{"count":3207,"next":"https://api-beta.open5e.com/v1/monsters/?format=json&ordering=-languages&page=16","previous":"https://api-beta.open5e.com/v1/monsters/?format=json&ordering=-languages&page=14","results":[{"slug":"vampire-patrician","desc":"","name":"Vampire Patrician","size":"Medium","type":"Undead","subtype":"","group":null,"alignment":"lawful evil","armor_class":16,"armor_desc":"natural armor","hit_points":119,"hit_dice":"14d8+56","speed":{"walk":30},"strength":15,"dexterity":18,"constitution":18,"intelligence":16,"wisdom":13,"charisma":20,"strength_save":null,"dexterity_save":8,"constitution_save":null,"intelligence_save":null,"wisdom_save":5,"charisma_save":9,"perception":5,"skills":{"deception":9,"intimidation":9,"perception":5,"persuasion":9},"damage_vulnerabilities":"","damage_resistances":"necrotic; bludgeoning, piercing, and slashing from nonmagical attacks","damage_immunities":"","condition_immunities":"","senses":"darkvision 120 ft., passive Perception 15","languages":"the languages it knew in life","challenge_rating":"10","cr":10.0,"actions":[{"desc":"The vampire patrician can use its Bone-Chilling Gaze. It then makes two attacks, only one of which can be a bite attack.","name":"Multiattack"},{"attack_bonus":8,"damage_dice":"2d8+4","desc":"Melee Weapon Attack: +8 to hit, reach 5 ft., one creature. Hit: 13 (2d8 + 4) piercing damage plus 3 (1d6) necrotic damage.","name":"Rapier"},{"attack_bonus":8,"damage_dice":"1d6+4","desc":"Melee Weapon Attack: +8 to hit, reach 5 ft., one willing creature, or a creature that is grappled by the vampire patrician, incapacitated, or restrained. Hit: 7 (1d6 + 4) piercing damage plus 7 (2d6) necrotic damage. The target's hp maximum is reduced by an amount equal to the necrotic damage taken, and the patrician regains hp equal to that amount. The reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hp maximum to 0. A humanoid slain in this way and then buried in the ground rises the following night as a vampire spawn under the vampire patrician's control.","name":"Bite"},{"desc":"The vampire patrician targets one humanoid it can see within 30 feet. If the target can see the patrician, the target must succeed on a DC 17 Charisma saving throw or become paralyzed with fear until the end of its next turn.","name":"Bone-Chilling Gaze"},{"desc":"The vampire patrician calls 4d6 hunting hounds (use mastiff statistics) to its side. While outdoors, the vampire patrician can call 4d6 hunting raptors (use blood hawk statistics) instead. These creatures arrive in 1d4 rounds, helping the patrician and obeying its spoken commands. The beasts remain for 1 hour, until the patrician dies, or until the patrician dismisses them as a bonus action.","name":"Release the Hounds! (1/Day)"}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"desc":"A melee weapon deals one extra die of its damage and an extra 3 (1d6) necrotic damage when the vampire patrician hits with it (included in the attack).","name":"Cruel Combatant"},{"desc":"When it drops to 0 hp outside its resting place, the vampire patrician transforms into a cloud of mist instead of falling unconscious, provided that it isn't in sunlight or running water. If it can't transform, it is destroyed. While it has 0 hp in mist form, it can't revert to its vampire form, and it must reach its resting place within 2 hours or be destroyed. \n\nWhile in mist form it can't take any actions, speak, or manipulate objects. It is weightless, has a flying speed of 20 feet, can hover, and can enter a hostile creature's space and stop there. In addition, if air can pass through a space, the mist can do so without squeezing, and it can't pass through water. It has advantage on Strength, Dexterity, and Constitution saving throws, and it is immune to all nonmagical damage, except the damage it takes from sunlight. \n\nOnce in its resting place, it reverts to vampire form. It is then paralyzed until it regains at least 1 hp. After spending 1 hour in its resting place with 0 hp, it regains 1 hp.","name":"Misty Escape"},{"desc":"The vampire patrician can ignore the effects of sunlight for up to 1 minute.","name":"Noble Resilience (Recharges after a Long Rest)"},{"desc":"The patrician regains 15 hp at the start of its turn if it has at least 1 hp and isn't in sunlight or running water. If it takes radiant damage or damage from holy water, this trait doesn't function at the start of its next turn.","name":"Regeneration"},{"desc":"The vampire patrician can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.","name":"Spider Climb"},{"desc":"The vampire patrician has the following flaws:\nForbiddance. The patrician can't enter a residence without an invitation from one of the occupants.\nHarmed by Running Water. The patrician takes 20 acid damage if it ends its turn in running water.\nStake to the Heart. If a piercing weapon made of wood is driven into the patrician's heart while the patrician is incapacitated in its resting place, the patrician is paralyzed until the stake is removed.\nSunlight Hypersensitivity. The patrician takes 20 radiant damage when it starts its turn in sunlight. While in sunlight, it has disadvantage on attack rolls and ability checks.","name":"Vampire Weaknesses"}],"spell_list":[],"page_no":365,"environments":[],"img_main":null,"document__slug":"cc","document__title":"Creature Codex","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/creature-codex-for-5th-edition-dnd/","v2_converted_path":"/v2/creatures/ccdx_vampire-patrician/"},{"slug":"vampire-priestess","desc":"","name":"Vampire Priestess","size":"Medium","type":"Undead","subtype":"","group":null,"alignment":"lawful evil","armor_class":16,"armor_desc":"chain mail","hit_points":105,"hit_dice":"14d8+42","speed":{"walk":30},"strength":16,"dexterity":12,"constitution":16,"intelligence":13,"wisdom":20,"charisma":15,"strength_save":null,"dexterity_save":4,"constitution_save":null,"intelligence_save":null,"wisdom_save":8,"charisma_save":5,"perception":8,"skills":{"perception":8,"religion":4},"damage_vulnerabilities":"","damage_resistances":"necrotic; bludgeoning, piercing, and slashing from nonmagical attacks","damage_immunities":"","condition_immunities":"charmed","senses":"darkvision 60 ft., passive Perception 18","languages":"the languages it knew in life","challenge_rating":"8","cr":8.0,"actions":[{"desc":"The vampire priestess can use her Bewitching Gaze. She then makes two attacks, only one of which can be a bite attack.","name":"Multiattack"},{"attack_bonus":6,"damage_dice":"1d8+3","desc":"Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) slashing damage, and the creature must succeed on a DC 16 Constitution saving throw or bleed profusely from the wound. A bleeding creature takes 7 (2d6) slashing damage at the start of each of its turns. A creature can take an action to stanch the wound with a successful DC 12 Wisdom (Medicine) check. The wound also closes if the target receives magical healing.","name":"Scourge"},{"attack_bonus":6,"damage_dice":"1d6+3","desc":"Melee Weapon Attack: +6 to hit, reach 5 ft., one willing creature, or a creature that is grappled by the vampire priestess, incapacitated, or restrained. Hit: 6 (1d6 + 3) piercing damage plus 7 (2d6) necrotic damage. The target's hp maximum is reduced by an amount equal to the necrotic damage taken, and the priestess regains hp equal to that amount. The reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hp maximum to 0. A humanoid slain in this way and then buried in the ground rises the following night as a vampire spawn under the priestess' control.","name":"Bite"},{"desc":"The vampire priestess targets one humanoid she can see within 30 feet. If the target can see her, the target must succeed on a DC 16 Wisdom saving throw or be charmed by the priestess for 1 minute. While charmed, the creature is incapacitated and has a speed of 0. Each time the vampire priestess or her allies do anything harmful to the target, it can repeat the saving throw, ending the effect on a success. The target can also repeat the saving throw if another creature uses an action to shake the target out of its stupor.","name":"Bewitching Gaze"}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"desc":"When she drops to 0 hp outside her resting place, the vampire priestess transforms into a cloud of mist instead of falling unconscious, provided that she isn't in running water. If she can't transform, she is destroyed. While she has 0 hp in mist form, she can't revert to her priestess form, and she must reach her resting place within 2 hours or be destroyed. \n\nWhile in mist form she can't take any actions, speak, or manipulate objects. She is weightless, has a flying speed of 20 feet, can hover, and can enter a hostile creature's space and stop there. In addition, if air can pass through a space, she can do so without squeezing, and she can't pass through water. She has advantage on Strength, Dexterity, and Constitution saving throws, and she is immune to all nonmagical damage, except the damage she takes from sunlight. \n\nOnce in her resting place, she reverts to her priestess form. She is then paralyzed until she regains at least 1 hp. After spending 1 hour in her resting place with 0 hp, she regains 1 hp. s","name":"Misty Escape"},{"desc":"The vampire priestess regains 15 hp at the start of her turn if she has at least 1 hp and isn't in sunlight or running water. If the priestess takes radiant damage or damage from holy water, this trait doesn't function at the start of her next turn.","name":"Regeneration"},{"desc":"The vampire priestess is a 9th-level spellcaster. Her spellcasting ability is Wisdom (spell save DC 16, +8 to hit with spell attacks). She has the following cleric spells prepared:\nCantrips (at will): light, guidance, poison spray, thaumaturgy\n1st level (4 slots): bane, command, inflict wounds, ray of sickness\n2nd level (3 slots): blindness/deafness, silence, spiritual weapon\n3rd level (3 slots): bestow curse, dispel magic, spirit guardians\n4th level (3 slots): banishment, freedom of movement\n5th level (1 slot): contagion, flame strike","name":"Spellcasting"},{"desc":"The priestess has the following flaws:\nForbiddance. The priestess can't enter a residence without an invitation from one of the occupants.\nHarmed by Running Water. The priestess takes 20 acid damage if she ends her turn in running water.\nStake to the Heart. If a piercing weapon made of wood is driven into the priestess' heart while she is incapacitated in her resting place, the she is paralyzed until the stake is removed.\nSunlight Hypersensitivity. The priestess takes 20 radiant damage when she starts her turn in sunlight. While in sunlight, she has disadvantage on attack rolls and ability checks.","name":"Vampire Weaknesses"}],"spell_list":[],"page_no":367,"environments":[],"img_main":null,"document__slug":"cc","document__title":"Creature Codex","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/creature-codex-for-5th-edition-dnd/","v2_converted_path":"/v2/creatures/ccdx_vampire-priestess/"},{"slug":"vampiric-knight","desc":"","name":"Vampiric Knight","size":"Medium","type":"Undead","subtype":"","group":null,"alignment":"neutral evil","armor_class":20,"armor_desc":"plate, shield","hit_points":127,"hit_dice":"15d8+60","speed":{"walk":30},"strength":20,"dexterity":14,"constitution":18,"intelligence":13,"wisdom":17,"charisma":14,"strength_save":null,"dexterity_save":6,"constitution_save":8,"intelligence_save":null,"wisdom_save":7,"charisma_save":null,"perception":7,"skills":{"athletics":9,"perception":7},"damage_vulnerabilities":"","damage_resistances":"necrotic; bludgeoning, piercing, and slashing from nonmagical attacks","damage_immunities":"","condition_immunities":"","senses":"darkvision 60 ft., passive Perception 17","languages":"the languages it knew in life","challenge_rating":"11","cr":11.0,"actions":[{"desc":"The vampiric knight makes two impaling longsword attacks.","name":"Multiattack"},{"attack_bonus":9,"damage_dice":"1d8+5","desc":"Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 9 (1d8 + 5) slashing damage, or 10 (1d10 + 5) slashing damage if used with two hands, plus 9 (2d8) necrotic damage. The vampiric knight impales the target on its longsword, grappling the target if it is a Medium or smaller creature (escape DC 17). Until the grapple ends, the target is restrained, takes 9 (2d8) necrotic damage at the start of each of its turns, and the vampiric knight can't make longsword attacks against other targets.","name":"Impaling Longsword"},{"desc":"Each living creature within 20 feet of the vampiric knight must make a DC 17 Constitution saving throw, taking 42 (12d6) necrotic damage on a failed save, or half as much damage on a successful one.","name":"Channel Corruption (Recharge 5-6)"}],"bonus_actions":null,"reactions":[{"desc":"When a creature makes an attack against an allied vampire, the knight can grant the vampire a +3 bonus to its AC if the knight is within 5 feet of the vampire.","name":"Shield"}],"legendary_desc":"","legendary_actions":null,"special_abilities":[{"desc":"The vampiric knight regains 20 hp at the start of its turn if it has at least 1 hp and isn't in running water. If it takes radiant damage or damage from holy water, this trait doesn't function at the start of the vampiric knight's next turn.","name":"Regeneration"},{"desc":"The vampiric knight has the following flaws:\nForbiddance. The vampiric knight can't enter a residence without an invitation from one of the occupants.\nHarmed by Running Water. The vampiric knight takes 20 acid damage if it ends its turn in running water.\nStake to the Heart. If a piercing weapon made of wood is driven into the vampiric knight's heart while the knight is incapacitated in its resting place, the vampiric knight is paralyzed until the stake is removed.","name":"Vampire Weaknesses"}],"spell_list":[],"page_no":369,"environments":[],"img_main":null,"document__slug":"cc","document__title":"Creature Codex","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/creature-codex-for-5th-edition-dnd/","v2_converted_path":"/v2/creatures/ccdx_vampiric-knight/"},{"slug":"old-salt","desc":"","name":"Old Salt","size":"Medium","type":"Undead","subtype":"","group":null,"alignment":"neutral evil","armor_class":15,"armor_desc":"natural armor","hit_points":117,"hit_dice":"18d8+36","speed":{"walk":30,"swim":30},"strength":13,"dexterity":16,"constitution":15,"intelligence":10,"wisdom":14,"charisma":10,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":3,"charisma_save":null,"perception":2,"skills":{"perception":2},"damage_vulnerabilities":"","damage_resistances":"necrotic","damage_immunities":"poison","condition_immunities":"poisoned","senses":"darkvision 60', passive Perception 12","languages":"the languages it knew in life","challenge_rating":"5","cr":5.0,"actions":[{"name":"Multiattack","desc":"Two Desiccating Slam attacks."},{"name":"Desiccating Slam","desc":"Melee Weapon Attack: +6 to hit, 5 ft., one creature,. 12 (2d8+3) bludgeoning damage + 7 (2d6) necrotic. Target's hp max reduced by amount equal to necrotic taken (DC 15 Con negates hp max). Reduction lasts until target finishes long rest. Target dies if effect reduces its hp max to 0."},{"name":"Wave of Seawater (Recharge 5-6)","desc":"Throws its hand forward sending wave of seawater in a 30' cone. Each creature in that area: 21 (6d6) bludgeoning damage and begins choking as its lungs fill with seawater (DC 15 Dex half damage and isn't choking). A creature that can breathe water doesn't choke from failing this save. A choking creature can make a DC 15 Con save at the end of each of its turns coughing up seawater and success ends effect on itself."}],"bonus_actions":[{"name":"Cunning Action","desc":"Take Dash Disengage or Hide."}],"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Experienced Sailor","desc":"Advantage on Str (Athletics) checks made to climb while on a sailing ship and on Dex (Acrobatics) checks to maintain its footing while on a sailing ship."},{"name":"Seaside Rejuvenation","desc":"If at least one of its accusers is still alive or if its name hasn't been cleared destroyed old salt gains new body in 13 days regaining all hp and becoming active again. New body appears on beach or dock nearest one of its living accusers."},{"name":"Undead Nature","desc":"Doesn't require air food drink or sleep."}],"spell_list":[],"page_no":304,"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_old-salt/"},{"slug":"starving-specter","desc":"","name":"Starving Specter","size":"Medium","type":"Undead","subtype":"","group":null,"alignment":"chaotic evil","armor_class":13,"armor_desc":"","hit_points":90,"hit_dice":"12d8+36","speed":{"walk":0,"fly":40},"strength":10,"dexterity":16,"constitution":17,"intelligence":11,"wisdom":14,"charisma":13,"strength_save":null,"dexterity_save":null,"constitution_save":6,"intelligence_save":null,"wisdom_save":5,"charisma_save":null,"perception":2,"skills":{"perception":2},"damage_vulnerabilities":"psychic","damage_resistances":"","damage_immunities":"","condition_immunities":"","senses":"darkvision 60', passive Perception 15","languages":"the languages it knew in life","challenge_rating":"5","cr":5.0,"actions":[{"name":"Multiattack","desc":"One Bite attack and one Bladed Arm attack."},{"name":"Bite","desc":"Melee Weapon Attack: +6 to hit, 5 ft., one target, 8 (2d4+3) piercing damage + 3 (1d6) necrotic."},{"name":"Bladed Arm","desc":"Melee Weapon Attack: +6 to hit, 10 ft., one target, 10 (2d6+3) slashing damage. This attack can target a creature on the Ethereal or Material Plane."}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Aura of the Forgotten","desc":"Beasts and Humanoids within 10 ft. of the starving specter have disadvantage on saves."},{"name":"Ethereal Sight","desc":"Can see 60' into the Ethereal Plane."},{"name":"Life Hunger","desc":"When a creature specter can see regains hp specter's next Bite deals extra 7 (2d6) necrotic on a hit."},{"name":"Incorporeal Movement","desc":"Move through others/objects as difficult terrain. Takes 5 (1d10) force if it ends turn in object."},{"name":"Undead Nature","desc":"Doesn't require air food drink or sleep."},{"name":"Unnerving Visage","desc":"When a creature that can see specter's faces starts its turn within 30' of it at least one of specter's faces shifts to look like one of the creature's departed loved ones or bitter enemies if specter isn't incapacitated and can see the creature. Creature takes 7 (2d6) psychic and is frightened of specter until start of its next turn (DC 14 Wis negates both). Unless surprised a creature can avert its eyes to avoid the save at start of its turn. If creature does so it can't see the specter until the start of its next turn when it can avert again. If creature looks at specter in the meantime it must immediately save."