":"/v2/creatures/ccdx_ankou-soul-herald/"},{"slug":"azi-dahaka","desc":"","name":"Azi Dahaka","size":"Huge","type":"Dragon","subtype":"","group":null,"alignment":"chaotic evil","armor_class":15,"armor_desc":"natural armor","hit_points":157,"hit_dice":"15d12+60","speed":{"fly":80,"walk":40},"strength":21,"dexterity":14,"constitution":19,"intelligence":14,"wisdom":13,"charisma":17,"strength_save":null,"dexterity_save":7,"constitution_save":9,"intelligence_save":null,"wisdom_save":6,"charisma_save":8,"perception":11,"skills":{"perception":11,"stealth":7},"damage_vulnerabilities":"","damage_resistances":"cold; bludgeoning, piercing, and slashing from nonmagical attacks not made with silver","damage_immunities":"lightning","condition_immunities":"","senses":"blindsight 60 ft., darkvision 120 ft., passive Perception 21","languages":"Common, Draconic, Infernal","challenge_rating":"14","cr":14.0,"actions":[{"desc":"Azi Dahaka makes three bite attacks and two claw attacks.","name":"Multiattack"},{"attack_bonus":10,"damage_dice":"1d10+5","desc":"Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 10 (1d10 + 5) piercing damage","name":"Bite"},{"desc":"Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 12 (2d6 + 5) slashing damage.","name":"Claw"},{"desc":"Azi Dahaka exhales a blast of wind and lightning in a 60-foot cone. Each creature in that area must make a DC 18 Dexterity saving throw. On a failure, a target takes 22 (4d10) bludgeoning damage and 18 (4d8) lightning damage, is pushed 25 feet away from Azi Dahaka, and is knocked prone. On a success, a target takes half the bludgeoning and lightning damage and is pushed, but isn't knocked prone. All nonmagical flames in the cone are extinguished.","name":"Storm Breath (Recharge 5-6)"}],"bonus_actions":null,"reactions":null,"legendary_desc":"Azi Dahaka 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. Azi Dahaka regains spent legendary actions at the start of its turn.","legendary_actions":[{"desc":"Azi Dahaka can alter the weather in a 5-mile radius centered on itself. The effect is identical to the control weather spell, except the casting time and effects are immediate. Call Lightning (Cost 2 Actions). A bolt of lightning flashes down from the clouds to a point Azi Dahaka can see within 100 feet of it. Each creature within 5 feet of that point must make a DC 20 Dexterity saving throw, taking 16 (3d10) lightning damage on a failed save, or half as much damage on a successful one.","name":"Control Weather"},{"desc":"Azi Dahaka beats its wings. Each creature within 10 feet of the dragon must succeed on a DC 20 Dexterity saving throw or take 12 (2d6 + 5) bludgeoning damage and be knocked prone. Azi Dahaka can then fly up to half its flying speed.","name":"Wing Attack (Costs 2 Actions)"}],"special_abilities":[{"desc":"If Azi Dahaka fails a saving throw, it can choose to succeed instead.","name":"Legendary Resistance (3/Day)"},{"desc":"Azi Dahaka has advantage on saving throws against spells and other magical effects.","name":"Magic Resistance"},{"desc":"Azi Dahaka's three heads grant it advantage on saving throws against being blinded, charmed, deafened, frightened, stunned, and knocked unconscious.","name":"Multiple Heads"},{"desc":"Azi Dahaka gets two extra reactions that can be used only for opportunity attacks.","name":"Reactive Heads"},{"desc":"A creature that hits Azi Dahaka with a melee attack while within 5 feet takes 4 (1d8) piercing damage and 4 (1d8) poison damage as the dragon's blood becomes biting and stinging vermin.","name":"Vermin Blood"}],"spell_list":[],"page_no":45,"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_azi-dahaka/"},{"slug":"devil-shark","desc":"","name":"Devil Shark","size":"Gargantuan","type":"Monstrosity","subtype":"","group":null,"alignment":"neutral evil","armor_class":16,"armor_desc":"natural armor","hit_points":198,"hit_dice":"12d20+72","speed":{"swim":60,"walk":0},"strength":24,"dexterity":14,"constitution":22,"intelligence":14,"wisdom":20,"charisma":14,"strength_save":null,"dexterity_save":7,"constitution_save":11,"intelligence_save":null,"wisdom_save":10,"charisma_save":null,"perception":10,"skills":{"intimidation":7,"perception":10,"religion":7,"stealth":7,"survival":10},"damage_vulnerabilities":"","damage_resistances":"fire","damage_immunities":"cold","condition_immunities":"","senses":"blindsight 60 ft., passive Perception 20","languages":"Aquan, Deep Speech, telepathy 120 ft.","challenge_rating":"13","cr":13.0,"actions":[{"attack_bonus":12,"damage_dice":"4d10+7","desc":"Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 29 (4d10 + 7) piercing damage and the target is grappled (escape DC 18).","name":"Bite"},{"desc":"The devil shark makes one bite attack against a Large or smaller target it is grappling. If the attack hits, the target is also swallowed, and the grapple ends. While swallowed, the target is blinded and restrained, it has total cover against attacks and other effects outside the devil shark, and it takes 21 (6d6) acid damage at the start of each of the devil shark's turns. A devil shark can have two Large, four Medium, or six Small creatures swallowed at a time. \n\nIf the devil shark takes 30 damage or more on a single turn from a swallowed creature, the devil shark must succeed on a DC 18 Constitution saving throw or regurgitate all swallowed creatures, which fall prone within 10 feet of the devil shark. If the devil shark dies, a swallowed creature is