{"count":3207,"next":"https://api-beta.open5e.com/v1/monsters/?format=json&ordering=-perception&page=31","previous":"https://api-beta.open5e.com/v1/monsters/?format=json&ordering=-perception&page=29","results":[{"slug":"myrmex-speaker","desc":"","name":"Myrmex Speaker","size":"Large","type":"Elemental","subtype":"","group":null,"alignment":"neutral good","armor_class":16,"armor_desc":"natural armor","hit_points":119,"hit_dice":"14d10+42","speed":{"walk":40,"burrow":40,"climb":40},"strength":18,"dexterity":13,"constitution":17,"intelligence":12,"wisdom":16,"charisma":10,"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":"","damage_resistances":"poison; nonmagic B/P/S attacks","damage_immunities":"","condition_immunities":"exhaustion, paralyzed, petrified, poisoned, prone, unconscious ","senses":"blindsight 60', passive Perception 17","languages":"understands Common, Terran, and Undercommon but can't speak, telepathy 120'","challenge_rating":"9","cr":9.0,"actions":[{"name":"Multiattack","desc":"Three Bite attacks."},{"name":"Bite","desc":"Melee Weapon Attack: +8 to hit, 5 ft., one target, 13 (2d8+4) piercing damage + 7 (2d6) poison."},{"name":"Earth Shift","desc":"Ranged Spell Attack: +7 to hit 60' 1 tgt in contact with ground. Target pushed up to 15 ft. in direction of myrmex's choice speed half til end of its next turn."},{"name":"Static Barrage (Recharge 5-6)","desc":"Blasts foes with painful psychic static. Each creature of myrmex's choice within 30' of it: 18 (4d8) psychic (DC 15 Int half)."},{"name":"Wall of Earth","desc":"Makes a wall of earth spring out of earth or rock on a point it can sense within 30' of it. Works like wall of stone spell except  can create only one 10 ft. × 10 ft. panel with AC 13 and 15 hp."}],"bonus_actions":[{"name":"Earth Manipulation","desc":"Can manipulate and move earth within 30' of it that fits within a 5 ft. cube. This manipulation is limited only by its imagination but it often includes creating caricatures of creatures to tell stories of travels or etching symbols to denote dangerous caverns or similar markers for those in the colony. It can also choose to make the ground within 10 ft. of it difficult terrain or to make difficult terrain normal if the ground is earth or stone. Changes caused by Earth Manipulation are permanent."}],"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Elemental Nature","desc":"Doesn't require air food drink or sleep."},{"name":"Keen Smell","desc":"Advantage: smell Wis (Percept) checks."},{"name":"Stone Walk","desc":"Difficult terrain composed of earth or stone doesn't cost the myrmex extra movement."}],"spell_list":[],"page_no":283,"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_myrmex-speaker/"},{"slug":"npc:-frost-afflicted","desc":"","name":"Npc: Frost-Afflicted","size":"Medium","type":"Humanoid","subtype":"","group":null,"alignment":"chaotic neutral","armor_class":13,"armor_desc":"leather armor","hit_points":65,"hit_dice":"10d8+20","speed":{"walk":30},"strength":13,"dexterity":14,"constitution":15,"intelligence":12,"wisdom":17,"charisma":10,"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":"","damage_resistances":"","damage_immunities":"cold","condition_immunities":"exhaustion, petrified","senses":"passive Perception 13","languages":"any one language (usually Common)","challenge_rating":"3","cr":3.0,"actions":[{"name":"Multiattack","desc":"Two Frigid Punch or Frost Bolt attacks."},{"name":"Frigid Punch","desc":"Melee Weapon Attack: +4 to hit, 5 ft., one target, 4 (1d4+2) bludgeoning damage and 5 (2d4) cold."},{"name":"Frost Bolt","desc":"Ranged Spell Attack: +5 to hit, 60 ft., one target, 8 (2d4+3) cold."}],"bonus_actions":null,"reactions":[{"name":"Frigid Flare","desc":"When a creature hits the frost-afflicted with weapon attack ice bursts from the frost-afflicted. Each creature within 5 ft. of the frost-afflicted must make a DC 13 Con save taking 5 (2d4) cold on a failed save or half damage if made."}],"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Burning Cold","desc":"A creature with resistance to cold doesn't have resistance to the cold dealt by the frost-afflicted. A creature with immunity to cold is unaffected by this trait."},{"name":"Icy Nature","desc":"The frost-afflicted is infused with minor elemental power and it requires only half the amount of food and drink that a typical humanoid of its size needs."}],"spell_list":[],"page_no":408,"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_npc-frost-afflicted/"},{"slug":"npc:-infested-duelist","desc":"","name":"Npc: Infested Duelist","size":"Medium","type":"Humanoid","subtype":"","group":null,"alignment":"chaotic neutral","armor_class":18,"armor_desc":"natural armor","hit_points":144,"hit_dice":"32d8","speed":{"walk":40,"climb":30},"strength":11,"dexterity":20,"constitution":10,"intelligence":10,"wisdom":16,"charisma":15,"strength_save":null,"dexterity_save":null,"constitution_save":4,"intelligence_save":null,"wisdom_save":7,"charisma_save":6,"perception":3,"skills":{"perception":3},"damage_vulnerabilities":"","damage_resistances":"acid","damage_immunities":"poison","condition_immunities":"exhaustion, restrained, poisoned","senses":"passive Perception 13","languages":"any one language (usually Common)","challenge_rating":"9","cr":9.0,"actions":[{"name":"Multiattack","desc":"One Slam attack and two Shortsword attacks or it makes two Thorn Shot attacks."},{"name":"Shortsword","desc":"Melee Weapon Attack: +10 to hit, 5 ft., one target, 9 (1d6+6) piercing damage."},{"name":"Slam","desc":"Melee Weapon Attack: +10 to hit, 5 ft., one target, 15 (2d8+6) bludgeoning damage and target: DC 15 Con save. On failure target takes 14 (4d6) poison and is poisoned 1 min. On success target takes half damage and isn't poisoned. Poisoned target can re-save at end of each of its turns success ends effect on itself."},{"name":"Thorn Shot","desc":"Melee Weapon Attack: +10 to hit 30/120' one target 10 (2d4+5) piercing damage + 7 (2d6) poison."}],"bonus_actions":null,"reactions":[{"name":"Spore Cloud","desc":"When it takes damage from a ranged attack emits a burst of thick yellow spores that surround infested duelist and heavily obscure area within 5 ft. of it. Spores dissipate at start of duelist's next turn."}],"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Evasion","desc":"If subject to effect that allows Dex save for half damage takes no damage on success and only half if it fails."},{"name":"Parasite Sense","desc":"Advantage on attacks vs. poisoned creatures."},{"name":"Plant-Powered Mobility","desc":"Opportunity attacks made vs. duelist have disadvantage. If the duelist is prone at the start of its turn it can immediately stand with o costing movement."}],"spell_list":[],"page_no":409,"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_npc-infested-duelist/"},{"slug":"nullicorn","desc":"","name":"Nullicorn","size":"Large","type":"Aberration","subtype":"","group":null,"alignment":"chaotic evil","armor_class":12,"armor_desc":"","hit_points":105,"hit_dice":"14d10+28","speed":{"walk":50},"strength":18,"dexterity":14,"constitution":15,"intelligence":11,"wisdom":17,"charisma":16,"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":"","damage_resistances":"","damage_immunities":"necrotic, poison","condition_immunities":"charmed, paralyzed, poisoned","senses":"blindsight 120' (blind beyond), passive Perception 13","languages":"Celestial, Elvish, Sylvan, telepathy 60'","challenge_rating":"5","cr":5.0,"actions":[{"name":"Multiattack","desc":"Two Hooves attacks and one Void Horn attack."},{"name":"Hooves","desc":"Melee Weapon Attack: +7 to hit, 5 ft., one target, 11 (2d6+4) bludgeoning damage."},{"name":"Void Horn","desc":"Melee Weapon Attack: +7 to hit, 5 ft., one target, 8 (1d8+4) force and target must make DC 13 Con save or contract the nullifying blight disease (above). "},{"name":"Ripple of darkness","desc":"Each creature within 20' of the nullicorn: 18 (4d8) necrotic and contracts the nullifying blight disease (above; DC 13 Con half and doesn't contract it)."}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Magic Evasion","desc":"If it is subjected to a spell or magical effect that allows it to make a save to take only half damage it instead takes no damage if it makes the save and only half damage if it fails."},{"name":"Limited Magic Immunity","desc":"At the end of its turn any spell or magical effect with duration that is affecting the nullicorn such as hold monster or mage armor immediately ends."},{"name":"Magic Resistance","desc":"Advantage: spell/magic effect saves."},{"name":"Nullifying Blight","desc":"A creature infected with this disease manifests symptoms 1d4 hrs after infection: fatigue light-headedness and blurry vision. When infected creature casts a spell or activates a magic item itchy rash appears and spreads as more magic is used. Until disease is cured when infected creature starts its turn wielding or wearing magic item and each time it casts a spell or activates a magic item it loses 5 (2d4) hp. At end of each long rest infected creature must make a DC 13 Con save. Fail: hp the creature loses each time it uses magic increases by 2 (1d4). A creature that makes 3 saves recovers."},{"name":"Sense Magic","desc":"Senses magic within 120' of it at will. This trait otherwise works like the detect magic spell but isn't itself magical."}],"spell_list":[],"page_no":292,"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_nullicorn/"},{"slug":"ogre-kadag","desc":"","name":"Ogre, Kadag","size":"Large","type":"Giant","subtype":"","group":null,"alignment":"neutral evil","armor_class":14,"armor_desc":"natural armor","hit_points":133,"hit_dice":"14d10+56","speed":{"walk":40},"strength":20,"dexterity":8,"constitution":18,"intelligence":10,"wisdom":16,"charisma":5,"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":"","damage_resistances":"necrotic; piercing from nonmagical attacks","damage_immunities":"","condition_immunities":"","senses":"darkvision 60', passive Perception 16","languages":"Common, Giant","challenge_rating":"7","cr":7.0,"actions":[{"name":"Multiattack","desc":"Three Spear attacks."},{"name":"Spear","desc":"Melee or Ranged Weapon Attack: +7 to hit 10 ft. or range 20/60' one target 12 (2d6+5) piercing damage or 14 (2d8+5) piercing damage if used with two hands to make a melee attack."},{"name":"Master of Death (Recharge 5-6)","desc":"Empowers up to three friendly Undead it can see within 30' of it. Each can use a reaction to move up to half its speed and make one melee weapon attack. In addition an empowered Undead gains 5 (2d4) temp hp for 1 min. The kadag ogre can't empower Undead with Int score of 10 or higher."}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Scent of Death","desc":"Any creature that isn't Undead and that starts its turn within 5 ft. of the kadag ogre: poisoned until the start of its next turn (DC 15 Con negates and target immune to the kadag ogre's Scent of Death for 1 hr)."},{"name":"Undead Affinity","desc":"An Undead has disadvantage on attack rolls vs. the kadag ogre if the ogre hasn't attacked that Undead within the past 24 hrs. In addition each skeleton and zombie within 30' of the kadag ogre that has no master follows ogre's verbal commands until a master asserts magical control over it."