}],"spell_list":[],"page_no":356,"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_starving-specter/"},{"slug":"vampiric-vanguard","desc":"","name":"Vampiric Vanguard","size":"Medium","type":"Undead","subtype":"","group":null,"alignment":"neutral evil","armor_class":14,"armor_desc":"natural armor","hit_points":127,"hit_dice":"15d8+60","speed":{"walk":40,"climb":20},"strength":19,"dexterity":16,"constitution":18,"intelligence":11,"wisdom":10,"charisma":8,"strength_save":null,"dexterity_save":6,"constitution_save":null,"intelligence_save":null,"wisdom_save":3,"charisma_save":null,"perception":0,"skills":{"perception":0},"damage_vulnerabilities":"","damage_resistances":"necrotic; nonmagic B/P/S attacks","damage_immunities":"","condition_immunities":"","senses":"darkvision 60', passive Perception 13","languages":"the languages it knew in life","challenge_rating":"7","cr":7.0,"actions":[{"name":"Multiattack","desc":"One Bite and two Claws. If vanguard hits one target with both Claws target must make DC 15 Con save or take 7 (2d6) slashing damage and vampire regains hp equal to that amount."},{"name":"Bite","desc":"Melee Weapon Attack: +7 to hit, 5 ft., one creature,. 13 (2d8+4) piercing damage + 7 (2d6) necrotic. Target's hp max is reduced by an amount equal to necrotic taken and vampire regains hp equally. Reduction lasts until target finishes a long rest. Target dies if this reduces its hp max to 0."},{"name":"Claw","desc":"Melee Weapon Attack: +7 to hit, 5 ft., one target, 11 (2d6+4) slashing damage."}],"bonus_actions":[{"name":"Fleet of Foot","desc":"Takes the Dash action."}],"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Bloodthirsty","desc":"When the vampiric vanguard is below half its hp max it has advantage on all melee attack rolls vs. creatures that aren't Constructs or Undead."},{"name":"Spider Climb","desc":"Difficult surfaces even ceilings no ability check."},{"name":"Vampire Weaknesses","desc":"Has the following flaws: Forbiddance: Can't enter a residence with o an invitation from one of the occupants.Harmed by Running Water: Takes 20 acid when it ends its turn in running water.Stake to the Heart: Destroyed if a wood piercing weapon is driven into its heart while it is incapacitated in its resting place.Sunlight Hypersensitivity: Takes 20 radiant when it starts its turn in sunlight. If in sunlight disadvantage on attacks/ability checks."}],"spell_list":[],"page_no":383,"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_vampiric-vanguard/"},{"slug":"wraith-oathrot","desc":"","name":"Wraith, Oathrot","size":"Medium","type":"Undead","subtype":"","group":null,"alignment":"neutral evil","armor_class":13,"armor_desc":"","hit_points":52,"hit_dice":"8d8 +16","speed":{"walk":0,"fly":60},"strength":6,"dexterity":16,"constitution":15,"intelligence":12,"wisdom":14,"charisma":15,"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":"acid, cold, fire, lightning, thunder; nonmagic B/P/S attacks not made w/silvered weapons","damage_immunities":"necrotic, poison","condition_immunities":"charmed, exhaustion, grappled, paralyzed, petrified, poisoned, prone, restrained","senses":"darkvision 60', passive Perception 12","languages":"the languages it knew in life","challenge_rating":"4","cr":4.0,"actions":[{"name":"Life Drain","desc":"Melee Weapon Attack: +5 to hit, 5 ft., one creature,. 20 (4d8+2) necrotic. The target must make DC 13 Con save or its hp max is reduced by amount equal to damage taken. Reduction lasts until target finishes long rest. Target dies if this reduces its hp max to 0."}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Aura of Oathbreaking","desc":"Any creature that begins its turn within 30' of wraith: DC 13 Cha save or become cursed losing its resolve in important oaths it has taken. While cursed creature has disadvantage on Con saves to maintain concentration and can't add its proficiency bonus to ability checks and saves in which it is proficient. On success creature is immune to wraith's Aura of Oathbreaking for 24 hrs."},{"name":"Incorporeal Movement","desc":"Move through others/objects as difficult terrain. Takes 5 (1d10) force if it ends turn in object."},{"name":"Oathseeker","desc":"Can pinpoint the location of any cleric paladin celestial or other divine connected creature within 60' of it."},{"name":"Sunlight Sensitivity","desc":"In sunlight disadvantage on attacks and Wis (Perception) checks that use sight."}],"spell_list":[],"page_no":396,"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_wraith-oathrot/"},{"slug":"angatra-tob1-2023","desc":"False","name":"Angatra","size":"Medium","type":"Undead","subtype":"","group":"null","alignment":"Neutral Evil","armor_class":17,"armor_desc":"natural armor","hit_points":85,"hit_dice":"10d8 + 40","speed":{"walk":50},"strength":14,"dexterity":20,"constitution":18,"intelligence":8,"wisdom":12,"charisma":15,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":14,"skills":{"Perception":4,"Stealth":8},"damage_vulnerabilities":"False","damage_resistances":"necrotic; bludgeoning, piercing, and slashing from nonmagical attacks","damage_immunities":"poison","condition_immunities":"charmed, exhaustion, frightened, poisoned","senses":"darkvision 60 ft., passive Perception 14","languages":"the languages it knew in life","challenge_rating":"6","cr":6.0,"actions":[{"name":"Multiattack","desc":"The angatra makes two Claw attacks."},{"name":"Claw","desc":"Melee Weapon Attack: +8 to hit, reach 5 ft., one creature. Hit: 14 (2d8 + 5) piercing damage, and the creature must succeed on a DC 15 Constitution saving throw or be paralyzed by pain until the end of its next turn."}],"bonus_actions":[],"reactions":[],"legendary_desc":null,"legendary_actions":[],"special_abilities":[{"name":"Agonizing Gaze","desc":"When a creature that can see the angatra's eyes starts its turn within 30 feet of the angatra, the angatra can force it to make a DC 13 Charisma saving throw if the angatra isn't incapacitated and can see the creature. On a failed saving throw, the creature's pain threshold lowers, and it becomes vulnerable to all damage types until the end of its next turn."},{"name":"Ancestral Wrath","desc":"The angatra immediately recognizes any individual descended from its tribe. It has advantage on attack rolls against such creatures, and those creatures have disadvantage on saving throws against the angatra's traits and attacks."},{"name":"Undead Nature","desc":"The angatra doesn't require air, food, drink, or sleep."}],"spell_list":[],"page_no":17,"environments":[],"img_main":"http://api-beta.open5e.com/","document__slug":"tob-2023","document__title":"Tome of Beasts 2023","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/tome-of-beasts-1-2023-edition/","v2_converted_path":"/v2/creatures/tob-2023_angatra/"},{"slug":"beheadedvengefulspirit-tob1-2023","desc":"False","name":"Beheaded Vengeful Spirit","size":"Medium","type":"Undead","subtype":"","group":"null","alignment":"Any Alignment","armor_class":15,"armor_desc":"Angry Defiance","hit_points":54,"hit_dice":"12d8","speed":{"walk":60},"strength":7,"dexterity":13,"constitution":11,"intelligence":10,"wisdom":10,"charisma":19,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":2,"charisma_save":6,"perception":10,"skills":{},"damage_vulnerabilities":"False","damage_resistances":"acid, fire, lightning, thunder; bludgeoning, piercing, and slashing from nonmagical attacks","damage_immunities":"cold, necrotic, poison","condition_immunities":"charmed, exhaustion, grappled, paralyzed, petrified, poisoned, prone, restrained","senses":"darkvision 60 ft., passive Perception 10","languages":"the languages it knew in life","challenge_rating":"4","cr":4.0,"actions":[{"name":"Essence of Rage","desc":"Melee or Ranged Spell Attack: +6 to hit, reach 5 ft. or range 30 ft., one creature. Hit: 22 (4d8 + 4) psychic damage, and the target must succeed on a DC 14 Charisma saving throw or be enraged until the end of its next turn. While enraged, the target has advantage on melee attack rolls and must move to and attack the nearest creature other than the spirit. In addition, attack rolls against the enraged target have advantage."},{"name":"Decapitation (1/Day)","desc":"The vengeful spirit makes a quick, cutting gesture at one creature it can see within 30 feet of it that has a head and that is below half its hp maximum. The target must make a DC 14 Constitution saving throw, taking 28 (8d6) slashing damage on a failed save, or half as much damage on a successful one. A target that fails the saving throw also has one of its heads cut off. The creature dies if it can't survive without the lost head."}],"bonus_actions":[],"reactions":[],"legendary_desc":null,"legendary_actions":[],"special_abilities":[{"name":"Angry Defiance","desc":"The vengeful spirit adds its Charisma modifier to its AC (included above)."},{"name":"Incorporeal Movement","desc":"The vengeful spirit can move through other creatures and objects as if they were difficult terrain. It takes 5 (1d10) force damage if it ends its turn inside an object."},{"name":"Undead Nature","desc":"The vengeful spirit doesn't require air, food, drink, or sleep."}],"spell_list":[],"page_no":384,"environments":[],"img_main":"http://api-beta.open5e.com/","document__slug":"tob-2023","document__title":"Tome of Beasts 2023","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/tome-of-beasts-1-2023-edition/","v2_converted_path":"/v2/creatures/tob-2023_beheaded-vengeful-spirit/"},{"slug":"deathwisp-tob1-2023","desc":"False","name":"Deathwisp","size":"Medium","type":"Undead","subtype":"","group":"null","alignment":"Neutral Evil","armor_class":15,"armor_desc":"","hit_points":82,"hit_dice":"11d8 + 33","speed":{"walk":60},"strength":6,"dexterity":20,"constitution":16,"intelligence":18,"wisdom":16,"charisma":20,"strength_save":null,"dexterity_save":8,"constitution_save":6,"intelligence_save":null,"wisdom_save":6,"charisma_save":null,"perception":16,"skills":{"Perception":6,"Stealth":8},"damage_vulnerabilities":"False","damage_resistances":"acid, cold, fire, lightning, thunder; bludgeoning, piercing, and slashing from nonmagical attacks not made with silvered weapons","damage_immunities":"necrotic, poison","condition_immunities":"charmed, exhaustion, grappled, paralyzed, petrified, poisoned, prone, restrained","senses":"darkvision 60 ft., passive Perception 16","languages":"the languages it knew in life","challenge_rating":"7","cr":7.0,"actions":[{"name":"Multiattack","desc":"The deathwisp makes two Ghostly Pike attacks, or it can make one Ghostly Pike attack and one Life Drain attack."},{"name":"Ghostly Pike","desc":"Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 16 (2d10 + 5) force damage plus 9 (2d8) necrotic damage."},{"name":"Life Drain","desc":"Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 23 (4d8 + 5) necrotic damage. The target must succeed on a DC 15 Constitution saving throw or its hp maximum is reduced by an amount equal to the damage taken. This reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hp maximum to 0."},{"name":"Create Specter","desc":"The deathwisp targets a Humanoid within 10 feet of it that has been dead for no longer than 1 minute and died violently. The target's spirit rises as a specter in the space of its corpse or in the nearest unoccupied space. This specter is under the deathwisp's control. The deathwisp can have no more than twelve specters under its control at one time."}],"bonus_actions":[{"name":"Shadow Traveler (3/Day)","desc":"While in shadows, dim light, or darkness, the deathwisp disappears into the darkness and reappears in an unoccupied space it can see within 30 feet. A tendril of inky smoke appears at the origin and destination when it uses this bonus action."}],"reactions":[],"legendary_desc":null,"legendary_actions":[],"special_abilities":[{"name":"Flicker","desc":"The deathwisp flickers in and out of sight. Ranged weapon attacks against it are made with disadvantage."},{"name":"Incorporeal Movement","desc":"The deathwisp can move through other creatures and objects as if they were difficult terrain. It takes 5 (1d10) force damage if it ends its turn inside a solid object."},{"name":"Sunlight Sensitivity","desc":"While in sunlight, the deathwisp has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight."},{"name":"Undead Nature","desc":"The deathwisp doesn't require air, food, drink, or sleep."}],"spell_list":[],"page_no":71,"environments":[],"img_main":"http://api-beta.open5e.com/","document__slug":"tob-2023","document__title":"Tome of Beasts 2023","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/tome-of-beasts-1-2023-edition/","v2_converted_path":"/v2/creatures/tob-2023_deathwisp/"},{"slug":"fellforged-tob1-2023","desc":"False","name":"Fellforged","size":"Medium","type":"Construct","subtype":"","group":"null","alignment":"Lawful Evil","armor_class":15,"armor_desc":"natural armor","hit_points":135,"hit_dice":"18d8 + 54","speed":{"walk":30},"strength":14,"dexterity":12,"constitution":17,"intelligence":12,"wisdom":14,"charisma":15,"strength_save":5,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":5,"charisma_save":null,"perception":12,"skills":{},"damage_vulnerabilities":"False","damage_resistances":"acid, cold, fire, lightning","damage_immunities":"necrotic, poison, psychic","condition_immunities":"charmed, exhaustion, frightened, paralyzed, petrified, poisoned","senses":"darkvision 60 ft., passive Perception 12","languages":"the languages it knew in life","challenge_rating":"5","cr":5.0,"actions":[{"name":"Multiattack","desc":"The fellforged makes two Necrotic Slam attacks."},{"name":"Necrotic Slam","desc":"Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 9 (2d6 + 2) bludgeoning damage plus 9 (2d8) necrotic damage. If the target is a creature, it must succeed on a DC 14 Constitution saving throw or its hp maximum is reduced by an amount equal to the necrotic damage taken. This reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hp maximum to 0."}],"bonus_actions":[{"name":"Burst Gears","desc":"The specter within the fellforged strains the construct's body, sending broken springs and gears flying. Each creature within 5 feet of the fellforged must make a DC 14 Dexterity saving throw, taking 7 (2d6) piercing damage on a failed save, or half as much damage on a successful one. Each time the fellforged uses this bonus action, its speed is reduced by 5 feet, and it can't use this bonus action if its speed is 0. Its speed returns to normal when it finishes a long rest."}],"reactions":[],"legendary_desc":null,"legendary_actions":[],"special_abilities":[{"name":"Construct Nature","desc":"The fellforged doesn't require air, food, drink, or sleep."},{"name":"Inhabiting Spirit","desc":"The fellforged is inhabited and animated by a specter. If the fellforged fails a saving throw against an effect that turns undead, the specter is expelled into an unoccupied space within 5 feet of the fellforged with the hp total it had before it was expelled. The specter otherwise uses the statistics of a specter."},{"name":"Sunlight Sensitivity","desc":"While in sunlight, the fellforged has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight."}],"spell_list":[],"page_no":170,"environments":[],"img_main":"http://api-beta.open5e.com/","document__slug":"tob-2023","document__title":"Tome of Beasts 2023","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/tome-of-beasts-1-2023-edition/","v2_converted_path":"/v2/creatures/tob-2023_fellforged/"},{"slug":"fext-tob1-2023","desc":"False","name":"Fext","size":"Medium","type":"Undead","subtype":"","group":"null","alignment":"Any Alignment","armor_class":17,"armor_desc":"Patron’s Blessing","hit_points":77,"hit_dice":"14d8 + 14","speed":{"walk":30},"strength":14,"dexterity":16,"constitution":12,"intelligence":14,"wisdom":12,"charisma":18,"strength_save":null,"dexterity_save":6,"constitution_save":null,"intelligence_save":null,"wisdom_save":4,"charisma_save":null,"perception":14,"skills":{"Perception":4},"damage_vulnerabilities":"False","damage_resistances":"bludgeoning, piercing, and slashing from nonmagical attacks","damage_immunities":"poison","condition_immunities":"charmed, exhaustion, frightened, paralyzed, poisoned","senses":"darkvision 60 ft., truesight 20 ft., passive Perception 14","languages":"the languages it knew in life","challenge_rating":"6","cr":6.0,"actions":[{"name":"Multiattack","desc":"The fext makes two Eldritch Blade or Eldritch Fury attacks."},{"name":"Eldritch Blade","desc":"Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 12 (2d8 + 3) slashing damage plus 9 (2d8) force damage."},{"name":"Eldritch Fury","desc":"Ranged Spell Attack: +7 to hit, range 120 ft., one target. Hit: 17 (3d8 + 4) force damage."},{"name":"Patron's Might (Recharge 5-6)","desc":"The fext channels its patron's awe-inspiring presence, terrifying those nearby. Each creature within 10 feet of the fext must make a DC 15 Wisdom saving throw. On a failure, a creature takes 35 (10d6) psychic damage and is frightened for 1 minute. On a success, a creature takes half the damage and isn't frightened. A frightened creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success."}],"bonus_actions":[],"reactions":[],"legendary_desc":null,"legendary_actions":[],"special_abilities":[{"name":"Eldritch Weapons","desc":"The fext's weapon attacks are magical. When the fext hits with any weapon, the weapon deals an extra 2d8 force damage (included in the attack)."},{"name":"Magic Resistance","desc":"The fext has advantage on saving throws against spells and other magical effects."},{"name":"Patron's Blessing","desc":"While the fext is conscious and wearing no armor and wielding no shield, it adds its Charisma modifier to its AC (included above)."},{"name":"Undead Nature","desc":"The fext doesn't require air, food, drink, or sleep."}],"spell_list":[],"page_no":171,"environments":[],"img_main":"http://api-beta.open5e.com/","document__slug":"tob-2023","document__title":"Tome of Beasts 2023","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/tome-of-beasts-1-2023-edition/","v2_converted_path":"/v2/creatures/tob-2023_fext/"},{"slug":"mallqui-tob1-2023","desc":"False","name":"Mallqui","size":"Medium","type":"Undead","subtype":"","group":"null","alignment":"Lawful Neutral","armor_class":14,"armor_desc":"natural armor","hit_points":120,"hit_dice":"16d8 + 48","speed":{"walk":30},"strength":16,"dexterity":9,"constitution":16,"intelligence":11,"wisdom":18,"charisma":14,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":3,"wisdom_save":null,"charisma_save":5,"perception":14,"skills":{"History":3,"Insight":7,"Religion":3},"damage_vulnerabilities":"False","damage_resistances":"cold, lightning; bludgeoning, piercing, and slashing from nonmagical attacks","damage_immunities":"necrotic, poison","condition_immunities":"charmed, exhaustion, frightened, paralyzed, poisoned","senses":"darkvision 60 ft., passive Perception 14","languages":"the languages it knew in life","challenge_rating":"8","cr":8.0,"actions":[{"name":"Xeric Blast","desc":"Melee or Ranged Spell Attack: +7 to hit, reach 5 ft. or range 60 ft., one target. Hit: 18 (4d6 + 4) necrotic damage."