no longer restrained by it and can escape by using 20 feet of movement, exiting prone.","name":"Swallow"},{"desc":"The devil shark exhales a 60-foot cone of supernaturally cold water. Each creature in that area must make a DC 18 Constitution saving throw. On a failed save, a target takes 54 (12d8) cold damage and is pushed 20 feet away from the devil shark. On a success, a target takes half the damage but isn't pushed.","name":"Freezing Breath (Recharge 5-6)"}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"desc":"The devil shark has advantage on melee attack rolls against any creature that doesn't have all its hp.","name":"Blood Frenzy"},{"desc":"The devil shark has advantage on Wisdom (Perception) checks that rely on smell.","name":"Keen Smell"},{"desc":"The devil shark has advantage on saving throws against spells and other magical effects.","name":"Magic Resistance"},{"desc":"The devil shark can magically command any shark within 120 feet of it, using a limited telepathy. This command is limited to simple concepts such as “come here,” “defend me,” or “attack this target.”","name":"Shark Telepathy"},{"desc":"The devil shark can breathe only underwater.","name":"Water Breathing"}],"spell_list":[],"page_no":98,"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_devil-shark/"},{"slug":"dust-goblin-chieftain","desc":"","name":"Dust Goblin Chieftain","size":"Small","type":"Humanoid","subtype":"goblinoid","group":null,"alignment":"neutral evil","armor_class":16,"armor_desc":"studded leather","hit_points":44,"hit_dice":"8d6+16","speed":{"walk":30},"strength":8,"dexterity":18,"constitution":15,"intelligence":14,"wisdom":13,"charisma":13,"strength_save":null,"dexterity_save":7,"constitution_save":null,"intelligence_save":5,"wisdom_save":null,"charisma_save":null,"perception":null,"skills":{"intimidation":3,"stealth":8,"survival":3},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"","condition_immunities":"","senses":"darkvision 60 ft., passive Perception 11","languages":"Common, Goblin, and one ancient language","challenge_rating":"3","cr":3.0,"actions":[{"attack_bonus":6,"damage_dice":"1d6+4","desc":"Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) piercing damage plus 4 (1d8) poison damage. The target must succeed on a DC 13 Constitution saving throw or be poisoned for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success","name":"Shortsword"},{"attack_bonus":6,"damage_dice":"1d8+4","desc":"Ranged Weapon Attack: +6 to hit, range 80/320 ft., one target. Hit: 8 (1d8 + 4) piercing damage plus 4 (1d8) poison damage. The target must succeed on a DC 13 Constitution saving throw or be poisoned for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.","name":"Light Crossbow"}],"bonus_actions":null,"reactions":[{"desc":"The dust goblin chieftain adds 2 to its AC against one melee attack that would hit it. To do so, the chieftain must see the attacker and be wielding a melee weapon.","name":"Parry"}],"legendary_desc":"","legendary_actions":null,"special_abilities":[{"desc":"The dust goblin chieftain has advantage on saving throws against being charmed or frightened. In addition, it can use an action to read the surface thoughts of one creature within 30 feet. This works like the detect thoughts spell, except it can only read surface thoughts and there is no limit to the duration. The dust goblin chieftain can end this effect as a bonus action or by using an action to change the target.","name":"Alien Mind"},{"desc":"On each of its turns, the dust goblin chieftain can use a bonus action to take the Dash, Disengage, or Hide action.","name":"Cunning Action"},{"desc":"The dust goblin chieftain deals an extra 10 (3d6) damage when it hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5 feet of an ally of the dust goblin chieftain that isn't incapacitated and the chieftain doesn't have disadvantage on the attack roll.","name":"Sneak Attack (1/Turn)"},{"desc":"When the dust goblin chieftain attacks a creature from hiding, the target must succeed on a DC 13 Wisdom saving throw or be frightened until the end of its next turn.","name":"Twisted"}],"spell_list":[],"page_no":136,"environments":[],"img_main":null,"document__slug":"cc","document__title":"Creature Codex","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/creature-codex-for-5th-edition-dnd/","v2_converted_path":"/v2/creatures/ccdx_dust-goblin-chieftain/"},{"slug":"horned-serpent","desc":"","name":"Horned Serpent","size":"Large","type":"Monstrosity","subtype":"","group":null,"alignment":"unaligned","armor_class":18,"armor_desc":"natural armor","hit_points":210,"hit_dice":"20d10+100","speed":{"swim":40,"walk":40},"strength":22,"dexterity":16,"constitution":20,"intelligence":4,"wisdom":14,"charisma":16,"strength_save":null,"dexterity_save":7,"constitution_save":null,"intelligence_save":null,"wisdom_save":6,"charisma_save":null,"perception":6,"skills":{"perception":6,"stealth":7},"damage_vulnerabilities":"","damage_resistances":"fire","damage_immunities":"necrotic, poison","condition_immunities":"poisoned","senses":"darkvision 60 ft., passive Perception 16","languages":"-","challenge_rating":"12","cr":12.0,"actions":[{"desc":"The horned serpent makes one gore attack and one bite attack.","name":"Multiattack"},{"attack_bonus":10,"damage_dice":"4d6+5","desc":"Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 19 (4d6 + 5) piercing damage.","name":"Gore"},{"attack_bonus":10,"damage_dice":"3d10+5","desc":"Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 