}],"spell_list":[],"page_no":300,"environments":[],"img_main":null,"document__slug":"tob3","document__title":"Tome of Beasts 3","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/tome-of-beasts-3-for-5th-edition/","v2_converted_path":"/v2/creatures/tob3_ogre-kadag/"},{"slug":"ogre-void-blessed","desc":"","name":"Ogre, Void Blessed","size":"Large","type":"Giant","subtype":"","group":null,"alignment":"chaotic evil","armor_class":15,"armor_desc":"natural armor","hit_points":133,"hit_dice":"14d10+56","speed":{"walk":30},"strength":20,"dexterity":8,"constitution":19,"intelligence":5,"wisdom":16,"charisma":6,"strength_save":null,"dexterity_save":null,"constitution_save":7,"intelligence_save":null,"wisdom_save":6,"charisma_save":null,"perception":3,"skills":{"perception":3},"damage_vulnerabilities":"","damage_resistances":"necrotic, poison","damage_immunities":"psychic","condition_immunities":"blinded, poisoned","senses":"blindsight 30' (blind beyond), tremorsense 120', passive Perception 16","languages":"Giant, Void Speech","challenge_rating":"6","cr":6.0,"actions":[{"name":"Multiattack","desc":"One Tentacle Lash attack and one Void Bite attack or it makes three Void Spit attacks."},{"name":"Tentacle Lash","desc":"Melee Weapon Attack: +8 to hit, 15 ft., one target, 12 (2d6+5) bludgeoning damage + 7 (2d6) psychic and target blinded until end of its next turn as jumbled visions and voices of the Void fill its mind (DC 15 Int not blind)."},{"name":"Void Bite","desc":"Melee Weapon Attack: +8 to hit, 5 ft., one target, 10 (1d10+5) piercing damage + 9 (2d8) necrotic."},{"name":"Void Spit","desc":"Ranged Spell Attack: +6 to hit, 60 ft., one target, 12 (2d8+3) necrotic."}],"bonus_actions":null,"reactions":[{"name":"Volatile Stomach","desc":"When it takes bludgeoning piercing or slashing can regurgitate some of its stomach contents. Each creature within 5 ft. of it: 4 (1d8) necrotic and be poisoned until end of its next turn (DC 15 Con negates). A pool of Void infused stomach contents forms in a space ogre can see within 5 ft. of it and lasts until start of ogre's next turn. A creature that enters pool for first time on a turn or starts its turn there: 4 (1d8) necrotic."}],"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Keen Hearing and Smell","desc":"Advantage on Wis (Perception) checks that rely on hearing or smell."},{"name":"Tentacle Senses","desc":"Can't use its tremorsense while grappled or restrained."}],"spell_list":[],"page_no":303,"environments":[],"img_main":null,"document__slug":"tob3","document__title":"Tome of Beasts 3","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/tome-of-beasts-3-for-5th-edition/","v2_converted_path":"/v2/creatures/tob3_ogre-void-blessed/"},{"slug":"rakshasa-pustakam","desc":"","name":"Rakshasa, Pustakam","size":"Small","type":"Fiend","subtype":"","group":null,"alignment":"lawful evil","armor_class":15,"armor_desc":"natural armor","hit_points":91,"hit_dice":"14d6+42","speed":{"walk":25,"climb":20},"strength":12,"dexterity":15,"constitution":16,"intelligence":13,"wisdom":16,"charisma":18,"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":"piercing from magic weapons wielded by good creatures","damage_resistances":"","damage_immunities":"","condition_immunities":"","senses":"darkvision 60', passive Perception 13","languages":"Common, Infernal, telepathy 60'","challenge_rating":"5","cr":5.0,"actions":[{"name":"Multiattack","desc":"Two Claw attacks or uses False Promises twice. It can replace one use of False Promises with use of Spellcasting."},{"name":"Claw (Fiend Form Only)","desc":"Melee Weapon Attack: +5 to hit, 5 ft., one target, 7 (2d4+2) slashing damage + 9 (2d8) psychic."},{"name":"False Promises","desc":"Whispers promises of power and riches in mind of one creature it can see within 60' of it: 18 (4d8) psychic and charmed 1 min (DC 15 Wis half damage and isn't charmed). While charmed creature has disadvantage on saves vs. pustakam's enchantment spells. Charmed creature can re-save at end of each of its turns success ends effect on itself."},{"name":"Spellcasting","desc":"Cha (DC 15) no material or somatic components: At will: detect thoughts mage hand minor illusion3/day ea: command suggestion"}],"bonus_actions":[{"name":"Change Shape","desc":"Transforms into Tiny object or back into true fiend form. Its stats except size are same in each form. Items worn/carried not transformed. Reverts on death."}],"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"False Appearance (Object Form Only)","desc":"While it remains motionless it is indistinguishable from an ordinary object."},{"name":"Limited Magic Immunity","desc":"Can't be affected or detected by spells of 2nd level or lower unless it wishes to be. Has advantage on saves vs. all other spells and magical effects."}],"spell_list":[],"page_no":328,"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_rakshasa-pustakam/"},{"slug":"shetani","desc":"","name":"Shetani","size":"Medium","type":"Fiend","subtype":"","group":null,"alignment":"neutral evil","armor_class":18,"armor_desc":"natural armor","hit_points":190,"hit_dice":"20d8+100","speed":{"walk":30,"fly":50},"strength":17,"dexterity":19,"constitution":20,"intelligence":18,"wisdom":17,"charisma":20,"strength_save":null,"dexterity_save":9,"constitution_save":null,"intelligence_save":null,"wisdom_save":8,"charisma_save":1,"perception":3,"skills":{"perception":3},"damage_vulnerabilities":"","damage_resistances":"cold; nonmagic B/P/S attacks not made w/silvered weapons","damage_immunities":"fire, poison","condition_immunities":"poisoned","senses":"darkvision 120', passive Perception 18","languages":"Abyssal, Common, Infernal, telepathy 120'","challenge_rating":"14","cr":14.0,"actions":[{"name":"Multiattack","desc":"3 Claws or Necrotic Bolts. Can replace 1 with Spellcasting."},{"name":"Claw","desc":"Melee Weapon Attack: +9 to hit, 5 ft., one target, 11 (2d6+4) slashing damage + 18 (4d8) necrotic."},{"name":"Necrotic Bolt","desc":"Ranged Spell Attack: +10 to hit, 120 ft., one target, 27 (5d8+5) necrotic."},{"name":"Desiccating Breath (Recharge 5-6)","desc":"Inhales drawing moisture from surrounding creatures. Each non-Construct/Undead creature within 15 ft. of shetani: 54 (12d8) necrotic (DC 18 Con half). If a creature fails the save by 5+ it suffers one level of exhaustion."},{"name":"Spellcasting","desc":"Cha (DC 18): At will: charm person silent image3/day ea: major image suggestion1/day ea: mirage arcane (as an action) programmed illusion"}],"bonus_actions":[{"name":"Change Shape","desc":"Transforms into a Large or smaller Beast or Humanoid or back into its true form which is a Fiend. Without wings it loses its flying speed. Its statistics other than size and speed are the same in each form. Items worn/carried transformed as desired by the shetani taking whatever color or shape it deems appropriate. Reverts on death."}],"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Devil's Sight","desc":"Magic darkness doesn't impede its darkvision."},{"name":"Magic Resistance","desc":"Advantage: spell/magic effect saves."},{"name":"Necrotic Weapons","desc":"Its weapon attacks are magical. When it hits with any weapon weapon deals+4d8 necrotic (included below)."}],"spell_list":[],"page_no":343,"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_shetani/"},{"slug":"star-nosed-diopsid","desc":"","name":"Star-Nosed Diopsid","size":"Large","type":"Aberration","subtype":"","group":null,"alignment":"lawful evil","armor_class":16,"armor_desc":"natural","hit_points":153,"hit_dice":"18d10+54","speed":{"walk":30,"burrow":15,"fly":30},"strength":19,"dexterity":14,"constitution":17,"intelligence":17,"wisdom":16,"charisma":15,"strength_save":null,"dexterity_save":null,"constitution_save":7,"intelligence_save":7,"wisdom_save":7,"charisma_save":null,"perception":3,"skills":{"perception":3},"damage_vulnerabilities":"","damage_resistances":"nonmagic B/P/S attacks","damage_immunities":"","condition_immunities":"","senses":"darkvision 60', tremorsense 60', passive Perception 17","languages":"Deep Speech, Undercommon, telepathy 100' (300' w/its own kind)","challenge_rating":"9","cr":9.0,"actions":[{"name":"Multiattack","desc":"One Stinger attack and two Tentacle attacks."},{"name":"Stinger","desc":"Melee Weapon Attack: +8 to hit, 5 ft., one target, 26 (4d10+4) piercing damage. If Humanoid succumbs to diopsid's venom (DC 16 Con negates see Mutagenic Venom)."},{"name":"Tentacle","desc":"Melee Weapon Attack: +8 to hit, 10 ft., one target, 17 (3d8+4) bludgeoning damage. Target is grappled (escape DC 16) if it is an up to Large creature and diopsid doesn't have 2 grappled."},{"name":"Share Senses","desc":"While within 300' of an envenomed Humanoid diopsid sees through target's eyes and hears what target hears until start of its next turn gaining benefits of any special senses target has. On subsequent turns diopsid can use a bonus action to extend duration of this effect until start of its next turn."},{"name":"Control Envenomed (3/Day)","desc":"While within 300' of an envenomed Humanoid diopsid can telepathically suggest course of activity to it. Humanoid must make DC 16 Wis save or pursue the activity suggested to it. Success: Humanoid takes 11 (2d10) psychic and has disadvantage next time it makes this save. Works like suggestion spell and Humanoid unaware of diopsid's influence."}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Mutagenic Venom","desc":"Produces potent poison that envenoms Humanoid victim and slowly transforms it into new diopsid. While envenomed treats all diopsid as if charmed by them. Every 24 hrs that elapse victim : DC 16 Con save reducing hp max by 5 (2d4) on failure. Reduction lasts until creature finishes long rest after venom removed. Creature dies if this reduces hp max to 0. Humanoid that dies from this horrifically transformed becoming new diopsid and losing all memory of its former life. Poison remains within creature's body until removed by greater restoration or similar."}],"spell_list":[],"page_no":355,"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_star-nosed-diopsid/"},{"slug":"thripper","desc":"","name":"Thripper","size":"Medium","type":"Humanoid","subtype":"","group":null,"alignment":"chaotic neutral","armor_class":15,"armor_desc":"natural armor","hit_points":104,"hit_dice":"16d8+32","speed":{"walk":25},"strength":14,"dexterity":19,"constitution":15,"intelligence":11,"wisdom":16,"charisma":9,"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":"cold","damage_resistances":"nonmagic B/P/S attacks","damage_immunities":"","condition_immunities":"","senses":"truesight 60', passive Perception 16","languages":"Thrippish, Void Speech","challenge_rating":"6","cr":6.0,"actions":[{"name":"Multiattack","desc":"Two Extractor Spear or Disorienting Chitter attacks."},{"name":"Extractor Spear","desc":"Melee Weapon Attack: +7 to hit, 10 ft., one target, 13 (2d8+4) piercing damage + 7 (2d6) necrotic. Target's hp max is reduced by amount equal to half necrotic taken and thripper regains hp equal to that amount. Reduction lasts until target finishes short/long rest. Target dies if this reduces its hp max to 0."},{"name":"Disorienting Chitter","desc":"Ranged Spell Attack: +6 to hit, 60 ft., one target, 16 (3d8+3) thunder and the target must make DC 14 Wis save or fall prone as it briefly becomes disoriented and falls."