},{"name":"Xeric Aura","desc":"Each creature within 20 feet of the mallqui must succeed on a DC 15 Constitution saving throw or suffer one level of exhaustion, as moisture is drained from its body. If a creature's saving throw is successful, it is immune to the mallqui's Xeric Aura for the next 24 hours."},{"name":"Spellcasting","desc":"The mallqui casts one of the following spells, requiring no material components and using Wisdom as the spellcasting ability (spell save DC 15):\nAt will: druidcraft\n3/day each: create or destroy water, entangle\n1/day each: locate animals or plants, wind wall"}],"bonus_actions":[],"reactions":[],"legendary_desc":null,"legendary_actions":[],"special_abilities":[{"name":"Regeneration","desc":"The mallqui regains 10 hp at the start of its turn. If the mallqui takes radiant damage, this trait doesn't function at the start of the mallqui's next turn. The mallqui dies only if it starts its turn with 0 hp and doesn't regenerate."},{"name":"Undead Nature","desc":"The mallqui doesn't require air, food, drink, or sleep."},{"name":"Water Hypersusceptibility","desc":"For every 5 feet the mallqui moves in water, or for every gallon of water splashed on it, it takes 2 (1d4) radiant damage. In addition, the mallqui takes 10 radiant damage when it starts its turn at least partially submerged in water."}],"spell_list":[],"page_no":261,"environments":[],"img_main":"http://api-beta.open5e.com/","document__slug":"tob-2023","document__title":"Tome of Beasts 2023","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/tome-of-beasts-1-2023-edition/","v2_converted_path":"/v2/creatures/tob-2023_mallqui/"},{"slug":"myling-tob1-2023","desc":"False","name":"Myling","size":"Small","type":"Undead","subtype":"","group":"null","alignment":"Chaotic Evil","armor_class":13,"armor_desc":"natural armor","hit_points":45,"hit_dice":"10d6 + 10","speed":{"walk":10,"burrow":30},"strength":10,"dexterity":16,"constitution":12,"intelligence":10,"wisdom":12,"charisma":10,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":11,"skills":{"Stealth":5},"damage_vulnerabilities":"False","damage_resistances":"bludgeoning, piercing, and slashing from nonmagical attacks not made with silvered weapons","damage_immunities":"necrotic, poison","condition_immunities":"charmed, frightened, poisoned, stunned, unconscious","senses":"darkvision 60 ft., passive Perception 11","languages":"the languages it knew in life","challenge_rating":"2","cr":2.0,"actions":[{"name":"Claw","desc":"Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) slashing damage plus 7 (2d6) necrotic damage, and the target must succeed on a DC 13 Dexterity saving throw or the myling attaches to it. While attached, the myling sinks its teeth into the target and can't attack, and at the start of each of the myling's turns, the target takes 17 (5d6) necrotic damage."}],"bonus_actions":[{"name":"Bury Alive (Recharge 6)","desc":"The creature to which the myling is attached is knocked prone, dragged into the ground, and buried just below the surface, ending the attachment. The buried creature is restrained and unable to breathe or stand up. A creature, including the buried creature, can take its action to free the buried creature by succeeding on a DC 13 Strength check."}],"reactions":[],"legendary_desc":null,"legendary_actions":[],"special_abilities":[{"name":"Enfeebling Attacks","desc":"Each time the myling deals necrotic damage to a creature that is below half its hp maximum, the target's Strength score is reduced by 1d4. The target dies if this reduces its Strength to 0. Otherwise, the reduction lasts until the target finishes a short or long rest."},{"name":"Undead Nature","desc":"The myling doesn't require air, food, drink, or sleep."}],"spell_list":[],"page_no":281,"environments":[],"img_main":"http://api-beta.open5e.com/","document__slug":"tob-2023","document__title":"Tome of Beasts 2023","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/tome-of-beasts-1-2023-edition/","v2_converted_path":"/v2/creatures/tob-2023_myling/"},{"slug":"pactvampire-tob1-2023","desc":"False","name":"Pact Vampire","size":"Medium","type":"Undead","subtype":"","group":"null","alignment":"Any Evil Alignment","armor_class":16,"armor_desc":"natural armor","hit_points":178,"hit_dice":"17d8 + 102","speed":{"walk":30},"strength":22,"dexterity":16,"constitution":22,"intelligence":17,"wisdom":15,"charisma":20,"strength_save":null,"dexterity_save":8,"constitution_save":11,"intelligence_save":null,"wisdom_save":7,"charisma_save":10,"perception":17,"skills":{"Perception":7,"Persuasion":10,"Stealth":8},"damage_vulnerabilities":"False","damage_resistances":"necrotic; bludgeoning, piercing, and slashing from nonmagical attacks","damage_immunities":"poison","condition_immunities":"poisoned","senses":"darkvision 120 ft., passive Perception 17","languages":"the languages it knew in life","challenge_rating":"15","cr":15.0,"actions":[{"name":"Multiattack","desc":"The pact vampire makes three Claw attacks."},{"name":"Claw","desc":"Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 13 (2d6 + 6) slashing damage plus 13 (3d8) poison damage."},{"name":"Call Blood","desc":"The pact vampire draws the blood out of a bleeding creature's body, where it flows through the air into the vampire's mouth. One creature the vampire can see within 60 feet of it that doesn't have all its hp and isn't a Construct or Undead must succeed on a DC 18 Constitution saving throw or take 22 (4d10) necrotic damage, and its hp maximum is reduced by that amount. The vampire regains hp equal to half the damage dealt. This reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hp maximum to 0."},{"name":"Charm","desc":"One Humanoid the vampire can see within 30 feet of it must succeed on a DC 18 Wisdom saving throw or be magically charmed for 1 day. The charmed target obeys the vampire's verbal commands. If the target suffers any harm or receives a suicidal command, it can repeat the saving throw, ending the effect on itself on a success. If the target's saving throw is successful or the effect ends for it, the target is immune to this vampire's Charm for the next 24 hours."},{"name":"Children of the Lower Planes (1/Day)","desc":"The pact vampire magically calls 2d4 dretches, 1d4 imps, or 1 bearded devil. The called Fiends arrive in 1d4 rounds, acting as allies of the vampire and obeying its spoken commands. The Fiends remain for 1 hour, until the vampire dies, or until the vampire dismisses them as a bonus action."}],"bonus_actions":[],"reactions":[],"legendary_desc":"The pact vampire can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. The vampire regains spent legendary actions at the start of its turn.","legendary_actions":[{"name":"Move","desc":"The pact vampire moves up to its speed without provoking opportunity attacks."},{"name":"Call Blood (Costs 2 Actions)","desc":"The pact vampire uses Call Blood."},{"name":"Spread Poison (Costs 2 Actions)","desc":"The pact vampire's blood briefly turns into a mist around it. Each creature within 15 feet of the vampire must succeed on a DC 18 Constitution saving throw or take 14 (4d6) poison damage and be poisoned until the end of its next turn."}],"special_abilities":[{"name":"Blood Sense","desc":"The pact vampire can pinpoint the location of creatures that aren't Constructs or Undead within 60 feet of it and can sense the general direction of such creatures within 1 mile of it."},{"name":"Legendary Resistance (3/Day)","desc":"If the pact vampire fails a saving throw, it can choose to succeed instead."},{"name":"Poisonous Blood","desc":"A creature that hits the pact vampire with a melee attack while within 5 feet of it takes 7 (2d6) poison damage."},{"name":"Regeneration","desc":"The pact vampire regains 25 hp at the start of its turn if it has at least 1 hp and isn't in sunlight. If the vampire takes radiant damage or damage from holy water, this trait doesn't function at the start of the vampire's next turn."},{"name":"Undead Nature","desc":"The pact vampire doesn't require air."},{"name":"Vampire Weaknesses","desc":"The pact vampire has the following flaws:"}],"spell_list":[],"page_no":380,"environments":[],"img_main":"http://api-beta.open5e.com/","document__slug":"tob-2023","document__title":"Tome of Beasts 2023","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/tome-of-beasts-1-2023-edition/","v2_converted_path":"/v2/creatures/tob-2023_pact-vampire/"},{"slug":"risenreaver-tob1-2023","desc":"False","name":"Risen Reaver","size":"Large","type":"Undead","subtype":"","group":"null","alignment":"Chaotic Evil","armor_class":15,"armor_desc":"studded leather","hit_points":168,"hit_dice":"16d10 + 80","speed":{"walk":40},"strength":19,"dexterity":16,"constitution":20,"intelligence":9,"wisdom":7,"charisma":6,"strength_save":null,"dexterity_save":6,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":11,"skills":{"Perception":1},"damage_vulnerabilities":"False","damage_resistances":"False","damage_immunities":"False","condition_immunities":"False","senses":"darkvision 120 ft., passive perception 11","languages":"the languages it knew in life","challenge_rating":"7","cr":7.0,"actions":[{"name":"Multiattack","desc":"The risen reaver makes three Bladed Fist attacks."},{"name":"Bladed Fist","desc":"Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 15 (2d10 + 4) slashing damage."}],"bonus_actions":[{"name":"Skitter","desc":"The risen reaver takes the Dash action."}],"reactions":[{"name":"Infused Arsenal","desc":"When the risen reaver is hit with a nonmagical melee weapon or when it starts its turn in the same space as a nonmagical melee weapon that isn't being worn or carried, it absorbs the weapon into its body. If the weapon is being wielded by an attacker, the attacker must succeed on a DC 15 Strength saving throw or lose its weapon. For 1 minute, the reaver has resistance to the type of damage dealt by that weapon, and when it hits with its Bladed Fist, the fist deals an extra 2 (1d4) damage of the type dealt by the weapon. The reaver can absorb no more than three weapons in this way every 24 hours."}],"legendary_desc":null,"legendary_actions":[],"special_abilities":[{"name":"Blood Sense","desc":"The risen reaver can pinpoint the location of creatures that aren't Constructs or Undead within 60 feet of it and can sense the general direction of such creatures within 1 mile of it."},{"name":"Undead Nature","desc":"The risen reaver doesn't require air, food, drink, or sleep."}],"spell_list":[],"page_no":309,"environments":[],"img_main":"http://api-beta.open5e.com/","document__slug":"tob-2023","document__title":"Tome of Beasts 2023","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/tome-of-beasts-1-2023-edition/","v2_converted_path":"/v2/creatures/tob-2023_risen-reaver/"},{"slug":"sandsilhouette-tob1-2023","desc":"False","name":"Sand Silhouette","size":"Medium","type":"Undead","subtype":"","group":"null","alignment":"Neutral Evil","armor_class":15,"armor_desc":"natural armor","hit_points":105,"hit_dice":"14d8 + 42","speed":{"walk":30,"burrow":30},"strength":18,"dexterity":12,"constitution":17,"intelligence":7,"wisdom":12,"charisma":10,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":11,"skills":{},"damage_vulnerabilities":"False","damage_resistances":"bludgeoning, piercing, and slashing from nonmagical attacks","damage_immunities":"necrotic, poison","condition_immunities":"exhaustion, frightened, poisoned","senses":"darkvision 60 ft., tremorsense 60 ft., passive Perception 11","languages":"the languages it knew in life","challenge_rating":"6","cr":6.0,"actions":[{"name":"Multiattack","desc":"The sand silhouette makes two Slam attacks. If both attacks hit a Medium or smaller target, the target is grappled (escape DC 15), and the silhouette uses its Engulf on the target."},{"name":"Slam","desc":"Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 14 (3d6 + 4) bludgeoning damage plus 3 (1d6) necrotic damage."},{"name":"Engulf","desc":"The sand silhouette engulfs a Medium or smaller creature grappled by it. The engulfed target is blinded and restrained, and it must succeed on a DC 15 Constitution saving throw at the start of each of the sand silhouette's turns or take 10 (3d6) necrotic damage. If the sand silhouette moves, the engulfed target moves with it. The sand silhouette can have only one creature engulfed at a time."},{"name":"Haunted Haboob (3/Day)","desc":"The sand silhouette creates a storm of whirling sand and wailing souls around itself. The storm is a 10-foot-radius, 30-foot-tall cylinder centered on the silhouette and moves with the silhouette for 1 minute, until it ends the storm as a bonus action, or until its concentration ends (as if concentrating on a spell). The sandstorm's area is lightly obscured, and a creature that starts its turn in the sandstorm's area or enters it for the first time on a turn must succeed on a DC 15 Wisdom saving throw or take 3 (1d6) necrotic damage and be frightened for 1 minute. An engulfed creature automatically succeeds on this saving throw. A frightened creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success."}],"bonus_actions":[],"reactions":[],"legendary_desc":null,"legendary_actions":[],"special_abilities":[{"name":"Sand Camouflage","desc":"The sand silhouette has advantage on Dexterity (Stealth) checks made to hide in desert terrain."},{"name":"Sand Form","desc":"The sand silhouette can move through a space as narrow as 1 inch wide without squeezing."},{"name":"Sand Glide","desc":"The sand silhouette can burrow through nonmagical, loose sand without disturbing the material it is moving through."},{"name":"Undead Nature","desc":"The sand silhouette doesn't require air, food, drink, or sleep."},{"name":"Water Hypersusceptibility","desc":"For every 5 feet the sand silhouette moves in water, or for every gallon of water splashed on it, it takes 2 (1d4) cold damage. In addition, the silhouette takes 10 cold damage when it starts its turn at least partially submerged in water."}],"spell_list":[],"page_no":312,"environments":[],"img_main":"http://api-beta.open5e.com/","document__slug":"tob-2023","document__title":"Tome of Beasts 2023","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/tome-of-beasts-1-2023-edition/","v2_converted_path":"/v2/creatures/tob-2023_sand-silhouette/"},{"slug":"venomousmummy-tob1-2023","desc":"False","name":"Venomous Mummy","size":"Medium","type":"Undead","subtype":"","group":"null","alignment":"Lawful Evil","armor_class":11,"armor_desc":"natural armor","hit_points":58,"hit_dice":"9d8 + 18","speed":{"walk":20},"strength":16,"dexterity":8,"constitution":15,"intelligence":7,"wisdom":10,"charisma":14,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":2,"charisma_save":null,"perception":10,"skills":{},"damage_vulnerabilities":"fire","damage_resistances":"bludgeoning, piercing, and slashing from nonmagical attacks","damage_immunities":"necrotic, poison","condition_immunities":"charmed, exhaustion, frightened, paralyzed, poisoned","senses":"darkvision 60 ft., passive Perception 10","languages":"the languages it knew in life","challenge_rating":"3","cr":3.0,"actions":[{"name":"Venomous Fist","desc":"Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) bludgeoning damage plus 10 (3d6) poison damage. If the target is a creature, it must succeed on a DC 12 Constitution saving throw or be cursed. Every 24 hours that elapse, the cursed target must succeed on a DC 12 Constitution saving throw or take 7 (2d6) poison damage, and its hp maximum is reduced by that amount. This reduction lasts until the target finishes a long rest after the curse is removed. The target dies if this effect reduces its hp maximum to 0. The curse lasts until removed by the remove curse spell or similar magic."}],"bonus_actions":[],"reactions":[],"legendary_desc":null,"legendary_actions":[],"special_abilities":[{"name":"Toxic Smoke","desc":"If the venomous mummy takes fire damage, each creature within 10 feet of it must make a DC 12 Constitution saving throw as its venom-soaked wraps emit a poisonous smoke. On a failure, a creature takes 7 (2d6) poison damage and is poisoned until the end of its next turn. On a success, a creature takes half the damage and isn't poisoned. The smoke fills a 10-foot-radius sphere centered on the mummy. The sphere spreads around corners, and its area is lightly obscured. It lasts until the end of the mummy's next turn. A creature that enters the cloud for the first time on a turn or starts its turn there is poisoned until the end of its next turn."},{"name":"Venom-Soaked Wraps","desc":"A creature that touches the mummy or hits it with a melee attack while within 5 feet of it takes 3 (1d6) poison damage."},{"name":"Undead Nature","desc":"The venomous mummy doesn't require air, food, drink, or sleep."}],"spell_list":[],"page_no":279,"environments":[],"img_main":"http://api-beta.open5e.com/","document__slug":"tob-2023","document__title":"Tome of Beasts 2023","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/tome-of-beasts-1-2023-edition/","v2_converted_path":"/v2/creatures/tob-2023_venomous-mummy/"},{"slug":"vættir-tob1-2023","desc":"False","name":"Vættir","size":"Medium","type":"Undead","subtype":"","group":"null","alignment":"Lawful Evil","armor_class":15,"armor_desc":"chain shirt","hit_points":97,"hit_dice":"13d8 + 39","speed":{"walk":30},"strength":20,"dexterity":14,"constitution":16,"intelligence":10,"wisdom":12,"charisma":14,"strength_save":null,"dexterity_save":4,"constitution_save":null,"intelligence_save":null,"wisdom_save":3,"charisma_save":null,"perception":11,"skills":{},"damage_vulnerabilities":"False","damage_resistances":"False","damage_immunities":"necrotic, poison","condition_immunities":"charmed, frightened, poisoned","senses":"truesight 30 ft., darkvision 60 ft., passive Perception 11","languages":"the languages it knew in life","challenge_rating":"4","cr":4.0,"actions":[{"name":"Multiattack","desc":"The vættir can use its Disorienting Gaze. It then makes two Vættir's Greataxe or Necrotic Bolt attacks."},{"name":"Vættir's Greataxe","desc":"Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (1d12 + 5) slashing damage plus 4 (1d8) necrotic damage."},{"name":"Necrotic Bolt","desc":"Ranged Spell Attack: +4 to hit, range 120 ft., one target. Hit: 15 (3d8 + 2) necrotic damage."},{"name":"Disorienting Gaze","desc":"The vættir locks eyes with one creature it can see within 30 feet of it. The target must succeed on a DC 15 Charisma saving throw or be incapacitated for 1 minute. While incapacitated, the creature moves in a random direction when it moves. An incapacitated 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 vættir's Disorienting Gaze for the next 24 hours."},{"name":"Corpse Breath (Recharge 5-6)","desc":"The vættir spews forth a 15-foot cone of putrid gas. Each creature in the area must make a DC 15 Constitution saving throw. On a failure, a creature takes 21 (6d6) poison damage and is poisoned for 1 minute. On a success, a creature takes half the damage and isn't poisoned. A poisoned creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success."