21 (3d10 + 5) piercing damage, and the target must succeed on a DC 17 Constitution saving throw or become infected with the corpse cough disease (see the Corpse Cough trait).","name":"Bite"},{"desc":"The horned serpent's gem flashes, bathing a 30-foot cone in iridescent light. Each creature in the area must make a DC 17 Constitution saving throw. On a failed save, a creature takes 35 (10d6) radiant damage and is infected with the corpse cough disease (see the Corpse Cough trait). On a success, a creature takes half the damage and isn't infected with the disease. Gem Gaze has no effect on constructs and undead.","name":"Gem Gaze (Recharge 5-6)"}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"desc":"The horned serpent can breathe air and water.","name":"Amphibious"},{"desc":"Those who fail a saving throw against the horned serpent's Gem Gaze or bite attack become infected with the corpse cough disease. The infected creature can't benefit from short or long rests due to a constant, wet cough. The infected creature must succeed on a DC 17 Constitution saving throw each day or take 18 (4d8) necrotic damage. The target's hp maximum is reduced by an amount equal to the necrotic damage taken. The target dies if this effect reduces its hp maximum to 0. The reduction lasts until the target is cured of the disease with a greater restoration spell or similar magic. If the infected creature comes into physical contact with a blood relative before the disease is cured, the relative must succeed on a DC 17 Constitution saving throw or also become infected with the disease. The blood relative is afflicted with a constant, wet cough within hours of infection, but the disease's full effects don't manifest until 1d4 days later. Corpse cough is so named due to the smell of the cough as the infected creature's lungs become necrotic.","name":"Corpse Cough"},{"desc":"At the start of each of the horned serpent's turns, each creature within 20 feet of it must make a DC 17 Constitution saving throw, taking 18 (4d8) poison damage on a failed save, or half as much damage on a successful one.","name":"Poisonous Aura"},{"desc":"The horned serpent is immune to scrying and to any effect that would sense its emotions, read its thoughts, or detect its location.","name":"Shielded Mind"}],"spell_list":[],"page_no":220,"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_horned-serpent/"},{"slug":"infernal-knight","desc":"","name":"Infernal Knight","size":"Medium","type":"Fiend","subtype":"devil","group":null,"alignment":"lawful evil","armor_class":18,"armor_desc":"plate","hit_points":247,"hit_dice":"26d8+130","speed":{"fly":60,"walk":30},"strength":24,"dexterity":14,"constitution":20,"intelligence":17,"wisdom":21,"charisma":20,"strength_save":null,"dexterity_save":7,"constitution_save":10,"intelligence_save":null,"wisdom_save":10,"charisma_save":null,"perception":10,"skills":{"athletics":12,"insight":10,"perception":10},"damage_vulnerabilities":"","damage_resistances":"cold; bludgeoning, piercing, and slashing from nonmagical attacks that aren't silvered","damage_immunities":"fire, necrotic, poison","condition_immunities":"charmed, exhaustion, frightened, poisoned","senses":"truesight 60 ft., passive Perception 20","languages":"Infernal, telepathy 120 ft.","challenge_rating":"16","cr":16.0,"actions":[{"desc":"The infernal knight makes two melee attacks or uses its Hellfire Bolt twice. It can replace one attack with Reave Soul.","name":"Multiattack"},{"attack_bonus":12,"damage_dice":"2d6+7","desc":"Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 14 (2d6 + 7) slashing damage plus 17 (5d6) necrotic damage. A creature hit by the sword must succeed on a DC 18 Constitution saving throw or suffer disadvantage on attack rolls and ability checks based on Strength or Dexterity until the end of its next turn.","name":"Greatsword"},{"attack_bonus":10,"damage_dice":"3d6","desc":"Ranged Spell Attack: +10 to hit, range 120 ft., one target. Hit: 10 (3d6) fire damage plus 17 (5d6) necrotic damage. A creature hit must succeed on a DC 18 Constitution saving throw or its hp maximum is reduced by an amount equal to the necrotic damage taken. This reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hp maximum to 0.","name":"Hellfire Bolt"},{"desc":"The infernal knight targets a creature with 0 hp that it can see within 60 feet of it. If the creature is alive, it must succeed on a DC 18 Constitution saving throw or die and have its soul drawn into the infernal knight's greatsword. If the creature is dead and has been dead for less than 1 minute, its soul is automatically captured. When the infernal knight captures a soul, it regains 30 hp, and Reave Soul recharges at the start of its next turn. While a creature's soul is trapped, that creature can't be returned to life by any means short of a wish spell.