}],"bonus_actions":null,"reactions":[{"name":"Glamour Counter","desc":"When creature thripper can see within 30' of it casts spell can counter the spell. This works like counterspell spell with +6 spellcasting ability check except thripper can counter only enchantment or illusion spells and it must make the ability check regardless of spell's level."}],"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Feybane Weapons","desc":"Its weapons are cold iron and are magical when used vs. fey. When it hits a fey with any weapon the weapon's damage is force instead of its normal damage type."},{"name":"Fey Sense","desc":"Can pinpoint by scent the location of fey within 60' of it and can sense the general direction of fey within 1 mile of it."},{"name":"Soft Wings","desc":"Can fly up to 40' on its turn but must start and end its move on solid surface (roof ground etc.). If it is flying at the end of its turn it falls to the ground and takes falling damage."}],"spell_list":[],"page_no":368,"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_thripper/"},{"slug":"trollkin-fire-shaman","desc":"","name":"Trollkin Fire Shaman","size":"Medium","type":"Humanoid","subtype":"","group":null,"alignment":"neutral","armor_class":14,"armor_desc":"leather armor","hit_points":45,"hit_dice":"7d8+14","speed":{"walk":30},"strength":10,"dexterity":14,"constitution":14,"intelligence":9,"wisdom":16,"charisma":8,"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":"","damage_resistances":"","damage_immunities":"","condition_immunities":"","senses":"darkvision 60', passive Perception 15","languages":"Common, Trollkin","challenge_rating":"2","cr":2.0,"actions":[{"name":"Multiattack","desc":"Uses Mark Foe. Then two Hurl Flame attacks or three Staff attacks."},{"name":"Staff","desc":"Melee Weapon Attack: +2 to hit, 5 ft., one target, 3 (1d6) bludgeoning damage or 4 (1d8) bludgeoning damage if used with 2 hands."},{"name":"Hurl Flame","desc":"Ranged Spell Attack: +5 to hit, 120 ft., one target, 8 (2d4+3) fire."},{"name":"Mark Foe","desc":"One creature shaman can see within 60' must make DC 13 Wis save or be wreathed in magical fire for 1 min. While wreathed it can't take the Hide action or become invisible. The next time creature takes damage it takes an extra 7 (2d6) fire and the magical fire ends."}],"bonus_actions":null,"reactions":[{"name":"Fiery Escape (2/Day)","desc":"When shaman takes damage each creature within 5 ft. of it: DC 13 Dex save or take 7 (2d6) fire. Shaman is then wreathed in flames and teleports up to 30' to unoccupied space it can see."}],"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Regeneration","desc":"Gains 3 hp at the start of its turn. If the trollkin takes acid or fire this ability doesn't function at the start of its next turn. It dies only if it starts its turn with 0 hp and doesn't regenerate."},{"name":"Thick Skin","desc":"Its skin is thick and tough granting it a +1 bonus to Armor Class (already factored into its AC)."}],"spell_list":[],"page_no":376,"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_trollkin-fire-shaman/"},{"slug":"underworld-sentinel","desc":"","name":"Underworld Sentinel","size":"Huge","type":"Undead","subtype":"","group":null,"alignment":"neutral","armor_class":17,"armor_desc":"natural armor","hit_points":126,"hit_dice":"12d12+48","speed":{"walk":40},"strength":23,"dexterity":15,"constitution":18,"intelligence":10,"wisdom":16,"charisma":14,"strength_save":null,"dexterity_save":6,"constitution_save":8,"intelligence_save":null,"wisdom_save":7,"charisma_save":null,"perception":3,"skills":{"perception":3},"damage_vulnerabilities":"","damage_resistances":"necrotic; nonmagic B/P/S attacks","damage_immunities":"poison","condition_immunities":"charmed, exhaustion, poisoned","senses":"blindsight 60', darkvision 120', passive Perception 17","languages":"Darakhul, Giant, Undercommon","challenge_rating":"10","cr":10.0,"actions":[{"name":"Multiattack","desc":"Two Scythe or Death Knell attacks."},{"name":"Scythe","desc":"Melee Weapon Attack: +10 to hit, 15 ft., one target, 17 (2d10+6) slashing damage + 10 (3d6) necrotic."},{"name":"Death Knell","desc":"Ranged Spell Attack: +7 to hit, 60 ft., one target, 16 (3d8+3) necrotic or 22 (3d12+3) necrotic if the target is missing any of its hp."},{"name":"Grim Reaping (Recharge 5-6)","desc":"Spins with its scythe extended and makes one Scythe attack vs. each creature within its reach. A creature that takes necrotic from this attack can't regain hp until the end of its next turn."}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Passage Guardian","desc":"Can make an opportunity attack when a hostile creature moves within its reach as well as when a hostile creature moves out of its reach. It gets one extra reaction that be used only for opportunity attacks."},{"name":"Turn Immunity","desc":"Is immune to effects that turn undead."},{"name":"Undead Nature","desc":"Doesn't require air food drink or sleep."}],"spell_list":[],"page_no":381,"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_underworld-sentinel/"},{"slug":"void-knight","desc":"","name":"Void Knight","size":"Medium","type":"Construct","subtype":"","group":null,"alignment":"lawful evil","armor_class":18,"armor_desc":"natural armor","hit_points":153,"hit_dice":"18d8+72","speed":{"walk":20},"strength":22,"dexterity":7,"constitution":18,"intelligence":12,"wisdom":16,"charisma":10,"strength_save":1,"dexterity_save":null,"constitution_save":8,"intelligence_save":null,"wisdom_save":7,"charisma_save":null,"perception":3,"skills":{"perception":3},"damage_vulnerabilities":"","damage_resistances":"nonmagic B/P/S attacks","damage_immunities":"force, poison","condition_immunities":"blinded, charmed, deafened, exhausted, frightened, paralyzed, petrified, poisoned","senses":"blindsight 120' (blind beyond), passive Perception 17","languages":"Void Speech, telepathy 120'","challenge_rating":"10","cr":10.0,"actions":[{"name":"Multiattack","desc":"Two Void Gauntlet attacks or three Void Bolts."},{"name":"Void Gauntlet","desc":"Melee Weapon Attack: +10 to hit, 5 ft., one target, 13 (2d6+6) slashing damage + 18 (4d8) force. If the target is a Med or smaller creature it must make DC 16 Str save or be knocked prone. "},{"name":"Void Bolt","desc":"Ranged Spell Attack: +7 to hit, 120 ft., one target, 21 (4d8+3) force."},{"name":"Pull of the Void (Recharge 5-6)","desc":"Sends Void tendrils at up to three creatures it can see within 60' of it that are not behind total cover. Each target must make DC 16 strength Saving throw or be pulled up to 30' toward the knight. Then each creature within 5 ft. of knight takes 36 (8d8) force."}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Call of the Void","desc":"If creature within 5 ft. of knight attempts to move away from it that creature: DC 13 Str save or be unable to move away from knight. If creature uses magic to move (ex: misty step or freedom of movement) it automatically succeeds."},{"name":"Construct Nature","desc":"Doesn't require air food drink or sleep."},{"name":"Immoveable","desc":"Can't be moved vs. its will except by magical means. In addition knight has disadvantage on Dex (Acrobatics) and Dex (Stealth) checks."},{"name":"Implosive End","desc":"When Void knight dies it collapses in on itself releasing a wave of Void energy. Creature within 5 ft. of it: 18 (4d8) force (DC 16 Dex half)."}],"spell_list":[],"page_no":386,"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_void-knight/"},{"slug":"witchalder","desc":"","name":"Witchalder","size":"Medium","type":"Plant","subtype":"","group":null,"alignment":"neutral evil","armor_class":15,"armor_desc":"natural armor","hit_points":102,"hit_dice":"12d8+48","speed":{"walk":30},"strength":19,"dexterity":9,"constitution":18,"intelligence":9,"wisdom":16,"charisma":10,"strength_save":null,"dexterity_save":2,"constitution_save":null,"intelligence_save":null,"wisdom_save":6,"charisma_save":null,"perception":3,"skills":{"perception":3},"damage_vulnerabilities":"fire","damage_resistances":"bludgeoning","damage_immunities":"","condition_immunities":"charmed, poisoned","senses":"passive Perception 15","languages":"understands Sylvan but can't speak","challenge_rating":"6","cr":6.0,"actions":[{"name":"Multiattack","desc":"Two Slam attacks. Can replace one with Throttle."},{"name":"Slam","desc":"Melee Weapon Attack: +7 to hit, 10 ft., one target, 18 (4d6+4) bludgeoning damage. Target grappled (escape DC 15) if Med or smaller creature and it doesn't have two others grappled."},{"name":"Shape Wood","desc":"Alters shape of any one Med or smaller wooden object (or portion) up to 5 ft. in any dimension that it can see within 30' forming it into any shape it wants. Ex: warp boat planks so it takes on water seal wooden door to its frame (or make new door in wood wall) or twist wood weapon out of shape (or restore warped one). Warped thrown or ranged weapons and ammo are useless while warped melee weapons give disadvantage on attacks. Can't create items that usually require high craftsmanship ex: pulley. If target is worn/carried creature with it: DC 15 Dex save avoid effect on success."},{"name":"Throttle","desc":"One creature grappled by witchalder: 18 (4d6+4) bludgeoning damage and can't breathe speak or cast verbal spells until grapple ends (DC 15 Str half damage remains grappled but no other Throttle effects)."},{"name":"Pollen Cloud (Recharge 6)","desc":"Each creature within 15 ft. of witchalder: 22 (5d8) poison and incapacitated for 1 min (DC 15 Con half damage and isn't incapacitated). Incapacitated creature can re-save at end of each of its turns success ends effect on itself."}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Deep Roots","desc":"Has advantage on Str and Dex saves made vs. effects that would move it vs. its will along the ground."},{"name":"False Appearance","desc":"While motionless indistinguishable from diseased or dying alder tree."},{"name":"Sunlight Regeneration","desc":"While in sunlight the witchalder regains 5 hp at the start of its turn if it has at least 1 hp."},{"name":"Speak with Plants","desc":"Communicate with Plants as if they shared a language."}],"spell_list":[],"page_no":394,"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_witchalder/"},{"slug":"aridni","desc":"_Both more rugged and more ruthless than normal pixies, the aridni are an especially greedy breed of fey bandits and kidnappers._  \n**Pale Archers.** These ashen-faced fey with gray moth wings fire green-glowing arrows with a sneer and a curse. Aridni prefer ranged combat whenever possible, and they are quite difficult to lure into melee. They sometimes accept a personal challenge o respond to accusations of cowardice.  \n**Caravan Raiders.** They’ve developed different magical abilities that aid them well when they raid caravans for captives to enslave and sell; charming foes into slavery is a favorite tactic.  \n**Wealth for Status.