{"count":3207,"next":"https://api-beta.open5e.com/v1/monsters/?format=json&ordering=-intelligence&page=47","previous":"https://api-beta.open5e.com/v1/monsters/?format=json&ordering=-intelligence&page=45","results":[{"slug":"giant-husk","desc":"A grotesque human body moves like jelly. Its split-open front reveals the creature has no bones._  \nHusks are the opposite of Open Game License","name":"Giant Husk","size":"Huge","type":"Undead","subtype":"","group":null,"alignment":"chaotic evil","armor_class":9,"armor_desc":null,"hit_points":76,"hit_dice":"8d12+24","speed":{"walk":40},"strength":19,"dexterity":8,"constitution":16,"intelligence":5,"wisdom":7,"charisma":5,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":null,"skills":{},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"poison","condition_immunities":"poisoned","senses":"darkvision 60 ft., passive Perception 8","languages":"understands all languages it knew in life but can’t speak","challenge_rating":"7","cr":7.0,"actions":[{"name":"Multiattack","desc":"The husk makes two attacks."},{"name":"Smother","desc":"Melee Weapon Attack: +8 to hit, reach 5 ft., one Huge or smaller creature. Hit: The creature is grappled (escape DC 14). Until this grapple ends, the target is restrained, blinded, and at risk of suffocating. In addition, at the start of each of the target's turns, the target takes 14 (3d6 + 4) bludgeoning damage. The husk can smother one Huge, two Large, or four Medium or smaller creatures at a time."}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Amorphous","desc":"As the husk."},{"name":"Damage Transfer","desc":"As the husk, except the other half of the damage is split evenly between all creatures grappled by the husk."}],"spell_list":[],"page_no":393,"environments":[],"img_main":null,"document__slug":"tob2","document__title":"Tome of Beasts 2","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/tome-of-beasts-2-for-5th-edition/","v2_converted_path":"/v2/creatures/tob2_giant-husk/"},{"slug":"graknork","desc":"Towering over the frozen landscape, this immense saurian monstrosity possesses a terrifying shark-like head with a multitude of serrated teeth. The monster has three eyes: two soulless black pits and a third larger eye that glows with a freezing blue light._  \n**Terror of the North.** The legendary graknork is one of the most powerful monsters to roam the endless tundra and taiga of the north and is feared by all who live in the rugged and frozen expanses of the world. Only the largest white dragons surpass the graknork in size and strength, and lesser creatures give the monster a wide berth. Graknorks are mostly found on land but are reasonable swimmers. They have no problem taking to the water to pursue escaping prey or to hunt fishermen and even whales. Graknorks are solitary creatures and cannot stand the presence of their own kind, attacking and eating juvenile graknorks that cross their path. When they do mate, it is a destructive affair with the female uprooting dozens of trees to build her nest. A typical graknork is more than forty feet long, though even larger specimens have been sighted in the coldest regions of the world.  \n**Great Blue Eye.** While the graknork’s raw physical prowess is justifiably feared, the aspect of its appearance that causes the greatest consternation is its great, freezing blue eye. Its eye is said to possess terrible and wondrous powers, including seeing through illusions, freezing souls outright, and causing everlasting blizzards. Most of these tales are mere fancy and hearsay spun by northern tribesmen, yet there is no denying that the graknork’s central eye is a fearsome weapon.","name":"Graknork","size":"Gargantuan","type":"Monstrosity","subtype":"","group":null,"alignment":"unaligned","armor_class":20,"armor_desc":"natural armor","hit_points":201,"hit_dice":"13d20+65","speed":{"swim":30,"walk":50},"strength":25,"dexterity":18,"constitution":21,"intelligence":5,"wisdom":13,"charisma":7,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":6,"skills":{"perception":6},"damage_vulnerabilities":"","damage_resistances":"bludgeoning, piercing, and slashing from nonmagical attacks","damage_immunities":"cold","condition_immunities":"","senses":"darkvision 90 ft., passive Perception 16","languages":"—","challenge_rating":"14","cr":14.0,"actions":[{"name":"Multiattack","desc":"The graknork makes three attacks: one with its bite and two with its claws. Alternatively, it can use its Eye Ray twice. If both claw attacks hit a Large or smaller creature, the creature must succeed on a DC 18 Strength saving throw or take an additional 9 (2d8) slashing damage and be knocked prone."},{"name":"Bite","desc":"Melee Weapon Attack: +12 to hit, reach 15 ft., one target. Hit: 23 (3d10 + 7) piercing damage.","attack_bonus":12,"damage_dice":"3d10+7"},{"name":"Claw","desc":"Melee Weapon Attack: +12 to hit, reach 10 ft., one target. Hit: 20 (3d8 + 7) slashing damage.","attack_bonus":12,"damage_dice":"3d8+7"},{"name":"Eye Ray","desc":"Ranged Weapon Attack: +9 to hit, range 30/120 ft., one target. Hit: 17 (5d6) cold damage.","attack_bonus":9,"damage_dice":"5d6"},{"name":"Freezing Eye (Recharge 5-6)","desc":"The graknork's blue eye flares open and releases a beam of icy energy in a line that is 120-feet long and 10 feet wide. Each creature in that line must make a DC 18 Dexterity saving throw. On a failure, a creature takes 35 (10d6) cold damage and is restrained for 1 minute as its limbs freeze. On a success, a creature takes half the damage and isn't restrained. A restrained creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Alternatively, the restrained creature can be freed if it takes at least 10 fire damage."}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Keen Sight","desc":"The graknork has advantage on Wisdom (Perception) checks that rely on sight."}],"spell_list":[],"page_no":182,"environments":[],"img_main":null,"document__slug":"tob2","document__title":"Tome of Beasts 2","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/tome-of-beasts-2-for-5th-edition/","v2_converted_path":"/v2/creatures/tob2_graknork/"},{"slug":"harbinger-of-wrath","desc":"Twisting adamantine spikes topped with an array of demonic and bestial skulls form the vaguely humanoid creature. It makes a loud screeching sound as it crushes everything in its path._  \n**Engines of Decimation.** The harbinger of wrath is a construct of immense size and destructive potential. Just seeing a harbinger causes most creatures to flee in terror, and few are willing or able to face one in battle. Creatures allied with a harbinger must also fear its terrible wrath, as it is not against skewering its allies on its many spikes to rejuvenate itself in the heat of battle.  \n**Forged by Demons.** The first harbingers were created in vast demonic forges by a powerful demon prince to use against his enemies. Since then, the construction process has passed to other demon princes and evil gods that delight in devastation and mayhem.  \n**Construct Nature.** A harbinger doesn’t require air, food, drink, or sleep.","name":"Harbinger of Wrath","size":"Gargantuan","type":"Construct","subtype":"","group":null,"alignment":"chaotic evil","armor_class":21,"armor_desc":"natural armor","hit_points":297,"hit_dice":"18d20+108","speed":{"walk":50},"strength":28,"dexterity":8,"constitution":22,"intelligence":5,"wisdom":11,"charisma":3,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":null,"skills":{},"damage_vulnerabilities":"","damage_resistances":"acid, lightning, necrotic","damage_immunities":"cold, fire, poison, psychic; bludgeoning, piercing, and slashing from nonmagical attacks not made with adamantine weapons","condition_immunities":"charmed, exhaustion, frightened, paralyzed, petrified, poisoned","senses":"truesight 120 ft., passive Perception 10","languages":"understands the languages of its creator but can’t speak","challenge_rating":"20","cr":20.0,"actions":[{"name":"Multiattack","desc":"The harbinger of wrath makes two slam attacks."},{"name":"Slam","desc":"Melee Weapon Attack: +15 to hit, reach 15 ft., one target. Hit: 36 (6d8 + 9) bludgeoning damage. The target is grappled (escape DC 20) if it is a Large or smaller creature and the harbinger doesn't have two other creatures grappled.","attack_bonus":15,"damage_dice":"6d8+9"},{"name":"Impale","desc":"The harbinger makes one slam attack against a creature it is grappling. If the attack hits, the target is impaled on the harbinger's spikes. While impaled, the creature is restrained and takes 21 (6d6) piercing damage at the start of each of the harbinger's turns. A creature, including the impaled target, can take its action to free the impaled target by succeeding on a DC 20 Strength check. A freed creature falls prone in a space within 10 feet of the harbinger. If the harbinger dies, a creature is no longer restrained and can escape from the harbinger's spikes by using 10 feet of movement."},{"name":"Drain Life (Recharge 5-6)","desc":"The harbinger drains the life force of one creature impaled on its spikes. The target must succeed on a DC 20 Constitution saving throw or take 55 (10d10) necrotic damage. If a creature dies from this attack, its soul is absorbed into the harbinger and can be restored to life only by means of a wish spell. The harbinger then regains hp equal to the necrotic damage dealt."},{"name":"Spike Volley (Recharge 5-6)","desc":"The harbinger launches a volley of adamantine spikes. Each creature within 60 feet of the harbinger must make a DC 20 Dexterity saving throw, taking 42 (12d6) piercing damage on a failed save, or half as much damage on a successful one."}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Adamantine Weapons","desc":"The harbinger's weapon attacks are adamantine and magical."},{"name":"Immutable Form","desc":"The harbinger is immune to any spell or effect that would alter its form."},{"name":"Legendary Resistance (3/Day)","desc":"If the harbinger fails a saving throw, it can choose to succeed instead."},{"name":"Magic Resistance","desc":"The harbinger has advantage on saving throws against spells and other magical effects."}],"spell_list":[],"page_no":193,"environments":[],"img_main":null,"document__slug":"tob2","document__title":"Tome of Beasts 2","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/tome-of-beasts-2-for-5th-edition/","v2_converted_path":"/v2/creatures/tob2_harbinger-of-wrath/"},{"slug":"holler-spider","desc":"While the chitinous horn-like protrusion makes holler spiders appear comical, they can use it to release a loud sound, calling their masters when they detect trespassers. Unlike most spiders, holler spiders are easy to domesticate, as they have a friendly disposition toward humanoids. They can be trained to act as sentries that recognize certain colors or livery, or they can be trained to respond to a certain person and sound alarms only when instructed. Open Game License","name":"Holler Spider","size":"Tiny","type":"Beast","subtype":"","group":null,"alignment":"chaotic neutral","armor_class":12,"armor_desc":null,"hit_points":14,"hit_dice":"4d4+4","speed":{"climb":25,"walk":25},"strength":7,"dexterity":15,"constitution":10,"intelligence":5,"wisdom":14,"charisma":5,"strength_save":null,"dexterity_save":4,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":4,"skills":{"perception":4,"stealth":4},"damage_vulnerabilities":"","damage_resistances":"thunder","damage_immunities":"","condition_immunities":"","senses":"blindsight 10 ft., darkvision 60 ft., passive Perception 14","languages":"understands Common but can’t speak","challenge_rating":"1/4","cr":0.25,"actions":[{"name":"Bite","desc":"Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 4 (1d4 + 2) piercing damage.","attack_bonus":4,"damage_dice":"1d4+2"},{"name":"Hoot","desc":"Ranged Weapon Attack: +4 to hit, range 20/60 ft., one target. Hit: 5 (1d6 + 2) thunder damage. If the holler spider scores a critical hit, it is pushed 5 feet away from the target.","attack_bonus":4,"damage_dice":"1d6+2"},{"name":"Distressed Discharge (Recharge 5-6)","desc":"The holler spider releases a short, distressed cacophony in a 15-foot cone. Each creature in the area must make a DC 12 Constitution saving throw, taking 5 (2d4) thunder damage on a failed save, or half as much damage on a successful one. The holler spider is pushed 15 feet in the opposite direction of the cone."}],"bonus_actions":null,"reactions":[{"name":"Sound Alarm","desc":"When the holler spider detects a creature within 60 feet of it, the spider can emit a hoot or trumpet audible within 300 feet of it. The noise continues until the creature moves out of range, the spider's handler uses an action to soothe it, or the spider ends the alarm (no action required)."}],"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Spider Climb","desc":"The holler spider can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check."},{"name":"Vigilant","desc":"If the holler spider remains motionless for at least 1 minute, it has advantage on Wisdom (Perception) checks and Dexterity (Stealth) checks."}],"spell_list":[],"page_no":395,"environments":[],"img_main":null,"document__slug":"tob2","document__title":"Tome of Beasts 2","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/tome-of-beasts-2-for-5th-edition/","v2_converted_path":"/v2/creatures/tob2_holler-spider/"},{"slug":"ice-elemental","desc":"A humanoid-shaped block of ice lumbers forward on angular legs._  \n**Visitors from Polar Portals.** Remote polar regions possess their own entrances to the demiplane of ice. Ice elementals emerge from the core of ancient glaciers or rise from foot-thick patches of permafrost. They are aware of portals to their demiplane, but they often choose to traverse terrestrial lands as long as the temperatures remain below freezing. Though not inherently malevolent, they enjoy enclosing warmblooded foes in ice and watching as the creatures freeze. Some ice elementals even decorate their lairs with these “sculptures.”  \n**Rivals to Water Elementals.** Open Game License","name":"Ice Elemental","size":"Large","type":"Elemental","subtype":"","group":null,"alignment":"neutral","armor_class":15,"armor_desc":"natural armor","hit_points":114,"hit_dice":"12d10+48","speed":{"burrow":30,"climb":20,"walk":30},"strength":18,"dexterity":9,"constitution":19,"intelligence":5,"wisdom":14,"charisma":6,"strength_save":7,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":null,"skills":{},"damage_vulnerabilities":"fire","damage_resistances":"bludgeoning, piercing, and slashing from nonmagical attacks","damage_immunities":"cold, poison","condition_immunities":"exhaustion, paralyzed, petrified, poisoned, unconscious","senses":"darkvision 60 ft., passive Perception 12","languages":"Aquan","challenge_rating":"5","cr":5.0,"actions":[{"name":"Multiattack","desc":"The ice elemental makes two ice claw attacks."},{"name":"Ice Claw","desc":"Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 13 (4d8 + 4) slashing damage.","attack_bonus":7,"damage_dice":"4d8+4"},{"name":"Encase in Ice","desc":"Melee Weapon Attack: +7 to hit, reach 10 ft. one creature. Hit: 14 (4d6) cold damage, and the target must make a DC 14 Constitution saving throw. On a failure, ice begins to form around the creature, and it is restrained. The restrained creature must repeat the saving throw at the end of its next turn, becoming petrified in ice on a failure or ending the effect on a success. The petrification lasts until the creature spends at least 1 hour in a warm environment. Alternatively, a creature can be freed of the restrained or petrified conditions if it takes at least 10 fire damage.","attack_bonus":7,"damage_dice":"4d6"}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Ice Glide","desc":"The elemental can burrow through nonmagical ice. While doing so, the elemental doesn't disturb the material it moves through."},{"name":"Ice Walk","desc":"The ice elemental can move across and climb icy surfaces without needing to make an ability check. Additionally, difficult terrain composed of ice or snow doesn't cost it extra movement."},{"name":"Splinter","desc":"A creature that hits the ice elemental with a melee weapon attack that deals bludgeoning damage while within 5 feet of the elemental takes 3 (1d6) piercing damage as shards of ice fly out from the elemental's body."}],"spell_list":[],"page_no":133,"environments":[],"img_main":null,"document__slug":"tob2","document__title":"Tome of Beasts 2","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/tome-of-beasts-2-for-5th-edition/","v2_converted_path":"/v2/creatures/tob2_ice-elemental/"},{"slug":"mad-piper","desc":"A grey mound of flesh scuttles forward on mismatched limbs, its five heads trilling along on bone flutes. All the while, a harrowing tune plays from the column of pipes rising from its core._  \nMad pipers are the heralds of the Great Old Ones, a sign that a cult is getting close to achieving their goals. Cultists receive visions from their masters, filling their dreams with the esoteric rituals needed to create a mad piper. In short order, the cult gathers the components and creates these creatures, typically one for each cell of the cult. When the time comes for the cult to do battle, the mad pipers follow, inspiring the faithful with the alien songs of the Great Old Ones.  \n**The Ritual.** During the ritual, five humanoids, one of which must be a musician of some kind, are tied to a set of bagpipes made from an ogre’s bones and stomach. The ritual liquefies the humanoids, who fall into each other as all but their limbs and heads dissolve into a mass of grey flesh. Their minds, souls, and bodies forcefully merged, they start to play.  \n**Pets and Mascots.** Mad pipers aren’t naturally evil. Most are made from commoners, resulting in relatively docile and loyal creatures that imprint quickly onto cult members, who in turn often come to treat these abominations as pets. More violent and powerful mad pipers can be made from powerful, evil humanoids, though they are harder to control and often hostile to their creators.  \n**True Pipers.** Scholars speculate that the mad pipers are modelled after the heralds of the Crawling Chaos, and that it was he who gifted the first ritual to mortals on behalf of all Great Old Ones.  \n**Construct Nature.