\n\nA banishment spell targeted at the greatsword forces the infernal knight to make a Charisma saving throw against the spell. On a failed save, any souls trapped in the blade are released instead of the spell's normal effect. Trapped souls are also released when the infernal knight dies.","name":"Reave Soul (Recharge 5-6)"},{"desc":"The infernal knight magically tears a rift in the fabric of the multiverse. The rift is a portal to a plane of the infernal knight's choice. The portal remains open for 1 hour, during which time any creature can pass through it, moving from one plane to the other. A dispel magic spell targeting the rift can destroy it if the caster succeeds on a DC 18 spellcasting ability check.","name":"Planar Rift (1/Day)"}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"desc":"If the infernal knight is given a quarry by its lord, the knight knows the direction and distance to its quarry as long as the two of them are on the same plane of existence.","name":"Faultless Tracker"},{"desc":"The infernal knight has advantage on saving throws against spells and other magical effects.","name":"Magic Resistance"},{"desc":"The infernal knight's weapon attacks are magical.","name":"Magic Weapons"},{"desc":"The infernal knight regains 10 hp at the start of its turn if it has at least 1 hp.","name":"Regeneration"}],"spell_list":[],"page_no":104,"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_infernal-knight/"},{"slug":"knight-of-the-road","desc":"","name":"Knight of the Road","size":"Medium","type":"Humanoid","subtype":"elf","group":null,"alignment":"lawful evil","armor_class":16,"armor_desc":"breastplate","hit_points":117,"hit_dice":"18d8+36","speed":{"walk":30},"strength":14,"dexterity":18,"constitution":14,"intelligence":14,"wisdom":12,"charisma":16,"strength_save":null,"dexterity_save":7,"constitution_save":5,"intelligence_save":null,"wisdom_save":4,"charisma_save":6,"perception":4,"skills":{"arcana":5,"nature":5,"perception":4,"stealth":7,"survival":4},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"","condition_immunities":"","senses":"darkvision 60 ft., passive Perception 14","languages":"Common, Elvish, Umbral","challenge_rating":"5","cr":5.0,"actions":[{"desc":"The knight of the road makes two longsword attacks or two shortbow attacks.","name":"Multiattack"},{"attack_bonus":5,"damage_dice":"1d8+2","desc":"Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) slashing damage, or 7 (1d10 + 2) slashing damage if used with two hands.","name":"Longsword"},{"attack_bonus":5,"damage_dice":"1d12+2","desc":"Melee Weapon Attack: +5 to hit, reach 10 ft., one target. Hit: 8 (1d12 + 2) piercing damage.","name":"Lance"},{"attack_bonus":7,"damage_dice":"1d6+4","desc":"Ranged Weapon Attack: +7 to hit, range 80/320 ft., one target. Hit: 7 (1d6 + 4) piercing damage and the target must succeed on a DC 15 Constitution saving throw or become poisoned for 1 minute. A poisoned creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.","name":"Shortbow"}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"desc":"The shadow fey has advantage on saving throws against being charmed, and magic can't put it to sleep.","name":"Fey Ancestry"},{"desc":"The shadow fey has advantage on Wisdom (Perception) checks that rely on sight.","name":"Keen Sight"},{"desc":"As a bonus action, the shadow fey designates a creature it can see within 100 feet and obscures the creature and its companions' travel on a particular shadow road. That shadow road will not open for the designated creature or its traveling companions except through powerful magical means such as by a key of Veles. In addition, that shadow road won't lead to its usual destination for the designated creature or its traveling companions, instead leading the group in a meandering loop. This effect lasts for 9 (2d8) days, until the shadow fey removes the effect, or until the shadow fey dies.","name":"Obscure the Way (1/Day)"},{"desc":"As a bonus action while in shadows, dim light, or darkness, the shadow fey disappears into the darkness and reappears in an unoccupied space it can see within 30 feet. A tendril of inky smoke appears at the origin and destination when it uses this trait.","name":"Shadow Traveler (3/Day)"},{"desc":"While in sunlight, the shadow fey has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.","name":"Sunlight Sensitivity"},{"desc":"The shadow fey has advantage on Intelligence (Arcana) checks made to know about shadow roads and shadow magic spells or items.","name":"Traveler in Darkness"}],"spell_list":[],"page_no":58,"environments":[],"img_main":null,"document__slug":"cc","document__title":"Creature Codex","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/creature-codex-for-5th-edition-dnd/","v2_converted_path":"/v2/creatures/ccdx_knight-of-the-road/"},{"slug":"quickstep","desc":"","name":"Quickstep","size":"Small","type":"Fey","subtype":"","group":null,"alignment":"neutral evil","armor_class":16,"armor_desc":"studded leather","hit_points":49,"hit_dice":"9d6+18","speed":{"walk":50},"strength":14,"dexterity":19,"constitution":15,"intelligence":10,"wisdom":12,"charisma":14,"strength_save":null,"dexterity_save":7,"constitution_save":5,"intelligence_save":null,"wisdom_save":4,"charisma_save":null,"perception":4,"skills":{"deception":5,"intimidation":5,"perception":4},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"","condition_immunities":"unconscious","senses":"darkvision 60 ft., truesight 60 ft., passive Perception 14","languages":"Common, Elvish, Umbral","challenge_rating":"5","cr":5.0,"actions":[{"desc":"A quickstep makes two attacks with its moonlight rapier and one with its hidden dagger.","name":"Multiattack"},{"attack_bonus":7,"damage_dice":"1d8+4","desc":"Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) piercing damage plus 7 (2d6) cold damage.","name":"Moonlight Rapier"},{"attack_bonus":7,"damage_dice":"1d4+4","desc":"Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 6 (1d4 + 4) piercing damage plus 3 (1d6) cold