** They delight in taking plunder from humans and dwarves, not so much for its own sake but as a sign of their power over mortals, and their contempt for those who lack fey blood.","name":"Aridni","size":"Small","type":"Fey","subtype":"","group":null,"alignment":"neutral evil","armor_class":15,"armor_desc":"","hit_points":82,"hit_dice":"15d6+30","speed":{"walk":20,"fly":60},"strength":9,"dexterity":21,"constitution":14,"intelligence":12,"wisdom":11,"charisma":16,"strength_save":null,"dexterity_save":8,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":3,"skills":{"acrobatics":11,"perception":3,"stealth":11},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"","condition_immunities":"","senses":"darkvision 60 ft., passive Perception 13","languages":"Common, Gnoll, Sylvan, Void Speech","challenge_rating":"5","cr":5.0,"actions":[{"name":"Shortsword","desc":"Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 8 (1d6 + 5) piercing damage.","attack_bonus":8,"damage_dice":"1d6"},{"name":"Pixie Bow","desc":"Ranged Weapon Attack: +8 to hit, range 40/160 ft., one target. Hit: 7 (1d4 + 5) piercing damage.","attack_bonus":8,"damage_dice":"1d4"},{"name":"Slaver Arrows","desc":"An aridni can add a magical effect in addition to the normal damage done by its arrows. If so, the aridni chooses from the following effects:\n\nConfusion. The target must succeed on a DC 14 Wisdom saving throw or become confused (as the spell) for 2d4 - 1 rounds.\n\nFear. The target must succeed on a DC 14 Wisdom saving throw or become frightened for 2d4 rounds.\n\nHideous Laughter. The target must succeed on a DC 14 Wisdom saving throw or become incapacitated for 2d4 rounds. While incapacitated, the target is prone and laughing uncontrollably.\n\nSleep. The target must succeed on a DC 14 Wisdom saving throw or fall asleep for 2d4 minutes. The creature wakes up if it takes damage or if another creature takes an action to shake it awake."}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Flyby","desc":"The aridni doesn't provoke an opportunity attack when it flies out of an enemy's reach."},{"name":"Magic Resistance","desc":"The aridni has advantage on saving throws against spells and other magical effects."},{"name":"Innate Spellcasting","desc":"the aridni's innate spellcasting ability is Charisma (spell save DC 14). It can innately cast the following spells:\n\nat will: dancing lights, detect magic, invisibility\n\n3/day: charm person, faerie fire, mage armor\n\n1/day: spike growth"}],"spell_list":[],"page_no":26,"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_aridni/"},{"slug":"asanbosam","desc":"_An asasonbosam is a hirsute hulk with bulging, bloodshot eyes, often perched high in a tree and ready to seize unwary passersby with talons like rusty hooks._  \n**Iron Hooks and Fangs.** They resemble hairy ogres from the waist up, but with muscular and flexible legs much longer than those of an ogre. These odd appendages end in feet with hooklike talons, and both the creature’s hooks and its fangs are composed of iron rather than bone or other organic material. These iron fangs and claws mark an asanbosam’s age, not just by their size but also by their color. The youngest specimens have shiny gray hooks and fangs, while older ones have discolored and rusty ones.  \n**Iron Eaters.** The asanbosam diet includes iron in red meat, poultry, fish, and leaf vegetables, and—in times of desperation— grinding iron filings off their own hooks to slake their cravings. The asanbosams’ taste for fresh blood and humanoid flesh led to the folklore that they are vampiric (not true).  \n**Tree Lairs.** Asanbosams spend most of their lives in trees, where they build nestlike houses or platforms of rope and rough planks. They don’t fear magic; most tribes count at least one spellcaster among its members.","name":"Asanbosam","size":"Large","type":"Aberration","subtype":"","group":null,"alignment":"chaotic evil","armor_class":14,"armor_desc":"natural armor","hit_points":102,"hit_dice":"12d10+36","speed":{"walk":40,"climb":15},"strength":18,"dexterity":13,"constitution":17,"intelligence":11,"wisdom":10,"charisma":5,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":3,"skills":{"acrobatics":4,"perception":3,"stealth":4},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"","condition_immunities":"","senses":"darkvision 60 ft., passive Perception 13","languages":"Giant","challenge_rating":"5","cr":5.0,"actions":[{"name":"Multiattack","desc":"The asanbosam makes one bite attack and one claws attack."},{"name":"Bite","desc":"Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 15 (2d10 + 4) piercing damage. If the target is a creature, it must succeed on a DC 14 Constitution saving throw against disease. If the saving throw fails, the target takes 11 (2d10) poison damage immediately and becomes poisoned until the disease is cured. Every 24 hours that elapse, the creature must repeat the saving throw and reduce its hit point maximum by 5 (1d10) on a failure. This reduction lasts until the disease is cured. The creature dies if the disease reduces its hit point maximum to 0.","attack_bonus":7,"damage_dice":"2d10"},{"name":"Claws","desc":"Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 20 (3d10 + 4) piercing damage, and the target is grappled (escape DC 14). Until this grapple ends, the target is restrained and the asanbosam can't claw a different target. If the target is a creature, it must succeed on a DC 14 Constitution saving throw against disease or contract the disease described in the bite attack.","attack_bonus":7,"damage_dice":"3d10"}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Spider Climb","desc":"The asanbosam can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check."},{"name":"Arboreal","desc":"While up in trees, the asanbosam can take the Disengage or Hide action as a bonus action on each of its turns."}],"spell_list":[],"page_no":27,"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_asanbosam/"},{"slug":"boloti","desc":"_This small, leering water spirit resembles a cross between a gray frog and a damp scarecrow, with small tendrils sprouting from all its extremities. It has water wings seemingly made out of jellyfish flesh, allowing it to jet through the water at high speeds._  \n**Swamp Robbers.** Known as “uriska” in Draconic, the bolotis are small, swamp-dwelling water spirits which delight in drowning unsuspecting victims in shallow pools and springs, then robbing their corpses of whatever shiny objects they find. Bolotis use their magical vortex to immobilize their victims and drag them to a watery death. They delight in storing up larders of victims under winter ice or under logs.  \n**Fond of Allies.** Bolotis sometimes team up with vodyanoi, miremals, and will-o’-wisps to create cunning ambushes. They are happy with a single kill at a time.","name":"Boloti","size":"Tiny","type":"Fey","subtype":"","group":null,"alignment":"neutral evil","armor_class":15,"armor_desc":"","hit_points":63,"hit_dice":"14d4+28","speed":{"walk":20,"swim":60},"strength":12,"dexterity":20,"constitution":14,"intelligence":13,"wisdom":12,"charisma":11,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":3,"skills":{"perception":3,"stealth":7},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"","condition_immunities":"","senses":"darkvision 60 ft., passive Perception 13","languages":"Common, Primordial, Sylvan","challenge_rating":"1","cr":1.0,"actions":[{"name":"Dagger","desc":"Melee Weapon Attack: +7 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 7 (1d4 + 5) piercing damage.","attack_bonus":7,"damage_dice":"1d4"},{"name":"Vortex (1/Day)","desc":"A boloti can transform into a vortex of swirling, churning water for up to 4 minutes. This ability can be used only while the boloti is underwater, and the boloti can't leave the water while in vortex form. While in vortex form, the boloti can enter another creature's space and stop there in vortex form. In this liquid form, the boloti still takes normal damage from weapons and magic. A creature in the same space as the boloti at the start of the creature's turn takes 9 (2d8) bludgeoning damage unless it makes a successful DC 15 Dexterity saving throw. If the creature is Medium or smaller, a failed saving throw also means it is grappled (escape DC 11). Until this grapple ends, the target is restrained and unable to breathe unless it can breathe water. If the saving throw succeeds, the target is pushed 5 feet so it is out of the boloti's space."}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Amphibious","desc":"The boloti can breathe air and water."},{"name":"Innate Spellcasting","desc":"the boloti's innate spellcasting ability is Intelligence (spell save DC 11). It can innately cast the following spells, requiring no material components:\n\nat will: detect magic, water walk\n\n3/day: control water, create or destroy water, fog cloud, invisibility, see invisibility, water breathing\n\n1/day: wall of ice"},{"name":"Water Mastery","desc":"A boloti has advantage on attack rolls if both it and its opponent are in water. If the opponent and the boloti are both on dry ground, the boloti has disadvantage on attack rolls."}],"spell_list":[],"page_no":38,"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_boloti/"},{"slug":"bone-collective","desc":"_A bone collective is almost a fluid; its thousands of tiny bones coalesce into a humanoid form only to disperse in a clattering swarm the next moment. Their tiny bones rustle when they move, a quiet sound similar to sand sliding down a dune._  \n**Spies and Sneaks.** Bone collectives are not primarily fighters, although they swarm well enough. They prefer to spy and skulk. When cornered, however, they fight without fear or hesitation, seeking to strip the flesh from their foes.  \n**Zombie Mounts.** Bone collectives’ long finger bones and hooked claws help them climb onto zombie mounts and control them. Bone collectives almost always wear robes or cloaks, the better to pretend to be humanoid. They understand that most creatures find their nature disturbing.  \n**Feed on Society.** Bone collectives join the societies around them, whether human, goblin, or ghoul. They prey on the living and the dead, using them to replenish lost bones. Occasionally, they choose to serve necromancers, darakhul, some vampires, and liches, all of whom offers magical attunements and vile joys to the collective. They dislike extreme heat, as it makes their bones brittle.","name":"Bone Collective","size":"Small","type":"Undead","subtype":"","group":null,"alignment":"chaotic evil","armor_class":17,"armor_desc":"natural armor","hit_points":120,"hit_dice":"16d6+64","speed":{"walk":30},"strength":10,"dexterity":20,"constitution":18,"intelligence":14,"wisdom":10,"charisma":16,"strength_save":null,"dexterity_save":8,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":3,"skills":{"arcana":5,"deception":6,"perception":3,"stealth":11},"damage_vulnerabilities":"","damage_resistances":"bludgeoning, piercing, and slashing from nonmagical attacks not made with silvered weapons","damage_immunities":"necrotic, poison","condition_immunities":"exhaustion, poisoned","senses":"darkvision 120 ft., passive Perception 13","languages":"Common, Darakhul","challenge_rating":"8","cr":8.0,"actions":[{"name":"Multiattack","desc":"The bone collective makes two claw attacks, or one claw and one bite attack, or one swarm attack."