** The mad piper doesn’t require air, food, drink, or sleep.","name":"Mad Piper","size":"Large","type":"Construct","subtype":"","group":null,"alignment":"neutral","armor_class":12,"armor_desc":"padded armor","hit_points":19,"hit_dice":"3d8+6","speed":{"walk":30},"strength":16,"dexterity":8,"constitution":14,"intelligence":5,"wisdom":7,"charisma":16,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":null,"skills":{"performance":5},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"poison","condition_immunities":"charmed, exhaustion, frightened, paralyzed, poisoned, prone","senses":"darkvision 60 ft., passive Perception 8","languages":"understands Common and Void Speech, but can’t speak","challenge_rating":"2","cr":2.0,"actions":[{"name":"Screaming Flail","desc":"Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) bludgeoning damage plus 2 (1d4) thunder damage.","attack_bonus":5,"damage_dice":"2d6+3"},{"name":"Terrible Dirge","desc":"The mad piper plays a haunting dirge. Each creature of the mad piper's choice that is within 30 feet of the piper and can hear the dirge must succeed o a DC 13 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 mad piper's Terrible Dirge for the next 24 hours."}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Inspire","desc":"As a bonus action, the mad piper can play a tune that inspires a friendly creature it can see within 30 feet of it. If the target can hear the mad piper, it has advantage on its next ability check, attack roll, or saving throw."}],"spell_list":[],"page_no":250,"environments":[],"img_main":null,"document__slug":"tob2","document__title":"Tome of Beasts 2","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/tome-of-beasts-2-for-5th-edition/","v2_converted_path":"/v2/creatures/tob2_mad-piper/"},{"slug":"magma-octopus","desc":"Eight tentacles reach out from the scorched body of this unusual octopus-like creature. Glowing yellow, orange, and red patches smolder on its skin, like embers flaring to life._  \n**Elemental Bodies.** Magma octopuses are creatures that physically resemble the marine animals for which they are named, but they make their homes in lava, swimming through it as easily as aquatic octopuses swim through water. Born in the fiery seas of the Plane of Fire long ago, many magma octopuses wandered to the Material Plane through various portals and thinned barriers between the planes. They exist throughout the world, particularly in underground caverns with open lava flows, within the craters of some volcanoes, and swimming through underground networks of magma.  \n**Intelligent.** Magma octopuses live simple lives with a quiet intelligence that slightly surpasses that of aquatic octopuses. They have no language and cannot communicate verbally. They are known to recognize individuals from other species and remember individuals that might have caused them pain or helped them out of a bad situation. Magma octopuses only fight others if they are attacked first, but they can become extremely territorial if intruders tread too close to home. They have a fondness for fire-based magic and sometimes can be recruited to serve as guardians for wizards, efreeti, and other powerful, fiery creatures.  \n**Elemental Nature.** A magma octopus doesn’t require air, food, drink, or sleep.","name":"Magma Octopus","size":"Large","type":"Elemental","subtype":"","group":null,"alignment":"neutral","armor_class":16,"armor_desc":"natural armor","hit_points":147,"hit_dice":"14d10+70","speed":{"walk":40},"strength":21,"dexterity":17,"constitution":21,"intelligence":5,"wisdom":8,"charisma":7,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":null,"skills":{"athletics":8,"stealth":6},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"fire","condition_immunities":"","senses":"darkvision 60 ft., passive Perception 9","languages":"—","challenge_rating":"8","cr":8.0,"actions":[{"name":"Multiattack","desc":"The magma octopus makes four attacks with its tentacles."},{"name":"Tentacle","desc":"Melee Weapon Attack: +8 to hit, reach 15 ft., one target. Hit: 8 (1d6 + 5) bludgeoning damage plus 2 (1d4) fire damage. If the target is a creature, it is grappled (escape DC 16). Until this grapple ends, the target is restrained, and it takes 2 (1d4) fire damage at the start of each of its turns. The magma octopus can grapple up to two targets at a time.","attack_bonus":8,"damage_dice":"1d6+5"},{"name":"Magma Blast (Recharge 6)","desc":"The magma octopus sprays magma in a 30-foot cone. Each creature in that area must make a DC 16 Dexterity saving throw, taking 28 (8d6) fire damage on a failed save, or half as much damage on a successful one. If a creature fails the saving throw by 5 or more, it catches fire. Until someone takes an action to douse the fire, the creature takes 5 (1d10) fire damage at the start of each of its turns."}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Lava Bound","desc":"The magma octopus can exist outside of lava for up to 1 hour each day. If it remains outside of lava for 1 minute or longer, its skin begins to dry and harden like rapidly-cooled magma. While its skin is hardened, it has a walking speed of 20 feet, an Armor Class of 18, and vulnerability to cold damage. If it remains outside of lava for 1 hour or longer, it becomes petrified, transforming into basalt. Its body returns to normal if it is submerged in lava for 1 round."},{"name":"Lava Swimmer","desc":"While in lava, the magma octopus has a swimming speed of 60 feet and can move through the lava as if it were water."}],"spell_list":[],"page_no":251,"environments":[],"img_main":null,"document__slug":"tob2","document__title":"Tome of Beasts 2","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/tome-of-beasts-2-for-5th-edition/","v2_converted_path":"/v2/creatures/tob2_magma-octopus/"},{"slug":"nharyth","desc":"A hideous mass of coiling intestines undulates, ejecting thin, transparent spears of some resinous material from its many orifices. The creature makes a wet slithering sound as it moves unsettlingly through the air._  \n**Foulness in Motion.** The nharyth defies gravity with its every movement, as it pulls itself through the air with its mass of intestine-like appendages. The creature does not seem to possess any natural means of propulsion and can even fly through areas where there is no magic.  \n**Creations of Madness.** Most scholars believe nharyth were created in some insane magical experiment. Others believe they are the spawn of some yet-unknown horror between the stars. Whatever the case, they are clearly not part of the natural ecosystem.","name":"Nharyth","size":"Huge","type":"Aberration","subtype":"","group":null,"alignment":"chaotic evil","armor_class":17,"armor_desc":"natural armor","hit_points":168,"hit_dice":"16d12+64","speed":{"hover":true,"walk":0,"fly":40},"strength":20,"dexterity":15,"constitution":18,"intelligence":5,"wisdom":14,"charisma":7,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":6,"skills":{"perception":6,"stealth":6},"damage_vulnerabilities":"","damage_resistances":"bludgeoning, psychic","damage_immunities":"","condition_immunities":"blinded, deafened, paralyzed","senses":"blindsight 120 ft. (blind beyond this radius), passive Perception 16","languages":"understands Deep Speech but can’t speak","challenge_rating":"9","cr":9.0,"actions":[{"name":"Multiattack","desc":"The nharyth makes two spined slap attacks. Alternatively, it can use Spine Shot twice."},{"name":"Spined Slap","desc":"Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 9 (1d8 + 5) bludgeoning damage plus 8 (1d6 + 5) piercing damage, and the target must succeed on a DC 16 Constitution saving throw or be paralyzed until the end of its next turn.","attack_bonus":9,"damage_dice":"1d8+5"},{"name":"Spine Shot","desc":"Ranged Weapon Attack: +6 to hit, range 30/120 ft., one target. Hit: 12 (3d6 + 2) piercing damage, and the target must succeed on a DC 16 Constitution saving throw or its speed is halved until the end of its next turn. If the nharyth scores a critical hit, the target doesn't make a saving throw and is paralyzed until the end of its next turn instead.","attack_bonus":6,"damage_dice":"3d6+2"}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Spine Trap","desc":"With 10 minutes of work, the nharyth can create a web of nearly transparent spines in a 20-foot cube. The web must be anchored between two solid masses or layered across a floor, wall, or ceiling. A web of spines layered over a flat surface has a depth of 5 feet. The web is difficult terrain, and the spines forming it are nearly transparent, requiring a successful DC 20 Wisdom (Perception) check to notice them.\n\nA creature that starts its turn in the web of spines or that enters the web during its turn must succeed on a DC 16 Dexterity saving throw or 1d4 spines stick to it. At the start of each of its turns, the creature takes 1d4 piercing damage for each spine stuck to it. A creature, including the target, can take its action to remove 1d4 spines. If a creature starts its turn with more than 4 spines stuck to it, the creature must succeed on a DC 16 Constitution saving throw or be paralyzed for 1 minute. The paralyzed creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.\n\nThe nharyth can plant up to 24 spines in a web when creating it. Once it has used 24 spines in webs, it must finish a long rest before it can use this trait again."}],"spell_list":[],"page_no":269,"environments":[],"img_main":null,"document__slug":"tob2","document__title":"Tome of Beasts 2","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/tome-of-beasts-2-for-5th-edition/","v2_converted_path":"/v2/creatures/tob2_nharyth/"},{"slug":"ogrepede","desc":"The ogre steps forward with a lop-sided gait. As it approaches, it rises up, revealing it is actually an abomination of ogre torsos held together by necromantic power._  \nSpecial torments await the depraved souls that devised these unholy, undead amalgamations. An ogrepede is comprised of an unknown number of ogre torsos and heads stitched together, with arms erupting from the mass seemingly at random. Watching it skitter haphazardly about a battlefield is almost hypnotic, right until it reaches its prey and rises to attack.  \n**Vicious Louts.** Mixing and animating ogre parts does nothing to improve their legendary tempers. Even more so than ogres, ogrepedes seek out things to destroy. The more beautiful the creature or object, the more satisfaction the ogrepede derives from its destruction. The lair of the rare ogrepede that has slipped its master’s bonds is full of its debased treasures and, in some instances, the mutilated but still-living victims of their assaults.  \n**Noisy Wanderers.** People are rarely surprised by the arrival of an ogrepede. Unless specifically commanded not to by their creator, ogrepedes emit a constant haunting moan, as though the creature laments all it has lost. Even if told to be silent, ogrepedes are not quiet. Their fat fingers drum noisily at the ground and their bodies slam gracelessly into corridor walls as they careen along on their duties.  \n**Poor Allies.** Ogrepedes have difficulty getting along with other creatures, including other ogrepedes. Vestiges of the craven instincts the ogres possessed in life remain after death, causing the ogrepede to lash out at any creature near it, particularly if the target is already wounded. Even when commanded to work with other creatures by their masters, it is merely a matter of when, not if, an ogrepede will attack its companions; the betrayal is inevitable.  \n**Undead Nature.** An ogrepede doesn’t require air, food, drink, or sleep.","name":"Ogrepede","size":"Huge","type":"Undead","subtype":"","group":null,"alignment":"chaotic evil","armor_class":13,"armor_desc":"natural armor","hit_points":142,"hit_dice":"15d12+45","speed":{"walk":40,"climb":20},"strength":21,"dexterity":9,"constitution":17,"intelligence":5,"wisdom":5,"charisma":3,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":0,"charisma_save":null,"perception":null,"skills":{},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"poison","condition_immunities":"charmed, exhaustion, poisoned, prone","senses":"darkvision 90 ft., passive Perception 7","languages":"understands all languages it knew in life but can’t speak","challenge_rating":"6","cr":6.0,"actions":[{"name":"Multiattack","desc":"The ogrepede makes two attacks: one with its bite and one with its slam."},{"name":"Bite","desc":"Melee Weapon Attack: +8 to hit, reach 5 ft., one creature. Hit: 16 (2d10 + 5) piercing damage.","attack_bonus":8,"damage_dice":"2d10+5"},{"name":"Slam","desc":"Melee Weapon Attack: +8 to hit, reach 10 ft., one creature. Hit: 12 (2d6 + 5) bludgeoning damage, or 8 (1d6 + 5) bludgeoning damage if the ogrepede has half its hp or fewer. If the ogrepede scores a critical hit, it rolls the damage dice three times, instead of twice.","attack_bonus":8,"damage_dice":"2d6+5"}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Haphazard Charge","desc":"If the ogrepede moves at least 10 feet straight toward a creature and then hits it with a slam attack on the same turn, the attack is treated as though the ogrepede scored a critical hit, but attack rolls against the ogrepede have advantage until the start of its next turn."},{"name":"Overwhelming Assault","desc":"When the ogrepede scores a critical hit, each creature within 5 feet of the target must succeed on a DC 16 Wisdom saving throw or be frightened of the ogrepede 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 ogrepede's Overwhelming Assault for the next 24 hours."}],"spell_list":[],"page_no":275,"environments":[],"img_main":null,"document__slug":"tob2","document__title":"Tome of Beasts 2","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/tome-of-beasts-2-for-5th-edition/","v2_converted_path":"/v2/creatures/tob2_ogrepede/"},{"slug":"parzzval","desc":"Six legs, ending in massive, three-fingered humanoid hands, support a headless horse-like torso. The front of this creature’s mass opens into a huge tripartite maw filled with jagged, web-shrouded ridges dripping a caustic substance._  \n**Bottomless Hunger.** Parzz’vals have enough intelligence to reason and problem solve, but they are largely guided by their monstrous appetites. Parzz’vals prefer live prey but are not above eating carrion if their preferred meal isn’t available.  \n**Ambush Hunters.** Despite their enormous hunger, parzz’vals are excellent at taking their prey by surprise. A parzz’val can wait patiently for hours for the ideal time to strike if they anticipate a meal awaits as a reward.","name":"Parzz’val","size":"Large","type":"Aberration","subtype":"","group":null,"alignment":"chaotic evil","armor_class":14,"armor_desc":"natural armor","hit_points":115,"hit_dice":"11d10+55","speed":{"walk":50},"strength":21,"dexterity":16,"constitution":20,"intelligence":5,"wisdom":10,"charisma":7,"strength_save":null,"dexterity_save":null,"constitution_save":8,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":null,"skills":{"stealth":6},"damage_vulnerabilities":"thunder","damage_resistances":"bludgeoning, piercing, and slashing from nonmagical attacks","damage_immunities":"acid","condition_immunities":"blinded, charmed, unconscious","senses":"blindsight 120 ft., passive Perception 10","languages":"Void Speech","challenge_rating":"8","cr":8.0,"actions":[{"name":"Multiattack","desc":"The parzz'val makes three attacks: one with its oversized maw and two with its oversized fists."},{"name":"Oversized Fist","desc":"Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 10 (2d4 + 5) bludgeoning damage.","attack_bonus":8,"damage_dice":"2d4+5"},{"name":"Oversized Maw","desc":"Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 12 (2d6 + 5) piercing damage plus 4 (2d8) acid damage. If the target is a Medium or smaller creature, it must succeed on a DC 16 Dexterity saving throw or be swallowed by the parzz'val. A swallowed creature is blinded and restrained, it has total cover against attacks and other effects outside the parzz'val, and it takes 18 (4d8) acid damage at the start of each of the parzz'val's turns. A parzz'val can have only one creature swallowed at a time.\n\nIf the parzz'val takes 15 damage or more on a single turn from a creature inside it, the parzz'val must succeed on a DC 18 Constitution saving throw at the end of that turn or regurgitate the creature, which falls prone in a space within 10 feet of the parzz'val. If the parzz'val dies, a swallowed creature is no longer restrained by it and can escape from the corpse by using 10 feet of movement, exiting prone.","attack_bonus":8,"damage_dice":"2d6+5"}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Caustic Web (Recharge 5-6)","desc":"As a bonus action, the parzz'val can spit a sticky, acidic web in a 20-foot cube. The web must be placed wholly within 60 feet of the parzz'val and must be anchored between two solid masses or layered across a floor, wall, or ceiling. A web layered over a flat surface has a depth of 5 feet. The web is difficult terrain and lightly obscures the area.\n\nA creature that starts its turn in the web or enters the web during its turn must make a DC 16 Dexterity saving throw, taking 9 (2d8) acid damage on a failed save, or half as much damage on a successful one.\n\nThe web persists for 1 minute before collapsing. The parzz'val is immune to the effects of its web and the webs of other parzz'vals."},{"name":"Pummel","desc":"If the parzz'val deals damage to a creature with three melee attacks in one round, it has advantage on all melee attacks it makes against that creature in the next round."},{"name":"Regeneration","desc":"The parzz'val regains 10 hp at the start of its turn if it has at least 1 hp."}],"spell_list":[],"page_no":292,"environments":[],"img_main":null,"document__slug":"tob2","document__title":"Tome of Beasts 2","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/tome-of-beasts-2-for-5th-edition/","v2_converted_path":"/v2/creatures/tob2_parzzval/"},{"slug":"qiqirn","desc":"This strange dog is hairless except for the thick, dark fur that runs along its bony, ridged back._  \n**Arctic Legends.** Oral histories of the north are rich with tales of the qiqirn. The tales say they are drawn to mankind’s warm hearths and homes and that the sounds of music and mirth enrage them. The stories note that qiqirn are jealous of dogs and that jealousy leads them to kill canines whenever they can. More than a few tales are told of qiqirn that have foolishly become trapped while trying to get at a settlement’s sled dogs. Most importantly, northern children are told that a qiqirn can be driven off by shouting its name at it.  \n**Afraid of Civilization.** Feared as they are by northern communities, qiqirn fear those people in turn. When threatened by civilized folk, qiqirn are quick to flee. When this occurs, a qiqirn often returns by night to steal the food or livestock it was previously denied. When qiqirn attacks have driven an entire community to hunt it, the monster leaves the region for easier hunting grounds.  \n**Spirit Dog.** A qiqirn’s fear of civilization is built on the basis of self-preservation. The Open Game License","name":"Qiqirn","size":"Small","type":"Monstrosity","subtype":"","group":null,"alignment":"neutral","armor_class":14,"armor_desc":null,"hit_points":38,"hit_dice":"7d6+14","speed":{"walk":30},"strength":15,"dexterity":18,"constitution":14,"intelligence":5,"wisdom":12,"charisma":13,"strength_save":null,"dexterity_save":null,"constitution_save":4,"intelligence_save":null,"wisdom_save":3,"charisma_save":null,"perception":3,"skills":{"perception":3,"stealth":6},"damage_vulnerabilities":"","damage_resistances":"necrotic","damage_immunities":"","condition_immunities":"","senses":"darkvision 60 ft., passive Perception 13","languages":"understands Common but can’t speak","challenge_rating":"2","cr":2.0,"actions":[{"name":"Bite","desc":"Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) piercing damage plus 4 (1d8) necrotic damage. If the target is a creature, it must succeed on a DC 12 Strength saving throw or be knocked prone.","attack_bonus":6,"damage_dice":"1d6+4"},{"name":"Spirit-infused Yip","desc":"The qiqirn releases a spirt-infused yip at one creature it can see within 30 feet of it. If the target can hear the qiqirn, it must make a DC 12 Wisdom saving throw, taking 9 (2d8) necrotic damage on a failed save, or half as much damage on a successful one."}],"bonus_actions":null,"reactions":[{"name":"Horrifying Wail","desc":"When the qiqirn takes damage, the spirits infusing it cry out, afraid of losing their host. If the creature that dealt the damage can hear the qiqirn, it must succeed on a DC 12 Wisdom saving throw or be frightened until the end of its next turn."}],"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Keen Smell","desc":"The qiqirn has advantage on Wisdom (Perception) checks that rely on smell."},{"name":"Self-loathing","desc":"A creature the qiqirn can hear can use its action to say “qiqirn” and make a Charisma (Intimidation) check. If it does so, the qiqirn must succeed on a Wisdom saving throw with a DC equal to the creature's Charisma (Intimidation) check or be frightened of that creature until the end of its next turn. If the qiqirn succeeds on the saving throw, it can't be frightened by that creature for the next 24 hours."}],"spell_list":[],"page_no":301,"environments":[],"img_main":null,"document__slug":"tob2","document__title":"Tome of Beasts 2","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/tome-of-beasts-2-for-5th-edition/","v2_converted_path":"/v2/creatures/tob2_qiqirn/"},{"slug":"quickserpent","desc":"Muck covers this muscular snake, which seems more at home in the silt and water on the ground than among tree boughs._  \n**Earth Elemental Ancestry.** Formerly native to the Plane of Earth, quickserpents migrated to the Material Plane centuries ago because of a catastrophe that destroyed the area of the plane where they laired. The catastrophe also shunted the surviving serpents to swamps with connections to the Plane of  \n**Earth.** The creatures adapted to their new environments and lost many of their elemental traits. They still understand the language of earth elementals and typically avoid attacking the elementals. A handful of powerful elementals that remember the snakes have attempted to reintegrate them to the Plane of Earth with mixed results.  \n**Ambusher from Below.** A quickserpent, like many terrestrial constrictor snakes, ambushes its prey. However, it waits below the surface where it picks up the vibrations of creatures traveling above it. If the terrain is suitable, the serpent churns the ground into quicksand to pull unsuspecting prey into the earth. While its victim struggles to escape the mire, the serpent takes advantage of its prey’s helplessness to wrap itself around and crush its prey. If the serpent manages to ensnare more than one creature, it targets the one with the most success emerging from the quicksand.","name":"Quickserpent","size":"Large","type":"Beast","subtype":"","group":null,"alignment":"unaligned","armor_class":15,"armor_desc":"natural armor","hit_points":102,"hit_dice":"12d10+36","speed":{"burrow":20,"climb":20,"walk":40},"strength":20,"dexterity":12,"constitution":17,"intelligence":5,"wisdom":14,"charisma":7,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":null,"skills":{"stealth":3},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"","condition_immunities":"","senses":"tremorsense 60 ft., passive Perception 12","languages":"understands Terran but can’t speak","challenge_rating":"4","cr":4.0,"actions":[{"name":"Bite","desc":"Melee Weapon Attack: +7 to hit, reach 5 ft., one creature. Hit: 8 (1d6 + 5) piercing damage.","attack_bonus":7,"damage_dice":"1d6+5"},{"name":"Constrict","desc":"Melee Weapon Attack: +7 to hit, reach 5 ft., one creature. Hit: 14 (2d8 + 5) bludgeoning damage, and the target is grappled (escape DC 15) if it is Large or smaller. Until this grapple ends, the creature is restrained, and the quickserpent can't constrict another target.","attack_bonus":7,"damage_dice":"2d8+5"},{"name":"Quicksand Pit (Recharge 5-6)","desc":"The quickserpent turns a 10-foot cube of natural mud or loose stone into a pit of quicksand. Each creature in the area when the quickserpent creates the pit must succeed on a DC 15 Dexterity saving throw or sink 1d4 feet into the quicksand and become restrained. A creature that successfully saves moves to the pit's edge as it is formed. A creature that enters the quicksand for the first time on a turn or starts its turn in the quicksand it sinks 1d4 feet and is restrained. A creature that is completely submerged in quicksand can't breathe.\n\nA restrained creature can try to escape by taking an action to make a DC 15 Strength check. On a success, the creature escapes and enters a space of its choice within 5 feet of the edge of the quicksand. A creature within 5 feet of the quicksand can take an action to pull a creature out of the quicksand. Doing so requires a successful DC 15 Strength check, and the quickserpent has advantage on attack rolls against the creature until the end of the creature's next turn."}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Swamp Camouflage","desc":"The quickserpent has advantage on Dexterity (Stealth) checks made to hide in swampy terrain."}],"spell_list":[],"page_no":303,"environments":[],"img_main":null,"document__slug":"tob2","document__title":"Tome of Beasts 2","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/tome-of-beasts-2-for-5th-edition/","v2_converted_path":"/v2/creatures/tob2_quickserpent/"},{"slug":"shimmer-seal","desc":"This tusked seal is nearly transparent, including its internal organs, except for a few spots dotting its hide._  \n**Unseen Pinnipeds.** Shimmer seals traverse their typical habitats hidden from prey and predators alike. Their translucent skin and internal organs allow them to blend in with water and against icy backgrounds. Against other backgrounds, they leave a telltale shimmer, giving them their name. However, the seals can still take the unwary by surprise in less-than-ideal conditions. The only time the seal fully loses it translucency is when it consumes its diet of fish or small mammals, during which observers receive a breathtaking (or nauseating) view of the seals’ digestive process. The seals are aware of this vulnerability and usually feast in hidden locations. Arctic druids and rangers who successfully befriend shimmer seals use them as spies or as an advance wave of attack.  \n**Guardian of Seals.** Though shimmer seals notionally look like harbor seals, they are found among many different species of seal. Scholars who have studied the strange seals concluded shimmer seals are created when the spirits of creatures passionate about protecting overhunted animals merge with those of ordinary seals. When a shimmer seal dies protecting a pod of seals from hunters, one of the seals transforms into a new shimmer seal within a minute of the other shimmer seal’s death, reinforcing this theory. While shimmer seals are vigilant against hunting by humanoids, they allow natural predators to cull the seals under their protection, understanding the natural order and its importance.  \n**Rallying Seal.** A shimmer seal allows other seals to see it, and it can allow allied creatures to locate it. The presence of a shimmer seal emboldens the seals under its protection, transforming a pod of seals that might scatter in the face of armed opposition into an army of teeth and flippers, with the shimmer seal leading the counterattack. No one knows if the shimmer seal is aware of its ability to reincarnate shortly after it dies, but its fearlessness points to it possessing a certainty of survival.","name":"Shimmer Seal","size":"Medium","type":"Beast","subtype":"","group":null,"alignment":"unaligned","armor_class":12,"armor_desc":null,"hit_points":105,"hit_dice":"14d8+42","speed":{"walk":30,"swim":40},"strength":18,"dexterity":14,"constitution":17,"intelligence":5,"wisdom":12,"charisma":9,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":4,"charisma_save":2,"perception":null,"skills":{"acrobatics":8,"performance":5,"stealth":5},"damage_vulnerabilities":"","damage_resistances":"cold","damage_immunities":"","condition_immunities":"","senses":"darkvision 60 ft., passive Perception 11","languages":"—","challenge_rating":"5","cr":5.0,"actions":[{"name":"Multiattack","desc":"The shimmer seal makes two tusk attacks."},{"name":"Tusk","desc":"Melee Weapon Attack: +7 to hit, reach 5 ft., one creature. Hit: 14 (3d6 + 4) slashing damage.","attack_bonus":7,"damage_dice":"3d6+4"}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Limited Invisibility","desc":"When the shimmer seal is on an icy surface or underwater, it is invisible. In all other terrain, the shimmer seal has advantage on Dexterity (Stealth) checks. Seals, other pinnipeds, and creatures chosen by the shimmer seal can see it."},{"name":"Sureflippered","desc":"The shimmer seal can move across and climb icy surfaces without needing to make an ability check. Additionally, difficult terrain composed of ice or snow doesn't cost it extra movement."},{"name":"Underwater Propulsion","desc":"When the shimmer seal is underwater, it can take the Dash action as a bonus action on each of its turns."}],"spell_list":[],"page_no":324,"environments":[],"img_main":null,"document__slug":"tob2","document__title":"Tome of Beasts 2","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/tome-of-beasts-2-for-5th-edition/","v2_converted_path":"/v2/creatures/tob2_shimmer-seal/"},{"slug":"strobing-fungus","desc":"This creature is translucent with a white core and is composed of a narrow stalk topped with a bulbous head. It suddenly emits a powerfully bright light, then flashes bright and dark in rapid succession._  \n**Chemical Warrior.** The strobing fungus’ body houses chemicals that, when mixed together, cause it to shine brighter than a torch. It also uses those chemicals for self-defense. When it senses danger, it mixes the chemicals inside a pouch within its body and secretes the mixture, which it can then shoot at the creature threatening it. Once exposed to the open air, the chemicals become highly corrosive and toxic.  \n**Wandering Mushroom.** Unlike many fungi, the strobing fungus is able to move, albeit at a slow pace. It does this by severing the portion of its base anchoring it in place and secreting some of the chemicals within its body to help it glide along to a new location. When it has reached its intended destination, it stops secreting the chemical, its movement stops, and the creature quickly attaches to the ground at the new location.  \n**Popular Guards.** Strobing fungi are often employed as guardians, particularly by creatures that have blindsight. The fungi understand rudimentary Common and can obey commands not to attack their master’s allies. They typically assume anyone who has not been specifically introduced to them is an enemy and behave accordingly.","name":"Strobing Fungus","size":"Medium","type":"Plant","subtype":"","group":null,"alignment":"unaligned","armor_class":13,"armor_desc":"natural armor","hit_points":76,"hit_dice":"9d8+36","speed":{"walk":10},"strength":16,"dexterity":11,"constitution":19,"intelligence":5,"wisdom":13,"charisma":15,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":null,"skills":{},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"","condition_immunities":"blinded, deafened, frightened","senses":"blindsight 60 ft. (blind beyond this radius), passive Perception 11","languages":"understands Common but can’t speak","challenge_rating":"4","cr":4.0,"actions":[{"name":"Multiattack","desc":"The strobing fungus makes two attacks."},{"name":"Chemical Burn","desc":"Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 30/120 ft., one creature. Hit: 13 (3d6 + 3) acid damage.","attack_bonus":5,"damage_dice":"3d6+3"}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Strobe","desc":"As a bonus action, the strobing fungus can start emitting a powerful, strobing light. It rapidly alternates between shedding bright light in a 60-foot radius and shedding no light, creating a dizzying effect unless the area's ambient light is bright light. Each creature within 60 feet of the strobing fungus and that can see the light must succeed on a DC 14 Constitution saving throw or be blinded for 1 minute. A blinded creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.\n\nUnless surprised, a creature with a shield or other similarly-sized object can use its reaction to raise the object and protect its eyes from the light, avoiding the saving throw. If it does so, it can't use that object for anything else. For example, a creature using a shield to protect its eyes loses the shield's bonus to its Armor Class while using the shield in this way. If the creature looks at the strobing fungus or lowers or uses the object protecting its eyes, it must immediately make the save.\n\nWhile emitting light, the strobing fungus can't attack. It can stop emitting light at any time (no action required)."}],"spell_list":[],"page_no":160,"environments":[],"img_main":null,"document__slug":"tob2","document__title":"Tome of Beasts 2","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/tome-of-beasts-2-for-5th-edition/","v2_converted_path":"/v2/creatures/tob2_strobing-fungus/"},{"slug":"tetomatli","desc":"","name":"Tetomatli","size":"Large","type":"Construct","subtype":"","group":null,"alignment":"chaotic evil","armor_class":16,"armor_desc":"natural armor","hit_points":152,"hit_dice":"16d10+64","speed":{"walk":30},"strength":20,"dexterity":10,"constitution":18,"intelligence":5,"wisdom":11,"charisma":3,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":3,"skills":{"athletics":8,"perception":3},"damage_vulnerabilities":"","damage_resistances":"acid, fire, lightning; bludgeoning, piercing, and slashing from nonmagical attacks","damage_immunities":"poison, psychic;","condition_immunities":"blinded, charmed, deafened, exhaustion, frightened, paralyzed, petrified, poisoned","senses":"tremorsense 90 ft. (blind beyond this radius), passive Perception 13","languages":"understands the languages of its creator but can’t speak","challenge_rating":"8","cr":8.0,"actions":[{"name":"Multiattack","desc":"The tetomatli makes one head slam attack and one wing buffet attack."},{"name":"Head Slam","desc":"Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 21 (3d10 + 5) bludgeoning damage. If the tetomatli scores a critical hit against a target wearing metal armor, the target must succeed on a DC 15 Strength saving throw or its armor is destroyed. A creature wearing magical armor has advantage on this saving throw. A creature wearing adamantine armor is unaffected.","attack_bonus":8,"damage_dice":"3d10+5"},{"name":"Wing Buffet","desc":"Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 12 (2d6 + 5) bludgeoning damage.","attack_bonus":8,"damage_dice":"2d6+5"},{"name":"Tremor (Recharge 6)","desc":"The tetomatli slams its head repeatedly into the ground, creating a magical shockwave. Each creature within 20 feet of the tetomatli must succeed on a DC 15 Dexterity saving throw or be knocked prone and have disadvantage on attack rolls and Dexterity checks until the end of its next turn."}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Diving Head Slam","desc":"If the tetomatli is flying and moves at least 20 feet straight toward a target and then hits it with a head slam attack on the same turn, the tetomatli can use Tremor as a bonus action, if it is available."},{"name":"Heavy Flier","desc":"The tetomatli can fly up to 30 feet each round, but it must start and end its movement on a solid surface such as a roof or the ground. If it is flying at the end of its turn, it falls to the ground and takes falling damage."},{"name":"Magic Resistance","desc":"The tetomatli has advantage on saving throws against spells and other magical effects."},{"name":"Magic Weapons","desc":"The tetomatli's weapon attacks are magical."},{"name":"Siege Monster","desc":"The tetomatli deals double damage to objects and structures."}],"spell_list":[],"page_no":345,"environments":[],"img_main":null,"document__slug":"tob2","document__title":"Tome of Beasts 2","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/tome-of-beasts-2-for-5th-edition/","v2_converted_path":"/v2/creatures/tob2_tetomatli/"},{"slug":"tidehunter","desc":"Emerging from the surf, this massive crab-like beast has a hard, blue shell covered in barnacles. It holds a net of seaweed between its barbed claws, and a look of intelligence gleams in its elliptical, crimson eyes._  \n**Lurkers in the Shallows.