}],"bonus_actions":[],"reactions":[],"legendary_desc":null,"legendary_actions":[],"special_abilities":[{"name":"Grave Goods Sense","desc":"The vættir can pinpoint the location of creatures wearing or carrying one of the vættir's personal items or grave goods within 60 feet of it, and the vættir can sense the general direction of its personal items and grave goods within 1 mile of it."},{"name":"Rejuvenation","desc":"A destroyed vættir gains a new body in 24 hours, regaining all its hp and becoming active again. The new body forms in a random unoccupied space within 100 feet of where it fell. This trait doesn't function if the vættir is put to rest (typically by returning its remains to its burial mound)."},{"name":"Sunlight Sensitivity","desc":"While in sunlight, the vættir has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight."},{"name":"Undead Nature","desc":"The vættir doesn't require air, food, drink, or sleep."}],"spell_list":[],"page_no":378,"environments":[],"img_main":"http://api-beta.open5e.com/","document__slug":"tob-2023","document__title":"Tome of Beasts 2023","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/tome-of-beasts-1-2023-edition/","v2_converted_path":"/v2/creatures/tob-2023_vttir/"},{"slug":"wormheartedsuffragan-tob1-2023","desc":"False","name":"Wormhearted Suffragan","size":"Medium","type":"Undead","subtype":"","group":"null","alignment":"Chaotic Evil","armor_class":13,"armor_desc":"","hit_points":120,"hit_dice":"16d8 + 48","speed":{"walk":30},"strength":10,"dexterity":17,"constitution":16,"intelligence":11,"wisdom":16,"charisma":8,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":13,"skills":{"Medicine":6,"Religion":3},"damage_vulnerabilities":"radiant","damage_resistances":"False","damage_immunities":"necrotic, poison","condition_immunities":"poisoned","senses":"darkvision 60 ft., passive Perception 13","languages":"the languages it knew in life","challenge_rating":"5","cr":5.0,"actions":[{"name":"Multiattack","desc":"The wormhearted suffragan makes two Worm-Coated Fist or Paralyzing Bolt attacks."},{"name":"Worm-Coated Fist","desc":"Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) bludgeoning damage plus 7 (2d6) necrotic damage, and the target must succeed on a DC 14 Constitution saving throw or contract a disease. Until the disease is cured, the target can't regain hp, and its hp maximum decreases by 7 (2d6) every 24 hours. This reduction lasts until the target finishes a long rest after the disease is cured. The target dies if this effect reduces its hp maximum to 0."},{"name":"Paralyzing Bolt","desc":"Ranged Spell Attack: +6 to hit, range 60 ft., one target. Hit: 17 (4d6 + 3) necrotic damage, and the target must succeed on a DC 14 Constitution saving throw or be paralyzed until the end of its next turn."},{"name":"Animating Worms (3/Day)","desc":"The wormhearted suffragan touches the body of a dead Humanoid, passing on some of the suffragan's worms. The worms fill the target, animating it as a skeleton or zombie (the suffragan's choice) under the suffragan's control."}],"bonus_actions":[],"reactions":[],"legendary_desc":null,"legendary_actions":[],"special_abilities":[{"name":"Magic Resistance","desc":"The wormhearted suffragan has advantage on saving throws against spells and other magical effects."},{"name":"Master of Undeath","desc":"A Humanoid killed by the wormhearted suffragan's disease rises 1d4 hours later as a skeleton or zombie (the suffragan's choice), unless the Humanoid is restored to life or its body is destroyed. Between its disease and its Animating Worms, the suffragan can have no more than fifteen total skeletons and zombies under its control at one time."},{"name":"Undead Nature","desc":"The wormhearted suffragan doesn't require air, food, drink, or sleep."}],"spell_list":[],"page_no":398,"environments":[],"img_main":"http://api-beta.open5e.com/","document__slug":"tob-2023","document__title":"Tome of Beasts 2023","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/tome-of-beasts-1-2023-edition/","v2_converted_path":"/v2/creatures/tob-2023_wormhearted-suffragan/"},{"slug":"mummy","desc":"","name":"Mummy","size":"Medium","type":"Undead","subtype":"","group":"Mummies","alignment":"lawful evil","armor_class":11,"armor_desc":"natural armor","hit_points":58,"hit_dice":"9d8+18","speed":{"walk":20},"strength":16,"dexterity":8,"constitution":15,"intelligence":6,"wisdom":10,"charisma":12,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":2,"charisma_save":null,"perception":null,"skills":{},"damage_vulnerabilities":"fire","damage_resistances":"bludgeoning, piercing, and slashing from nonmagical attacks","damage_immunities":"necrotic, poison","condition_immunities":"charmed, exhaustion, frightened, paralyzed, poisoned","senses":"darkvision 60 ft., passive Perception 10","languages":"the languages it knew in life","challenge_rating":"3","cr":3.0,"actions":[{"name":"Multiattack","desc":"The mummy can use its Dreadful Glare and makes one attack with its rotting fist."},{"name":"Rotting Fist","desc":"Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) bludgeoning damage plus 10 (3d6) necrotic damage. If the target is a creature, it must succeed on a DC 12 Constitution saving throw or be cursed with mummy rot. The cursed target can't regain hit points, and its hit point maximum decreases by 10 (3d6) for every 24 hours that elapse. If the curse reduces the target's hit point maximum to 0, the target dies, and its body turns to dust. The curse lasts until removed by the remove curse spell or other magic.","attack_bonus":5,"damage_dice":"2d6","damage_bonus":3},{"name":"Dreadful Glare","desc":"The mummy targets one creature it can see within 60 ft. of it. If the target can see the mummy, it must succeed on a DC 11 Wisdom saving throw against this magic or become frightened until the end of the mummy's next turn. If the target fails the saving throw by 5 or more, it is also paralyzed for the same duration. A target that succeeds on the saving throw is immune to the Dreadful Glare of all mummies (but not mummy lords) for the next 24 hours."}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":null,"spell_list":[],"page_no":333,"environments":["Temple","Desert","Shadowfell","Ruin","Tomb"],"img_main":null,"document__slug":"wotc-srd","document__title":"5e Core Rules","document__license_url":"http://open5e.com/legal","document__url":"http://dnd.wizards.com/articles/features/systems-reference-document-srd","v2_converted_path":"/v2/creatures/srd_mummy/"},{"slug":"mummy-lord","desc":"","name":"Mummy Lord","size":"Medium","type":"Undead","subtype":"","group":"Mummies","alignment":"lawful evil","armor_class":17,"armor_desc":"natural armor","hit_points":97,"hit_dice":"13d8+39","speed":{"walk":20},"strength":18,"dexterity":10,"constitution":17,"intelligence":11,"wisdom":18,"charisma":16,"strength_save":null,"dexterity_save":null,"constitution_save":8,"intelligence_save":5,"wisdom_save":9,"charisma_save":8,"perception":null,"skills":{"history":5,"religion":5},"damage_vulnerabilities":"bludgeoning","damage_resistances":"","damage_immunities":"necrotic, poison; bludgeoning, piercing, and slashing from nonmagical attacks","condition_immunities":"charmed, exhaustion, frightened, paralyzed, poisoned","senses":"darkvision 60 ft., passive Perception 14","languages":"the languages it knew in life","challenge_rating":"15","cr":15.0,"actions":[{"name":"Multiattack","desc":"The mummy can use its Dreadful Glare and makes one attack with its rotting fist."},{"name":"Rotting Fist","desc":"Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 14 (3d6 + 4) bludgeoning damage plus 21 (6d6) necrotic damage. If the target is a creature, it must succeed on a DC 16 Constitution saving throw or be cursed with mummy rot. The cursed target can't regain hit points, and its hit point maximum decreases by 10 (3d6) for every 24 hours that elapse. If the curse reduces the target's hit point maximum to 0, the target dies, and its body turns to dust. The curse lasts until removed by the remove curse spell or other magic.","attack_bonus":9,"damage_dice":"3d6+6d6","damage_bonus":4},{"name":"Dreadful Glare","desc":"The mummy lord targets one creature it can see within 60 feet of it. If the target can see the mummy lord, it must succeed on a DC 16 Wisdom saving throw against this magic or become frightened until the end of the mummy's next turn. If the target fails the saving throw by 5 or more, it is also paralyzed for the same duration. A target that succeeds on the saving throw is immune to the Dreadful Glare of all mummies and mummy lords for the next 24 hours."}],"bonus_actions":null,"reactions":null,"legendary_desc":"The mummy lord can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The mummy lord regains spent legendary actions at the start of its turn.","legendary_actions":[{"name":"Attack","desc":"The mummy lord makes one attack with its rotting fist or uses its Dreadful Glare."},{"name":"Blinding Dust","desc":"Blinding dust and sand swirls magically around the mummy lord. Each creature within 5 feet of the mummy lord must succeed on a DC 16 Constitution saving throw or be blinded until the end of the creature's next turn."},{"name":"Blasphemous Word (Costs 2 Actions)","desc":"The mummy lord utters a blasphemous word. Each non-undead creature within 10 feet of the mummy lord that can hear the magical utterance must succeed on a DC 16 Constitution saving throw or be stunned until the end of the mummy lord's next turn."},{"name":"Channel Negative Energy (Costs 2 Actions)","desc":"The mummy lord magically unleashes negative energy. Creatures within 60 feet of the mummy lord, including ones behind barriers and around corners, can't regain hit points until the end of the mummy lord's next turn."},{"name":"Whirlwind of Sand (Costs 2 Actions)","desc":"The mummy lord magically transforms into a whirlwind of sand, moves up to 60 feet, and reverts to its normal form. While in whirlwind form, the mummy lord is immune to all damage, and it can't be grappled, petrified, knocked prone, restrained, or stunned. Equipment worn or carried by the mummy lord remain in its possession."}],"special_abilities":[{"name":"Magic Resistance","desc":"The mummy lord has advantage on saving throws against spells and other magical effects."},{"name":"Rejuvenation","desc":"A destroyed mummy lord gains a new body in 24 hours if its heart is intact, regaining all its hit points and becoming active again. The new body appears within 5 feet of the mummy lord's heart."},{"name":"Spellcasting","desc":"The mummy lord is a 10th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 17, +9 to hit with spell attacks). The mummy lord has the following cleric spells prepared:\n\n* Cantrips (at will): sacred flame, thaumaturgy\n* 1st level (4 slots): command, guiding bolt, shield of faith\n* 2nd level (3 slots): hold person, silence, spiritual weapon\n* 3rd level (3 slots): animate dead, dispel magic\n* 4th level (3 slots): divination, guardian of faith\n* 5th level (2 slots): contagion, insect plague\n* 6th level (1 slot): harm"}],"spell_list":["https://api-beta.open5e.com/v2/spells/sacred-flame/?format=json","https://api-beta.open5e.com/v2/spells/thaumaturgy/?format=json","https://api-beta.open5e.com/v2/spells/command/?format=json","https://api-beta.open5e.com/v2/spells/guiding-bolt/?format=json","https://api-beta.open5e.com/v2/spells/shield-of-faith/?format=json","https://api-beta.open5e.com/v2/spells/hold-person/?format=json","https://api-beta.open5e.com/v2/spells/silence/?format=json","https://api-beta.open5e.com/v2/spells/spiritual-weapon/?format=json","https://api-beta.open5e.com/v2/spells/animate-dead/?format=json","https://api-beta.open5e.com/v2/spells/dispel-magic/?format=json","https://api-beta.open5e.com/v2/spells/divination/?format=json","https://api-beta.open5e.com/v2/spells/guardian-of-faith/?format=json","https://api-beta.open5e.com/v2/spells/contagion/?format=json","https://api-beta.open5e.com/v2/spells/insect-plague/?format=json","https://api-beta.open5e.com/v2/spells/harm/?format=json"],"page_no":334,"environments":["Temple","Desert","Shadowfell","Ruin","Tomb"],"img_main":null,"document__slug":"wotc-srd","document__title":"5e Core Rules","document__license_url":"http://open5e.com/legal","document__url":"http://dnd.wizards.com/articles/features/systems-reference-document-srd","v2_converted_path":"/v2/creatures/srd_mummy-lord/"},{"slug":"vampire","desc":"","name":"Vampire","size":"Medium","type":"Undead","subtype":"shapechanger","group":"Vampires","alignment":"lawful evil","armor_class":16,"armor_desc":"natural armor","hit_points":144,"hit_dice":"17d8+68","speed":{"walk":30},"strength":18,"dexterity":18,"constitution":18,"intelligence":17,"wisdom":15,"charisma":18,"strength_save":null,"dexterity_save":9,"constitution_save":null,"intelligence_save":null,"wisdom_save":7,"charisma_save":9,"perception":7,"skills":{"perception":7,"stealth":9},"damage_vulnerabilities":"","damage_resistances":"necrotic; bludgeoning, piercing, and slashing from nonmagical attacks","damage_immunities":"","condition_immunities":"","senses":"darkvision 120 ft., passive Perception 17","languages":"the languages it knew in life","challenge_rating":"13","cr":13.0,"actions":[{"name":"Multiattack (Vampire Form Only)","desc":"The vampire makes two attacks, only one of which can be a bite attack."},{"name":"Unarmed Strike (Vampire Form Only)","desc":"Melee Weapon Attack: +9 to hit, reach 5 ft., one creature. Hit: 8 (1d8 + 4) bludgeoning damage. Instead of dealing damage, the vampire can grapple the target (escape DC 18).","attack_bonus":9,"damage_dice":"1d8","damage_bonus":4},{"name":"Bite (Bat or Vampire Form Only)","desc":"Melee Weapon Attack: +9 to hit, reach 5 ft., one willing creature, or a creature that is grappled by the vampire, incapacitated, or restrained. Hit: 7 (1d6 + 4) piercing damage plus 10 (3d6) necrotic damage. The target's hit point maximum is reduced by an amount equal to the necrotic damage taken, and the vampire regains hit points equal to that amount. The reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hit point maximum to 0. A humanoid slain in this way and then buried in the ground rises the following night as a vampire spawn under the vampire's control.","attack_bonus":9,"damage_dice":"1d6+3d6","damage_bonus":4},{"name":"Charm","desc":"The vampire targets one humanoid it can see within 30 ft. of it. If the target can see the vampire, the target must succeed on a DC 17 Wisdom saving throw against this magic or be charmed by the vampire. The charmed target regards the vampire as a trusted friend to be heeded and protected. Although the target isn't under the vampire's control, it takes the vampire's requests or actions in the most favorable way it can, and it is a willing target for the vampire's bite attack.\nEach time the vampire or the vampire's companions do anything harmful to the target, it can repeat the saving throw, ending the effect on itself on a success. Otherwise, the effect lasts 24 hours or until the vampire is destroyed, is on a different plane of existence than the target, or takes a bonus action to end the effect."},{"name":"Children of the Night (1/Day)","desc":"The vampire magically calls 2d4 swarms of bats or rats, provided that the sun isn't up. While outdoors, the vampire can call 3d6 wolves instead. The called creatures arrive in 1d4 rounds, acting as allies of the vampire and obeying its spoken commands. The beasts remain for 1 hour, until the vampire dies, or until the vampire dismisses them as a bonus action."}],"bonus_actions":null,"reactions":null,"legendary_desc":"The vampire can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The vampire regains spent legendary actions at the start of its turn.","legendary_actions":[{"name":"Move","desc":"The vampire moves up to its speed without provoking opportunity attacks."},{"name":"Unarmed Strike","desc":"The vampire makes one unarmed strike."},{"name":"Bite (Costs 2 Actions)","desc":"The vampire makes one bite attack."}],"special_abilities":[{"name":"Shapechanger","desc":"If the vampire isn't in sun light or running water, it can use its action to polymorph into a Tiny bat or a Medium cloud of mist, or back into its true form.\nWhile in bat form, the vampire can't speak, its walking speed is 5 feet, and it has a flying speed of 30 feet. Its statistics, other than its size and speed, are unchanged. Anything it is wearing transforms with it, but nothing it is carrying does. It reverts to its true form if it dies.\nWhile in mist form, the vampire can't take any actions, speak, or manipulate objects. It is weightless, has a flying speed of 20 feet, can hover, and can enter a hostile creature's space and stop there. In addition, if air can pass through a space, the mist can do so without squeezing, and it can't pass through water. It has advantage on Strength, Dexterity, and Constitution saving throws, and it is immune to all nonmagical damage, except the damage it takes from sunlight."},{"name":"Legendary Resistance (3/Day)","desc":"If the vampire fails a saving throw, it can choose to succeed instead."},{"name":"Misty Escape","desc":"When it drops to 0 hit points outside its resting place, the vampire transforms into a cloud of mist (as in the Shapechanger trait) instead of falling unconscious, provided that it isn't in sunlight or running water. If it can't transform, it is destroyed.\nWhile it has 0 hit points in mist form, it can't revert to its vampire form, and it must reach its resting place within 2 hours or be destroyed. Once in its resting place, it reverts to its vampire form. It is then paralyzed until it regains at least 1 hit point. After spending 1 hour in its resting place with 0 hit points, it regains 1 hit point."},{"name":"Regeneration","desc":"The vampire regains 20 hit points at the start of its turn if it has at least 1 hit point and isn't in sunlight or running water. If the vampire takes radiant damage or damage from holy water, this trait doesn't function at the start of the vampire's next turn."},{"name":"Spider Climb","desc":"The vampire can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check."},{"name":"Vampire Weaknesses","desc":"The vampire has the following flaws:\nForbiddance. The vampire can't enter a residence without an invitation from one of the occupants.\nHarmed by Running Water. The vampire takes 20 acid damage if it ends its turn in running water.\nStake to the Heart. If a piercing weapon made of wood is driven into the vampire's heart while the vampire is incapacitated in its resting place, the vampire is paralyzed until the stake is removed.\nSunlight Hypersensitivity. The vampire takes 20 radiant damage when it starts its turn in sunlight. While in sunlight, it has disadvantage on attack rolls and ability checks."