},{"name":"Bite","desc":"Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 31 (4d12 + 5) piercing damage, and the target must make a DC 16 Constitution save or suffer the effects of Wyrmblood Venom.","attack_bonus":8,"damage_dice":"4d12"},{"name":"Claw","desc":"Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 25 (3d12 + 5) slashing damage.","attack_bonus":8,"damage_dice":"3d12"},{"name":"Swarm","desc":"Melee Weapon Attack: +8 to hit, reach 0 ft., one creature in the swarm's space. Hit: 57 (8d12 + 5) piercing damage, or 31 (4d12 + 5) piercing damage if the bone collective has half its hit points or fewer. If the attack hits, the target must make a successful DC 15 Constitution save or suffer the effects of Wyrmblood Venom.","attack_bonus":8,"damage_dice":"8d12"},{"name":"Wyrmblood Venom (Injury)","desc":"Bone collectives create a reddish liquid, which they smear on their fangs. The freakish red mouths on the tiny skeletons are disturbing, and the toxin is deadly. A bitten creature must succeed on a DC 15 Constitution saving throw or become poisoned and take 1d6 Charisma damage. A poisoned creature repeats the saving throw every four hours, taking another 1d6 Charisma damage for each failure, until it has made two consecutive successful saves or survived for 24 hours. If the creature survives, the effect ends and the creature can heal normally. Lost Charisma can be regained with a lesser restoration spell or comparable magic."}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Hive Mind","desc":"All elements of a bone collective within 50 miles of their main body constantly communicate with each other. If one is aware of a particular danger, they all are. Any bone collective with at least 30 hit points forms a hive mind, giving it an Intelligence of 14. Below this hp threshold, it becomes mindless (Intelligence 0) and loses its innate spellcasting ability. At 0 hp, a few surviving sets of bones scatter, and must spend months to create a new collective."},{"name":"Innate Spellcasting","desc":"the bone collective's innate spellcasting ability is Charisma (spell save DC 14, +6 to hit with spell attacks). It can innately cast the following spells, requiring no material components:\n\nat will: chill touch\n\n3/day: animate dead (up to 5 skeletons or zombies)"},{"name":"Swarm","desc":"A bone collective can act as a swarm (composed of smaller elements), or it can grant a single member (called an exarch) control, acting as a singular creature. Changing between forms takes one action. In its singular form, the collective can't occupy the same space as another creature, but it can perform sneak attacks and cast spells. In swarm form, the bone collective can occupy another creature's space and vice versa, and it can move through openings at least 1 foot square. It can't change to singular form while it occupies the same space as another creature. It uses its skills normally in either form."}],"spell_list":[],"page_no":39,"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_bone-collective/"},{"slug":"bone-crab","desc":"_A bone crab’s cracked skull scurries forward on bone-white legs. These tainted crustaceans make discarded craniums their home._  \n**Skull Shells.** Much like an enormous hermit crab, bone crabs inhabit the remains of large fish, humanoids, and other creatures. A bone crab’s spiny, ivory-white legs blend in perfectly with bones and pale driftwood. When lacking bones, these crabs gnaw cavities into chunks of driftwood or coral to make a shelter, cementing bits of shell and debris to their portable homes. All crabs fight over choice skulls.  \n**Scavengers of Memory.** Bone crabs are voracious scavengers. They live in seaside crags and coves, where they use their specialized chelae to crack open skulls and feast on the brains. Centuries of such feeding have given bone crabs a collective intelligence. Some crabs retain fragments of memory from those they devour, and these crabs recognize friends or attack the foes of those whose skulls they wear.  \nBone crabs hunt in packs, preying on seabirds and creatures stranded in tidal pools. They drag aquatic prey above the high tide line and leave it to fester in the hot sun. They pick corpses clean in a few hours, so their hunting grounds are littered with cracked and sun-bleached bones—the perfect hiding place for these littoral predators.  \n**White Ghost Shivers.** Because they eat carrion, bone crabs carry a dangerous disease—white ghost shivers, which wrack victims with fever and delirium. Sailors and others who eat a bone crab’s unwholesome, diseased flesh rarely survive it. Although bone crabs cannot be domesticated, they can be convinced to nest in particular areas, attacking intruders while ignoring the area’s regulars.","name":"Bone Crab","size":"Small","type":"Beast","subtype":"","group":null,"alignment":"neutral","armor_class":13,"armor_desc":"natural armor","hit_points":33,"hit_dice":"6d6+12","speed":{"walk":20,"swim":10},"strength":10,"dexterity":14,"constitution":14,"intelligence":1,"wisdom":12,"charisma":4,"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":"bludgeoning","damage_immunities":"","condition_immunities":"","senses":"darkvision 60 ft., passive Perception 13","languages":"-","challenge_rating":"1/2","cr":0.5,"actions":[{"name":"Multiattack","desc":"The bone crab makes two claw attacks."},{"name":"Claw","desc":"Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 9 (2d6 + 2) slashing damage.","attack_bonus":4,"damage_dice":"2d6"},{"name":"White Ghost Shivers","desc":"A living creature that is injured by or makes physical contact with a creature carrying the white ghost shivers must succeed on a DC 11 Constitution saving throw at the end of the encounter to avoid becoming infected. This disease manifests after 24 hours, beginning as a mild chill, but increasingly severe after a day, accompanied by a fever. Hallucinations are common, and the fright they induce lends the disease its name. At onset, the infected creature gains two levels of exhaustion that cannot be removed until the disease is cured by lesser restoration, comparable magic, or rest. The infected creature makes another DC 11 Constitution saving throw at the end of each long rest; a successful save removes one level of exhaustion. If the saving throw fails, the disease persists. If both levels of exhaustion are removed by successful saving throws, the victim has recovered naturally."}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Amphibious","desc":"The bone crab can breathe air and water."},{"name":"Bone Camouflage","desc":"A bone crab has advantage on Dexterity (Stealth) checks while it's among bones."},{"name":"Hive Mind","desc":"A bone crab can communicate perfectly with all other bone crabs within 100 feet of it. If one is aware of danger, they all are."},{"name":"Leap","desc":"Bone crabs have incredibly powerful legs and can leap up to 10 feet straight ahead or backward as part of its movement; this counts as withdraw action when moving away from a foe."}],"spell_list":[],"page_no":40,"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_bone-crab/"},{"slug":"burrowling","desc":"_These light brown, furred creatures inquisitively survey their surroundings, each comforted by the presence of the others._  \n**Friendly Farmers.** Burrowlings work together at every task: digging tunnels, foraging, and rearing their young. They are omnivorous, eating roots, berries, insects, and reptiles—and they consider snakes a particular delicacy. The most advanced burrowling towns set up rudimentary farms, where they grow the fruits and vegetables they usually find in the wild.  \n**Safe Warrens.** Some towns have domesticated prairie dogs, which burrowlings train to stand watch alongside their masters. Pairs of adults stand watch around the town perimeter and sound a warning when they spot a foe. An alerted town retreats to the safety of its warrens, while the strongest creatures add more tunnels if necessary, and close access from the surface until the threat has passed. In combat, burrowlings stand together in defense of the helpless young and fight with crude slings or their sharp teeth and claws.  \n**Die of Loneliness.** If separated from its coterie, a burrowling becomes despondent, crying for others of its kind. A lone burrowling usually dies of loneliness within a week, unless it can find its way back to its town or discover another burrowling town. Rarely, a solitary creature makes its way to a non-burrowling settlement where it attempts to assist its new community. This frustrates the creature and those it interacts with as it tries to anticipate what its companions want. It may join an adventuring party in the hope of returning to a settlement. After spending at least six months with a party, the burrowling can use its Burrow Tactics ability with its new allies.  \nBurrowlings live up to 15 years. Twice a year, a burrowling female bears a litter of up to three pups, but in especially dangerous regions, the creatures breed prodigiously to keep their population ahead of massive attrition. In cases like this, a female has a litter of five pups every other month. A burrowling pup reaches adulthood in a year.","name":"Burrowling","size":"Small","type":"Humanoid","subtype":"burrowling","group":null,"alignment":"lawful neutral","armor_class":13,"armor_desc":"","hit_points":27,"hit_dice":"6d6+6","speed":{"walk":30,"burrow":10},"strength":10,"dexterity":16,"constitution":12,"intelligence":9,"wisdom":12,"charisma":13,"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":"","damage_resistances":"","damage_immunities":"","condition_immunities":"","senses":"darkvision 60 ft., passive Perception 13","languages":"Common","challenge_rating":"1/2","cr":0.5,"actions":[{"name":"Multiattack","desc":"The burrowling makes one bite attack and one claw attack."},{"name":"Bite","desc":"Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) piercing damage.","attack_bonus":5,"damage_dice":"1d6"},{"name":"Claw","desc":"Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) slashing damage.","attack_bonus":5,"damage_dice":"1d6"},{"name":"Sling","desc":"Ranged Weapon Attack: +5 to hit, range 30/120 ft., one target. Hit: 5 (1d4 + 3) bludgeoning damage.","attack_bonus":5,"damage_dice":"1d4"}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Burrow Awareness","desc":"A burrowling gets advantage on Perception checks if at least one other burrowling is awake within 10 feet."},{"name":"Pack Tactics","desc":"The burrowling has advantage on attack rolls when its target is adjacent to at least one other burrowling that's capable of attacking."}],"spell_list":[],"page_no":49,"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_burrowling/"},{"slug":"deep-one-hybrid-priest","desc":"Deep Ones With enormous eyes, a wide mouth, and almost no chin, the deep ones are hideous, fishlike folk, often hunched and scaled when encountered in coastal villages.  \n_**Elder Gods.**_ In their fully grown form, the deep ones are an ocean-dwelling race that worships elder gods such as Father Dagon and Mother Hydra, and they dwell in deep water darkness. They’ve intermarried with coastal humans to create human-deep one hybrids.  \n_**Coastal Raiders.**_ The deep ones keep to themselves in isolated coastal villages and settlements in the ocean for long periods, and then turn suddenly, at the command of their patron gods, into strong, relentless raiders, seizing territory, slaves, and wealth all along the coasts. Some deep ones have even founded small kingdoms lasting generations in backwater reaches or distant chilled seas.  \n_**Demand Sacrifices.