** The tidehunter is an ambush hunter, using its coloration to surprise prey that venture into the shallows. Tidehunters are normally found along coasts with plentiful beaches and underwater vegetation, but some can be found in large lakes and river systems close to the open ocean. Most tidehunters are more than 20 feet across and are powerful enough to overcome a hunter shark or small whale with ease. They have few natural predators, their intelligence and guile making them challenging prey.  \n**Net Weavers.** Tidehunters can weave nets out of kelp, seaweed, and other fibrous plant material with ease, constructing nets in a matter of minutes with the weirdly hooked barbs on their claws. Their nets are strong and can be thrown with great accuracy over a large distance. Indeed, even those on dry land are not immune to the tidehunter’s attacks, and more than one human has been hauled into the surging tide from the apparent safety of the beach.  \n**Fishing Buddies.** While fisherfolk and tidehunters are normally at odds, a tidehunter will sometimes enter into an unspoken agreement with a group of fisherfolk, sharing the spoils of the sea while keeping out of each other’s way.","name":"Tidehunter","size":"Huge","type":"Monstrosity","subtype":"","group":null,"alignment":"unaligned","armor_class":15,"armor_desc":"natural armor","hit_points":133,"hit_dice":"14d10+56","speed":{"swim":40,"walk":20},"strength":19,"dexterity":14,"constitution":18,"intelligence":5,"wisdom":12,"charisma":5,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":4,"skills":{"perception":4,"stealth":5},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"","condition_immunities":"","senses":"darkvision 60 ft., passive Perception 14","languages":"—","challenge_rating":"6","cr":6.0,"actions":[{"name":"Multiattack","desc":"The tidehunter makes three attacks, only one of which can be with its net. It can use Reel in place of two claw attacks."},{"name":"Claw","desc":"Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 13 (2d8 + 4) bludgeoning damage, and the target is grappled (escape DC 15). The tidehunter has two claws, each of which can grapple only one target.","attack_bonus":7,"damage_dice":"2d8+4"},{"name":"Net","desc":"Ranged Weapon Attack: +7 to hit, range 20/60 ft., one target. Hit: A Large or smaller creature hit by the net is restrained until it is freed. The net has no effect on creatures that are formless, or creatures that are Huge or larger. A creature can use its action to make a DC 15 Strength check, freeing itself or another creature within its reach on a success. Dealing 15 slashing damage to the net (AC 13) also frees the creature without harming it, ending the effect and destroying the net."},{"name":"Reel","desc":"The tidehunter pulls one creature restrained by its net up to 20 feet straight toward it. If the target is within 10 feet of the tidehunter at the end of this pull, the tidehunter can make one claw attack against it as a bonus action."}],"bonus_actions":null,"reactions":[{"name":"Entangle Weapon","desc":"When the tidehunter is targeted by a melee weapon attack, the attacker must succeed on a DC 16 Dexterity saving throw or miss the attack as the tidehunter uses its net to interfere with the weapon. The tidehunter must have an empty net to use this reaction."}],"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Amphibious","desc":"The tidehunter can breathe air and water."},{"name":"Net Maker","desc":"With 1 minute of work, the tidehunter can create a net out of seaweed, rope, or similar material. The tidehunter typically carries 2 nets."},{"name":"Underwater Camouflage","desc":"The tidehunter has advantage on Dexterity (Stealth) checks made while underwater."}],"spell_list":[],"page_no":348,"environments":[],"img_main":null,"document__slug":"tob2","document__title":"Tome of Beasts 2","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/tome-of-beasts-2-for-5th-edition/","v2_converted_path":"/v2/creatures/tob2_tidehunter/"},{"slug":"tormented-qiqirn","desc":"This strange dog is hairless except for the thick, dark fur that runs along its bony, ridged back._  \n**Arctic Legends.** Oral histories of the north are rich with tales of the qiqirn. The tales say they are drawn to mankind’s warm hearths and homes and that the sounds of music and mirth enrage them. The stories note that qiqirn are jealous of dogs and that jealousy leads them to kill canines whenever they can. More than a few tales are told of qiqirn that have foolishly become trapped while trying to get at a settlement’s sled dogs. Most importantly, northern children are told that a qiqirn can be driven off by shouting its name at it.  \n**Afraid of Civilization.** Feared as they are by northern communities, qiqirn fear those people in turn. When threatened by civilized folk, qiqirn are quick to flee. When this occurs, a qiqirn often returns by night to steal the food or livestock it was previously denied. When qiqirn attacks have driven an entire community to hunt it, the monster leaves the region for easier hunting grounds.  \n**Spirit Dog.** A qiqirn’s fear of civilization is built on the basis of self-preservation. The Open Game License","name":"Tormented Qiqirn","size":"Large","type":"Fiend","subtype":"","group":null,"alignment":"chaotic evil","armor_class":16,"armor_desc":"natural armor","hit_points":133,"hit_dice":"14d10+56","speed":{"walk":50},"strength":15,"dexterity":18,"constitution":14,"intelligence":5,"wisdom":12,"charisma":13,"strength_save":null,"dexterity_save":6,"constitution_save":8,"intelligence_save":null,"wisdom_save":6,"charisma_save":null,"perception":6,"skills":{"perception":6,"stealth":10},"damage_vulnerabilities":"","damage_resistances":"cold, fire, lightning, poison; bludgeoning, piercing, and slashing from nonmagical attacks","damage_immunities":"necrotic","condition_immunities":"","senses":"darkvision 60 ft., passive Perception 16","languages":"understands Common but can’t speak, telepathy 60 ft.","challenge_rating":"10","cr":10.0,"actions":[{"name":"Multiattack","desc":"The tormented qiqirn makes two bite attacks. Alternatively, it can use Spiteful Howl twice."},{"name":"Bite","desc":"Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 15 (3d6 + 5) piercing damage plus 9 (2d8) necrotic damage. If the target is a creature, it must succeed on a DC 16 Strength saving throw or be knocked prone.","attack_bonus":9,"damage_dice":"3d6+5"},{"name":"Spiteful Howl","desc":"The qiqirn releases a spiteful howl at one creature it can see within 30 feet of it. If the target can hear the qiqirn, it must make a DC 16 Wisdom saving throw, taking 18 (4d8) necrotic damage on a failed save, or half as much damage on a successful one."},{"name":"Unnerving Whispers (Recharge 5-6)","desc":"The qiqirn whispers the last words of the spirits infusing it into the minds of up to three creatures it can see within 60 feet of it. Each creature must succeed on a DC 16 Wisdom saving throw or take 21 (6d6) psychic damage and suffer a random effect for 1 minute. Roll a d6 to determine the effect: unconscious (1), deafened (2), incapacitated (3), stunned (4), frightened (5), paralyzed (6). A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success."}],"bonus_actions":null,"reactions":[{"name":"Protective Spirits","desc":"When the qiqirn takes damage, the spirits infusing it rise up to protect it. Roll 2d8 and reduce the damage by the result."}],"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Aura of Pain","desc":"At the start of each of the qiqirn's turns, each creature within 5 feet of it takes 4 (1d8) necrotic damage and must succeed on a DC 16 Constitution saving throw or have disadvantage on its next melee attack roll."},{"name":"Keen Smell","desc":"The qiqirn has advantage on Wisdom (Perception) checks that rely on smell. Self-loathing. A creature the qiqirn can hear can use its action to say “qiqirn” and make a Charisma (Intimidation) check. If it does so, the qiqirn must succeed on a Wisdom saving throw with a DC equal to the creature's Charisma (Intimidation) check or be frightened of that creature until the end of its next turn. If the qiqirn succeeds on the saving throw, it can't be frightened by that creature for the next 24 hours."}],"spell_list":[],"page_no":301,"environments":[],"img_main":null,"document__slug":"tob2","document__title":"Tome of Beasts 2","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/tome-of-beasts-2-for-5th-edition/","v2_converted_path":"/v2/creatures/tob2_tormented-qiqirn/"},{"slug":"tzepharion","desc":"Strutting forward on four legs tipped with sharp talons, this raptor-like fiend has dark crimson feathers covering its scaled hide and an extended, eyeless, saw-toothed maw. A baleful orange eye glares from the monster’s chest._  \n**Primeval Devils.** Tzepharions are perhaps the most savage and primal of all devils. They care little for the schemes and temptations of other devils and are happy to spend their time chasing and devouring lower life forms. For this reason, tzepharions are treated as simple beasts by other fiends, and packs of tzepharions are sometimes employed by Open Game License","name":"Tzepharion","size":"Large","type":"Fiend","subtype":"devil","group":null,"alignment":"lawful evil","armor_class":16,"armor_desc":"natural armor","hit_points":110,"hit_dice":"13d10+39","speed":{"walk":50},"strength":19,"dexterity":14,"constitution":16,"intelligence":5,"wisdom":18,"charisma":13,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":7,"skills":{"athletics":10,"perception":7,"survival":7},"damage_vulnerabilities":"","damage_resistances":"cold; bludgeoning, piercing, and slashing from nonmagical attacks not made with silvered weapons","damage_immunities":"fire, poison","condition_immunities":"poisoned","senses":"darkvision 120 ft., passive Perception 17","languages":"understands Infernal but can’t speak","challenge_rating":"8","cr":8.0,"actions":[{"name":"Multiattack","desc":"The tzepharion devil makes one bite attack and four claw attacks."},{"name":"Bite","desc":"Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) piercing damage.","attack_bonus":7,"damage_dice":"2d8+4"},{"name":"Claw","desc":"Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) slashing damage.","attack_bonus":7,"damage_dice":"1d8+4"},{"name":"Soul Jolt (Recharge 6)","desc":"The tzepharion leaps up to 20 feet through the air and makes a claw attack against a target within reach. If it hits, the target must succeed on a DC 15 Wisdom saving throw or its soul is forced out of its body, appearing 20 feet in a random direction away from its body, for 1 minute. The creature has control of its soul, which is invisible and can move through creatures and objects as if they were difficult terrain, but it can't cast spells or take any actions. The creature's body is knocked unconscious and can't be awoken until its soul returns, but it can take damage as normal. The creature can repeat the saving throw at the end of each of its turns, reoccupying its body on a success. Alternatively, a creature can reoccupy its body early if it starts its turn within 5 feet of its body. If a creature doesn't return to its body within 1 minute, the creature dies. If its body is reduced to 0 hp before the creature reoccupies its body, the creature dies."}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Devil's Sight","desc":"Magical darkness doesn't impede the tzepharion's darkvision."},{"name":"Eye of Rage","desc":"As a bonus action, the tzepharion incites rage in up to three beasts or monstrosities it can see within 60 feet of it. Each target must succeed on a DC 15 Wisdom saving throw or become enraged until the end of its next turn. While enraged, it has advantage on its attack rolls, but it is unable to distinguish friend from foe and must attack the nearest creature other than the tzepharion. This trait doesn't work on targets with an Intelligence of 6 or higher."},{"name":"Magic Resistance","desc":"The tzepharion has advantage on saving throws against spells and other magical effects."},{"name":"Pack Tactics","desc":"The tzepharion has advantage on attack rolls against a creature if at least one of the devil's allies is within 5 feet of the creature and the ally isn't incapacitated."}],"spell_list":[],"page_no":106,"environments":[],"img_main":null,"document__slug":"tob2","document__title":"Tome of Beasts 2","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/tome-of-beasts-2-for-5th-edition/","v2_converted_path":"/v2/creatures/tob2_tzepharion/"},{"slug":"valkruung","desc":"Standing only a few feet tall, this odd simian creature has charcoal-colored skin and glowing eyes. Thin, blue-gray tendrils cover almost every inch of its body, and it smells faintly of burnt honey._  \n**Incorrigible Kleptomaniacs.** Few creatures cause as much annoyance to shopkeepers, merchants, and farmers as the valkruung, a tiny monkey-like creature covered in grasping tendrils that lurks atop roofs and clambers through trees, looking for food and objects to steal. Attracted to anything that glitters, jangles, or just plain smells nice, the valkruung steals anything regardless of its actual worth. Valkruungs snatch purses from unsuspecting passersby and fruit and bread from vendors to take back to their lairs. They steal objects they don’t need and refuse to return them, running off while snickering wildly.  \n**Shrines of Riches.** Anything a valkruung steals and doesn’t eat is placed in a central location in its nest, often around an existing statue, altar, or other large object. Eventually, this object becomes covered in a variety of clutter, some of which may be valuable. A valkruung treats all of its objects equally and attacks anyone who tries to take something from the pile.  \n**Den of Thieves.** Valkruungs are social creatures and live in groups of ten to twenty. The job of child-rearing is shared by all members of the group equally, and young valkruungs spend the first parts of their lives carried around on various adults’ backs, where the adults’ tendrils keep them safe. Valkruungs are more intelligent than they appear and have a rudimentary grasp of language, typically insults that have been hurled their way.","name":"Valkruung","size":"Tiny","type":"Monstrosity","subtype":"","group":null,"alignment":"chaotic neutral","armor_class":13,"armor_desc":null,"hit_points":22,"hit_dice":"4d6+8","speed":{"climb":20,"walk":25},"strength":8,"dexterity":16,"constitution":14,"intelligence":5,"wisdom":12,"charisma":9,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":null,"skills":{"acrobatics":5,"stealth":5},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"","condition_immunities":"","senses":"darkvision 60 ft., passive Perception 11","languages":"Common, Goblin","challenge_rating":"1/2","cr":0.5,"actions":[{"name":"Claws","desc":"Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) slashing damage, and the target must succeed on a DC 13 Constitution saving throw or be poisoned for 1 minute. While poisoned in this way, the target suffers an itchy rash, and, at the start of each of its turns, it must succeed on a DC 13 Wisdom saving or spend its action furiously scratching the rash. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.","attack_bonus":5,"damage_dice":"1d6+3"}],"bonus_actions":null,"reactions":[{"name":"Disarming Tendrils","desc":"When a creature the valkruung can see targets it with a melee weapon attack, the attacker must succeed on a DC 13 Dexterity saving throw or its weapon is knocked out of its grasp into a random unoccupied space within 5 feet of the attacker. The valkruung can't use this reaction against attackers wielding a heavy or two-handed weapon."}],"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Prehensile Tendrils","desc":"The valkruung has 10 shiny blue-gray tendrils that constantly grab at things in the environment. Each tendril can pick up or hold a Tiny object, such as a coin or piece of jewelry, that isn't being worn or carried. If it uses all 10 of its tendrils, the valkruung can carry a single Small object, such as a backpack. The valkruung can use its tendrils to interact with objects, but it can't use them to wield a weapon. It has advantage on Dexterity (Sleight of Hand) checks when using its tendrils and can use its tendrils to disarm opponents (see the Disarming Tendrils reaction)."}],"spell_list":[],"page_no":355,"environments":[],"img_main":null,"document__slug":"tob2","document__title":"Tome of Beasts 2","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/tome-of-beasts-2-for-5th-edition/","v2_converted_path":"/v2/creatures/tob2_valkruung/"},{"slug":"vallowex","desc":"A creature with two legs and a flat tail emerges from the water. Its wide mouth opens, revealing a spiked tongue._  \n**Luring with Thirst.** The vallowex haunts woodland rivers, luring in prey with its thirst-inducing aura. When a creature stops to drink, the vallowex attacks and drags the creature into the water to feast. Reproduce through Hosts. Vallowexes release eggs into potable water. After a creature drinks the eggs, a tadpole hatches in its stomach. The tadpole slowly consumes the host from the inside out, emerging as a vallowex when the host dies.","name":"Vallowex","size":"Large","type":"Aberration","subtype":"","group":null,"alignment":"chaotic neutral","armor_class":14,"armor_desc":"natural armor","hit_points":123,"hit_dice":"13d10+52","speed":{"swim":30,"walk":30},"strength":20,"dexterity":10,"constitution":18,"intelligence":5,"wisdom":12,"charisma":5,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":4,"charisma_save":null,"perception":4,"skills":{"perception":4,"stealth":6},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"","condition_immunities":"","senses":"blindsight 60 ft. (blind beyond this radius), passive Perception 14","languages":"—","challenge_rating":"7","cr":7.0,"actions":[{"name":"Multiattack","desc":"The vallowex makes two attacks: one with its spiked tongue and one with its tail."