}],"spell_list":[],"page_no":352,"environments":["Urban","Mountains","Forest","Ruin","Tomb","Hills","Shadowfell","Settlement"],"img_main":null,"document__slug":"wotc-srd","document__title":"5e Core Rules","document__license_url":"http://open5e.com/legal","document__url":"http://dnd.wizards.com/articles/features/systems-reference-document-srd","v2_converted_path":"/v2/creatures/srd_vampire/"},{"slug":"vampire-spawn","desc":"","name":"Vampire Spawn","size":"Medium","type":"Undead","subtype":"","group":"Vampires","alignment":"neutral evil","armor_class":15,"armor_desc":"natural armor","hit_points":82,"hit_dice":"11d8+33","speed":{"walk":30},"strength":16,"dexterity":16,"constitution":16,"intelligence":11,"wisdom":10,"charisma":12,"strength_save":null,"dexterity_save":6,"constitution_save":null,"intelligence_save":null,"wisdom_save":3,"charisma_save":null,"perception":3,"skills":{"perception":3,"stealth":6},"damage_vulnerabilities":"","damage_resistances":"necrotic; bludgeoning, piercing, and slashing from nonmagical attacks","damage_immunities":"","condition_immunities":"","senses":"darkvision 60 ft., passive Perception 13","languages":"the languages it knew in life","challenge_rating":"5","cr":5.0,"actions":[{"name":"Multiattack","desc":"The vampire makes two attacks, only one of which can be a bite attack."},{"name":"Bite","desc":"Melee Weapon Attack: +6 to hit, reach 5 ft., one willing creature, or a creature that is grappled by the vampire, incapacitated, or restrained. Hit: 6 (1d6 + 3) piercing damage plus 7 (2d6) necrotic damage. The target's hit point maximum is reduced by an amount equal to the necrotic damage taken, and the vampire regains hit points equal to that amount. The reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hit point maximum to 0.","attack_bonus":61},{"name":"Claws","desc":"Melee Weapon Attack: +6 to hit, reach 5 ft., one creature. Hit: 8 (2d4 + 3) slashing damage. Instead of dealing damage, the vampire can grapple the target (escape DC 13).","attack_bonus":6,"damage_dice":"2d4","damage_bonus":3}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Regeneration","desc":"The vampire regains 10 hit points at the start of its turn if it has at least 1 hit point and isn't in sunlight or running water. If the vampire takes radiant damage or damage from holy water, this trait doesn't function at the start of the vampire's next turn."},{"name":"Spider Climb","desc":"The vampire can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check."},{"name":"Vampire Weaknesses","desc":"The vampire has the following flaws:\nForbiddance. The vampire can't enter a residence without an invitation from one of the occupants.\nHarmed by Running Water. The vampire takes 20 acid damage when it ends its turn in running water.\nStake to the Heart. The vampire is destroyed if a piercing weapon made of wood is driven into its heart while it is incapacitated in its resting place.\nSunlight Hypersensitivity. The vampire takes 20 radiant damage when it starts its turn in sunlight. While in sunlight, it has disadvantage on attack rolls and ability checks."}],"spell_list":[],"page_no":354,"environments":["Underdark","Urban","Mountains","Forest","Ruin","Tomb","Hills","Shadowfell","Settlement"],"img_main":null,"document__slug":"wotc-srd","document__title":"5e Core Rules","document__license_url":"http://open5e.com/legal","document__url":"http://dnd.wizards.com/articles/features/systems-reference-document-srd","v2_converted_path":"/v2/creatures/srd_vampire-spawn/"},{"slug":"wight","desc":"","name":"Wight","size":"Medium","type":"Undead","subtype":"","group":null,"alignment":"neutral evil","armor_class":14,"armor_desc":"studded leather","hit_points":45,"hit_dice":"6d8+18","speed":{"walk":30},"strength":15,"dexterity":14,"constitution":16,"intelligence":10,"wisdom":13,"charisma":15,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":3,"skills":{"perception":3,"stealth":4},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"necrotic; bludgeoning, piercing, and slashing from nonmagical attacks not made with silvered weapons","condition_immunities":"poisoned","senses":"darkvision 60 ft., passive Perception 13","languages":"the languages it knew in life","challenge_rating":"3","cr":3.0,"actions":[{"name":"Multiattack","desc":"The wight makes two longsword attacks or two longbow attacks. It can use its Life Drain in place of one longsword attack."},{"name":"Life Drain","desc":"Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 5 (1d6 + 2) necrotic damage. The target must succeed on a DC 13 Constitution saving throw or its hit point maximum is reduced by an amount equal to the damage taken. This reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hit point maximum to 0.\nA humanoid slain by this attack rises 24 hours later as a zombie under the wight's control, unless the humanoid is restored to life or its body is destroyed. The wight can have no more than twelve zombies under its control at one time.","attack_bonus":4,"damage_dice":"1d6","damage_bonus":2},{"name":"Longsword","desc":"Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) slashing damage, or 7 (1d10 + 2) slashing damage if used with two hands.","attack_bonus":4,"damage_dice":"1d8","damage_bonus":2},{"name":"Longbow","desc":"Ranged Weapon Attack: +4 to hit, range 150/600 ft., one target. Hit: 6 (1d8 + 2) piercing damage.","attack_bonus":4,"damage_dice":"1d8","damage_bonus":2}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Sunlight Sensitivity","desc":"While in sunlight, the wight has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight."}],"spell_list":[],"page_no":354,"environments":["Underdark","Swamp","Urban"],"img_main":null,"document__slug":"wotc-srd","document__title":"5e Core Rules","document__license_url":"http://open5e.com/legal","document__url":"http://dnd.wizards.com/articles/features/systems-reference-document-srd","v2_converted_path":"/v2/creatures/srd_wight/"},{"slug":"will-o-wisp","desc":"","name":"Will-o'-Wisp","size":"Tiny","type":"Undead","subtype":"","group":null,"alignment":"chaotic evil","armor_class":19,"armor_desc":null,"hit_points":22,"hit_dice":"9d4","speed":{"hover":true,"walk":0,"fly":50},"strength":1,"dexterity":28,"constitution":10,"intelligence":13,"wisdom":14,"charisma":11,"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, cold, fire, necrotic, thunder; bludgeoning, piercing, and slashing from nonmagical attacks","damage_immunities":"lightning, poison","condition_immunities":"exhaustion, grappled, paralyzed, poisoned, prone, restrained, unconscious","senses":"darkvision 120 ft., passive Perception 12","languages":"the languages it knew in life","challenge_rating":"2","cr":2.0,"actions":[{"name":"Shock","desc":"Melee Spell Attack: +4 to hit, reach 5 ft., one creature. Hit: 9 (2d8) lightning damage.","attack_bonus":4,"damage_dice":"2d8"},{"name":"Invisibility","desc":"The will-o'-wisp and its light magically become invisible until it attacks or uses its Consume Life, or until its concentration ends (as if concentrating on a spell)."}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Consume Life","desc":"As a bonus action, the will-o'-wisp can target one creature it can see within 5 ft. of it that has 0 hit points and is still alive. The target must succeed on a DC 10 Constitution saving throw against this magic or die. If the target dies, the will-o'-wisp regains 10 (3d6) hit points."},{"name":"Ephemeral","desc":"The will-o'-wisp can't wear or carry anything."},{"name":"Incorporeal Movement","desc":"The will-o'-wisp can move through other creatures and objects as if they were difficult terrain. It takes 5 (1d10) force damage if it ends its turn inside an object."},{"name":"Variable Illumination","desc":"The will-o'-wisp sheds bright light in a 5- to 20-foot radius and dim light for an additional number of ft. equal to the chosen radius. The will-o'-wisp can alter the radius as a bonus action."}],"spell_list":[],"page_no":355,"environments":["Urban","Swamp","Forest"],"img_main":null,"document__slug":"wotc-srd","document__title":"5e Core Rules","document__license_url":"http://open5e.com/legal","document__url":"http://dnd.wizards.com/articles/features/systems-reference-document-srd","v2_converted_path":"/v2/creatures/srd_will-o-wisp/"},{"slug":"wraith","desc":"","name":"Wraith","size":"Medium","type":"Undead","subtype":"","group":null,"alignment":"neutral evil","armor_class":13,"armor_desc":null,"hit_points":67,"hit_dice":"9d8+27","speed":{"hover":true,"walk":0,"fly":60},"strength":6,"dexterity":16,"constitution":16,"intelligence":12,"wisdom":14,"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":"acid, cold, fire, lightning, thunder; bludgeoning, piercing, and slashing from nonmagical attacks not made with silvered weapons","damage_immunities":"necrotic, poison","condition_immunities":"charmed, exhaustion, grappled, paralyzed, petrified, poisoned, prone, restrained","senses":"darkvision 60 ft., passive Perception 12","languages":"the languages it knew in life","challenge_rating":"5","cr":5.0,"actions":[{"name":"Life Drain","desc":"Melee Weapon Attack: +6 to hit, reach 5 ft., one creature. Hit: 21 (4d8 + 3) necrotic damage. The target must succeed on a DC 14 Constitution saving throw or its hit point maximum is reduced by an amount equal to the damage taken. This reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hit point maximum to 0.","attack_bonus":6,"damage_dice":"4d8","damage_bonus":3},{"name":"Create Specter","desc":"The wraith targets a humanoid within 10 feet of it that has been dead for no longer than 1 minute and died violently. The target's spirit rises as a specter in the space of its corpse or in the nearest unoccupied space. The specter is under the wraith's control. The wraith can have no more than seven specters under its control at one time."}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Incorporeal Movement","desc":"The wraith can move through other creatures and objects as if they were difficult terrain. It takes 5 (1d10) force damage if it ends its turn inside an object."},{"name":"Sunlight Sensitivity","desc":"While in sunlight, the wraith has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight."}],"spell_list":[],"page_no":355,"environments":["Underdark"],"img_main":null,"document__slug":"wotc-srd","document__title":"5e Core Rules","document__license_url":"http://open5e.com/legal","document__url":"http://dnd.wizards.com/articles/features/systems-reference-document-srd","v2_converted_path":"/v2/creatures/srd_wraith/"},{"slug":"cackling-skeleton","desc":"The skeleton of a humanoid stands bent over with one arm holding the vacuous space where its stomach would be. Its jaw hangs agape, cackling, as it points at the target of its humor._  \n**Ironic Origins.** When a creature who utterly fears death perishes in an area filled with necrotic energy, it arises as a cackling skeleton. The creature’s dead bones animate to mock the futility of their once-cherished desire of life. The cackling skeleton often wears garish items that parody what it loved in life.  \n**Nihilistic Hecklers.** Cackling skeletons find living creatures’ survival instincts humorous. They find living incredibly futile and believe those that prolong their existence to be hilariously foolish. Unlike other skeletons, cackling skeletons are capable of speech, and they use it to point out the silliness of healing, wearing armor, or other means of self preservation, often pointing out the creature will inevitably die anyway.  \n**Undead Nature.** The cackling skeleton doesn’t require air, food, drink, or sleep.","name":"Cackling Skeleton","size":"Medium","type":"Undead","subtype":"","group":null,"alignment":"neutral evil","armor_class":9,"armor_desc":null,"hit_points":26,"hit_dice":"4d8+8","speed":{"walk":30},"strength":12,"dexterity":9,"constitution":15,"intelligence":8,"wisdom":10,"charisma":14,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":4,"perception":null,"skills":{},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"poison","condition_immunities":"exhaustion, poisoned","senses":"darkvision 60 ft., passive Perception 10","languages":"the languages it knew in life","challenge_rating":"1/2","cr":0.5,"actions":[{"name":"Slam","desc":"Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 (1d6 + 1) bludgeoning damage. The cackling skeleton has advantage on this attack roll if the target is demoralized.","attack_bonus":3,"damage_dice":"1d6+1"},{"name":"Mock (Recharge 5-6)","desc":"The cackling skeleton mocks the futile efforts of up to three creatures it can see within 30 feet of it that aren't undead or constructs. Each target must make a DC 12 Charisma saving throw, taking 5 (2d4) psychic damage on a failed save, or half as much damage on a successful one. A demoralized target has disadvantage on this saving throw."}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Cackle","desc":"The skeleton emits a constant, demoralizing cackle. When a creature that isn't an undead or a construct starts its turn within 30 feet of the cackling skeleton and can hear the skeleton, it must make a DC 10 Wisdom saving throw or feel demoralized by the skeleton's cackling. A demoralized creature has disadvantage on attack rolls until the start of its next turn."},{"name":"Turn Vulnerability","desc":"The cackling skeleton has disadvantage on saving throws against any effect that turns undead."}],"spell_list":[],"page_no":79,"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_cackling-skeleton/"},{"slug":"chill-haunt","desc":"This ghostly humanoid’s hands end in frozen claws. Water drips from the claws, freezing before it hits the ground._  \n**Forlorn Spirits.** Chill haunts arise from the corpses of humanoids that froze to death. While most chill haunts derive from those who died alone in the cold, stories tell of entire families or villages returning as chill haunts. Because of the intensity of their demise, chill haunts dread cold and flee when targeted by cold magic.  \n**Hungry for Body Heat.** The chill haunt’s disdain for cold leads it to seek out warm buildings or open fires. While ambient heat or direct contact with fire diminishes its shivering and restores wounds it has received in combat, it craves heat from living creatures. Contact with the chill haunt sets off a deepening freeze in the victim, which is hard to reverse without the application of fire. The haunt comes into contact with living creatures to remember the feeling of warmth, and it does not care about the side effects of its touch. After it has drained the warmth from one creature, it immediately moves on to the next, ever-hungry.  \n**Restless Undead.** Destroying a chill haunt is only a temporary solution to the undead creature’s depredations. Similar to a ghost, a destroyed chill haunt returns to unlife 24 hours after its demise, attaining eternal rest only after being slain under a specific set of circumstances. For most chill haunts, the surest way to eternal rest is by coaxing the haunt to a warm building where it can sit by a hearth and nestle in blankets or furs. Though physical objects normally pass through the spectral creature, such conditions allow the coverings to conform to the shape of the haunt’s former body. Moments later, the haunt lets out a contented sigh and winks out of existence.  \n**Undead Nature.** A chill haunt doesn’t require air, food, drink, or sleep.","name":"Chill Haunt","size":"Medium","type":"Undead","subtype":"","group":null,"alignment":"neutral evil","armor_class":13,"armor_desc":null,"hit_points":39,"hit_dice":"6d8+12","speed":{"walk":0,"fly":30},"strength":7,"dexterity":16,"constitution":14,"intelligence":8,"wisdom":16,"charisma":13,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":null,"skills":{"acrobatics":5},"damage_vulnerabilities":"","damage_resistances":"acid, lightning, thunder; bludgeoning, piercing, and slashing from nonmagical attacks","damage_immunities":"cold, fire, necrotic, poison","condition_immunities":"charmed, exhaustion, frightened, grappled, paralyzed, petrified, poisoned, prone, restrained","senses":"darkvision 60 ft., passive Perception 13","languages":"the languages it knew in life","challenge_rating":"3","cr":3.0,"actions":[{"name":"Shivering Touch","desc":"Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. Hit: 10 (2d6 + 3) cold damage plus 3 (1d6) necrotic damage. The target must succeed on a DC 12 Constitution saving throw or take 3 (1d6) cold damage at the start of each of its turns. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If the target takes fire damage, the effect ends.","attack_bonus":5,"damage_dice":"2d6+3"}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Cryophobia","desc":"Whenever the chill haunt is subjected to cold damage, it takes no damage, but it must succeed on a DC 13 Wisdom saving throw or become frightened of the source of the damage for 1 minute. This trait overrides the haunt's normal immunity to the frightened condition."},{"name":"Fire Absorption","desc":"Whenever the chill haunt is subjected to fire damage, it takes no damage and instead regains a number of hp equal to the fire damage dealt."},{"name":"Incorporeal Movement","desc":"The chill haunt can move through other creatures and objects as if they were difficult terrain. It takes 5 (1d10) force damage if it ends its turn inside an object."}],"spell_list":[],"page_no":62,"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_chill-haunt/"},{"slug":"overshadow","desc":"Several humanoid silhouettes reach out with dark claws. The light shifts, revealing that they are connected to each other by a great mass of flowing darkness._  \nWhile common Open Game License","name":"Overshadow","size":"Large","type":"Undead","subtype":"","group":null,"alignment":"chaotic evil","armor_class":14,"armor_desc":null,"hit_points":90,"hit_dice":"12d10+24","speed":{"walk":40},"strength":6,"dexterity":18,"constitution":15,"intelligence":13,"wisdom":13,"charisma":12,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":null,"skills":{"stealth":6},"damage_vulnerabilities":"radiant","damage_resistances":"acid, cold, fire, lightning, thunder; bludgeoning, piercing and slashing from nonmagical weapons","damage_immunities":"necrotic, poison","condition_immunities":"exhaustion, frightened, grappled, paralyzed, petrified, poisoned, prone, restrained","senses":"darkvision 120 ft., passive Perception 11","languages":"the languages it knew in life","challenge_rating":"4","cr":4.0,"actions":[{"name":"Multiattack","desc":"The overshadow makes two strength drain attacks."},{"name":"Strength Drain","desc":"Melee Weapon Attack: +6 to hit, reach 5 ft., one creature. Hit: 13 (2d8 + 4) necrotic damage, and the target's Strength score is reduced by 1d4. The target dies if this reduces its Strength to 0. Otherwise, the reduction lasts until the target finishes a short or long rest.","attack_bonus":6,"damage_dice":"2d8+4"},{"name":"Bringer of Darkness","desc":"The overshadow dims the light around it. The radius of each light source within 60 feet of it is halved for 1 minute. The overshadow can't use this action while in sunlight."