damage.","name":"Hidden Dagger"},{"desc":"Each creature within 10 feet of the quickstep must make a DC 15 Constitution saving throw as the quickstep whirls in a blur of cold steel. On a failure, a target takes 9 (2d8) piercing damage and 7 (2d6) cold damage and is paralyzed for 1 round. On a success, a target takes half the piercing and cold damage and isn't paralyzed.","name":"Freezing Steel (Recharge 6)"}],"bonus_actions":null,"reactions":[{"desc":"When a creature the quickstep can see targets it with an attack, the quickstep can move to an unoccupied space within 5 feet of it without provoking opportunity attacks. If this movement would put the quickstep out of reach of the attacker, the attack misses.","name":"Quick Dodge"}],"legendary_desc":"","legendary_actions":null,"special_abilities":[{"desc":"If the quickstep is subjected to an effect that allows it to make a Dexterity saving throw to take only half damage, the quickstep instead takes no damage if it succeeds on the saving throw, and only half damage if it fails.","name":"Evasion"},{"desc":"The quickstep has advantage on saving throws against being charmed, and magic can't put it to sleep.","name":"Fey Ancestry"},{"desc":"The movements of a quickstep are so swift that it is almost invisible when in motion. If the quickstep moves at least 10 feet on its turn, attack rolls against it have disadvantage until the start of its next turn unless the quickstep is incapacitated or restrained.","name":"Startling Speed"}],"spell_list":[],"page_no":308,"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_quickstep/"},{"slug":"ratatosk-warlord","desc":"","name":"Ratatosk Warlord","size":"Small","type":"Celestial","subtype":"","group":null,"alignment":"chaotic neutral","armor_class":16,"armor_desc":"breastplate","hit_points":77,"hit_dice":"14d6+28","speed":{"climb":25,"walk":25},"strength":7,"dexterity":18,"constitution":14,"intelligence":12,"wisdom":14,"charisma":12,"strength_save":null,"dexterity_save":7,"constitution_save":null,"intelligence_save":null,"wisdom_save":5,"charisma_save":null,"perception":null,"skills":{"acrobatics":7,"intimidation":4},"damage_vulnerabilities":"","damage_resistances":"bludgeoning, piercing, and slashing from nonmagical attacks","damage_immunities":"","condition_immunities":"","senses":"darkvision 60 ft., passive Perception 12","languages":"Celestial, Common; telepathy 100 ft.","challenge_rating":"5","cr":5.0,"actions":[{"desc":"The ratatosk warlord makes two attacks: one with its gore and one with its ratatosk shortspear.","name":"Multiattack"},{"attack_bonus":7,"damage_dice":"2d6+4","desc":"Melee or Ranged Weapon Attack: +7 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 11 (2d6 + 4) piercing damage.","name":"Ratatosk Shortspear"},{"attack_bonus":7,"damage_dice":"1d4+4","desc":"Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 6 (1d4 + 4) piercing damage plus 14 (4d6) psychic damage.","name":"Gore"},{"desc":"Each non-ratatosk creature within 30 feet that can hear the warlord must succeed on a DC 15 Charisma saving throw or have disadvantage on all attack rolls until the start of the warlord's next turn.","name":"Chatter of War (Recharges 5-6)"}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"desc":"As a bonus action, the ratatosk warlord commands one ratatosk within 30 feet of it to make one melee attack as a reaction.","name":"I'm Bigger That's Why"},{"desc":"The ratatosk warlord can take the Dash or Disengage action as a bonus action on each of its turns.","name":"Warlord Skitter"}],"spell_list":[],"page_no":314,"environments":[],"img_main":null,"document__slug":"cc","document__title":"Creature Codex","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/creature-codex-for-5th-edition-dnd/","v2_converted_path":"/v2/creatures/ccdx_ratatosk-warlord/"},{"slug":"spirit-lamp","desc":"","name":"Spirit Lamp","size":"Medium","type":"Undead","subtype":"","group":null,"alignment":"chaotic evil","armor_class":17,"armor_desc":"natural armor","hit_points":82,"hit_dice":"11d8+33","speed":{"walk":40},"strength":12,"dexterity":19,"constitution":16,"intelligence":13,"wisdom":14,"charisma":19,"strength_save":null,"dexterity_save":7,"constitution_save":6,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":5,"skills":{"perception":5},"damage_vulnerabilities":"","damage_resistances":"bludgeoning, piercing, and slashing from nonmagical attacks","damage_immunities":"necrotic, poison, psychic","condition_immunities":"charmed, frightened, poisoned, unconscious","senses":"passive Perception 15","languages":"Common","challenge_rating":"7","cr":7.0,"actions":[{"desc":"The spirit lamp makes three attacks.","name":"Multiattack"},{"attack_bonus":7,"damage_dice":"1d6+4","desc":"Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) necrotic damage.","name":"Spirit Claw"},{"attack_bonus":7,"damage_dice":"2d10","desc":"Ranged Spell Attack: +7 to hit, range 60 ft., one target. Hit: 11 (2d10) fire damage.","name":"Lantern Beam"}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"desc":"The spirit lamp can't be surprised and can use a bonus action to take the Disengage action.","name":"Jumpy"},{"desc":"As a bonus action, the spirit lamp can open or close its lantern. When open, the lantern sheds bright light in a 30-foot radius and dim light for an additional 30 feet. The spirit lamp can only see objects within the lantern's light and is blind while the lantern is closed. The lantern's light pierces magical