},{"name":"Spiked Tongue","desc":"Melee Weapon Attack: +8 to hit, reach 15 ft., one target. Hit: 14 (2d8 + 5) piercing damage, and the target is grappled (escape DC 15). Until this grapple ends, the target is restrained, and the vallowex can't use its spiked tongue against another target.","attack_bonus":8,"damage_dice":"2d8+5"},{"name":"Tail","desc":"Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 16 (2d10 + 5) bludgeoning damage.","attack_bonus":8,"damage_dice":"2d10+5"},{"name":"Swallow","desc":"The vallowex makes one spiked tongue attack against a Medium or smaller target it is grappling. If the attack hits, the target is also swallowed, and the grapple ends. The swallowed target is blinded and restrained, it has total cover against attacks and other effects outside the vallowex, and it takes 10 (3d6) acid damage at the start of each of the vallowex's turns. The vallowex can have only one creature swallowed at a time. If the vallowex takes 15 damage or more on a single turn from the swallowed creature, the vallowex must succeed on a DC 15 Constitution saving throw at the end of that turn or regurgitate the creature, which falls prone in a space within 5 feet of the vallowex. If the vallowex dies, the swallowed creature is no longer restrained by it and can escape from the corpse using 10 feet of movement, exiting prone."},{"name":"Release Eggs (1/Week)","desc":"A vallowex can release a 40-foot-radius cloud of microscopic eggs into a body of water it touches. The eggs live for 1 hour. Any humanoid or beast that drinks the eggs must succeed on a DC 15 Constitution saving throw or be infected with a disease—a vallowex tadpole. A host can carry only one vallowex tadpole to term at a time. While diseased, the host must make a DC 15 Constitution saving throw at the end of each long rest. On a failed save, the host's Strength score is reduced by 1d4. This reduction lasts until the host finishes a long rest after the disease is cured. If the host's Strength score is reduced to 0, the host dies, and a vallowex emerges from the corpse. If the host succeeds on three saving throws or the disease is magically cured, the unborn tadpole disintegrates."}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Amphibious","desc":"The vallowex can breathe air and water."},{"name":"Aura of Thirst","desc":"At the start of each of the vallowex's turns, each creature within 30 feet of it must succeed on a DC 15 Constitution saving throw or have disadvantage on its next attack roll or ability check as a gnawing thirst distracts it. For each minute a creature stays in the vallowex's aura, it gains one level of exhaustion from dehydration. A level of exhaustion is removed if the creature uses an action to drink 1 pint of water. A vallowex is immune to its own Aura of Thirst as well as the auras of other vallowexes."},{"name":"Underwater Camouflage","desc":"The vallowex has advantage on Dexterity (Stealth) checks made while underwater."}],"spell_list":[],"page_no":356,"environments":[],"img_main":null,"document__slug":"tob2","document__title":"Tome of Beasts 2","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/tome-of-beasts-2-for-5th-edition/","v2_converted_path":"/v2/creatures/tob2_vallowex/"},{"slug":"walled-horror","desc":"An unnatural, cloying chill fills the air, and multiple ghostly hands burst from a wall to pummel and grab all within reach._  \n**Unassuming Horror.** The walled horror is an undead that appears to be a normal stretch of wall until it lashes out at passersby.  \n**Tragic Origins.** A walled horror is created when a group of humanoids is bound together and entombed behind a wall in an area with a high concentration of necrotic energy. The humanoids experience profound terror before dying of thirst or suffocation, and their spirits remain trapped within the wall, becoming an undead that seeks to add others to its collection.  \n**Entombed Treasures.** While the spirits of the entombed victims join with the stone and mortar of the wall, their bodies and belongings are left to rot in the cavity behind the wall. When the walled horror is destroyed, it collapses into a pile of rubble, revealing the remains and belongings.  \n**Undead Nature.** A walled horror doesn’t require air, food, drink, or sleep.","name":"Walled Horror","size":"Large","type":"Undead","subtype":"","group":null,"alignment":"chaotic evil","armor_class":17,"armor_desc":"natural armor","hit_points":114,"hit_dice":"12d8+60","speed":{"walk":0},"strength":18,"dexterity":1,"constitution":20,"intelligence":5,"wisdom":8,"charisma":18,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":null,"skills":{},"damage_vulnerabilities":"","damage_resistances":"cold, fire, lightning; bludgeoning, piercing, and slashing from nonmagical attacks","damage_immunities":"necrotic, poison, psychic","condition_immunities":"blinded, deafened, exhaustion, frightened, grappled, paralyzed, petrified, poisoned, prone, restrained, stunned","senses":"truesight 60 ft. (blind beyond this radius), passive Perception 9","languages":"understands all languages it knew in life but can’t speak","challenge_rating":"7","cr":7.0,"actions":[{"name":"Multiattack","desc":"The walled horror makes two spectral claw attacks."},{"name":"Spectral Claw","desc":"Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 11 (2d6 + 4) slashing damage plus 4 (1d8) psychic damage, and the target is grappled (escape DC 15).","attack_bonus":7,"damage_dice":"2d6+4"},{"name":"Spectral Scream","desc":"Ranged Spell Attack: +7 to hit, range 60 ft., one creature. Hit: 18 (4d8) psychic damage, and the target must succeed on a DC 15 Charisma saving throw or be frightened until the end of its next turn as it is assaulted by images of being buried alive or entombed. While frightened, the creature's speed is reduced to 0.","attack_bonus":7,"damage_dice":"4d8"},{"name":"Entomb","desc":"The walled horror makes one spectral claw attack against a Medium or smaller creature it is grappling. If the attack hits, the creature is partially entombed in the wall, and the grapple ends. The entombed target is blinded and restrained, and it takes 9 (2d8) psychic damage at the start of each of the walled horror's turns. A walled horror can have only one creature entombed at a time. \n\nA creature, including the entombed target, can take its action to free the entombed target by succeeding on a DC 15 Strength check.\n\nA creature slain while entombed is pulled fully into the wall and can be restored to life only by means of a true resurrection or a wish spell."}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Spirit-infused Structure","desc":"The walled horror is immobile except for its Wall Hop trait. It uses its Charisma instead of its Dexterity to determine its place in the initiative order."},{"name":"Wall-bound Spirits","desc":"The spirits that make up the walled horror are bound to a 10-foot-by-10-foot panel of wall, behind which their original bodies are trapped. The walled horror can move to nearby walls with its Wall Hop trait, but it can never be more than 120 feet away from its bound wall. If its bound wall is damaged while the walled horror is elsewhere, the walled horror takes half the damage dealt to the bound wall. When the walled horror finishes a long rest while inhabiting its bound wall, any damage to the bound wall is repaired."},{"name":"Wall Hop","desc":"As a bonus action, the walled horror can disappear into the wall and reappear on a 10-foot-by-10-foot stone wall or panel of wood that it can see within 30 feet of it. Claw marks briefly appear on the surface of the origin and destination walls when it uses this trait."}],"spell_list":[],"page_no":363,"environments":[],"img_main":null,"document__slug":"tob2","document__title":"Tome of Beasts 2","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/tome-of-beasts-2-for-5th-edition/","v2_converted_path":"/v2/creatures/tob2_walled-horror/"},{"slug":"woe-siphon","desc":"This flabby creature squints with beady eyes, licks its lips, and places a bone-white hand to the gaping hole punched through its chest._  \n**Miserable Visage.** Woe siphons are a sad sight when compared to their beautiful and terrible fey brethren. They appear as misshapen humanoids with translucent, glossy skin. All woe siphons possess a through-and-through hole in the chest where their heart should be. When underfed, this hole appears ragged and torn, like a fresh wound. When well-fed, a fragile layer of skin forms over the gap.  \n**Pain Gorger.** Woe siphons feed on negative emotions. To sustain themselves, many migrate to places where sentient creatures suffer in vast numbers or where historical suffering took place, such as mass graves or ancient battlefields. Particularly deadly or dangerous underground locales are common hunting grounds of the hungry woe siphon. Once inside such a place, a woe siphon inflicts suffering on any who cross its path. A favorite tactic involves invisibly stalking adventuring parties to torment their victims for as long as possible before attacking outright.","name":"Woe Siphon","size":"Medium","type":"Fey","subtype":"","group":null,"alignment":"chaotic neutral","armor_class":14,"armor_desc":"natural armor","hit_points":45,"hit_dice":"6d8+18","speed":{"walk":30},"strength":18,"dexterity":17,"constitution":16,"intelligence":5,"wisdom":12,"charisma":7,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":null,"skills":{},"damage_vulnerabilities":"","damage_resistances":"bludgeoning, piercing, and slashing from nonmagical attacks not made with silvered weapons","damage_immunities":"","condition_immunities":"charmed, frightened, exhaustion","senses":"darkvision 120 ft., passive Perception 11","languages":"Common, Sylvan","challenge_rating":"3","cr":3.0,"actions":[{"name":"Siphoning Fist","desc":"Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) bludgeoning damage plus 5 (2d4) psychic damage. The target must succeed on a DC 13 Charisma saving throw or its hp maximum is reduced by an amount equal to the psychic damage taken. The woe siphon regains hp equal to that amount. The reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hp maximum to 0.","attack_bonus":6,"damage_dice":"1d6+4"},{"name":"Cause Despair","desc":"The woe siphon can overwhelm a creature with intense feelings of inadequacy. One creature the woe siphon can see within 60 feet of it must succeed on a DC 13 Charisma saving throw or become overwhelmed with despair for 1 minute. A creature overwhelmed with despair has disadvantage on ability checks and attack rolls. 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 this woe siphon's Cause Despair for the next 24 hours."},{"name":"Invisibility","desc":"The woe siphon magically turns invisible until it attacks, or until its concentration ends (as if concentrating on a spell). Any equipment the woe siphon wears or carries is invisible with it."}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Detect Sentience","desc":"The woe siphon can magically sense the presence of creatures with an Intelligence of 5 or higher up to 1 mile away. It knows the general direction to the creatures but not their exact locations."}],"spell_list":[],"page_no":373,"environments":[],"img_main":null,"document__slug":"tob2","document__title":"Tome of Beasts 2","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/tome-of-beasts-2-for-5th-edition/","v2_converted_path":"/v2/creatures/tob2_woe-siphon/"},{"slug":"ahu-nixta-mechanon","desc":"","name":"Ahu-Nixta Mechanon","size":"Medium","type":"Construct","subtype":"","group":null,"alignment":"unaligned","armor_class":14,"armor_desc":"natural armor","hit_points":51,"hit_dice":"6d8+24","speed":{"walk":20,"climb":10},"strength":16,"dexterity":12,"constitution":18,"intelligence":5,"wisdom":14,"charisma":3,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":2,"skills":{"perception":2},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"poison, psychic","condition_immunities":"charmed, exhaustion, frightened, paralyzed, petrified, poisoned","senses":"darkvision 60', passive Perception 10","languages":"understands Deep Speech and Void Speech but has limited speech","challenge_rating":"2","cr":2.0,"actions":[{"name":"Multiattack","desc":"Two Utility Arms or one Slam and one Utility Arm."},{"name":"Slam","desc":"Melee Weapon Attack: +5 to hit, 5 ft., one target, 10 (2d6+3) bludgeoning damage."},{"name":"Utility Arm","desc":"Uses one of the following attack options:Grabbing Claw Melee Weapon Attack: +5 to hit, 10 ft., one target, 8 (2d4+3) piercing damage. If target is a creature is grappled by mechanon (escape DC 13). Until grapple ends creature restrained mechanon can't use Claw on another target. Sonic Disruptor Ranged Spell Attack: +4 to hit, 60 ft., one target, 9 (2d6+2) thunder. If target is a creature: DC 12 Con save or incapacitated until end of its next turn.Telekinetic Projector Mechanon fires a ray at a target it can see within 60'. If target is a creature: DC 13 Str save or mechanon moves it up to 30' in any direction. If target is an object weighing 300 pounds or less that isn't being worn or carried it is moved up to 30' in any direction. Mechanon can use projector to manipulate simple tools or open doors and containers."},{"name":"Adapt Appendage","desc":"Swaps its Utility Arm with Utility Arm of any other mechanon within 5 ft. of it."},{"name":"Repair (2/Day)","desc":"Touches an ahu-nixta or a Construct. Target regains 11 (2d8+2) hp."}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Construct Nature","desc":"Doesn't require air food drink or sleep."},{"name":"Critical Malfunction","desc":"Critical hit vs. mechanon: 20% chance of striking its soul chamber casing stunning it until end of its next turn."},{"name":"Soul Reactivation","desc":"Reduced to 0 hp stops functioning becoming inert. For the next hr if a Small or larger creature that isn't a Construct or Undead dies within 30' of a deactivated mechanon a portion of creature's soul is absorbed by mechanon and construct reactivates regaining all its hp + additional hp equal to the dead creature's CR. If it remains inert for 1 hr it is destroyed and can't be reactivated."}],"spell_list":[],"page_no":9,"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_ahu-nixta-mechanon/"},{"slug":"arcane-leviathan","desc":"","name":"Arcane Leviathan","size":"Gargantuan","type":"Construct","subtype":"","group":null,"alignment":"unaligned","armor_class":17,"armor_desc":"natural armor","hit_points":279,"hit_dice":"18d20+90","speed":{"walk":10,"swim":60},"strength":26,"dexterity":5,"constitution":21,"intelligence":5,"wisdom":17,"charisma":8,"strength_save":1,"dexterity_save":null,"constitution_save":1,"intelligence_save":2,"wisdom_save":8,"charisma_save":4,"perception":3,"skills":{"perception":3},"damage_vulnerabilities":"","damage_resistances":"acid, thunder; nonmagic B/P/S attacks","damage_immunities":"lightning, poison, psychic","condition_immunities":"blinded, charmed, deafened, exhaustion, frightened, paralyzed, petrified, poisoned","senses":"truesight 120', passive Perception 13","languages":"understands creator's languages but can't speak","challenge_rating":"16","cr":16.0,"actions":[{"name":"Multiattack","desc":"One Slam and two Claws or four Lightning Bolts."},{"name":"Claw","desc":"Melee Weapon Attack: +13 to hit, 15 ft., one target, 26 (4d8+8) slashing damage. If target is Huge or smaller it is grappled (escape DC 19). Leviathan has two claws each of which can grapple only one target."},{"name":"Slam","desc":"Melee Weapon Attack: +13 to hit, 5 ft., one target, 18 (4d4+8) bludgeoning damage and target: DC 19 Str save or be knocked prone."},{"name":"Lightning Bolt","desc":"Ranged Spell Attack: +8 to hit 150/600' one target 17 (4d6+3) lightning."},{"name":"Pylon Discharge (Recharge 5-6)","desc":"Discharges energy surge at a point it can see within 200' of it. Each creature within 30' of that point: 45 (10d8) lightning and is blinded until the end of its next turn (DC 19 Dex half damage not blinded)."}],"bonus_actions":[{"name":"Arcane Barrage","desc":"Sends arcane energy toward a creature it can see within 120' of it. Target begins to glow with arcane energy and at end of target's next turn: 35 (10d6) radiant (DC 19 Con half). Damage is divided evenly between target and all creatures within 10 ft. of it except leviathan."}],"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Construct Nature","desc":"Doesn't require air food drink or sleep."},{"name":"Impregnable","desc":"If subjected to an effect that allows it to make a save to take only half damage it instead takes no damage if it succeeds on the save and only half damage if it fails."},{"name":"Siege Monster","desc":"Double damage to objects/structures."}],"spell_list":[],"page_no":40,"environments":[],"img_main":null,"document__slug":"tob3","document__title":"Tome of Beasts 3","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/tome-of-beasts-3-for-5th-edition/","v2_converted_path":"/v2/creatures/tob3_arcane-leviathan/"},{"slug":"catterball","desc":"","name":"Catterball","size":"Small","type":"Fey","subtype":"","group":null,"alignment":"chaotic neutral","armor_class":13,"armor_desc":"","hit_points":44,"hit_dice":"8d6+16","speed":{"walk":30},"strength":8,"dexterity":17,"constitution":14,"intelligence":5,"wisdom":12,"charisma":15,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":1,"skills":{"perception":1},"damage_vulnerabilities":"acid","damage_resistances":"","damage_immunities":"","condition_immunities":"poisoned ","senses":"blindsight 30', passive Perception 11","languages":"Sylvan","challenge_rating":"1","cr":1.0,"actions":[{"name":"Slam (Extended or True Form Only)","desc":"Melee Weapon Attack: +5 to hit, 5 ft., one target, 6 (1d6+3) bludgeoning damage."},{"name":"Snap Back (Extended Form Only)","desc":"Violently returns to its true form. Each creature within 5 ft. of it: 4 (1d8) thunder or 9 (2d8) if catterball has extended its reach to 15 feet and is deafened for 1 min (DC 12 Dex half damage not deafened). A deafened creature can make a DC 12 Con save at the end of each of its turns success ends effect on itself."}],"bonus_actions":[{"name":"Change Form","desc":"Can extend its body roll up into a ball or return to true form. Each time it extends its body its reach with slam increases by 5 feet max 15 feet and Armor Class decreases by 1."}],"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Rubbery Flesh","desc":"Immune to any form-altering spell/effect and has advantage on ability checks and saves to escape grapple. Can move through a space as narrow as 1ft. wide with o squeezing."},{"name":"Standing Leap (Ball Form Only)","desc":"Its long jump is up to 60' and its high jump is up to 30 feet with or with o a running start."