}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Amorphous","desc":"The overshadow can move through a space as narrow as 1 inch wide without squeezing."},{"name":"Shadow Stealth","desc":"While in dim light or darkness, the overshadow can take the Hide action as a bonus action."},{"name":"Sunlight Weakness","desc":"While in sunlight, the overshadow has disadvantage on attack rolls, ability checks, and saving throws."}],"spell_list":[],"page_no":289,"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_overshadow/"},{"slug":"psychic-vampire","desc":"This creature is a well-coifed humanoid with perfectly arranged hair, manicured hands, and noble dress. Its baleful red eyes and pointed ears betray its supernatural origin._  \n**Alternate Form of Vampire.** Psychic vampires originate in much the same way as traditional Open Game License","name":"Psychic Vampire","size":"Medium","type":"Undead","subtype":"","group":null,"alignment":"lawful evil","armor_class":17,"armor_desc":"natural armor","hit_points":144,"hit_dice":"17d8+68","speed":{"walk":30},"strength":18,"dexterity":18,"constitution":18,"intelligence":23,"wisdom":15,"charisma":18,"strength_save":null,"dexterity_save":9,"constitution_save":null,"intelligence_save":null,"wisdom_save":7,"charisma_save":9,"perception":null,"skills":{},"damage_vulnerabilities":"","damage_resistances":"necrotic; bludgeoning, piercing, and slashing from nonmagical attacks","damage_immunities":"psychic","condition_immunities":"","senses":"darkvision 120 ft., passive Perception 12","languages":"the languages it knew in life","challenge_rating":"13","cr":13.0,"actions":[{"name":"Multiattack","desc":"The psychic vampire can use Imprison Mind. It then makes two attacks, only one of which can be a psychic assault."},{"name":"Unarmed Strike","desc":"Melee Weapon Attack: +9 to hit, reach 5 ft., one creature. Hit: 8 (1d8 + 4) bludgeoning damage. Instead of dealing damage, the vampire can grapple the target (escape DC 18).","attack_bonus":9,"damage_dice":"1d8+4"},{"name":"Imprison Mind","desc":"The vampire chooses one humanoid it can see within 30 feet of it. If the target can see the vampire, the target must succeed on a DC 17 Wisdom saving throw or be incapacitated for 1 minute. While incapacitated, its speed is reduced to 0 and its mind is overwhelmed with a flood of its own insecurities, shortcomings and inability to accomplish its goals. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. The target can also repeat the saving throw if another creature uses an action to shake the target out of its stupor."},{"name":"Psychic Assault","desc":"The vampire chooses one creature it can see within 30 feet of it. The target must succeed on a DC 17 Intelligence saving throw or take 18 (4d8) psychic damage and suffer memory loss, and the vampire regains hp equal to the psychic damage dealt. A humanoid slain in this way and then buried in the ground rises the following night as a vampire spawn under the vampire's control. The target's memory loss can manifest in a variety of ways. Roll a d4 and consult the table below. If the target is already affected by one of these options, roll again, unless otherwise noted. The memory loss lasts until it is cured by a greater restoration spell or similar magic.\n| d4 | Memory Loss |\n|----|-------------|\n| 1 | The target forgets how to use a particular skill or tool. It has disadvantage on one random skill or tool proficiency. If the target is already affected by this memory loss, randomly choose an additional skill or tool proficiency to also be affected. |\n| 2 | The target forgets one of its current allies and now views the ally as hostile. If the target is already affected by this memory loss, choose an additional ally. |\n| 3 | The target forgets key aspects of fighting and has disadvantage on its first attack roll each turn. |\n| 4 | The target forgets how to defend itself properly, and the first attack roll against it each turn has advantage. |"},{"name":"Knowledge Keepers (1/Day)","desc":"The vampire magically calls 2d4 inklings or 1 paper golem swarm. The called creatures arrive in 1d4 rounds, acting as allies of the vampire and obeying its spoken commands. The creatures remain for 1 hour, until the vampire dies, or until the vampire dismisses them as a bonus action."}],"bonus_actions":null,"reactions":null,"legendary_desc":"The psychic vampire can take 3 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature’s turn. The vampire regains spent legendary actions at the start of its turn.","legendary_actions":[{"name":"Move","desc":"The vampire moves up to its speed without provoking opportunity attacks. If it uses this legendary action while levitating, the vampire can move up to half its speed horizontally instead."},{"name":"Unarmed Strike","desc":"The vampire makes one unarmed strike."},{"name":"Psychic Pulse (Costs 3 Actions)","desc":"The vampire releases a powerful wave of psychic energy. Each creature within 20 feet of the vampire must succeed on a DC 17 Intelligence saving throw or be stunned until the end of its next turn."}],"special_abilities":[{"name":"Legendary Resistance (3/Day)","desc":"If the vampire fails a saving throw, it can choose to succeed instead."},{"name":"Levitate","desc":"As a bonus action, the vampire can rise or descend vertically up to 20 feet and can remain suspended there. This trait works like the levitate spell, except there is no duration, and the vampire doesn't need to concentrate to continue levitating each round."},{"name":"Regeneration","desc":"The vampire regains 20 hp at the start of its turn if it has at least 1 hp and isn't in sunlight or running water. If the vampire takes radiant damage or damage from holy water, this trait doesn't function at the start of its next turn."},{"name":"Spider Climb","desc":"The vampire can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check."},{"name":"Vampire Weaknesses","desc":"The vampire has the following flaws:\n* Forbiddance. The vampire can't enter a residence without an invitation from one of the occupants.\n* Harmed by Running Water. The vampire takes 20 acid damage if it ends its turn in running water.\n* Stake to the Heart. If a piercing weapon made of wood is driven into the vampire's heart while the vampire is incapacitated in its resting place, the vampire is paralyzed until the stake is removed.\n* Sunlight Hypersensitivity. The vampire takes 20 radiant damage when it starts its turn in sunlight. While in sunlight, it has disadvantage on attack rolls and ability checks."}],"spell_list":[],"page_no":0,"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_psychic-vampire/"},{"slug":"scroll-mummy","desc":"Parchment inscribed with arcane writing completely covers this creature, leaving room only for its glowing, purple eyes._  \nA scroll mummy expedites its passage into undeath through an arcane ritual that consumes several scrolls, while incorporating the surviving scrolls into the creature’s body, similarly to burial wrappings for an ordinary mummy.  \n**Curseless.** This alternate Open Game License","name":"Scroll Mummy","size":"Medium","type":"Undead","subtype":"","group":null,"alignment":"neutral","armor_class":12,"armor_desc":"natural armor","hit_points":105,"hit_dice":"14d8+42","speed":{"walk":30},"strength":16,"dexterity":8,"constitution":17,"intelligence":18,"wisdom":11,"charisma":14,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":3,"charisma_save":null,"perception":null,"skills":{"arcana":7,"history":7},"damage_vulnerabilities":"","damage_resistances":"bludgeoning, piercing, and slashing from nonmagical attacks","damage_immunities":"fire, necrotic, poison","condition_immunities":"charmed, exhaustion, frightened, paralyzed, poisoned","senses":"darkvision 60 ft., passive Perception 10","languages":"the languages it knew in life","challenge_rating":"6","cr":6.0,"actions":[{"name":"Multiattack","desc":"The scroll mummy makes two spell-siphoning fist attacks."},{"name":"Spell-Siphoning Fist","desc":"Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) bludgeoning damage plus 11 (2d10) force damage. If the target is a spellcaster, it must succeed on a DC 15 Charisma saving throw or lose one random unused spell slot. The scroll mummy inscribes one of the spellcaster's spells of that slot level onto the parchment wrappings that cover its body (see the Scroll Body trait).","attack_bonus":6,"damage_dice":"1d8+3"}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Magic Resistance","desc":"The scroll mummy has advantage on saving throws against spells and other magical effects."},{"name":"Scroll Body","desc":"The scroll mummy can inscribe a spell from a spellbook or scroll onto the parchment wrappings that cover its body as if copying a spell into a spellbook. Alternatively, it can inscribe a spell another spellcaster knows or has prepared onto its body by striking the spellcaster with its Spell-Siphoning Fist (see below). If the scroll mummy inscribes a spell with its Spell-Siphoning Fist, the inscription is free and happens immediately. The scroll mummy can use any spell it has inscribed onto its body once per day."},{"name":"Innate Spellcasting","desc":"The scroll mummy's innate spellcasting ability is Intelligence (spell save DC 15, +7 to hit with spell attacks). It can innately cast the following spells, requiring only verbal components:\nAt will: comprehend languages, fire bolt, mage hand, prestidigitation, ray of sickness\n5/day each: hold person, inflict wounds, scorching ray\n3/day each: bestow curse, fear\n1/day each: black tentacles, confusion"}],"spell_list":[],"page_no":0,"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_scroll-mummy/"},{"slug":"wraith-bear","desc":"The black, spectral form of an enormous bear with burning red eyes lets loose a bone-chilling roar._  \n**Corrupted Spirits.** Bear spirits are believed to be the spirits of ancestral warriors and guardians that take on the form of a bear to aid their descendants. Necromancers and dark shamans know magic that twists the mind of these spirits, causing them to feel anger and malice toward the family they once protected. These wraith bears hunt and murder their descendants, listening to no other commands until they have murdered what remains of their family. When this mission is complete, the wraith bear returns to its corruptor, following orders loyally.  \n**Forest Haunters.** If a wraith bear’s corruptor dies and the creature has no family left to hunt, it retreats to the forest. There the bear wanders, its hatred for all life a festering madness that drives it to violence. The wraith bear’s mere presence begins to kill nearby plant life, and it attacks any living creature it finds.  \n**Restored by Archfey.** A wraith bear can be reinstated as a bear spirit by the touch of a fey lord or lady. Finding a fey lord or lady is difficult enough, but convincing it to take on such a task usually involves paying a heavy price.  \n**Undead Nature.** A wraith bear doesn’t require air, food, drink, or sleep.","name":"Wraith Bear","size":"Large","type":"Undead","subtype":"","group":null,"alignment":"chaotic evil","armor_class":13,"armor_desc":null,"hit_points":133,"hit_dice":"14d10+56","speed":{"walk":0,"hover":true,"fly":60},"strength":18,"dexterity":16,"constitution":18,"intelligence":10,"wisdom":16,"charisma":15,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":7,"skills":{"perception":7,"survival":7},"damage_vulnerabilities":"","damage_resistances":"acid, cold, fire, lightning, thunder; bludgeoning, piercing, and slashing from nonmagical attacks not made with silvered weapons","damage_immunities":"necrotic, poison","condition_immunities":"charmed, exhaustion, grappled, paralyzed, petrified, poisoned, prone, restrained","senses":"darkvision 60 ft., passive Perception 17","languages":"the languages it knew in life","challenge_rating":"9","cr":9.0,"actions":[{"name":"Life Drain","desc":"Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 31 (6d8 + 4) necrotic damage. The target must succeed on a DC 16 Constitution saving throw or its hp maximum is reduced by an amount equal to the damage taken. This reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hp maximum to 0.","attack_bonus":8,"damage_dice":"6d8+4"},{"name":"Baleful Roar (Recharge 6)","desc":"The bear lets out a supernatural roar in a 30-foot cone. Each creature in that area that can hear the bear must make a DC 15 Wisdom saving throw. On a failure, a creature is incapacitated for 1 minute. On a success, a creature is frightened until the end of its next turn. An incapacitated creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success."}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Detect Relatives","desc":"The wraith bear knows the direction to its nearest living relative on the same plane, but not the relative's exact location."},{"name":"Draining Regeneration","desc":"The wraith bear regains 10 hp at the start of its turn if it has at least 1 hp and there are living plants within 5 feet of it. When the wraith bear regains hp, all plant life within 5 feet of it dies, and it can't regain hp from those same plants again."},{"name":"Incorporeal Movement","desc":"The wraith bear can move through other creatures and objects as if they were difficult terrain. It takes 5 (1d10) force damage if it ends its turn inside an object."}],"spell_list":[],"page_no":375,"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_wraith-bear/"},{"slug":"idolic-deity","desc":"_This small demonic idol fade into and out of reality. Its elemental will presses on those near as a near-physical pressure._  \n**Relics of Dark Gods.** Idolic deities are found in ancient temples and deserted tombs. They are relics of an elder age and all that remains of the favored children of deceiving dark god— mighty lordlings like Akoman the Evil Thought, Nanghant the Discontented, and Sarvar the Oppressor. Sent to consume the souls of those worshiping gods of light, these beings of shadow and sand labored slowly through corruption of the soul rather than outright war.  \n**Imprisoned Shadow Demons.** The corrupted ancient tribes and their priests began worshiping them as gods, and they forsook their master’s purpose to revel in their pride and vanity until they were struck down for their treachery. They have since wasted to a shadow remnant and been imprisoned in stony idols that barely cling to solidity.  \n**Constructed Nature.** An idolic deity doesn’t require air, food, drink, or sleep.","name":"Idolic Deity","size":"Small","type":"Construct","subtype":"","group":null,"alignment":"neutral evil","armor_class":17,"armor_desc":"natural armor","hit_points":90,"hit_dice":"12d6+48","speed":{"walk":0,"fly":30},"strength":14,"dexterity":20,"constitution":18,"intelligence":10,"wisdom":11,"charisma":20,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":3,"charisma_save":null,"perception":null,"skills":{"deception":8,"stealth":8},"damage_vulnerabilities":"fire","damage_resistances":"cold; bludgeoning, piercing, and slashing from nonmagical attacks","damage_immunities":"poison","condition_immunities":"charmed, exhaustion, frightened, paralyzed, petrified, poisoned","senses":"darkvision 60 ft., passive Perception 10","languages":"telepathy 60 ft.","challenge_rating":"8","cr":8.0,"actions":[{"name":"Multiattack","desc":"The idolic deity uses Seduce the Righteous and makes two slam attacks."},{"name":"Slam","desc":"Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 8 (1d6 + 5) bludgeoning damage plus 18 (4d8) psychic damage.","attack_bonus":8,"damage_dice":"1d6"},{"name":"Seduce the Righteous","desc":"The idolic deity targets one creature it can see within 30 feet. The target has disadvantage on attack rolls, saving throws, or ability checks (the idolic deity chooses which) until the end of its next turn. A protection from evil and good spell cast on the target prevents this effect, as does a magic circle."}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Stealth in darkness","desc":"The idolic diety gains an additional +3 to Stealth (+11 in total) in dim light or darkness."},{"name":"Apostasy Aura","desc":"The idolic deity's presence causes devout followers to doubt their faith. A cleric or paladin that can see the idolic deity and wishes to cast a spell or use a class feature must make a DC 16 Wisdom saving throw. On a failed save, the spell or class feature is spent as if it was used, but it has no effect."},{"name":"Incorporeal Movement","desc":"The idolic deity can move through other creatures and objects as if they were difficult terrain. It takes 5 (1d10) force damage if it ends its turn inside an object."},{"name":"Shadow Stealth","desc":"While in dim light or darkness, the idolic deity can take the Hide action as a bonus action."}],"spell_list":[],"page_no":255,"environments":[],"img_main":null,"document__slug":"tob","document__title":"Tome of Beasts","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/tome-of-beasts-for-5th-edition-print/","v2_converted_path":"/v2/creatures/tob_idolic-deity/"},{"slug":"voidling","desc":"_Writhing black tendrils stretch from this indistinct orb of pure shadow. The faintest flicker of something green, like an eye, appears for a moment in the center of the globe and then fades to black again._  \n**Called from Darkness.** Voidlings are creatures of the darkest void, the cold space between the stars, drawn to mortal realms by practitioners of foul and corrupting magic known to break the minds of those who wield it. They frequently are summoned servants to void dragons, and they have been seen as wardens of the temples on the Plateau of Leng.  \n**Light Eaters.** They are said to devour life and knowledge and light itself as sustenance; the places they inhabit are known for their dank chill and their obscurity. Voidlings are summoned by those hungry for power at any cost, and—despite their dark reputation—they serve very well for years or even decades, until one day they turn on their summoners. If they succeed in slaying their summoner, they grow in strength and return to the void. Exactly what voidlings seek when they have not been summoned—and what triggers their betrayals—is a mystery.  \n**Cold Tendrils.** Creatures of utter darkness, they can barely be said to have a shape; they consist largely of lashing tendrils of solid shadow. The tendrils meet at a central point and form a rough sphere in which something like an eye appears intermittently.  \nThough their tentacles stretch 10 feet long, the core of a voiding is no more than 4 feet across, and it weighs nothing, darting through either air or void with impressive speed.","name":"Voidling","size":"Large","type":"Aberration","subtype":"","group":null,"alignment":"chaotic evil","armor_class":16,"armor_desc":"","hit_points":110,"hit_dice":"20d10","speed":{"hover":true,"walk":0,"fly":50},"strength":15,"dexterity":22,"constitution":10,"intelligence":14,"wisdom":16,"charisma":10,"strength_save":null,"dexterity_save":null,"constitution_save":4,"intelligence_save":6,"wisdom_save":7,"charisma_save":4,"perception":null,"skills":{"stealth":10},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"necrotic","condition_immunities":"exhaustion, petrified, prone","senses":"truesight 60 ft., passive Perception 13","languages":"telepathy 60 ft.","challenge_rating":"11","cr":11.0,"actions":[{"name":"Multiattack","desc":"The voidling makes 4 tendril attacks."