and nonmagical darkness and can't be dispelled by magical darkness. If a creature dies in the lantern's light, its spirit is trapped in the lantern.","name":"Lantern's Light"},{"desc":"Spirits of creatures that died within the lantern's light haunt it. While the lantern is open, these spirits surround the spirit lamp, slowing and attacking all creatures within the lantern's light. A creature that starts its turn within 30 feet of the spirit lamp has its speed halved and must make a DC 15 Wisdom saving throw, taking 10 (3d6) necrotic damage on a failed save, or half as much damage on a successful one. If the spirit lamp dies and the lantern is open, the lantern's spirits continue to harm creatures within 30 feet of it until the lantern is destroyed or closed.","name":"Lantern Spirits"},{"desc":"The spirit lamp's lantern is immune to damage and can't be the target of spells or effects as long as the spirit lamp lives. When the spirit lamp dies, the lantern floats gently to the ground and opens, if it was closed. The lantern has AC 17, 50 hp, and is immune to piercing, poison, and psychic damage. A creature that touches the lantern must succeed on a DC 15 Charisma saving throw or be cursed. A cursed creature is frightened of darkness, can't see anything outside of the lantern's light, and is unable to drop the lantern. The cursed creature will risk its own life to protect the lantern. A creature can repeat the saving throw each day at dawn, lifting the curse and ending the effects on itself on a success. If this occurs, the lantern disintegrates. After three failed saving throws, remove curse or similar magic is required to end the curse. \n\nIf the creature remains cursed after 30 days, it is irreversibly changed by the curse, and it becomes the lantern's new spirit lamp. Voluntarily opening the lantern counts as a failed saving throw. If the lantern is destroyed, all captured spirits are put to rest and the cursed bearer, if it has not yet changed into a spirit lamp, is freed of the curse.","name":"Spirit Lantern"}],"spell_list":[],"page_no":349,"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_spirit-lamp/"},{"slug":"three-headed-cobra","desc":"","name":"Three-Headed Cobra","size":"Large","type":"Monstrosity","subtype":"","group":null,"alignment":"unaligned","armor_class":16,"armor_desc":"natural armor","hit_points":127,"hit_dice":"15d10+45","speed":{"swim":30,"walk":40},"strength":14,"dexterity":18,"constitution":16,"intelligence":4,"wisdom":10,"charisma":6,"strength_save":null,"dexterity_save":7,"constitution_save":null,"intelligence_save":null,"wisdom_save":3,"charisma_save":null,"perception":3,"skills":{"perception":3},"damage_vulnerabilities":"","damage_resistances":"poison","damage_immunities":"","condition_immunities":"","senses":"blindsight 10ft., passive Perception 13","languages":"-","challenge_rating":"5","cr":5.0,"actions":[{"desc":"The three-headed cobra makes three bite attacks.","name":"Multiattack"},{"attack_bonus":7,"damage_dice":"1d6+4","desc":"Melee Weapon Attack: +7 to hit, reach 15 ft., one target. Hit: 7 (1d6 + 4) piercing damage and the target must make a DC 15 Constitution saving throw, taking 7 (2d6) poison damage on a failed save, or half as much damage on a successful one.","name":"Bite"}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"desc":"The three-headed cobra gets two extra reactions that can be used only for opportunity attacks.","name":"Reactive Heads"},{"desc":"The cobra has advantage on Wisdom (Perception) checks and on saving throws against being blinded, charmed, deafened, frightened, stunned, and knocked unconscious.","name":"Three-Headed"},{"desc":"While the three-headed cobra sleeps, at least one of its heads is awake.","name":"Wakeful"}],"spell_list":[],"page_no":354,"environments":[],"img_main":null,"document__slug":"cc","document__title":"Creature Codex","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/creature-codex-for-5th-edition-dnd/","v2_converted_path":"/v2/creatures/ccdx_three-headed-cobra/"},{"slug":"amphibolt","desc":"","name":"Amphibolt","size":"Large","type":"Monstrosity","subtype":"","group":null,"alignment":"unaligned","armor_class":15,"armor_desc":"natural armor","hit_points":85,"hit_dice":"9d10+36","speed":{"walk":30,"swim":60},"strength":16,"dexterity":18,"constitution":18,"intelligence":3,"wisdom":9,"charisma":5,"strength_save":null,"dexterity_save":7,"constitution_save":7,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":-1,"skills":{"perception":-1},"damage_vulnerabilities":"","damage_resistances":"fire","damage_immunities":"lightning","condition_immunities":"","senses":"darkvision 60', passive Perception 12","languages":"—","challenge_rating":"5","cr":5.0,"actions":[{"name":"Multiattack","desc":"Two Bites or one Electric Tongue and uses Swallow."},{"name":"Bite","desc":"Melee Weapon Attack: +7 to hit, 5 ft., one creature,. 11 (2d6+4) piercing damage + 7 (2d6) lightning."},{"name":"Electric Tongue","desc":"Melee Weapon Attack: +7 to hit, 20 ft., one target, 9 (2d4+4) bludgeoning damage + 7 (2d6) lightning and target is grappled (escape DC 15). Until the grapple ends the target is restrained and amphibolt can't make an Electric Tongue attack vs. another target."