}],"spell_list":[],"page_no":76,"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_catterball/"},{"slug":"cave-mimic","desc":"","name":"Cave Mimic","size":"Gargantuan","type":"Monstrosity","subtype":"","group":null,"alignment":"neutral","armor_class":13,"armor_desc":"natural armor","hit_points":174,"hit_dice":"12d20+48","speed":{"walk":10,"burrow":20},"strength":20,"dexterity":8,"constitution":18,"intelligence":5,"wisdom":13,"charisma":10,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":1,"skills":{"perception":1},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"acid","condition_immunities":"prone","senses":"darkvision 60', tremorsense 60', passive Perception 14","languages":"—","challenge_rating":"7","cr":7.0,"actions":[{"name":"Multiattack","desc":"Four Pseudopod attacks."},{"name":"Pseudopod","desc":"Melee Weapon Attack: +8 to hit, 15 ft., one target, 10 (1d10+5) bludgeoning damage. If mimic is in object or terrain form target is subjected to mimic's Adhesive trait."},{"name":"Stalagteeth (Terrain Form Recharge 4-6)","desc":"Launches harpoon-like pseudopod shaped like pointed object (ex: stalagtite) at a creature in its space. Target: DC 14 Dex or 24 (7d6) piercing damage and pseudopod stuck in it. While pseudopod is stuck target restrained and 10 (3d6) acid at start of each of its turns mimic can use bonus action to pull target up to 30' to its nearest wall ceiling or similar surface. Creature including target can use action to detach pseudopod via DC 15 Str. If target detaches harpoon while stuck to mimic's ceiling: normal fall damage."}],"bonus_actions":[{"name":"Change Shape","desc":"Into Gargantuan object or stretches out as terrain up to 35 ft. cube or back to true amorphous form. Stats same. Items worn/carried not transformed. Reverts on death."}],"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Adhesive (Object or Terrain Form)","desc":"Adheres to anything that touches it. Creature adhered is also grappled (escape DC 15). Ability checks to escape: disadvantage. It can choose for creature to not be affected."},{"name":"False Appearance (Object or Terrain Form)","desc":"While motionless it is indistinguishable from an ordinary object or terrain feature."},{"name":"Grappler","desc":"Advantage on attack rolls vs. any creature grappled by it."},{"name":"Object Mimicry (Object or Terrain Form)","desc":"Shape minor pseudopods into Med or smaller objects. Creature that sees one can tell it is an imitation with DC 15 Wis (Insight) check. Creature with half its body in contact with object (ex: sitting on “chair”) is subject to Adhesive."},{"name":"Stretched Form (Terrain Form)","desc":"Occupy another's space vice versa."},{"name":"Tunneler","desc":"Can burrow through solid rock at half its burrow speed and leaves a 15-foot-diameter tunnel in its wake."}],"spell_list":[],"page_no":77,"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_cave-mimic/"},{"slug":"chaos-raptor","desc":"","name":"Chaos Raptor","size":"Gargantuan","type":"Monstrosity","subtype":"","group":null,"alignment":"chaotic neutral","armor_class":18,"armor_desc":"natural armor","hit_points":248,"hit_dice":"16d20+80","speed":{"walk":20,"burrow":80,"fly":120},"strength":28,"dexterity":10,"constitution":20,"intelligence":5,"wisdom":10,"charisma":10,"strength_save":null,"dexterity_save":5,"constitution_save":1,"intelligence_save":null,"wisdom_save":5,"charisma_save":5,"perception":0,"skills":{"perception":0},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"","condition_immunities":"","senses":"tremorsense 60', passive Perception 15","languages":"understands Common and Terran, but can't speak","challenge_rating":"13","cr":13.0,"actions":[{"name":"Multiattack","desc":"One Beak attack and one Talons attack."},{"name":"Beak","desc":"Melee Weapon Attack: +14 to hit, 10 ft., one target, 27 (4d8+9) piercing damage."},{"name":"Talons","desc":"Melee Weapon Attack: +14 to hit, 5 ft., one target, 23 (4d6+9) slashing damage and target is grappled (escape DC 18). Until this grapple ends target is restrained and raptor can't use its talons on another target."}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Aura of Chaos","desc":"When a creature with Int of 4 or higher starts its turn within 30' of raptor creature must make a DC 18 Cha save. Fail: creature can't take reactions until start of its next turn and must roll a d8 to determine what it does during that turn. On 1-4 creature does nothing. On 5-6 creature takes no action but uses all its movement to move in a random direction. On 7-8 creature makes one melee attack vs. randomly determined creature within its reach or it does nothing if no creature is within its reach. At start of raptor's turn it chooses whether this aura is active."},{"name":"Earth Glide","desc":"Can burrow through nonmagical unworked earth/stone with o disturbing material it moves through."},{"name":"Keen Sight","desc":"Advantage: sight Wis (Percept) checks."},{"name":"Regeneration","desc":"Raptor regains 20 hp at start of its turn if at least half of its body is submerged in earth or stone. If raptor takes thunder this trait doesn't function at start of raptor's next turn. Raptor dies only if it starts its turn with 0 hp and doesn't regenerate."}],"spell_list":[],"page_no":81,"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_chaos-raptor/"},{"slug":"clockwork-armadillo","desc":"","name":"Clockwork Armadillo","size":"Small","type":"Construct","subtype":"","group":null,"alignment":"unaligned","armor_class":14,"armor_desc":"natural armor","hit_points":22,"hit_dice":"4d6+8","speed":{"walk":30},"strength":10,"dexterity":18,"constitution":14,"intelligence":5,"wisdom":10,"charisma":10,"strength_save":null,"dexterity_save":6,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":0,"skills":{"perception":0},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"poison, psychic","condition_immunities":"charmed, exhaustion, frightened, paralyzed, petrified, poisoned","senses":"darkvision 60', passive Perception 12","languages":"understands the languages of its creator but can't speak","challenge_rating":"1/4","cr":0.25,"actions":[{"name":"Scissor Claws","desc":"Melee Weapon Attack: +6 to hit, 5 ft., one target, 6 (1d4+4) slashing damage and the target must make DC 11 Con save or drop whatever it is currently holding."},{"name":"Tuck In","desc":"Tucks its entire body into its shell forming an armored ball. While an armored ball it moves by rolling has resistance to B/P/S damage is immune to the prone condition and it can't make Scissor Claws attacks. As part of this action the armadillo can expand its shell outward to contain one object of its size or smaller that isn't being worn or carried and is within 5 ft. of the armadillo. The armadillo can uncurl its body and release any contained item as a bonus action."}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Construct Nature","desc":"Doesn't require air food drink or sleep."},{"name":"Immutable Form","desc":"Immune: form-altering spells/effects."},{"name":"Magic Resistance","desc":"Advantage: spell/magic effect saves."},{"name":"Overclocked","desc":"Advantage on initiative rolls."}],"spell_list":[],"page_no":86,"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_clockwork-armadillo/"},{"slug":"demon-balbazu","desc":"","name":"Demon, Balbazu","size":"Tiny","type":"Fiend","subtype":"","group":null,"alignment":"chaotic evil","armor_class":13,"armor_desc":"","hit_points":36,"hit_dice":"8d6+8","speed":{"walk":10,"swim":20},"strength":3,"dexterity":16,"constitution":13,"intelligence":5,"wisdom":11,"charisma":7,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":0,"skills":{"perception":0},"damage_vulnerabilities":"","damage_resistances":"cold, fire, lightning; nonmagic B/P/S attacks","damage_immunities":"poison","condition_immunities":"poisoned","senses":"darkvision 60', passive Perception 10","languages":"understands Abyssal but can't speak","challenge_rating":"2","cr":2.0,"actions":[{"name":"Bite","desc":"Melee Weapon Attack: +5 to hit, 5 ft., one creature,. 10 (2d6+3) piercing damage and it attaches to target. While attached balbazu doesn't attack. Instead at start of each of balbazu's turns target loses 10 (2d6+3) hp from blood loss. When balbazu first attaches to the target and each time target loses hp from blood loss target unaware of the attack (and balbazu if it is invisible). Target is still aware of the hp loss but it feels no pain from the attack. (DC 11 Con target is aware of the attack and balbazu and doesn't need to continue making this save while it remains attached to it.) Regains hp equal to half hp of blood it drains. Balbazu can detach itself by spending 5 ft. of its move. A creature that is aware of the balbazu including the target can use its action to detach the balbazu."}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Aquatic Invisibility","desc":"Invisible while fully immersed in water."},{"name":"Blood Reservoir","desc":"Stores drained blood within itself. Each time it causes blood loss to a creature its Blood Reservoir increases by amount equal to hp of blood it drained from the creature."},{"name":"Demon Food","desc":"A demon within 5 ft. of it and that isn't another balbazu can use a bonus action to reduce the Blood Reservoir by up to 10 regaining hp equal to that amount as it drinks blood from the reservoir."},{"name":"Magic Resistance","desc":"Advantage: spell/magic effect saves."}],"spell_list":[],"page_no":107,"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_demon-balbazu/"},{"slug":"dinosaur-guardian-archaeopteryx","desc":"","name":"Dinosaur, Guardian Archaeopteryx","size":"Small","type":"Beast","subtype":"","group":null,"alignment":"unaligned","armor_class":15,"armor_desc":"natural armor","hit_points":36,"hit_dice":"8d6+8","speed":{"walk":15,"fly":50},"strength":7,"dexterity":14,"constitution":13,"intelligence":5,"wisdom":14,"charisma":12,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":2,"skills":{"perception":2},"damage_vulnerabilities":"","damage_resistances":"poison","damage_immunities":"","condition_immunities":"","senses":"passive Perception 14","languages":"understands Common but can't speak","challenge_rating":"2","cr":2.0,"actions":[{"name":"Multiattack","desc":"One Beak attack and one Talons attack or it makes two Spit Thorn attacks. If the archaeopteryx hits one creature with two attacks the target must make DC 11 Con save or take 2 (1d4) poison and be poisoned until the end of its next turn."},{"name":"Beak","desc":"Melee Weapon Attack: +4 to hit, 5 ft., one target, 7 (2d4+2) piercing damage + 2 (1d4) poison."},{"name":"Talons","desc":"Melee Weapon Attack: +4 to hit, 5 ft., one target, 7 (2d4+2) slashing damage."},{"name":"Spit Thorn","desc":"Ranged Spell Attack: +4 to hit, 60 ft., one target, 4 (1d4+2) piercing damage + 2 (1d4) poison."}],"bonus_actions":[{"name":"Imbue Poison","desc":"The guardian archaeopteryx chooses a friendly creature it can see within 30' of it and imbues that creature's attacks with magical poison. The next time the friendly creature hits with an attack before the start of archaeopteryx's next turn target of attack takes an extra 2 (1d4) poison and must make DC 11 Con save or be poisoned until end of its next turn."}],"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Flyby","desc":"The archaeopteryx doesn't provoke opportunity attacks when it flies out of an enemy's reach."},{"name":"Magic Resistance","desc":"Advantage: spell/magic effect saves."}],"spell_list":[],"page_no":126,"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_dinosaur-guardian-archaeopteryx/"},{"slug":"doom-creeper","desc":"","name":"Doom Creeper","size":"Small","type":"Plant","subtype":"","group":null,"alignment":"unaligned","armor_class":15,"armor_desc":"","hit_points":137,"hit_dice":"25d6+50","speed":{"walk":15,"climb":45,"burrow":10},"strength":8,"dexterity":21,"constitution":14,"intelligence":5,"wisdom":14,"charisma":6,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":2,"skills":{"perception":2},"damage_vulnerabilities":"cold","damage_resistances":"bludgeoning, piercing","damage_immunities":"poison","condition_immunities":"blinded, deafened, poisoned","senses":"blindsight 60' (blind beyond), passive Perception 15","languages":"understands Sylvan but can't speak","challenge_rating":"6","cr":6.0,"actions":[{"name":"Multiattack","desc":"Two Decaying Vine attacks."},{"name":"Decaying Vine","desc":"Melee Weapon Attack: +8 to hit, 15 ft., one creature,. 12 (2d6+5) slashing damage and 9 (2d8) necrotic."},{"name":"Death's Rose","desc":"Shoots a glowing purple beam of magical energy at a creature it can see within 60' of it choosing one effect:Disorienting Petal. Target: DC 15 Int save or be incapacitated for 1 min. Target can re-save at end of each of its turns success ends effect on itself.Frightful Petal. Target: DC 15 Cha save or frightened 1 min. Target can re-save at end of each of its turns with disadvantage if it can see creeper success ends effect on itself.Slowing Petal. Target: DC 15 Wis save or its speed is halved it takes a -2 penalty to AC and Dex saves and it can't take reactions for 1 min. Target can re-save at end of each of its turns success ends effect on itself.Wasting Petal. Target: DC 15 Con save or waste away for 1 min. While wasting away target vulnerable to necrotic and regains only half the hp when it receives magical healing. Target can re-save at end of each of its turns success ends effect on itself."}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":null,"spell_list":[],"page_no":138,"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_doom-creeper/"},{"slug":"drudge-pitcher","desc":"","name":"Drudge Pitcher","size":"Huge","type":"Plant","subtype":"","group":null,"alignment":"unaligned","armor_class":16,"armor_desc":"natural armor","hit_points":168,"hit_dice":"16d12+64","speed":{"walk":20,"climb":20},"strength":20,"dexterity":8,"constitution":18,"intelligence":5,"wisdom":10,"charisma":3,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":0,"skills":{"perception":0},"damage_vulnerabilities":"fire","damage_resistances":"bludgeoning, piercing","damage_immunities":"necrotic","condition_immunities":"blinded, deafened, exhaustion","senses":"blindsight 60' (blind beyond), passive Perception 10","languages":"—","challenge_rating":"10","cr":10.0,"actions":[{"name":"Multiattack","desc":"Five Vine Slams. It can make one Pitcher Swallow in place of two Vine Slams."},{"name":"Vine Slam","desc":"Melee Weapon Attack: +9 to hit, 15 ft., one target, 12 (2d6+5) bludgeoning damage."},{"name":"Pitcher Swallow","desc":"Melee Weapon Attack: +9 to hit, 15 ft., one target, 12 (2d6+5) bludgeoning damage + 7 (2d6) necrotic. If target is a Large or smaller creature scooped up into the pitcher (DC 16 Dex negates). A creature scooped up into a pitcher is blinded and restrained has total cover vs. attacks and other effects outside pitcher and takes 10 (3d6) necrotic at start of each of pitcher's turns. Pitcher has 4 pitchers each of which can have only one creature at a time. If pitcher takes 30+ damage on a single turn from a creature inside one of its pitchers pitcher must make DC 14 Con save at end of that turn or spill that creature out of the pitcher. Creature falls prone in a space within 5 ft. of pitcher. If pitcher dies a creature in a pitcher is no longer restrained by it and can escape using 15 ft. of movement."}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Undead Creator","desc":"When a creature dies while trapped inside it's pitcher pitcher regains 11 (2d10) hp and corpse of creature rises as a zombie. This works like the animate dead spell except zombie stays under pitcher's control for 1d4 days. At end of this duration or when pitcher is destroyed corpse melts into a puddle of necrotic slime."}],"spell_list":[],"page_no":161,"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_drudge-pitcher/"},{"slug":"elemental-permafrost","desc":"","name":"Elemental, Permafrost","size":"Large","type":"Elemental","subtype":"","group":null,"alignment":"neutral","armor_class":16,"armor_desc":"natural armor","hit_points":133,"hit_dice":"14d10+56","speed":{"walk":20,"burrow":30},"strength":19,"dexterity":8,"constitution":18,"intelligence":5,"wisdom":15,"charisma":5,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":2,"skills":{"perception":2},"damage_vulnerabilities":"fire","damage_resistances":"nonmagic B/P/S attacks","damage_immunities":"","condition_immunities":"exhaustion, paralyzed, petrified, poisoned, unconscious","senses":"darkvision 60', tremorsense 60', passive Perception 12","languages":"Terran","challenge_rating":"6","cr":6.0,"actions":[{"name":"Multiattack","desc":"Two Slam attacks."},{"name":"Slam","desc":"Melee Weapon Attack: +7 to hit, 10 ft., one target, 13 (2d8+4) bludgeoning damage + 7 (2d6) cold."},{"name":"Plague-Ridden Pound (Recharge 5-6)","desc":"Brings both of its fists down striking ground and sending ice shards from its body flying at nearby creatures. Each creature on the ground within 20' of it: 10 (3d6) bludgeoning damage and 10 (3d6) cold knocked prone and becomes infected with primordial plague (see Plague Bearer; DC 14 Dex half damage and not prone or infected)."}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Earth Glide","desc":"Can burrow through nonmagical unworked earth/stone with o disturbing material it moves through."},{"name":"Elemental Nature","desc":"Doesn't require air food drink or sleep."},{"name":"Frigid Footprints","desc":"The ground within 10 ft. of the permafrost elemental freezes over and is difficult terrain."},{"name":"Plague Bearer","desc":"If it takes 15+ fire on single turn each creature within 10 ft. of it: infected with primordial plague disease (DC 14 Con negates). Alternatively creature becomes infected with sewer plague or cackle fever (elemental's choice) instead. Primordial plague takes 1 min to manifest in infected creature. After 1 min creature poisoned until disease cured. Every 24 hrs that elapse creature must re-save reducing its hp max by 5 (1d10) on failure. Disease is cured on success. Reduction lasts until disease is cured. Creature dies if disease reduces its hp max to 0."}],"spell_list":[],"page_no":167,"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_elemental-permafrost/"},{"slug":"elemental-rockslide","desc":"","name":"Elemental, Rockslide","size":"Large","type":"Elemental","subtype":"","group":null,"alignment":"neutral","armor_class":14,"armor_desc":"natural armor","hit_points":147,"hit_dice":"14d10+70","speed":{"walk":40},"strength":22,"dexterity":8,"constitution":20,"intelligence":5,"wisdom":10,"charisma":5,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":0,"skills":{"perception":0},"damage_vulnerabilities":"","damage_resistances":"nonmagic B/P/S attacks","damage_immunities":"","condition_immunities":"exhaustion, paralyzed, petrified, poisoned, unconscious","senses":"darkvision 60', tremorsense 30', passive Perception 10","languages":"Terran","challenge_rating":"8","cr":8.0,"actions":[{"name":"Multiattack","desc":"Three Slams or two Skipping Stones."