},{"name":"Tendril","desc":"Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 10 (1d8 + 6) slashing damage plus 11 (2d10) necrotic damage.","attack_bonus":10,"damage_dice":"1d8"},{"name":"Necrotic Burst (Recharge 5-6)","desc":"The voidling releases a burst of necrotic energy in a 20-foot radius sphere centered on itself. Those in the area take 35 (10d6) necrotic damage, or half damage with a successful DC 17 Constitution saving throw."}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Fed by Darkness","desc":"A voidling in magical darkness at the start of its turn heals 5 hit points."},{"name":"Magic Resistance","desc":"The voidling has advantage on saving throws against spells and other magical effects except those that cause radiant damage."},{"name":"Innate Spellcasting","desc":"the voidling's innate spellcasting ability is Wisdom (spell save DC 15, spell attack bonus +7). It can innately cast the following spells, requiring no material components:\n\nat will: darkness, detect magic, fear\n\n3/day each: eldritch blast (3 beams), black tentacles\n\n1/day each: phantasmal force, reverse gravity"},{"name":"Natural Invisibility","desc":"A voidling in complete darkness is considered invisible to creatures that rely on normal vision or darkvision."}],"spell_list":[],"page_no":404,"environments":[],"img_main":null,"document__slug":"tob","document__title":"Tome of Beasts","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/tome-of-beasts-for-5th-edition-print/","v2_converted_path":"/v2/creatures/tob_voidling/"},{"slug":"ostinato","desc":"_A bit of catchy, repetitive music emanates from nowhere, drifting and moving as if dancing in the empty air._  \n**Born from Drama.** Incredibly moving arias, passionate performances, and ditties that drive you mad are often the product of ostinatos. These creatures of living music are born from overwrought emotions, and they feed off the vitality and personality of mortals.  \n**Song Searchers.** Ostinatos wander the mortal world as repetitive snippets of song, searching for hosts and rich feeding grounds. They enter hosts secretly, remaining undetected to prolong their voracious feasting as long as possible.","name":"Ostinato","size":"Medium","type":"Aberration","subtype":"","group":null,"alignment":"chaotic neutral","armor_class":15,"armor_desc":"","hit_points":39,"hit_dice":"6d8+12","speed":{"fly":50,"hover":true},"strength":1,"dexterity":20,"constitution":15,"intelligence":5,"wisdom":12,"charisma":17,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":3,"skills":{"perception":3},"damage_vulnerabilities":"thunder","damage_resistances":"acid, cold, fire, lightning; bludgeoning, piercing, and slashing from nonmagical attacks","damage_immunities":"poison","condition_immunities":"charmed, exhaustion, grappled, paralyzed, petrified, poisoned, prone, restrained, unconscious","senses":"darkvision 60 ft., passive Perception 13","languages":"telepathy 200 ft.","challenge_rating":"4","cr":4.0,"actions":[{"name":"Multiattack","desc":"The ostinato makes two cacophony ray attacks."},{"name":"Cacophony Ray","desc":"Ranged Spell Attack: +7 to hit, range 60 ft., one target. Hit: 10 (3d6) thunder damage.","attack_bonus":7,"damage_dice":"3d6"},{"name":"Aural Symbiosis (1/Day)","desc":"One humanoid that the ostinato can see within 5 feet of it must succeed on a DC 13 Charisma saving throw or the ostinato merges with it, becoming an enjoyable, repetitive tune in its host's mind. The ostinato can't be targeted by any attack, spell, or other effect. The target retains control of its body and is aware of the ostinato's presence only as a melody, not as a living entity. The target no longer needs to eat or drink, gains the ostinato's Magic Resistance trait, and has advantage on Charisma checks. It also has disadvantage on Wisdom saving throws and it can't maintain concentration on spells or other effects for more than a single turn. The target can make a DC 13 Wisdom (Insight) check once every 24 hours; on a success, it realizes that the music it hears comes from an external entity. The Aural Symbiosis lasts until the target drops to 0 hit points, the ostinato ends it as a bonus action, or the ostinato is forced out by a dispel evil and good spell or comparable magic. When the Aural Symbiosis ends, the ostinato bursts forth in a thunderous explosion of sound and reappears in an unoccupied space within 5 feet of the target. All creatures within 60 feet, including the original target, take 21 (6d6) thunder damage, or half damage with a successful DC 13 Constitution saving throw. The target becomes immune to this ostinato's Aural Symbiosis for 24 hours if it succeeds on the saving throw or after the Aural Symbiosis ends."},{"name":"Voracious Aura (1/Day)","desc":"While merged with a humanoid (see Aural Symbiosis), the ostinato feeds on nearby creatures. Up to nine creatures of the ostinato's choice within 60 feet of it can be targeted. Each target must succeed on a DC 13 Charisma saving throw or take 3 (1d6) necrotic damage and have its hit point maximum reduced by the same amount until it finishes a long rest. The target dies if its maximum hit points are reduced to 0. Victims notice this damage immediately, but not its source."}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Incorporeal Movement","desc":"The ostinato can move through other creatures and objects as if they were difficult terrain. It takes 5 (1d10) force damage if it ends its turn inside an object."},{"name":"Invisibility","desc":"The ostinato is invisible as per a greater invisibility spell."},{"name":"Magic Resistance","desc":"The ostinato has advantage on saving throws against spells and other magical effects."}],"spell_list":[],"page_no":312,"environments":[],"img_main":null,"document__slug":"tob","document__title":"Tome of Beasts","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/tome-of-beasts-for-5th-edition-print/","v2_converted_path":"/v2/creatures/tob_ostinato/"},{"slug":"otyugh-a5e","desc":"","name":"Otyugh","size":"Large","type":"Aberration","subtype":"","group":null,"alignment":"","armor_class":14,"armor_desc":"","hit_points":110,"hit_dice":"13d10+39","speed":{"walk":30,"swim":30},"strength":16,"dexterity":10,"constitution":16,"intelligence":6,"wisdom":14,"charisma":5,"strength_save":6,"dexterity_save":null,"constitution_save":6,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":null,"skills":{},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"","condition_immunities":"","senses":"darkvision 120 ft., passive Perception 12","languages":"telepathy 120 ft. (can transmit but not receive thoughts and images)","challenge_rating":"6","cr":6.0,"actions":[{"name":"Multiattack","desc":"The otyugh makes two tentacle attacks."},{"name":"Tentacle","desc":"Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 7 (1d8 + 3) bludgeoning damage plus 4 (1d8) piercing damage. If the target is a Medium or smaller creature  it is grappled (escape DC 14) and restrained until the grapple ends. The otyugh has two tentacles  each of which can grapple one target and can't attack a different target while doing so."},{"name":"Tentacle Slam","desc":"The otyugh slams any creatures it is grappling into a hard surface or into each other. Each creature makes a DC 14 Strength saving throw. On a failure  the target takes 10 (2d6 + 3) bludgeoning damage  is stunned until the end of the otyughs next turn  and is pulled up to 5 feet towards the otyugh. On a success  the target takes half damage."}],"bonus_actions":[{"name":"Bite","desc":"Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 12 (2d8 + 3) piercing damage. If the target is a creature, it makes a DC 14 Constitution saving throw. On a failure, the target contracts a disease. While diseased, the target is poisoned. The target repeats the saving throw every 24 hours, reducing its hit point maximum by 5 (1d10) on a failure (to a minimum of 1 hit point) and becoming cured on a success. The reduction in hit points lasts until the disease is cured."},{"name":"Swallow","desc":"If the otyugh has no other creature in its stomach, the otyugh bites a Medium or smaller creature that is stunned. On a hit, the creature is swallowed. A swallowed creature has total cover from attacks from outside the otyugh, is blinded and restrained, and takes 10 (3d6) acid damage at the start of each of the otyugh's turns. If a swallowed creature deals 15 or more damage to the otyugh in a single turn, or if the otyugh dies, the otyugh vomits up the creature."}],"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":null,"spell_list":[],"page_no":354,"environments":[],"img_main":null,"document__slug":"menagerie","document__title":"Level Up Advanced 5e Monstrous Menagerie","document__license_url":"http://open5e.com/legal","document__url":"https://www.levelup5e.com","v2_converted_path":"/v2/creatures/a5e-mm_otyugh/"},{"slug":"ur-otyugh-a5e","desc":"","name":"Ur-Otyugh","size":"Large","type":"Aberration","subtype":"","group":null,"alignment":"","armor_class":14,"armor_desc":"","hit_points":144,"hit_dice":"17d10+51","speed":{"walk":50,"swim":50},"strength":16,"dexterity":10,"constitution":16,"intelligence":6,"wisdom":14,"charisma":5,"strength_save":6,"dexterity_save":null,"constitution_save":6,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":null,"skills":{},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"","condition_immunities":"","senses":"darkvision 120 ft., passive Perception 12","languages":"telepathy 120 ft. (can transmit but not receive thoughts and images)","challenge_rating":"10","cr":10.0,"actions":[{"name":"Multiattack","desc":"The otyugh makes two tentacle attacks."},{"name":"Tentacle","desc":"Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 7 (1d8 + 3) bludgeoning damage plus 4 (1d8) piercing damage. If the target is a Medium or smaller creature  it is grappled (escape DC 14) and restrained until the grapple ends. The otyugh has two tentacles  each of which can grapple one target and can't attack a different target while doing so."},{"name":"Tentacle Slam","desc":"The otyugh slams any creatures it is grappling into a hard surface or into each other. Each creature makes a DC 14 Strength saving throw. On a failure  the target takes 10 (2d6 + 3) bludgeoning damage  is stunned until the end of the otyughs next turn  and is pulled up to 5 feet towards the otyugh. On a success  the target takes half damage."}],"bonus_actions":[{"name":"Bite","desc":"Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 12 (2d8 + 3) piercing damage. If the target is a creature, it makes a DC 14 Constitution saving throw. On a failure, the target contracts a disease. While diseased, the target is poisoned. The target repeats the saving throw every 24 hours, reducing its hit point maximum by 5 (1d10) on a failure (to a minimum of 1 hit point) and becoming cured on a success. The reduction in hit points lasts until the disease is cured."},{"name":"Swallow","desc":"If the otyugh has no other creature in its stomach, the otyugh bites a Medium or smaller creature that is stunned. On a hit, the creature is swallowed. A swallowed creature has total cover from attacks from outside the otyugh, is blinded and restrained, and takes 10 (3d6) acid damage at the start of each of the otyugh's turns. If a swallowed creature deals 15 or more damage to the otyugh in a single turn, or if the otyugh dies, the otyugh vomits up the creature."}],"reactions":null,"legendary_desc":"","legendary_actions":[{"name":"The ur-otyugh can take 2 legendary actions","desc":"Only one legendary action can be used at a time and only at the end of another creatures turn. It regains spent legendary actions at the start of its turn."},{"name":"Mad Dash","desc":"The ur-otyugh moves up to half its Speed."},{"name":"Tentacle","desc":"The ur-otyugh makes a tentacle attack. This attack has a range of 15 feet."},{"name":"Mental Fuzz (Costs 2 Actions","desc":"The ur-otyugh transmits a burst of psionic static. Each non-aberration within 30 feet makes a DC 14 Intelligence saving throw. On a failure, a creature takes 14 (4d6) psychic damage and is stunned until the end of the ur-otyughs next turn. On a success, the creature takes half damage."}],"special_abilities":[{"name":"Legendary Resistance (2/Day)","desc":"If the ur-otyugh fails a saving throw, it can choose to succeed instead. When it does so, it becomes more sluggish. Each time the ur-otyugh uses Legendary Resistance, its Speed and swim speed decrease by 10 and it loses one of its legendary actions on each of its turns."}],"spell_list":[],"page_no":354,"environments":[],"img_main":null,"document__slug":"menagerie","document__title":"Level Up Advanced 5e Monstrous Menagerie","document__license_url":"http://open5e.com/legal","document__url":"https://www.levelup5e.com","v2_converted_path":"/v2/creatures/a5e-mm_ur-otyugh/"},{"slug":"khalkos-spawn-a5e","desc":"","name":"Khalkos Spawn","size":"Tiny","type":"Aberration","subtype":"","group":null,"alignment":"","armor_class":16,"armor_desc":"","hit_points":27,"hit_dice":"6d4+12","speed":{"walk":30,"fly":30},"strength":6,"dexterity":16,"constitution":14,"intelligence":18,"wisdom":14,"charisma":12,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":5,"wisdom_save":4,"charisma_save":3,"perception":null,"skills":{},"damage_vulnerabilities":"","damage_resistances":"fire, psychic, radiant","damage_immunities":"","condition_immunities":"charmed","senses":"darkvision 60 ft., passive Perception 12","languages":"telepathy 120 ft.","challenge_rating":"2","cr":2.0,"actions":[{"name":"Chaos Pheromones","desc":"The khalkos emits a cloud of pheromones into the air in a 10-foot radius. The cloud spreads around corners. Each non-khalkos creature in the area makes a DC 12 Intelligence saving throw. On a failure  the creature is confused for 1 minute. It repeats the saving throw at the end of each of its turns  ending the effect on itself on a success. If the creature makes its saving throw or the condition ends for it  it is immune to the chaos pheromones of khalkos spawn for the next 24 hours."},{"name":"Sting","desc":"Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. Hit: 5 (1d4 + 3) piercing damage plus 3 (1d6) poison damage."}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Detect Alignment","desc":"The khalkos can detect the presence of creatures within 30 feet that have an alignment trait, and knows the alignment of such creatures."}],"spell_list":[],"page_no":294,"environments":[],"img_main":null,"document__slug":"menagerie","document__title":"Level Up Advanced 5e Monstrous Menagerie","document__license_url":"http://open5e.com/legal","document__url":"https://www.levelup5e.com","v2_converted_path":"/v2/creatures/a5e-mm_khalkos-spawn/"},{"slug":"swarm-of-khalkos-spawn-a5e","desc":"","name":"Swarm of Khalkos Spawn","size":"Medium","type":"Aberration","subtype":"","group":null,"alignment":"","armor_class":16,"armor_desc":"","hit_points":71,"hit_dice":"11d8+22","speed":{"walk":30,"fly":30},"strength":6,"dexterity":16,"constitution":14,"intelligence":18,"wisdom":14,"charisma":12,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":5,"wisdom_save":4,"charisma_save":3,"perception":null,"skills":{},"damage_vulnerabilities":"","damage_resistances":"fire, psychic, radiant; bludgeoning, piercing, slashing","damage_immunities":"","condition_immunities":"charmed, frightened, grappled, paralyzed, petrified, prone, restrained, stunned","senses":"darkvision 60 ft., passive Perception 12","languages":"telepathy 120 ft.","challenge_rating":"2","cr":2.0,"actions":[{"name":"Sting","desc":"Melee Weapon Attack: +6 to hit, reach 5 ft., one creature. Hit: 13 (4d4+3) piercing damage plus 14 (4d6) poison damage  or 8 (2d4+3) piercing damage plus 7 (2d6) poison damage if the swarm is bloodied."},{"name":"Chaos Pheromones","desc":"The swarm emits a cloud of pheromones in the air in a 10-foot-radius. The cloud spreads around corners. Each non-khalkos creature in the area makes a DC 12 Intelligence saving throw. On a failure  the creature is confused for 1 minute. It repeats the saving throw at the end of each of its turns  ending the effect on itself on a success. If the creature makes its saving throw or the condition ends for it  it is immune to the chaos pheromones of khalkos spawn for the next 24 hours."}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[],"spell_list":[],"page_no":295,"environments":[],"img_main":null,"document__slug":"menagerie","document__title":"Level Up Advanced 5e Monstrous Menagerie","document__license_url":"http://open5e.com/legal","document__url":"https://www.levelup5e.com","v2_converted_path":"/v2/creatures/a5e-mm_swarm-of-khalkos-spawn/"},{"slug":"chaos-spawn-goblin","desc":"","name":"Chaos-Spawn Goblin","size":"Small","type":"Humanoid","subtype":"goblinoid","group":null,"alignment":"neutral evil","armor_class":13,"armor_desc":"natural armor","hit_points":22,"hit_dice":"5d6+5","speed":{"walk":30},"strength":10,"dexterity":14,"constitution":12,"intelligence":10,"wisdom":10,"charisma":6,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":null,"skills":{"stealth":6},"damage_vulnerabilities":"","damage_resistances":"psychic","damage_immunities":"","condition_immunities":"frightened","senses":"darkvision 60 ft., passive Perception 10","languages":"telepathy 120 ft.","challenge_rating":"1/2","cr":0.5,"actions":[{"desc":"The chaos-spawn goblin makes two attacks with its scimitar.","name":"Multiattack"},{"attack_bonus":4,"damage_dice":"1d6+2","desc":"Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) slashing damage.","name":"Scimitar"},{"desc":"The chaos-spawn goblin targets one creature that it can sense within 30 feet of it. The target must make a DC 12 Intelligence saving throw, taking 7 (2d6) psychic damage on a failed save, or half as much damage on a successful one.","name":"Psychic Stab (Recharge 6)"}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"desc":"The chaos-spawn goblin can take the Disengage or Hide action as a bonus action on each of its turns.","name":"Nimble Escape"}],"spell_list":[],"page_no":190,"environments":[],"img_main":null,"document__slug":"cc","document__title":"Creature Codex","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/creature-codex-for-5th-edition-dnd/","v2_converted_path":"/v2/creatures/ccdx_chaos-spawn-goblin/"},{"slug":"fate-eater","desc":"_These human-sized parasites resemble ghostly centipedes surrounded in erratic violet radiance. Their flesh is translucent and their jaws are crystalline—they are clearly creatures of strange planes indeed._  \n**Destiny Destroyers.