},{"name":"Swallow","desc":"Makes one Bite vs. a Med or smaller target it is grappling. If attack hits target is swallowed and grapple ends. Swallowed target is blinded and restrained has total cover vs. attacks and effects outside ambphibolt and it takes 10 (3d6) lightning at start of each of amphibolt's turns. Amphibolt can have only one target swallowed at a time. If amphibolt takes 15 damage or more on a single turn from swallowed creature amphibolt: DC 14 Con save at end of that turn or regurgitate creature which falls prone in a space within 5 ft. of amphibolt. If amphibolt dies swallowed creature is no longer restrained by it and can escape corpse using 5 ft. of move exiting prone."}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Amphibious","desc":"Can breathe air and water."},{"name":"False Appearance","desc":"While motionless indistinguishable from large rock formation."},{"name":"Lightning Leap","desc":"Its long jump is 30' with or with o a running start. Creatures in the its path: 7 (2d6) bludgeoning damage and 7 (2d6) lightning and is knocked prone (DC 15 Dex half damage not prone)."}],"spell_list":[],"page_no":21,"environments":[],"img_main":null,"document__slug":"tob3","document__title":"Tome of Beasts 3","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/tome-of-beasts-3-for-5th-edition/","v2_converted_path":"/v2/creatures/tob3_amphibolt/"},{"slug":"animated-instrument-symphony","desc":"","name":"Animated Instrument, Symphony","size":"Gargantuan","type":"Construct","subtype":"","group":null,"alignment":"neutral","armor_class":15,"armor_desc":"natural armor","hit_points":201,"hit_dice":"13d20+65","speed":{"walk":30,"fly":30},"strength":12,"dexterity":18,"constitution":20,"intelligence":10,"wisdom":8,"charisma":22,"strength_save":null,"dexterity_save":7,"constitution_save":1,"intelligence_save":null,"wisdom_save":4,"charisma_save":1,"perception":-1,"skills":{"perception":-1},"damage_vulnerabilities":"","damage_resistances":"bludgeoning, piercing, slashing","damage_immunities":"poison, psychic","condition_immunities":"blinded, charmed, deafened, exhaustion, frightened, grappled, paralyzed, petrified, poisoned, prone, restrained, stunned","senses":"blindsight 120' (blind beyond), passive Perception 9","languages":"understands Common but can't speak","challenge_rating":"15","cr":15.0,"actions":[{"name":"Multiattack","desc":"Uses Musical Arrangement. Then two Hammer Note or Pulsating Cacophony attacks."},{"name":"Hammer Note","desc":"Melee Weapon Attack: +9 to hit 5 ft. 1 tgt in the swarm's space. 36 (8d8) bludgeoning damage or 18 (4d8) bludgeoning damage if symphony has half its hp or fewer."},{"name":"Pulsating Cacophony","desc":"Ranged Spell Attack: +11 to hit, 60 ft., one target, 22 (4d10) thunder + 13 (2d12) psychic or 11 (2d10) thunder + 6 (1d12) psychic if the symphony has half its hp or fewer."}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":[{"name":"Move","desc":"Moves up to its speed with o provoking opportunity attacks."},{"name":"Harmonize (2)","desc":"Tunes its worn-out instruments back to working harmony regaining 20 hp and ending one condition affecting it."},{"name":"Orchestral Flourish (2)","desc":"Plays a short fierce melody. Each creature within 10 ft. of symphony including creatures in its space:  10 (3d6) thunder (DC 19 Con half)."},{"name":"Syncopated Melody (3)","desc":"Mimics a spell that was cast since the end of its last turn. It makes a Performance check where the DC is the caster's DC+the level of the spell symphony is trying to mimic. If successful symphony casts the spell using original caster's DC and spell attack bonus."}],"special_abilities":[{"name":"Antimagic Susceptibility","desc":"Incapacitated while in the area of an antimagic field. If targeted by dispel magic instrument must succeed on a Con save vs. caster's spell save DC or fall unconscious for 1 min. Has advantage on this save."},{"name":"Construct Nature","desc":"Doesn't require air food drink or sleep."},{"name":"False","desc":"[+]Appearance[/+] Motionless and not flying: indistinguishable from large musical instrument collection and performance paraphernalia."},{"name":"Grand Composition","desc":"While it occupies another creature's space that creature has disadvantage on Con saves to maintain concentration and creature can't cast spells with verbal components."},{"name":"Legendary Resistance (3/Day)","desc":"Choose to succeed failed save."},{"name":"Magic Resistance","desc":"Advantage: spell/magic effect saves."},{"name":"Swarm","desc":"Can occupy another creature's space and vice versa and symphony can move through any opening large enough for a Small musical instrument. Except for the Harmonize legendary action symphony can't regain hp or gain temp hp."},{"name":"Musical Arrangement","desc":"Plays one of the following:Ballet of Quickening Steps Lilting ballet that picks up pace in startling fashion increasing its movement speed by 10 ft. and allowing it to take the Dodge action as a bonus action on each of its turns. Lasts 1 min or until symphony plays a different song.Harrowing Hymn Foreboding verse. Each creature within 30' of symphony that can hear it: DC 19 Wis save or frightened for 1 min. A creature can re-save at end of each of its turns success ends effect on itself. If creature's save succeeds or effect ends for it creature immune to symphony's Harrowing Hymn for next 24 hrs.Concerto for the Luckless Piece pits nearby listeners vs. their own misfortunes. Each creature within 60' of symphony and can hear it: DC 19 Cha save or be cursed 1 min. While cursed creature can't add its proficiency bonus to attack rolls or ability checks. If cursed creature rolls a 20 on attack roll or ability check curse ends. Curse can be lifted early by remove curse spell or similar magic.Four Winds Canon Trumpets gale force winds in a 90' cone. Each creature in that area: creature is pushed up to 30' away from symphony and knocked prone (DC 19 Str creature is knocked prone but isn't pushed). Winds also disperse gas or vapor and it extinguishes candles torches and similar unprotected flames in the area. It causes protected flames such as those of lanterns to dance wildly and has a 50% chance to extinguish them."