},{"name":"Slam","desc":"Melee Weapon Attack: +9 to hit, 10 ft., one target, 15 (2d8+6) bludgeoning damage."},{"name":"Skipping Stone","desc":"Ranged Weapon Attack: +9 to hit 20/60' one target 15 (2d8+6) bludgeoning damage and the stone bounces to another creature within 10 ft. of target. That creature must make DC 16 Dex save or take 9 (2d8) bludgeoning damage."}],"bonus_actions":[{"name":"Nimble Separation","desc":"Can briefly separate its components parts and take the Dash action. Opportunity attacks vs. it have disadvantage until start of its next turn."}],"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Charge","desc":"If it moves 20'+ straight to foe and hits with Slam attack on same turn target takes an extra 9 (2d8) bludgeoning damage. If the target is a creature it must make DC 16 Str save or be knocked prone. If the elemental used Nimble Separation before making this Slam attack the target has disadvantage on the save."},{"name":"Elemental Nature","desc":"Doesn't require air food drink or sleep."},{"name":"Stone Camouflage","desc":"Advantage on Dex (Stealth) checks made to hide in rocky terrain."}],"spell_list":[],"page_no":168,"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_elemental-rockslide/"},{"slug":"garmvvolf","desc":"","name":"Garmvvolf","size":"Huge","type":"Monstrosity","subtype":"","group":null,"alignment":"unaligned","armor_class":14,"armor_desc":"natural armor","hit_points":189,"hit_dice":"18d12+72","speed":{"walk":40},"strength":20,"dexterity":15,"constitution":19,"intelligence":5,"wisdom":12,"charisma":7,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":1,"skills":{"perception":1},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"","condition_immunities":"","senses":"darkvision 60', passive Perception 15","languages":"—","challenge_rating":"9","cr":9.0,"actions":[{"name":"Multiattack","desc":"Makes as many Bite attacks as it has heads."},{"name":"Bite","desc":"Melee Weapon Attack: +9 to hit, 10 ft., one target, 8 (1d6+5) piercing damage + 10 (3d6) poison."},{"name":"Tripartite Howl (Recharge 5-6)","desc":"Its heads exhale a three-part howl one filled with poisonous spittle one a thunderous bellow and one a frightful bay in a 30' cone. Each creature in area: 17 (5d6) poison and 17 (5d6) thunder and becomes frightened 1 min (DC 16 Dex half damage isn't frightened). A frightened creature can re-save at end of each of its turns ending effect on itself on a success."}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Keen Hearing and Smell","desc":"Has advantage on Wis (Perception) checks that rely on hearing or smell."},{"name":"Multiple Heads","desc":"Has three heads. While it has more than one head it has advantage on saves vs. being blinded charmed deafened frightened stunned and knocked unconscious. Whenever it takes 25 or more damage in a single turn one head dies. If all its heads die it dies. At the end of its turn it grows two heads for each head that died since its last turn unless it has taken fire since its last turn. Regains 10 hp for each head regrown in this way."},{"name":"Trampling Charge","desc":"If it moves 20'+ straight toward creature and then hits it with Bite on same turn target must make a DC 16 Str save or be knocked prone. If target is prone garmvvolf can make one Bite vs. it as a bonus action."},{"name":"Wakeful","desc":"While it sleeps at least one of its heads is awake."}],"spell_list":[],"page_no":194,"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_garmvvolf/"},{"slug":"golem-chain","desc":"","name":"Golem, Chain","size":"Large","type":"Construct","subtype":"","group":null,"alignment":"unaligned","armor_class":16,"armor_desc":"natural armor","hit_points":119,"hit_dice":"14d10+42","speed":{"walk":30,"climb":30},"strength":18,"dexterity":12,"constitution":16,"intelligence":5,"wisdom":11,"charisma":1,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":0,"skills":{"perception":0},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"","condition_immunities":"charmed, exhaustion, frightened, paralyzed, petrified, poisoned, prone","senses":"darkvision 60', passive Perception 10","languages":"knows Infernal, can't speak","challenge_rating":"8","cr":8.0,"actions":[{"name":"Multiattack","desc":"Two Chain attacks."},{"name":"Chain","desc":"Melee Weapon Attack: +7 to hit, 15 ft., one target, 18 (4d6+4) slashing damage and target contracts infernal tetanus disease (see above; DC 16 Con not diseased). Target is grappled (escape DC 14) if it is a Large or smaller creature and golem doesn't have another creature grappled."},{"name":"Imprison","desc":"Creates prison of chains around an up to Med creature grappled by it. Imprisoned: restrained and takes 14 (4d6) piercing damage at start of each of its turns. Imprisoned creature or creature within 5 ft. of golem can use action to free imprisoned creature. Doing so requires DC 16 Str check and creature attempting takes 7 (2d6) piercing damage."}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Construct Nature","desc":"Doesn't require air food drink or sleep."},{"name":"Immutable Form","desc":"Immune: form-altering spells/effects."},{"name":"Infernal Tetanus","desc":"A creature infected with this manifests symptoms 2d4 days after infection: fever headache sore throat and muscle aches. It affects the nervous system causing painful debilitating muscle spasms that eventually inhibit mobility speech and breathing. Until disease is cured at end of each long rest infected creature must make a DC 16 Con save. Fail: Creature's Dex score is reduced by 1d4 and is paralyzed for 24 hrs. Reduction lasts until creature finishes a long rest after disease is cured. If disease reduces creature's Dex to 0 it dies. Success: creature instead suffers one level of exhaustion and until disease is cured or exhaustion is removed it must make DC 16 Con save to cast a spell with verbal component. A creature that succeeds on three saves recovers from the disease."},{"name":"Magic Resistance","desc":"Advantage: spell/magic effect saves."},{"name":"Magic Weapons","desc":"Weapon attacks are magical."}],"spell_list":[],"page_no":215,"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_golem-chain/"},{"slug":"golem-origami","desc":"","name":"Golem, Origami","size":"Large","type":"Construct","subtype":"","group":null,"alignment":"unaligned","armor_class":15,"armor_desc":"natural armor","hit_points":114,"hit_dice":"12d10+48","speed":{"walk":30,"fly":40},"strength":17,"dexterity":14,"constitution":18,"intelligence":5,"wisdom":10,"charisma":5,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":0,"skills":{"perception":0},"damage_vulnerabilities":"fire","damage_resistances":"","damage_immunities":"poison, psychic; nonmagic bludgeoning, piercing, and slashing attacks not made with adamantine weapons","condition_immunities":"charmed, exhaustion, frightened, paralyzed, petrified, poisoned, prone","senses":"darkvision 60', passive Perception 13","languages":"understands creator's languages, can't speak","challenge_rating":"7","cr":7.0,"actions":[{"name":"Multiattack","desc":"Three Lacerating Strike or Wing Buffet attacks."},{"name":"Lacerating Strike","desc":"Melee Weapon Attack: +6 to hit, 10 ft., one target, 16 (3d8+3) slashing damage."},{"name":"Wing Buffet (Dragon or Swan Form)","desc":"Melee Weapon Attack: +6 to hit, 5 ft., one target, 13 (3d6+3) bludgeoning damage and target must make DC 15 Str save or be knocked prone."},{"name":"Hazardous Hop (Frog Form)","desc":"If it jumps 15 ft.+ as part of its move it can then use this to land on its feet in unoccupied space it can see. Each creature within 10 of golem when it lands: 33 (6d10) bludgeoning damage and knocked prone (DC 15 Dex half not prone)."},{"name":"Shredded Breath (Dragon Form Recharge 5-6)","desc":"Exhales a spray of paper fragments in a 30' cone. Each creature in area: 31 (9d6) slashing damage and blinded until end of its next turn (DC 15 Dex half not blinded)."},{"name":"Trumpeting Blast (Swan Form Recharge 5-6)","desc":"Emits a trumpeting blast in 30' cone. Each creature in area: 31 (7d8) thunder and deafened until end of its next turn (DC 15 Con half not deafened)."}],"bonus_actions":[{"name":"Fold","desc":"Reshape papery body to resemble Large dragon Large swan or Med frog. Use again to unfold into Large flat piece of fabric/paper. Stats except size same in each form. Unfolded if it dies."}],"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Construct Nature","desc":"Doesn't require air food drink or sleep."},{"name":"False Appearance (Unfolded Form)","desc":"Motionless indistinguishable from ordinary paper screen tapestry or similar flat paper/fabric art."},{"name":"Immutable Form","desc":"Immune: form-altering spells/effects."},{"name":"Magic Resistance","desc":"Advantage: spell/magic effect saves."},{"name":"Magic Weapons","desc":"Weapon attacks are magical."},{"name":"Standing Leap (Frog Form)","desc":"Its long jump is up to 30' and its high jump is up to 15 ft. with or with o a running start."}],"spell_list":[],"page_no":217,"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_golem-origami/"},{"slug":"haakjir","desc":"","name":"Haakjir","size":"Medium","type":"Monstrosity","subtype":"","group":null,"alignment":"neutral","armor_class":15,"armor_desc":"natural armor","hit_points":52,"hit_dice":"8d8+16","speed":{"walk":40,"burrow":15,"climb":30},"strength":17,"dexterity":16,"constitution":15,"intelligence":5,"wisdom":10,"charisma":8,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":0,"skills":{"perception":0},"damage_vulnerabilities":"","damage_resistances":"acid, piercing, slashing","damage_immunities":"","condition_immunities":"","senses":"darkvision 120', tremorsense 30', passive Perception 14","languages":"understands Undercommon but can't speak","challenge_rating":"3","cr":3.0,"actions":[{"name":"Multiattack","desc":"One Bite attack and two Claw attacks."},{"name":"Bite","desc":"Melee Weapon Attack: +5 to hit 5 ft reach one target 10 (2d6+3) piercing damage."},{"name":"Claw","desc":"Melee Weapon Attack: +5 to hit 5 ft one target 8 (2d4+3) slashing damage."}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Earth Climb","desc":"Can climb difficult earth or stone surfaces including upside down on ceilings with o an ability check."},{"name":"Earth Glide","desc":"Can burrow through nonmagical unworked earth/stone with o disturbing material it moves through."},{"name":"Earthen Claws","desc":"Its claws easily meld through stone and metal. When it makes a Claw attack vs. creature wearing nonmagical metal armor or wielding a nonmagical metal shield attack ignores AC bonus of armor or shield. If target is a construct made of stone or metal attack ignores AC bonus provided by natural armor if any."},{"name":"Pack Tactics","desc":"Advantage on attacks vs. creature if 1+ unincapacitated attacker ally is within 5 ft. of target."},{"name":"Stone Camouflage","desc":"Advantage: Dex (Stealth) to hide in rocky terrain."}],"spell_list":[],"page_no":224,"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_haakjir/"},{"slug":"herd-skulker","desc":"","name":"Herd Skulker","size":"Medium","type":"Monstrosity","subtype":"","group":null,"alignment":"neutral evil","armor_class":15,"armor_desc":"natural armor","hit_points":45,"hit_dice":"6d10+12","speed":{"walk":50},"strength":15,"dexterity":17,"constitution":15,"intelligence":5,"wisdom":12,"charisma":13,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":1,"skills":{"perception":1},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"","condition_immunities":"charmed","senses":"passive Perception 13","languages":"—","challenge_rating":"1","cr":1.0,"actions":[{"name":"Bite","desc":"Melee Weapon Attack: +5 to hit, 5 ft., one target, 12 (2d8+3) piercing damage. If the target is a creature it must make DC 13 Str save or be knocked prone."}],"bonus_actions":[{"name":"Change Shape","desc":"Transforms into a Large or smaller domesticated herd animal it can see such as a cow horse sheep or chicken or back into its true canine form. Its statistics other than its size are the same in each form. Reverts on death."},{"name":"Nimble Escape","desc":"Takes the Disengage or Hide action."}],"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Herd-Hidden (Herd Animal Form Only)","desc":"Has advantage on Dex (Stealth) and Cha (Deception) checks to blend into herd or convince those observing herd it is part of the herd."},{"name":"Keen Hearing and Smell","desc":"Has advantage on Wis (Perception) checks that rely on hearing or smell."},{"name":"One of the Herd","desc":"A domesticated herd animal such as a cow horse sheep or chicken that can see the herd skulker treats it as a member of the herd regardless of the form skulker takes. When such an animal sees a herd skulker attack or feed it becomes immune to herd skulker's One of the Herd for the next 24 hrs acting as it normally would when confronting a predator. Creatures immune to the charmed condition are immune to this."}],"spell_list":[],"page_no":231,"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_herd-skulker/"},{"slug":"ice-urchin","desc":"","name":"Ice Urchin","size":"Large","type":"Monstrosity","subtype":"","group":null,"alignment":"unaligned","armor_class":14,"armor_desc":"natural armor","hit_points":45,"hit_dice":"6d10+12","speed":{"walk":20},"strength":15,"dexterity":12,"constitution":14,"intelligence":5,"wisdom":11,"charisma":5,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":0,"skills":{"perception":0},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"cold","condition_immunities":"","senses":"passive Perception 10","languages":"understands Aquan but can't speak","challenge_rating":"1","cr":1.0,"actions":[{"name":"Ice Spine","desc":"Melee Weapon Attack: +4 to hit reach 5 ft. one target 9 (2d6+2) piercing damage + 2 (1d4) cold"},{"name":"Venomous Spine","desc":"Ranged Weapon Attack: +3 to hit range 20/60' one target 3 (1d4+1) piercing damage + 2 (1d4) cold and 7 (2d6) poison."}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Fear of Fire","desc":"An ice urchin is inherently fearful of fire. If presented forcefully with fire or if it is dealt fire the ice urchin must make DC 13 Wis save or become frightened until the end of its next turn. Once it has been frightened by a specific source of fire (such as a torch) the ice urchin can't be frightened by that same source again for 24 hrs."},{"name":"Ice Slide","desc":"Its speed increases to 60' when it moves on snow or ice. Additionally difficult terrain composed of ice or snow doesn't cost it extra movement."},{"name":"Melting Away","desc":"If it takes fire damage its AC is reduced by 2 and it has disadvantage on attack rolls until the end of its next turn."},{"name":"Spiny Defense","desc":"A creature that touches the ice urchin or hits it with melee attack while within 5 ft. of it takes 3 (1d6) piercing damage and 2 (1d4) cold."},{"name":"Venomous Spine Regrowth","desc":"An ice urchin has twelve venomous spines. Used spines regrow when the ice urchin finishes a long rest."}],"spell_list":[],"page_no":239,"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_ice-urchin/"},{"slug":"khamaseen","desc":"","name":"Khamaseen","size":"Tiny","type":"Elemental","subtype":"","group":null,"alignment":"neutral","armor_class":13,"armor_desc":"natural armor","hit_points":27,"hit_dice":"6d4+12","speed":{"walk":0,"fly":30},"strength":14,"dexterity":14,"constitution":15,"intelligence":5,"wisdom":10,"charisma":5,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":0,"skills":{"perception":0},"damage_vulnerabilities":"","damage_resistances":"nonmagic B/P/S attacks","damage_immunities":"poison","condition_immunities":"exhaustion, grappled, paralyzed, petrified, poisoned, prone, restrained, unconscious","senses":"darkvision 60', passive Perception 10","languages":"Auran, Terran","challenge_rating":"1","cr":1.0,"actions":[{"name":"Slam","desc":"Melee Weapon Attack: +4 to hit, 5 ft., one target, 5 (1d6+2) bludgeoning damage + 5 (2d4) lightning. "},{"name":"Choking Cloud (Recharge 6)","desc":"Surrounds itself with large cloud of dust and debris. Each creature within 10 ft. of the khamaseen must make DC 12 Con save or be incapacitated for 1 min. While incapacitated the creature is unable to breathe and coughs uncontrollably. An incapacitated creature can re-save at end of each of its turns success ends effect on itself."}],"bonus_actions":null,"reactions":[{"name":"Shock","desc":"If a creature wearing metal armor or wielding a metal weapon or shield moves within 5 ft. of khamaseen it takes 5 (2d4) lightning (DC 12 Dex negates)."}],"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Elemental Nature","desc":"Doesn't require air food drink or sleep."},{"name":"Stinging Dust","desc":"Is surrounded by a cloud of swirling dust and small stones. A creature that starts its turn within 5 ft. of the khamaseen must make DC 12 Con save or have disadvantage on attack rolls until the start of its next turn. On a successful save the creature is immune to the khamaseen's Stinging Dust for the next 24 hrs."}],"spell_list":[],"page_no":250,"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_khamaseen/"},{"slug":"lobe-lemur","desc":"","name":"Lobe Lemur","size":"Small","type":"Monstrosity","subtype":"","group":null,"alignment":"neutral","armor_class":14,"armor_desc":"","hit_points":93,"hit_dice":"17d6+34","speed":{"walk":40,"swim":30,"climb":40},"strength":10,"dexterity":18,"constitution":15,"intelligence":5,"wisdom":12,"charisma":7,"strength_save":null,"dexterity_save":6,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":1,"skills":{"perception":1},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"","condition_immunities":"","senses":"darkvision 60', passive Perception 13","languages":"understands Common but can't speak","challenge_rating":"4","cr":4.0,"actions":[{"name":"Multiattack","desc":"Three Claw Swipes or one Face Clamp and two Claw Swipes."},{"name":"Claw Swipe","desc":"Melee Weapon Attack: +6 to hit, 5 ft., one target, 9 (2d4+4) slashing damage."