** Fate eaters infest remote areas of the planes, where they consume the threads of Fate itself. The Norns view them as vermin and sometimes engage particularly canny planar travelers either to hunt them or to help repair the damage they have done. This can be a deadly job as the fate eaters consider the destiny of a mortal to be the tastiest of delicacies, rich in savory possibilities.  \n**Planar Gossips.** Fate eaters can and do trade information about various dooms, fates, and outcomes, but one must have something rich in destiny to trade—or at least, juicy gossip about gods and demons.  \n**Visionary Flesh.** Eating the properly-prepared flesh of a fate eater grants insight into the fate of another.","name":"Fate Eater","size":"Medium","type":"Aberration","subtype":"","group":null,"alignment":"neutral","armor_class":16,"armor_desc":"natural armor","hit_points":182,"hit_dice":"28d8+56","speed":{"walk":40,"climb":40},"strength":18,"dexterity":12,"constitution":14,"intelligence":18,"wisdom":16,"charisma":9,"strength_save":null,"dexterity_save":null,"constitution_save":5,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":null,"skills":{"arcana":7,"history":7,"insight":6,"religion":7},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"","condition_immunities":"charmed, unconscious","senses":"truesight 60 ft., passive Perception 13","languages":"telepathy 100 ft.","challenge_rating":"6","cr":6.0,"actions":[{"name":"Bite","desc":"Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 26 (5d8 + 4) slashing damage plus 11 (2d10) necrotic damage.","attack_bonus":7,"damage_dice":"5d8"},{"name":"Spectral Bite","desc":"when a fate eater scores a critical hit against a target, it damages not only the creature but also the threads of its fate, changing the character's past or future. The target must roll 1d6 on the chart below for each critical hit that isn't negated by a successful DC 15 Charisma saving throw:1- Seeing the Alternates: Suffers the effects of the confusion spell for 1d4 rounds2- Untied from the Loom: Character's speed is randomized for four rounds. Roll 3d20 at the start of each of the character's turns to determine his or her speed in feet that turn3- Shifting Memories: Permanently loses 2 from a random skill and gains 2 in a random untrained skill4- Not So Fast: Loses the use of one class ability, chosen at random5- Lost Potential: Loses 1 point from one randomly chosen ability score6- Took the Lesser Path: The character's current hit point total becomes his or her hit point maximum effects 3-6 are permanent until the character makes a successful Charisma saving throw. The saving throw is repeated after every long rest, but the DC increases by 1 after every long rest, as the character becomes more entrenched in this new destiny. Otherwise, these new fates can be undone by nothing short of a wish spell or comparable magic."}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Innate Spellcasting","desc":"the fate eater's innate spellcasting ability is Intelligence (spell save DC 15). It can innately cast the following spells, requiring no material components:1/day each: blink, hallucinatory terrain"},{"name":"Visionary Flesh","desc":"Eating the flesh of a fate eater requires a DC 15 Constitution saving throw. If successful, the eater gains a divination spell. If failed, the victim vomits blood and fails the next saving throw made in combat."}],"spell_list":[],"page_no":180,"environments":[],"img_main":null,"document__slug":"tob","document__title":"Tome of Beasts","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/tome-of-beasts-for-5th-edition-print/","v2_converted_path":"/v2/creatures/tob_fate-eater/"},{"slug":"gargoctopus","desc":"","name":"Gargoctopus","size":"Large","type":"Monstrosity","subtype":"","group":null,"alignment":"neutral","armor_class":13,"armor_desc":"natural armor","hit_points":104,"hit_dice":"16d10+16","speed":{"climb":20,"swim":40,"walk":40},"strength":18,"dexterity":13,"constitution":12,"intelligence":19,"wisdom":16,"charisma":14,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":6,"skills":{"history":7,"investigation":7,"perception":6,"stealth":7},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"","condition_immunities":"","senses":"darkvision 60 ft., passive Perception 16","languages":"telepathy 100 ft.","challenge_rating":"5","cr":5.0,"actions":[{"desc":"The gargoctopus makes four tentacle attacks or one bite attack and three tentacle attacks.","name":"Multiattack"},{"attack_bonus":7,"damage_dice":"3d8+4","desc":"Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 17 (3d8 + 4) piercing damage.","name":"Bite"},{"attack_bonus":7,"damage_dice":"2d6+4","desc":"Melee Weapon Attack: +7 to hit, reach 15 ft., one target. Hit: 11 (2d6 + 4) bludgeoning damage. If the target is a Medium or smaller creature, it is grappled (escape DC 15). Until the grapple ends, the target is restrained, the gargoctopus can automatically hit the target with its tentacle, and it can't use the same tentacle on another target. The gargoctopus can grapple up to four creatures at one time.","name":"Tentacle"},{"desc":"One Medium or smaller creature grappled by the gargoctopus is thrown up to 20 feet in a random direction and is knocked prone. If the target strikes a solid surface, the target takes 7 (2d6) bludgeoning damage. If the target is thrown at another creature, that creature must succeed on a DC 12 Dexterity saving throw or take the same damage and be knocked prone.","name":"Fling"},{"desc":"The gargoctopus slams the creatures grappled by it into a solid surface. Each grappled creature must make a DC 15 Constitution saving throw. On a failure, a target takes 10 (3d6) bludgeoning damage and is stunned until the end of the gargoctopus' next turn. On a success, a target takes half the damage and isn't stunned.","name":"Tentacle Slam (Recharge 5-6)"},{"desc":"A 20-foot-radius cloud of darkness extends around the gargoctopus. The area is heavily obscured until the start of the gargoctopus' next turn. If underwater, the gargoctopus can use the Dash action as a bonus action after releasing the cloud.","name":"Ink Cloud (Recharge 6)"}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"desc":"The gargoctopus can breathe air and water.","name":"Amphibious"},{"desc":"The gargoctopus has advantage on Dexterity (Stealth) checks made to hide.","name":"Shifting Camouflage"},{"desc":"The gargoctopus can climb on difficult surfaces, including upside down on ceilings, without needing to make an ability check.","name":"Spider Climb"}],"spell_list":[],"page_no":167,"environments":[],"img_main":null,"document__slug":"cc","document__title":"Creature Codex","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/creature-codex-for-5th-edition-dnd/","v2_converted_path":"/v2/creatures/ccdx_gargoctopus/"},{"slug":"living-wick","desc":"_A living wick is a small, rough wax sculpture of a human that stands at attention, a halo of light flickering around its head from some source behind it._  \n**Enchanted Wicks.** Living wicks are obedient wax statues brought to life by an enchanted wick that runs from the nape of their neck to their lower back. When new, a living wick looks and moves like a human, but as the wick burns, the wax features melt and the statue takes on a twisted, hunchbacked appearance.  \n**Short-Lived as a Candle.** Living wicks are powered by flames, and therefore they have a predetermined life cycle. They are typically reduced to formless lumps in a month, but some say a living wick’s affordability more than makes up for its inevitable obsolescence. Individuals looking to quickly construct a building or fortification without the expense of paid labor or the questionable ethics of necromancy find living wicks obedient and efficient, as do those needing an army for a single battle.  \nLiving wicks are active only when their wicks are lit, and only respond to the telepathic commands of whoever lit them. This makes it easy to transfer living wicks between owners, even those not well-versed in the use of magic.  \n**Explosive Ends.** The amount of magical energy contained within a living wick, paired with the manner in which it is released, gives them a remarkable capability for selfdestruction. If their controller demands it, all living wicks can release the magic contained within their form all at once, engulfing themselves and anyone nearby in flames. This can make storing them a gamble, but many see it as an asset, especially those seeking to destroy evidence or anonymously attack their enemies.  \n**Constructed Nature.** A living wick doesn’t require air, food, drink, or sleep.","name":"Living Wick","size":"Small","type":"Construct","subtype":"","group":null,"alignment":"unaligned","armor_class":13,"armor_desc":"natural armor","hit_points":28,"hit_dice":"8d6","speed":{"walk":20},"strength":10,"dexterity":10,"constitution":10,"intelligence":5,"wisdom":5,"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":"fire","damage_resistances":"","damage_immunities":"poison, psychic","condition_immunities":"blinded, charmed, deafened, exhaustion, frightened, paralyzed, petrified, poisoned, unconscious","senses":"sight 20 ft. (blind beyond the radius of its own light), passive Perception 10","languages":"shares a telepathic link with the individual that lit its wick","challenge_rating":"1/4","cr":0.25,"actions":[{"name":"Slam","desc":"Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 3 (1d6) bludgeoning damage.","attack_bonus":2,"damage_dice":"1d6"},{"name":"Consume Self","desc":"A living wick can be commanded to rapidly burn through the remains of its wick, creating a devastating fireball. All creatures within 20 feet of the living wick take 7 (2d6) fire damage, or half damage with a successful DC 13 Dexterity saving throw. The fire spreads around corners and ignites flammable objects in the area that aren't being worn or carried. The wick is reduced to a lifeless puddle of wax."}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Controlled","desc":"Living wicks cannot move, attack, or perform actions when they are not lit. Living wicks only respond to the telepathic commands of the individual that lit them."},{"name":"Light","desc":"Activated living wicks produce light as a torch."},{"name":"Melting","desc":"A living wick loses one hit point for every 24 hours it remains lit."}],"spell_list":[],"page_no":278,"environments":[],"img_main":null,"document__slug":"tob","document__title":"Tome of Beasts","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/tome-of-beasts-for-5th-edition-print/","v2_converted_path":"/v2/creatures/tob_living-wick/"},{"slug":"awakened_shrub_bf","desc":"","name":"Awakened Shrub","size":"small","type":"Plant","subtype":"","group":"Animals","alignment":"","armor_class":10,"armor_desc":null,"hit_points":9,"hit_dice":"","speed":{"walk":20},"strength":2,"dexterity":10,"constitution":10,"intelligence":10,"wisdom":10,"charisma":6,"strength_save":-4,"dexterity_save":0,"constitution_save":0,"intelligence_save":0,"wisdom_save":0,"charisma_save":-2,"perception":10,"skills":{},"damage_vulnerabilities":"fire","damage_resistances":"piercing,Plant Resilience","damage_immunities":"","condition_immunities":"","senses":"-","languages":"one language known by its creator","challenge_rating":"0","cr":0.0,"actions":[{"name":"Rake","desc":"_Melee Weapon Attack:_ +2 to hit, reach 5 ft., one target. _Hit:_ 2 (1d4) slashing damage."},{"name":"Thorn","desc":"_Ranged Weapon Attack:_ +2 to hit, range 15/30 ft., one target. _Hit:_ 2 (1d4) piercing damage."}],"bonus_actions":[],"reactions":[],"legendary_desc":null,"legendary_actions":[],"special_abilities":[{"name":"False Appearance","desc":"While the shrub remains motionless, it is indistinguishable from a normal shrub."},{"name":"Plant Resilience","desc":"The shrub is resistant to exhaustion and to the paralyzed, petrified, and unconscious conditions."}],"spell_list":[],"page_no":null,"environments":[],"img_main":null,"document__slug":"blackflag","document__title":"Black Flag SRD","document__license_url":"https://paizo.com/orclicense","document__url":"https://koboldpress.com/black-flag-reference-document/","v2_converted_path":"/v2/creatures/bfrd_awakened-shrub/"},{"slug":"awakened_tree_bf","desc":"","name":"Awakened Tree","size":"huge","type":"Plant","subtype":"","group":"Animals","alignment":"","armor_class":13,"armor_desc":"natural armor","hit_points":60,"hit_dice":"","speed":{"walk":20},"strength":18,"dexterity":6,"constitution":14,"intelligence":10,"wisdom":10,"charisma":6,"strength_save":4,"dexterity_save":-2,"constitution_save":2,"intelligence_save":0,"wisdom_save":0,"charisma_save":-2,"perception":10,"skills":{},"damage_vulnerabilities":"fire","damage_resistances":"bludgeoning,piercing,Plant Resilience","damage_immunities":"","condition_immunities":"","senses":"-","languages":"one language known by its creator","challenge_rating":"2","cr":2.0,"actions":[{"name":"Slam","desc":"_Melee Weapon Attack:_ +6 to hit, reach 10 ft., one target. _Hit:_ 22 (4d8+4) bludgeoning damage."},{"name":"Broken Branch","desc":"_Ranged Weapon Attack:_ +6 to hit, range 20/60 ft., one target. _Hit:_ 18 (4d6+4) piercing damage."}],"bonus_actions":[{"name":"Entangling Roots","desc":"One creature on the ground the tree can see within 10 feet of it must succeed on a DC 14 STR save or be restrained by roots until the end of its next turn."}],"reactions":[],"legendary_desc":null,"legendary_actions":[],"special_abilities":[{"name":"False Appearance","desc":"While the tree remains motionless, it is indistinguishable from a normal tree."},{"name":"Plant Resilience","desc":"The tree is resistant to exhaustion and to the paralyzed, petrified, and unconscious conditions."}],"spell_list":[],"page_no":null,"environments":[],"img_main":null,"document__slug":"blackflag","document__title":"Black Flag SRD","document__license_url":"https://paizo.com/orclicense","document__url":"https://koboldpress.com/black-flag-reference-document/","v2_converted_path":"/v2/creatures/bfrd_awakened-tree/"},{"slug":"awakened-shrub-a5e","desc":"","name":"Awakened Shrub","size":"Small","type":"Plant","subtype":"","group":null,"alignment":"","armor_class":9,"armor_desc":"","hit_points":7,"hit_dice":"2d6","speed":{"walk":20},"strength":2,"dexterity":8,"constitution":10,"intelligence":10,"wisdom":10,"charisma":6,"strength_save":null,"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","damage_immunities":"","condition_immunities":"","senses":"passive Perception 10","languages":"one language known by its creator","challenge_rating":"0","cr":0.0,"actions":[{"name":"Rake","desc":"Melee Weapon Attack: +1 to hit, reach 5 ft., one target. Hit: 1 slashing damage."}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"False Appearance","desc":"While motionless, the shrub is indistinguishable from a normal shrub."}],"spell_list":[],"page_no":438,"environments":[],"img_main":null,"document__slug":"menagerie","document__title":"Level Up Advanced 5e Monstrous Menagerie","document__license_url":"http://open5e.com/legal","document__url":"https://www.levelup5e.com","v2_converted_path":"/v2/creatures/a5e-mm_awakened-shrub/"},{"slug":"awakened-tree-a5e","desc":"","name":"Awakened Tree","size":"Huge","type":"Plant","subtype":"","group":null,"alignment":"","armor_class":13,"armor_desc":"","hit_points":51,"hit_dice":"6d12+12","speed":{"walk":20},"strength":18,"dexterity":6,"constitution":14,"intelligence":10,"wisdom":10,"charisma":10,"strength_save":null,"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","damage_immunities":"","condition_immunities":"","senses":"passive Perception 10","languages":"one language known by its creator","challenge_rating":"2","cr":2.0,"actions":[{"name":"Slam","desc":"Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 14 (3d6+4) bludgeoning damage."}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"False Appearance","desc":"While motionless, the tree is indistinguishable from a normal tree."}],"spell_list":[],"page_no":438,"environments":[],"img_main":null,"document__slug":"menagerie","document__title":"Level Up Advanced 5e Monstrous Menagerie","document__license_url":"http://open5e.com/legal","document__url":"https://www.levelup5e.com","v2_converted_path":"/v2/creatures/a5e-mm_awakened-tree/"},{"slug":"awakened-shrub","desc":"An **awakened shrub** is an ordinary shrub given sentience and mobility by the awaken spell or similar magic.","name":"Awakened Shrub","size":"Small","type":"Plant","subtype":"","group":"Miscellaneous Creatures","alignment":"unaligned","armor_class":9,"armor_desc":null,"hit_points":10,"hit_dice":"3d6","speed":{"walk":20},"strength":3,"dexterity":8,"constitution":11,"intelligence":10,"wisdom":10,"charisma":6,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":null,"skills":{},"damage_vulnerabilities":"fire","damage_resistances":"piercing","damage_immunities":"","condition_immunities":"","senses":"passive Perception 10","languages":"one language known by its creator","challenge_rating":"0","cr":0.0,"actions":[{"name":"Rake","desc":"Melee Weapon Attack: +1 to hit, reach 5 ft., one target. Hit: 1 (1d4 - 1) slashing damage.","attack_bonus":1,"damage_dice":"1d4","damage_bonus":-1}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"False Appearance","desc":"While the shrub remains motionless, it is indistinguishable from a normal shrub."}],"spell_list":[],"page_no":366,"environments":["Jungle","Swamp","Forest","Laboratory"],"img_main":null,"document__slug":"wotc-srd","document__title":"5e Core Rules","document__license_url":"http://open5e.com/legal","document__url":"http://dnd.wizards.com/articles/features/systems-reference-document-srd","v2_converted_path":"/v2/creatures/srd_awakened-shrub/"},{"slug":"awakened-tree","desc":"An **awakened tree** is an ordinary tree given sentience and mobility by the awaken spell or similar magic.","name":"Awakened Tree","size":"Huge","type":"Plant","subtype":"","group":"Miscellaneous Creatures","alignment":"unaligned","armor_class":13,"armor_desc":"natural armor","hit_points":59,"hit_dice":"7d12+14","speed":{"walk":20},"strength":19,"dexterity":6,"constitution":15,"intelligence":10,"wisdom":10,"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":"fire","damage_resistances":"bludgeoning, piercing","damage_immunities":"","condition_immunities":"","senses":"passive Perception 10","languages":"one language known by its creator","challenge_rating":"2","cr":2.0,"actions":[{"name":"Slam","desc":"Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 14 (3d6 + 4) bludgeoning damage.","attack_bonus":6,"damage_dice":"3d6","damage_bonus":4}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"False Appearance","desc":"While the tree remains motionless, it is indistinguishable from a normal tree."}],"spell_list":[],"page_no":366,"environments":["Jungle","Forest","Swamp"],"img_main":null,"document__slug":"wotc-srd","document__title":"5e Core Rules","document__license_url":"http://open5e.com/legal","document__url":"http://dnd.wizards.com/articles/features/systems-reference-document-srd","v2_converted_path":"/v2/creatures/srd_awakened-tree/"}]}