}],"spell_list":[],"page_no":34,"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_animated-instrument-symphony/"},{"slug":"black-shuck","desc":"","name":"Black Shuck","size":"Large","type":"Fiend","subtype":"","group":null,"alignment":"chaotic evil","armor_class":17,"armor_desc":"natural armor","hit_points":157,"hit_dice":"15d10+75","speed":{"walk":50},"strength":19,"dexterity":16,"constitution":21,"intelligence":14,"wisdom":17,"charisma":15,"strength_save":8,"dexterity_save":7,"constitution_save":9,"intelligence_save":null,"wisdom_save":7,"charisma_save":null,"perception":3,"skills":{"perception":3},"damage_vulnerabilities":"","damage_resistances":"cold, fire, lightning","damage_immunities":"necrotic, poison; bludgeoning, piercing or slashing from nonmagical attacks not made with silvered weapons","condition_immunities":"charmed, frightened","senses":"darkvision 90', truesight 60', passive Perception 13","languages":"understands Abyssal and Common but can't speak","challenge_rating":"11","cr":11.0,"actions":[{"name":"Multiattack","desc":"Three Bites and can use Curse of the Grave or Fearsome Howl if available. If 2+ Bites hit a Med or smaller target black shuck sinks in its teeth shaking head violently. Target: DC 17 Str save or 7 (2d6) slashing damage and be thrown up to 15 ft. in random direction and knocked prone."},{"name":"Bite","desc":"Melee Weapon Attack: +8 to hit, 5 ft., one target, 13 (2d8+4) piercing damage and 10 (3d6) necrotic."},{"name":"Curse of the Grave","desc":"Glares at one creature it can see within 30' of it. Target: DC 17 Wis save or be cursed: disadvantage on next two death saves it makes in the next 7 days. Curse lasts until cursed creature has made two death saves until 7 days have passed or until it is lifted by a remove curse spell or similar magic."},{"name":"Fearsome Howl (Recharge 5-6)","desc":"Howls a haunting tune. Each creature within 60' and can hear it: frightened until the end of its next turn (DC 17 Wis negates). A frightened creature concentrating on a spell must make DC 17 Con save or it loses concentration."}],"bonus_actions":[{"name":"Mist Stalker","desc":"In dim light fog or mist it takes the Hide action."}],"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Blood Frenzy","desc":"Has advantage on attack rolls vs. any creature that doesn't have all its hp."},{"name":"Keen Hearing and Smell","desc":"Has advantage on Wis (Perception) checks that rely on hearing or smell."},{"name":"Water Walker","desc":"Can move across the surface of water as if it were harmless solid ground. This otherwise works like the water walk spell."}],"spell_list":[],"page_no":59,"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_black-shuck/"},{"slug":"derro-voidwarped","desc":"","name":"Derro, Voidwarped","size":"Small","type":"Humanoid","subtype":"","group":null,"alignment":"neutral evil","armor_class":14,"armor_desc":"","hit_points":120,"hit_dice":"16d6+64","speed":{"walk":25,"fly":30},"strength":8,"dexterity":18,"constitution":18,"intelligence":13,"wisdom":5,"charisma":17,"strength_save":null,"dexterity_save":7,"constitution_save":null,"intelligence_save":4,"wisdom_save":null,"charisma_save":6,"perception":-3,"skills":{"perception":-3},"damage_vulnerabilities":"","damage_resistances":"force, psychic; nonmagic B/P/S attacks","damage_immunities":"cold","condition_immunities":"","senses":"darkvision 120', passive Perception 10","languages":"Common, Dwarvish, Undercommon, Void Speech","challenge_rating":"6","cr":6.0,"actions":[{"name":"Multiattack","desc":"Two Shortswords and one Void Tendril attack."},{"name":"Shortsword","desc":"Melee Weapon Attack: +7 to hit, 5 ft., one target, 7 (1d6+4) piercing damage + 3 (1d6) cold and 3 (1d6) force."},{"name":"Void Tendril","desc":"Melee Weapon Attack: +7 to hit, 10 ft., one target, 7 (2d6) bludgeoning damage + 3 (1d6) cold and 3 (1d6) force. Target must make DC 15 Con save or its hp max is reduced by the amount equal to the damage taken. This reduction lasts until target finishes a long rest. Target dies if this reduces its hp max to 0."},{"name":"Void Speech Rant (Recharge 5-6)","desc":"Spews a tirade of Void Speech. Each creature within 40' of it that can hear the tirade: 27 (5d10) psychic and is incapacitated until the end of its next turn (DC 15 Wis half damage and isn't incapacitated)."}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Insanity","desc":"Advantage on saves vs. being charmed or frightened."},{"name":"Mortal Void Traveler","desc":"Doesn't require air or ambient pressure."},{"name":"Sunlight Sensitivity","desc":"In sunlight disadvantage on attacks and Wis (Perception) checks that use sight."},{"name":"Void-Touched Weapons","desc":"Its weapon attacks are magical. When it hits with any weapon deals extra 1d6 cold and 1d6 force (included below)."}],"spell_list":[],"page_no":113,"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_derro-voidwarped/"}]}