},{"name":"Face Clamp","desc":"Melee Weapon Attack: +6 to hit, 5 ft., one target, 9 (2d4+4) piercing damage and lemur attaches to target's head. If lemur is already attached to the target when it hits with this attack it doesn't deal damage. Instead target is blinded until end of its next turn. While attached to the target lemur can attack no other creature except target but has advantage on its attack rolls. Lemur's speed also becomes 0 it can't benefit from any bonus to its speed and it moves with target. Creature including target can use action to detach lemur via DC 14 Str check. On its turn lemur can detach itself from target by using 5 ft. of move."}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Danger From Above","desc":"If it jumps 10 ft.+ straight toward a creature from a higher position than the target such as leaping down from a tree it has advantage on next attack roll it makes vs. that creature."},{"name":"Standing Leap","desc":"Its long jump is up to 30' and its high jump is up to 15 ft. with or with o a running start."},{"name":"Swamp Camouflage","desc":"Has advantage on Dex (Stealth) checks made to hide in swampy terrain."}],"spell_list":[],"page_no":264,"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_lobe-lemur/"},{"slug":"necrotech-thunderer","desc":"","name":"Necrotech Thunderer","size":"Huge","type":"Undead","subtype":"","group":null,"alignment":"neutral evil","armor_class":14,"armor_desc":"natural armor","hit_points":126,"hit_dice":"11d12+55","speed":{"walk":20},"strength":20,"dexterity":5,"constitution":21,"intelligence":5,"wisdom":14,"charisma":9,"strength_save":null,"dexterity_save":0,"constitution_save":null,"intelligence_save":null,"wisdom_save":5,"charisma_save":null,"perception":2,"skills":{"perception":2},"damage_vulnerabilities":"","damage_resistances":"nonmagic B/P/S attacks","damage_immunities":"necrotic, poison","condition_immunities":"blinded, poisoned","senses":"blindsight 120', passive Perception 15","languages":"understands Common and Darakhul but can't speak","challenge_rating":"8","cr":8.0,"actions":[{"name":"Multiattack","desc":"Two Trample attacks."},{"name":"Trample","desc":"Melee Weapon Attack: +8 to hit, 5 ft., one target, 21 (3d10+5) bludgeoning damage."},{"name":"Ballista Shot","desc":"Chooses up to two points it can see within 120' of it. The thunderer can't choose a point within 10 ft. of it. Each creature within 5 ft. of a point must make a DC 15 Con save taking 14 (4d6) necrotic on a failed save and half damage if made. If a creature is within 5 ft. of both points it has disadvantage on the save but it takes damage from only one effect not both."},{"name":"Concentrated Shot (Recharge 5-6)","desc":"Picks a point it can see within 120' of it. Each creature within 20' of that point must make a DC 15 Con save. On a failure a creature takes 35 (10d6) necrotic and suffers one level of exhaustion. On a success a creature takes half the damage and doesn't suffer a level of exhaustion."}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Siege Monster","desc":"Double damage to objects/structures."},{"name":"Turn Resistance","desc":"Advantage: saves vs. turn undead effects."},{"name":"Undead Nature","desc":"Doesn't require air food drink or sleep."}],"spell_list":[],"page_no":287,"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_necrotech-thunderer/"},{"slug":"oaken-sentinel","desc":"","name":"Oaken Sentinel","size":"Huge","type":"Plant","subtype":"","group":null,"alignment":"unaligned","armor_class":16,"armor_desc":"natural armor","hit_points":189,"hit_dice":"18d12+72","speed":{"walk":10},"strength":22,"dexterity":6,"constitution":19,"intelligence":5,"wisdom":8,"charisma":3,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":-1,"skills":{"perception":-1},"damage_vulnerabilities":"lightning","damage_resistances":"bludgeoning, piercing","damage_immunities":"","condition_immunities":"blinded, deafened, frightened, prone","senses":"blindsight 120' (blind beyond), passive Perception 9","languages":"Sylvan","challenge_rating":"10","cr":10.0,"actions":[{"name":"Multiattack","desc":"Three Grasping Branch or Rock attacks. It can replace one attack with use of Fling."},{"name":"Grasping Branch","desc":"Melee Weapon Attack: +10 to hit, 50 ft., one target, 19 (3d8+6) bludgeoning damage and the target is grappled (escape DC 16). Until the grapple ends the target is restrained and takes 4 (1d8) bludgeoning damage at start of each of its turns and sentinel can't use same Grasping Branch on another target."},{"name":"Rock","desc":"Ranged Weapon Attack: +10 to hit 60/240' one target 22 (3d10+6) bludgeoning damage."},{"name":"Fling","desc":"One Med or smaller creature grappled by the oaken sentinel is thrown up to 60' 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 ft. it was thrown. If the target is thrown at another creature that creature must make DC 16 Dex save or take the same damage and be knocked prone."}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"False Appearance","desc":"While motionless indistinguishable from ordinary oak tree."},{"name":"Grasping Branches","desc":"Can have up to six Grasping Branches at a time. Each Grasping Branch can be attacked (AC 16; 25 hp; vulnerability to lightning; immunity to poison and psychic). Destroying a Grasping Branch deals no damage to the oaken sentinel which can extend a replacement branch on its next turn. A Grasping Branch can also be broken if a creature takes an action and succeeds on a DC 16 Str check vs. it."}],"spell_list":[],"page_no":293,"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_oaken-sentinel/"},{"slug":"obsidian-ophidian","desc":"","name":"Obsidian Ophidian","size":"Huge","type":"Elemental","subtype":"","group":null,"alignment":"neutral","armor_class":16,"armor_desc":"natural armor","hit_points":136,"hit_dice":"13d12+52","speed":{"walk":30},"strength":17,"dexterity":15,"constitution":18,"intelligence":5,"wisdom":12,"charisma":7,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":1,"skills":{"perception":1},"damage_vulnerabilities":"bludgeoning, cold","damage_resistances":"nonmagical piercing &amp; slashing attacks ","damage_immunities":"","condition_immunities":"exhaustion, paralyzed, petrified, poisoned, prone, unconscious","senses":"tremorsense 60', passive Perception 14","languages":"Ignan, Terran","challenge_rating":"5","cr":5.0,"actions":[{"name":"Multiattack","desc":"Two Biteks or one Bite and one Constrict."},{"name":"Bite","desc":"Melee Weapon Attack: +6 to hit, 10 ft., one target, 12 (2d8+3) piercing damage. Target: DC 15 Con save or take 5 (2d4) piercing damage at start of each of its turns as shards of obsidian lodge in wound. Any creature can use action to remove shards with DC 12 Wis (Medicine) check. Shards crumble to dust if target receives magical healing."},{"name":"Constrict","desc":"Melee Weapon Attack: +6 to hit, 5 ft., one target, 8 (2d4+3) bludgeoning damage and target is grappled (escape DC 15) if it is a Large or smaller creature. Until this grapple ends target is restrained and takes 5 (2d4) slashing damage at the start of each of its turns and ophidian can't use Constrict on another target."},{"name":"Lava Splash (Recharge 4-6)","desc":"Writhes and flails splashing lava at everything. Each creature within 20' of it: 21 (6d6) fire (DC 15 Dex half). To use this must be touching or within 5 ft. of lava."}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Lava Walker","desc":"Can move across lava surface as if harmless solid ground. In addition can swim through lava at its walk speed."},{"name":"One with Lava","desc":"Can't be surprised by creatures within 5 ft. of lava and  can sense any creature touching same pool of lava it is touching."},{"name":"Sharp Fragments","desc":"When it takes bludgeoning each creature within 5 ft. of it takes 2 (1d4) piercing damage as shards of obsidian fly from it."},{"name":"Volcanic Rejuvenation","desc":"Regains 10 hp at the start of its turn if at least part of its body is in contact with lava. If it takes cold dmage this doesn't function at the start of its next turn. Dies only if it starts its turn with 0 hp and doesn't regenerate."}],"spell_list":[],"page_no":295,"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_obsidian-ophidian/"},{"slug":"offal-walker","desc":"","name":"Offal Walker","size":"Medium","type":"Undead","subtype":"","group":null,"alignment":"neutral evil","armor_class":12,"armor_desc":"natural armor","hit_points":37,"hit_dice":"5d8+15","speed":{"walk":25},"strength":13,"dexterity":11,"constitution":16,"intelligence":5,"wisdom":6,"charisma":7,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":0,"charisma_save":null,"perception":-2,"skills":{"perception":-2},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"poison","condition_immunities":"poisoned","senses":"blindsight 60' (blind beyond), passive Perception 10","languages":"understands the languages of its creator but can't speak","challenge_rating":"1","cr":1.0,"actions":[{"name":"Multiattack","desc":"One Lasso attack for each gut lasso it has then uses Reel."},{"name":"Lasso","desc":"Melee Weapon Attack: +3 to hit, 30 ft., one target, 3 (1d4+1) bludgeoning damage and the target is grappled (escape DC 13). Until this grapple ends the target is restrained and the offal walker can't use the same gut lasso on another target."},{"name":"Slam","desc":"Melee Weapon Attack: +3 reach 5 ft. one target 8 (2d6+1) bludgeoning damage."},{"name":"Reel","desc":"Pulls one creature grappled by it up to 25 ft. straight toward it."}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Gut Lassos","desc":"Can have up to three gut lassos at a time. Each gut lasso can be attacked (AC 13; 5 hp; immunity to poison). Destroying a lasso deals no damage to the offal walker which can extrude a replacement gut lasso on its next turn. A gut lasso can also be broken if a creature takes an action and succeeds on a DC 13 Str check vs. it."},{"name":"Undead Nature","desc":"Doesn't require air food drink or sleep."}],"spell_list":[],"page_no":296,"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_offal-walker/"},{"slug":"ogre-void-blessed","desc":"","name":"Ogre, Void Blessed","size":"Large","type":"Giant","subtype":"","group":null,"alignment":"chaotic evil","armor_class":15,"armor_desc":"natural armor","hit_points":133,"hit_dice":"14d10+56","speed":{"walk":30},"strength":20,"dexterity":8,"constitution":19,"intelligence":5,"wisdom":16,"charisma":6,"strength_save":null,"dexterity_save":null,"constitution_save":7,"intelligence_save":null,"wisdom_save":6,"charisma_save":null,"perception":3,"skills":{"perception":3},"damage_vulnerabilities":"","damage_resistances":"necrotic, poison","damage_immunities":"psychic","condition_immunities":"blinded, poisoned","senses":"blindsight 30' (blind beyond), tremorsense 120', passive Perception 16","languages":"Giant, Void Speech","challenge_rating":"6","cr":6.0,"actions":[{"name":"Multiattack","desc":"One Tentacle Lash attack and one Void Bite attack or it makes three Void Spit attacks."},{"name":"Tentacle Lash","desc":"Melee Weapon Attack: +8 to hit, 15 ft., one target, 12 (2d6+5) bludgeoning damage + 7 (2d6) psychic and target blinded until end of its next turn as jumbled visions and voices of the Void fill its mind (DC 15 Int not blind)."},{"name":"Void Bite","desc":"Melee Weapon Attack: +8 to hit, 5 ft., one target, 10 (1d10+5) piercing damage + 9 (2d8) necrotic."},{"name":"Void Spit","desc":"Ranged Spell Attack: +6 to hit, 60 ft., one target, 12 (2d8+3) necrotic."}],"bonus_actions":null,"reactions":[{"name":"Volatile Stomach","desc":"When it takes bludgeoning piercing or slashing can regurgitate some of its stomach contents. Each creature within 5 ft. of it: 4 (1d8) necrotic and be poisoned until end of its next turn (DC 15 Con negates). A pool of Void infused stomach contents forms in a space ogre can see within 5 ft. of it and lasts until start of ogre's next turn. A creature that enters pool for first time on a turn or starts its turn there: 4 (1d8) necrotic."}],"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Keen Hearing and Smell","desc":"Advantage on Wis (Perception) checks that rely on hearing or smell."},{"name":"Tentacle Senses","desc":"Can't use its tremorsense while grappled or restrained."}],"spell_list":[],"page_no":303,"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_ogre-void-blessed/"},{"slug":"pyrite-pile","desc":"","name":"Pyrite Pile","size":"Large","type":"Elemental","subtype":"","group":null,"alignment":"unaligned","armor_class":18,"armor_desc":"natural armor","hit_points":136,"hit_dice":"13d10+65","speed":{"walk":30},"strength":20,"dexterity":10,"constitution":20,"intelligence":5,"wisdom":8,"charisma":19,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":-1,"skills":{"perception":-1},"damage_vulnerabilities":"","damage_resistances":"nonmagic B/P/S attacks","damage_immunities":"","condition_immunities":"exhaustion, paralyzed, petrified, poisoned, unconscious","senses":"darkvision 60', tremorsense 60', passive Perception 9","languages":"understands Dwarvish and Terran but can't speak","challenge_rating":"6","cr":6.0,"actions":[{"name":"Multiattack","desc":"Two Slam attacks. If the pyrite pile hits one Med or smaller creature with both attacks the target is grappled (escape DC 16). Until this grapple ends the target takes 7 (2d6) bludgeoning damage at the start of each of its turns. The pyrite pile can have only one creature grappled at a time."},{"name":"Slam","desc":"Melee Weapon Attack: +8 to hit, 5 ft., one target, 15 (3d6+5) bludgeoning damage."},{"name":"Hurl Nugget","desc":"Ranged Weapon Attack: +8 to hit 20/60' one target 14 (2d8+5) bludgeoning damage."},{"name":"Eat Gold","desc":"Absorbs 52 (8d12) gp worth of nonmagical items and coins made of precious metals ignoring copper worn or carried by one creature grappled by it and the pile regains hp equal to half that. Absorbed metal is destroyed."}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"False Appearance","desc":"While motionless indistinguishable from normal pile of gold nuggets."},{"name":"Gold Fever","desc":"When a Humanoid or xorn that can see the pile starts its turn within 60' of pile creature must make DC 15 Wis save or be charmed until end of its next turn. Charmed creature must take Dash action and move toward pile by safest available route on its next turn trying to get within 5 ft. of pile."},{"name":"Metal Sense","desc":"Can pinpoint by scent the location of precious metals within 60' of it and can sense the general direction of Small or larger deposits of such metals within 1 mile."}],"spell_list":[],"page_no":323,"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_pyrite-pile/"},{"slug":"rock-salamander","desc":"","name":"Rock Salamander","size":"Tiny","type":"Elemental","subtype":"","group":null,"alignment":"unaligned","armor_class":13,"armor_desc":"","hit_points":27,"hit_dice":"6d4+12","speed":{"walk":20,"burrow":20,"climb":20},"strength":8,"dexterity":17,"constitution":14,"intelligence":5,"wisdom":13,"charisma":8,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":1,"skills":{"perception":1},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"poison","condition_immunities":"exhaustion, paralyzed, petrified, poisoned, unconscious","senses":"darkvision 60', tremorsense 60', passive Perception 11","languages":"understands Terran but can't speak","challenge_rating":"1/2","cr":0.5,"actions":[{"name":"Bite","desc":"Melee Weapon Attack: +5 to hit, 5 ft., one target, 6 (1d6+3) piercing damage."},{"name":"Manipulate Stone","desc":"If it is touching stone it can manipulate stone contiguous with its location to create one of the following:Rumbling Earth: One creature touching stone within 10 ft. of salamander is knocked prone (DC 12 Dex negates).Softened Earth One creature touching stone within 10 ft. of salamander is restrained by softened mud-like stone until the end of its next turn (DC 12 Str negates).Stone Armor Salamander's AC +2 until start of its next turn."}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Earth Glide","desc":"Can burrow through nonmagical unworked earth/stone with o disturbing material it moves through."},{"name":"Stone Camouflage","desc":"Has advantage on Dex (Stealth) checks made to hide in rocky terrain."},{"name":"Stone Spider Climb","desc":"Can climb difficult stone surfaces including upside down on ceilings with o an ability check."}],"spell_list":[],"page_no":333,"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_rock-salamander/"},{"slug":"sewer-weird","desc":"","name":"Sewer Weird","size":"Large","type":"Elemental","subtype":"","group":null,"alignment":"neutral evil","armor_class":15,"armor_desc":"natural armor","hit_points":136,"hit_dice":"16d10+48","speed":{"walk":30,"swim":60},"strength":10,"dexterity":19,"constitution":17,"intelligence":5,"wisdom":10,"charisma":3,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":0,"skills":{"perception":0},"damage_vulnerabilities":"","damage_resistances":"acid, cold; nonmagic B/P/S attacks","damage_immunities":"poison","condition_immunities":"exhaustion, grappled, paralyzed, petrified, poisoned, prone, restrained, unconscious","senses":"darkvision 60', passive Perception 10 ","languages":"Aquan","challenge_rating":"8","cr":8.0,"actions":[{"name":"Multiattack","desc":"Three Slam attacks."},{"name":"Slam","desc":"Melee Weapon Attack: +7 to hit, 5 ft., one target, 13 (2d8+4) bludgeoning damage and the target must make DC 15 Con save or be poisoned until end of its next turn."},{"name":"Sewer Overflow (Recharge 5-6)","desc":"Emits a tide of filth and water from itself in a 15 ft. cube. Each creature in this cube: 18 (4d8) bludgeoning damage and 18 (4d8) poison and is infected with sewer plague (DC 15 Con half damage and isn't infected)."}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Elemental Nature","desc":"Doesn't require air food drink or sleep."},{"name":"Flammable Fumes","desc":"If it takes fire it erupts in a gout of flame. The weird immediately takes 5 (2d4) thunder and each creature within 10 ft. of the weird must make DC 15 Dex save or take 3 (1d6) thunder and 7 (2d6) fire."},{"name":"Water Form","desc":"Can enter a hostile creature's space and stop there. It can move through a space as narrow as 1 inch wide with o squeezing."}],"spell_list":[],"page_no":341,"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_sewer-weird/"}]}