**_ They demand tolls from mariners frequently; those who do not leave tribute to them at certain islands or along certain straits find the fish escape their nets, or the storms shatter their hulls and drown their sailors. Over time, some seafaring nations have found it more profitable to ally themselves with the deep ones; this is the first step in their patient plans to dominate and rule.","name":"Deep One Hybrid Priest","size":"Medium","type":"Humanoid","subtype":"","group":null,"alignment":"chaotic evil","armor_class":14,"armor_desc":"natural armor","hit_points":120,"hit_dice":"16d8+48","speed":{"walk":30,"swim":30},"strength":18,"dexterity":14,"constitution":16,"intelligence":12,"wisdom":12,"charisma":15,"strength_save":null,"dexterity_save":null,"constitution_save":5,"intelligence_save":null,"wisdom_save":3,"charisma_save":4,"perception":3,"skills":{"athletics":6,"deception":4,"perception":3},"damage_vulnerabilities":"fire","damage_resistances":"cold","damage_immunities":"","condition_immunities":"","senses":"darkvision 120 ft., passive Perception 13","languages":"Common, Void Speech","challenge_rating":"4","cr":4.0,"actions":[{"name":"Claws","desc":"Melee Weapon Attack. +6 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) slashing damage."}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Amphibious","desc":"A deep one priest can breathe air or water with equal ease."},{"name":"Frenzied Rage","desc":"On its next turn after a deep one hybrid priest takes 10 or more damage from a single attack, it has advantage on its melee attacks and adds +4 to spell and claws damage."},{"name":"Innate Spellcasting","desc":"the deep one priest's innate spellcasting ability is Charisma (spell save DC 12, +4 to hit with spell attacks). It can innately cast the following spells, requiring no material components:\n\nat will: sacred flame, shocking grasp\n\n3/day each: inflict wounds, sanctuary, sleep\n\n1/day each: ice storm, shatter"},{"name":"Lightless Depths","desc":"A deep one hybrid priest is immune to the pressure effects of the deep ocean."},{"name":"Ocean Change","desc":"A deep one born to a human family resembles a human child, but transforms into an adult deep one between the ages of 16 and 30."},{"name":"Voice of the Deeps","desc":"A deep one priest may sway an audience of listeners with its rolling, droning speech, fascinating them for 5 minutes and making them dismiss or forget what they've seen recently unless they make a successful DC 13 Wisdom saving throw at the end of that period. If the saving throw succeeds, they remember whatever events the deep one sought to erase."}],"spell_list":[],"page_no":73,"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_deep-one-hybrid-priest/"},{"slug":"derro-fetal-savant","desc":"_This creature resembles a blue-skinned dwarven infant, no older than a year. Its limbs flail and its head lolls with an obvious lack of coordination, and it screams incessantly._  \nOf the madness and insanity that resonates so strongly in derro society, perhaps none is so twisted as these premature infants, born insane and destined to lead their people further into madness. These derro are known as fetal savants.  \n**Soul Swapping.** Only the rarest of derro are born with the ability to exchange souls with other creatures, and when discovered, the babbling infants are treated with maddened reverence.  \n**Carried into Battle.** Placed in small, intricately wrought pillowed cages and borne aloft on hooked golden staves, the wild-eyed newborns are used to sow madness and confusion among enemy ranks.  \n**Fear the Sun.** Fetal savants hate and fear all bright lights.","name":"Derro Fetal Savant","size":"Tiny","type":"Humanoid","subtype":"","group":null,"alignment":"chaotic evil","armor_class":15,"armor_desc":"cage","hit_points":2,"hit_dice":"4d4-8","speed":{"walk":5},"strength":1,"dexterity":1,"constitution":6,"intelligence":6,"wisdom":12,"charisma":20,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":3,"charisma_save":7,"perception":3,"skills":{"perception":3},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"psychic","condition_immunities":"charmed, frightened","senses":"darkvision 60 ft., passive Perception 13","languages":"-","challenge_rating":"4","cr":4.0,"actions":[{"name":"Babble","desc":"The sight of potential host bodies so excites the fetal savant that it babbles and giggles madly and childishly, creating an insanity effect. All sane creatures that start their turns within 60 feet of the fetal savant must succeed on a DC 13 Charisma saving throw or be affected by confusion (as the spell) for 1d4 rounds. This is a psychic effect. Creatures that successfully save cannot be affected by the same fetal savant's babbling for 24 hours. This action cannot be taken when the fetal savant is using Soul Exchange."},{"name":"Soul Exchange","desc":"As an action, the fetal savant can attempt to take control of a creature it can see within 90 feet, forcing an exchange of souls as a magic jar spell, using its own body as the container. The fetal savant can use this power at will, but it can exchange souls with only one other creature at a time. The victim resists the attack with a successful DC 13 Charisma saving throw. A creature that successfully saves is immune to the same fetal savant's soul exchange for 24 hours. If the saving throw fails, the fetal savant takes control of the target's body and ferociously attacks nearby opponents, eyes blazing with otherworldly light. As an action, the fetal savant can shift from its host body back to its own, if it is within range, returning the victim's soul to its own body. If the host body or fetal savant is brought to 0 hit points within 90 feet of each other, the two souls return to their original bodies and the creature at 0 hit points is dying; it must make death saving throws until it dies, stabilizes, or regains hit points, as usual. If the host body or fetal savant is slain while they are more than 90 feet apart, their souls cannot return to their bodies and they are both slain. While trapped in the fetal savant's withered body, the victim is effectively paralyzed and helpless."}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Enchanted Cage","desc":"The iron cage that holds the fetal savant provides cover for the creature. The cage (AC 19, 10 hp) is considered an equipped object when borne by a derro and cannot be attacked directly. In addition, the cage protects the occupant from up to 20 spell levels of spells 4th level or lower but provides no protection to those outside of the cage. Spells of level 5 or higher take full, normal effect against the cage and its occupant. Once the cage protects against 20 or more spell levels it is rendered non-magical. If exposed to direct sunlight for over one hour of cumulative time it is destroyed."},{"name":"Madness","desc":"A derro fetal savant's particular madness grants it immunity to psychic effects. It cannot be restored to sanity by any means short of a wish spell or comparable magic. A derro fetal savant brought to sanity gains 4 points of Wisdom and loses 6 points of Charisma."},{"name":"Vulnerability to Sunlight","desc":"A derro fetal savant takes 1 point of Constitution damage for every hour it is exposed to sunlight, and it dies if its Constitution score reaches 0. Lost Constitution points are recovered at the rate of 1/day spent underground or otherwise sheltered from the sun."}],"spell_list":[],"page_no":92,"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_derro-fetal-savant/"},{"slug":"dorreq","desc":"_These twitching balls of tentacles surround an inhuman face dominated by a squid-like beak._  \n**Servants of the Void.** The dorreqi are servants to ancient horrors of the void and realms beyond human understanding. They are guardians and sentries for such creatures, and they swarm and attack any creatures approaching too close to the elder aberrations they serve.  \n**Death from Above.** Dorreq prefer to drop on their victims from above, pinning them in a grapple attack with their many tentacles and biting them with their large chitinous beaks.","name":"Dorreq","size":"Medium","type":"Aberration","subtype":"","group":null,"alignment":"neutral evil","armor_class":15,"armor_desc":"natural armor","hit_points":93,"hit_dice":"17d8+17","speed":{"walk":20,"climb":15},"strength":19,"dexterity":19,"constitution":13,"intelligence":11,"wisdom":8,"charisma":6,"strength_save":null,"dexterity_save":6,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":3,"skills":{"perception":3,"stealth":8},"damage_vulnerabilities":"","damage_resistances":"acid, cold, lightning","damage_immunities":"","condition_immunities":"","senses":"darkvision 60 ft., passive Perception 13","languages":"Void Speech","challenge_rating":"4","cr":4.0,"actions":[{"name":"Multiattack","desc":"The dorreq makes two tentacle attacks and one bite attack. If both tentacle attacks hit, the target is grappled (escape DC 14)."},{"name":"Bite","desc":"Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 22 (4d8 + 4) piercing damage.","attack_bonus":6,"damage_dice":"4d8"},{"name":"Tentacle","desc":"Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 8 (1d8 + 4) bludgeoning damage. If both tentacles hit the same target in a single turn, the target is grappled (escape DC 14) and pulled within reach of the bite attack, if it was farther than 5 feet away. The target must be size Large or smaller to be pulled this way. The dorreq can maintain a grapple on one Large, two Medium, or two Small creatures at one time.","attack_bonus":6,"damage_dice":"1d8"},{"name":"Entanglement","desc":"Any creature that starts its turn within 10 feet of a dorreq must make a successful DC 14 Dexterity saving throw each round or be restrained by the dorreq's tentacles until the start of its next turn. On its turn, the dorreq can ignore or freely release a creature in the affected area."}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Innate Spellcasting","desc":"The dorreq's innate spellcasting ability is Intelligence (spell save DC 10). It can innately cast the following spells, requiring no material components: 3/day each: blink, dimension door, haste, shatter Wasteland Stride. This ability works like tree stride, but the dorreq can use it to sink into and appear out of any sandy or rocky ground, and the range is only 30 ft. Using this ability replaces the dorreq's usual movement."}],"spell_list":[],"page_no":124,"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_dorreq/"},{"slug":"eel-hound","desc":"_A grotesque beast with the muscular tail, bulbous head, and the rubbery, slime-covered flesh of a hideous eel, the torso and webbed paws of this amphibious predator resemble those of a misshapen canine. Needle-sharp teeth fill the creature’s menacing jaws._  \n**Hounds of the River Fey.** Ferocious aquatic fey, these amphibious menaces often serve such masters as lake and river trolls, lorelei, and nixies. Predatory beasts as dangerous on land as they are in the water, they share their masters’ capricious cruelty. The hounds’ chilling hunting cries inspire their masters to a killing frenzy as they pursue foes. Few other creatures appreciate eel hounds’ lithe power and cruel grace, instead noting only their grotesque form and unnerving savagery.  \n**Slippery Ambushers.** Eel hounds are ambush predators, preferring to hide among the muck and algae of riverbanks, only to suddenly burst forth as a pack. They surround their prey, latching on with their powerful jaws. Non-aquatic prey are dragged into the depths to drown. Similarly, eel hounds often force aquatic prey up onto dry land to die of suffocation.  \nPossessed of a low cunning, they prepare ambushes by vomiting forth their slippery spittle where land animals come to drink or along game trails. They surge out of the water to snatch prey while it is off balance.  \n**Liquid Speech.** Eel hounds understand Sylvan, and those dwelling near humans or other races pick up a few words in other tongues.","name":"Eel Hound","size":"Medium","type":"Fey","subtype":"","group":null,"alignment":"neutral","armor_class":14,"armor_desc":"natural armor","hit_points":77,"hit_dice":"14d8+14","speed":{"walk":30,"swim":40},"strength":19,"dexterity":16,"constitution":13,"intelligence":6,"wisdom":13,"charisma":16,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":3,"skills":{"perception":3,"stealth":5},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"","condition_immunities":"","senses":"darkvision 60 ft., passive Perception 13","languages":"Sylvan","challenge_rating":"2","cr":2.0,"actions":[{"name":"Bite","desc":"Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) piercing damage, and the target is grappled (escape DC 14).","attack_bonus":6,"damage_dice":"1d8"}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Amphibious","desc":"The eel hound can breathe air and water."},{"name":"Pack Tactics","desc":"The eel hound has advantage on an attack roll against a creature if at least one of the hound's allies is within 5 feet of the creature and the ally isn't incapacitated."},{"name":"Slick Spittle","desc":"By spending 2 rounds dribbling spittle on an area, an eel hound can cover a 5-foot square with its slippery saliva. This area is treated as if under the effects of a grease spell, but it lasts for 1 hour."},{"name":"Slithering Bite","desc":"A creature an eel hound attacks can't make opportunity attacks against it until the start of the creature's next turn."}],"spell_list":[],"page_no":166,"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_eel-hound/"},{"slug":"emerald-eye","desc":"_Witches and ioun mages know how to craft a speaking crystal. Its primary use is as a debating companion and ally—but many turn to treachery and hatred. These are the emerald eyes._  \n**Servants of Logic.** A mystic or psion will debate logic with a speaking crystal based on his rational mind, or discuss morality with a speaking crystal based on his conscience. Chaotic psions create speaking crystals based on their primal urges, and such crystals sometimes abandon or even kill their creators. Once free, they revel in the world’s pleasures.  \n**Trapped Manipulators.** Most speaking crystals are pink or purple when created, but those that betray their creators turn a dark shade of green. These floating oval-shaped crystals are physically weak, but they retain considerable magical powers to manipulate those around them. This becomes critically important when the emerald eye discovers that killing its creator frees it from the creator’s control but doesn’t free it from the need to remain within 25 feet of some creature it is bound to. This is often the dead body of its creator if no other creature is available.  \n**Shifting Goals.** An emerald eye’s motivations change over time. One may be purposeful, using its powers to drive its bound creature toward some specific goal. Another might feign cooperativeness, offering to share its defensive abilities in exchange for the creature’s mobility. Still another might be a manipulative trickster, pretending to be an ioun stone, floating in circles around an ally’s or victim’s head while sparkling brightly to inspire jealousy and theft among its viewers.  \nSmaller than a clenched fist, an emerald eye weighs at most half a pound.  \n**Constructed Nature.** An emerald eye doesn’t require air, food, drink, or sleep.","name":"Emerald Eye","size":"Tiny","type":"Construct","subtype":"","group":null,"alignment":"chaotic evil","armor_class":14,"armor_desc":"","hit_points":54,"hit_dice":"12d4+24","speed":{"hover":true,"walk":0,"fly":30},"strength":3,"dexterity":15,"constitution":14,"intelligence":15,"wisdom":12,"charisma":16,"strength_save":null,"dexterity_save":4,"constitution_save":4,"intelligence_save":4,"wisdom_save":null,"charisma_save":null,"perception":3,"skills":{"acrobatics":4,"arcana":4,"deception":5,"history":4,"perception":3,"persuasion":5,"religion":4},"damage_vulnerabilities":"","damage_resistances":"cold, fire; piercing damage","damage_immunities":"poison","condition_immunities":"blinded, deafened, exhausted, paralyzed, petrified, poisoned, prone, unconscious","senses":"blindsight 60ft, passive Perception 13","languages":"Common, Draconic, telepathy 250 ft.","challenge_rating":"1","cr":1.0,"actions":[{"name":"Slash","desc":"Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 14 (5d4 + 2) slashing damage.","attack_bonus":4,"damage_dice":"5d4"},{"name":"Attraction (Recharge 5-6)","desc":"An emerald eye can compel one creature to move toward a particular person or object. If the creature fails a DC 13 Charisma saving throw, it feels a powerful compulsion to move toward whatever the emerald eye chooses. The target creature must be within 25 feet of the emerald eye when attraction is triggered, but the creature is then free to move beyond this range while remaining under the effect. Nothing seems out of the ordinary to the creature, but it does not knowingly put itself or its allies in harm's way to reach the object. The creature may attempt another DC 13 Charisma saving throw at the start of each of its turns; a success ends the effect."},{"name":"Bind (3/Day)","desc":"The emerald eye can bind itself psychically to a creature with an Intelligence of 6 or greater. The attempt fails if the target succeeds on a DC 13 Charisma saving throw. The attempt is unnoticed by the target, regardless of the result."},{"name":"Telepathic Lash (3/Day)","desc":"An emerald eye can overwhelm one humanoid creature within 25 feet with emotions and impulses the creature is hard-pressed to control. If the target fails a DC 13 Wisdom saving throw, it is stunned for 1 round."}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Bound","desc":"An emerald eye cannot move more than 25 feet away from the creature that it is psychically linked to. It begins existence bound to its creator, but a free emerald eye can bind itself to another creature as in the Bind action."},{"name":"Immutable Form","desc":"The emerald eye is immune to any spell or effect that would alter its form."}],"spell_list":[],"page_no":175,"environments":[],"img_main":null,"document__slug":"tob","document__title":"Tome of Beasts","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/tome-of-beasts-for-5th-edition-print/","v2_converted_path":"/v2/creatures/tob_emerald-eye/"},{"slug":"erina-defender","desc":"_This small humanoid has a slightly pointed face with bright, brown eyes and a black, snout-like nose. Its skin is covered in short, tan fur, and its head, shoulders, and back have smoothed-down quills._  \nErinas, or hedgehog folk, are a small, communal race.  \n_**Burrowed Villages.**_ Natural diggers at heart, erinas live in shallow networks of tunnels and chambers they excavate themselves. Enemies who attack the peaceful erinas easily become confused and lost in the mazelike tunnels. On their own ground, the erinas can easily evade, outmaneuver, or surround invaders. They often lure them onto choke points where the enemy can be delayed endlessly while noncombatants and valuables are hustled to safety through other tunnels.  \n_**Scroungers and Gatherers.**_ Erinas are naturally curious. They tend to explore an area by tunneling beneath it and popping up at interesting points. They dislike farming, but subsist mainly on the bounty of the land surrounding their homes. In cities, they still subsist on what they can find, and they have a knack for finding whatever they need. Sometimes they are called thieves, but they aren’t greedy or malicious. They take only what they need, and seldom take anything from the poor. Some humans even consider it lucky to have a family of erinas nearby.  \nAs the largest and hardiest of their kind, erina defenders take the defense of their home tunnels very seriously, and are quite suspicious of outsiders. Once an outsider proves himself a friend, they warm considerably, but until then defenders are quite spiky.","name":"Erina Defender","size":"Small","type":"Humanoid","subtype":"erina","group":null,"alignment":"neutral","armor_class":15,"armor_desc":"chain shirt","hit_points":44,"hit_dice":"8d6+16","speed":{"walk":20,"burrow":20},"strength":11,"dexterity":14,"constitution":14,"intelligence":13,"wisdom":12,"charisma":11,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":3,"skills":{"athletics":4,"perception":3},"damage_vulnerabilities":"","damage_resistances":"poison","damage_immunities":"","condition_immunities":"","senses":"darkvision 60 ft., passive Perception 13","languages":"Common, Erina","challenge_rating":"1","cr":1.0,"actions":[{"name":"Multiattack","desc":"The erina defender makes two attacks."},{"name":"Shortsword","desc":"Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) piercing damage.","attack_bonus":4,"damage_dice":"1d6+2"},{"name":"Shortbow","desc":"Ranged Weapon Attack: +4 to hit, range 80/320 ft., one target. Hit: 5 (1d6 + 2) piercing damage.","attack_bonus":4,"damage_dice":"1d6+2"}],"bonus_actions":null,"reactions":[{"name":"Protect","desc":"The erina imposes disadvantage on an attack roll made against an ally within 5 feet of the erina defender."}],"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Keen Smell","desc":"The erina has advantage on Wisdom (Perception) checks that rely on smell."},{"name":"Hardy","desc":"The erina has advantage on saving throws against poison."},{"name":"Spines","desc":"An enemy who hits the erina with a melee attack while within 5 feet of it takes 5 (2d4) piercing damage."}],"spell_list":[],"page_no":178,"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_erina-defender/"},{"slug":"feyward-tree","desc":"_Dark, bark-like rust encrusts the trunk of this cold-forged metal tree, and its dull metallic leaves rustle with the sound of sharp metal._  \n**Cold Iron Trees.** These ferrous constructs are cold-forged in a process taking several years, as bits of rust and other oxidation are cultivated one layer at a time into bark and branches. In this way, the artificers create massive, twisted trunks resembling real, gnarled trees. Green-tinged leaves of beaten cold iron are welded in place by the master craftsmen, and trained warmages bring the construct to life through intense magical rituals rumored to take a full turn of seasons.  \n**Fey Destroyers.** The tree unswervingly obeys the commands of its creators, guarding key points of entry across fey rivers and streams, abandoned sacred groves deep in the forest, suspected faerie rings, or possible elf encampments. Many are released deep in the deep elvish woods with orders to attack any fey on sight. These feyward trees are rarely, if ever, heard from again and whether they leave a bloody trail of flayed elves in their wake after rampages lasting for decades or some fey counter-measure neutralizes them is unknown.  \n**Growing Numbers.** Each year, the feywardens order their construction and release, trusting in the destructive nature of the constructs. A half-dozen might guard a single ring of toppled elven standing stones. The feywardens leave nothing to chance.  \n**Constructed Nature.** A feyward tree doesn’t require air, food, drink, or sleep.","name":"Feyward Tree","size":"Huge","type":"Construct","subtype":"","group":null,"alignment":"unaligned","armor_class":17,"armor_desc":"natural armor","hit_points":94,"hit_dice":"9d12+36","speed":{"walk":20},"strength":26,"dexterity":10,"constitution":18,"intelligence":2,"wisdom":11,"charisma":6,"strength_save":null,"dexterity_save":null,"constitution_save":7,"intelligence_save":null,"wisdom_save":3,"charisma_save":1,"perception":3,"skills":{"perception":3},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"poison, psychic; bludgeoning, piercing, and slashing from nonmagical attacks not made with adamantine weapons","condition_immunities":"charmed, exhaustion, frightened, paralyzed, petrified, poisoned","senses":"darkvision 60 ft., passive Perception 13","languages":"-","challenge_rating":"8","cr":8.0,"actions":[{"name":"Multiattack","desc":"The tree makes two razor-leafed branch attacks, and may use a bonus action to make a razor-leafed branch attack against any creature standing next to it."},{"name":"Razor-Leafed Branch","desc":"Melee Weapon Attack: +11 to hit, reach 15 ft., one target. Hit: 21 (3d8 + 8) slashing damage.","attack_bonus":11,"damage_dice":"3d8"},{"name":"Flaying Leaves (Recharge 5-6)","desc":"The tree can launch a barrage of razor-sharp cold iron leaves from its branches in a 20-foot-radius burst. All creatures caught within this area must make a successful DC 16 Dexterity saving throw or take 21 (6d6) slashing damage, or half as much damage on a successful one."}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Magic Resistance","desc":"A feyward tree has advantage on saving throws against spells and other magical effects."},{"name":"Contractibility and Conductivity","desc":"certain spells and effects function differently against feyward trees:\n\na magical attack that deals cold damage slows a feyward tree (as the slow spell) for 3 rounds.\n\na magical attack that deals lightning damage breaks any slow effect on the feyward tree and heals 1 hit point for each 3 damage the attack would otherwise deal. If the amount of healing would cause the tree to exceed its full normal hp, it gains any excess as temporary hp. The tree gets no saving throw against lightning effects."},{"name":"Immutable Form","desc":"The feyward tree is immune to any spell or effect that would alter its form."},{"name":"Magic Weapons","desc":"The feyward tree's weapon attacks are magical."},{"name":"Warden's Reach","desc":"Creatures within 15 feet of a feyward tree provoke opportunity attacks even if they take the Disengage action before leaving its reach."}],"spell_list":[],"page_no":200,"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_feyward-tree/"},{"slug":"flab-giant","desc":"_This obese, bell-shaped giant is blemished by ulcers, enlarged veins, and fungal rashes. Though it stumbles about on a pair of short, calloused legs, it moves its weight with dangerous potential, catching many foes off-guard._  \n**Great Girth.** Whether as a result of a centuriespast curse or a gradual adaptation to an easy-going existence, the flab giant (one of the shortest breeds of giant) is gigantic in width rather than height and almost comical in its simple life.  \nToo obese to effectively grasp weapons in its chubby fingers, a flab giant uses its great mass to deadly effect, overrunning or grabbing opponents and then sitting on them to crush them to death, swatting away missiles, and simply putting up with the damage of melee attacks until its victims stop struggling and it gets up to see if they’re dead yet.  \n**Efficient Foragers.** Flab giants are the least active of giant types, spending most of their waking hours resting, napping, and sleeping, and only devote a short period each day to listlessly shuffling about, scrounging for food. Because a flab giant can eat practically anything, it doesn’t have to roam far to find enough food to sustain its bulk, so it is rarely found far from its crude lair.  \n**Knotted Skins.** Flab giants wear only scraps of clothing made of loosely knotted skins, leaving most of their stretch-marked and discolored skin exposed. Favored pelts include bear and human. A flab giant stands eight to ten feet tall and weighs 1,000 to 1,500 pounds.","name":"Flab Giant","size":"Large","type":"Giant","subtype":"","group":null,"alignment":"chaotic evil","armor_class":14,"armor_desc":"natural armor","hit_points":110,"hit_dice":"13d10+39","speed":{"walk":20},"strength":20,"dexterity":6,"constitution":16,"intelligence":9,"wisdom":13,"charisma":8,"strength_save":null,"dexterity_save":null,"constitution_save":5,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":3,"skills":{"perception":3},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"poison","condition_immunities":"poisoned","senses":"passive Perception 13","languages":"Dwarvish, Giant","challenge_rating":"4","cr":4.0,"actions":[{"name":"Multiattack","desc":"The giant makes two slam attacks. If both hit, the target is grappled (escape DC 15), and the flab giant uses its squatting pin against the target as a bonus action."},{"name":"Slam","desc":"Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 12 (2d6 + 5) bludgeoning damage.","attack_bonus":7,"damage_dice":"2d6"},{"name":"Squatting Pin","desc":"The flab giant squats atop the target, pinning it to the ground, where it is grappled and restrained (escape DC 17). The flab giant is free to attack another target, but the restrained creatures are released if it moves from its current space. As long as the giant does not move from the spot, it can maintain the squatting pin on up to two Medium-sized or smaller creatures. A creature suffers 9 (1d8 + 5) bludgeoning damage every time it starts its turn restrained by a squatting pin."}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Massive","desc":"A flab giant can't dash. Attacks that push, trip, or grapple are made with disadvantage against a flab giant."}],"spell_list":[],"page_no":223,"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_flab-giant/"},{"slug":"ghost-knight","desc":"","name":"Ghost Knight","size":"Medium","type":"Undead","subtype":"","group":null,"alignment":"lawful evil","armor_class":17,"armor_desc":"half plate","hit_points":97,"hit_dice":"15d8+30","speed":{"walk":30},"strength":17,"dexterity":15,"constitution":14,"intelligence":8,"wisdom":10,"charisma":7,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":3,"skills":{"athletics":6,"perception":3,"stealth":5},"damage_vulnerabilities":"","damage_resistances":"necrotic","damage_immunities":"poison","condition_immunities":"charmed, exhaustion, poisoned","senses":"darkvision 60 ft., passive Perception 13","languages":"Common","challenge_rating":"6","cr":6.0,"actions":[{"name":"Multiattack","desc":"The ghost knight makes three melee attacks."},{"name":"Bite","desc":"Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) piercing damage.","attack_bonus":6,"damage_dice":"2d6"},{"name":"Claws","desc":"Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 8 (2d4 + 3) slashing damage. If the target is a creature other than an elf or undead, it must succeed on a DC 13 Constitution saving throw or be paralyzed for 1 minute. A paralyzed target repeats the saving throw at the end of each of its turns, ending the effect on itself on a success.","attack_bonus":6,"damage_dice":"2d4"},{"name":"Battleaxe","desc":"Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) slashing damage or 8 (1d10 + 3) slashing damage if used with two hands, plus 10 (3d6) necrotic damage.","attack_bonus":6,"damage_dice":"1d8"},{"name":"Lance","desc":"Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 9 (1d12 + 3) piercing damage plus 10 (3d6) necrotic damage.","attack_bonus":6,"damage_dice":"1d12"}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Charge","desc":"If the ghost knight is mounted and moves at least 30 feet in a straight line toward a target and hits it with a melee attack on the same turn, the target takes an extra 7 (2d6) damage."},{"name":"Mounted Warrior","desc":"When mounted, the ghost knight has advantage on attacks against unmounted creatures smaller than its mount. If the ghost knight's mount is subjected to an effect that allows it to take half damage with a successful Dexterity saving throw, the mount instead takes no damage if it succeeds on the saving throw and half damage if it fails."},{"name":"Turning Defiance","desc":"The ghost knight and all darakhul or ghouls within 30 feet of it have advantage on saving throws against effects that turn undead."},{"name":"Undead Nature","desc":"A ghost knight doesn't require air, food, drink, or sleep"}],"spell_list":[],"page_no":423,"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_ghost-knight/"},{"slug":"gug","desc":"_The gugs are giants of the underworld, long since banished into dark realms for their worship of the eldest and foulest gods._  \n**Underworld Godlings.** Gugs enjoy smashing and devouring lesser creatures, and their burbling and grunting speech displays a surprising and malign intelligence to those few who can understand it. Gugs are occasionally worshipped by tribes of derro, and their strange underworld cities are filled with filled with esoteric monoliths and constructs.  \n**Nocturnal Raiders.** While gugs are banished into the underworld in mortal realms, they regularly flout this prohibition by raiding the surface by night. They also spend much time in the Dreamlands and the Ethereal plane; some gug warlocks and sorcerers are said to travel the planes with entourages of fext or noctiny.  \n**Prey on Ghouls.** Gugs devour ghouls and darakhul as their preferred foodstuffs. When these are not available, they seem to prefer carrion and particular varieties of psychotropic mushrooms, as well as something that is best described as candied bats.","name":"Gug","size":"Huge","type":"Giant","subtype":"","group":null,"alignment":"neutral evil","armor_class":17,"armor_desc":"natural armor","hit_points":270,"hit_dice":"20d12+140","speed":{"walk":40},"strength":24,"dexterity":10,"constitution":25,"intelligence":10,"wisdom":8,"charisma":14,"strength_save":12,"dexterity_save":4,"constitution_save":11,"intelligence_save":null,"wisdom_save":null,"charisma_save":6,"perception":3,"skills":{"athletics":11,"perception":3,"stealth":4},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"poison","condition_immunities":"confusion, exhaustion, paralysis, poisoned","senses":"darkvision 240 ft., passive Perception 13","languages":"Deep Speech, Giant, Undercommon","challenge_rating":"12","cr":12.0,"actions":[{"name":"Multiattack","desc":"The gug makes two slam attacks, two stomp attacks, or one of each."},{"name":"Slam","desc":"Melee Weapon Attack: +11 to hit, reach 10 ft., one creature. Hit: 16 (2d8 + 7) bludgeoning damage. If a creature is hit by this attack twice in the same turn, the target must make a successful DC 19 Constitution saving throw or gain one level of exhaustion.","attack_bonus":11,"damage_dice":"2d8"},{"name":"Stomp","desc":"Melee Weapon Attack. +11 to hit, reach 10 ft., one target. Hit: 20 (2d12 + 7) bludgeoning damage."}],"bonus_actions":null,"reactions":null,"legendary_desc":"A gug can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. A gug regains spent legendary actions at the start of its turn.","legendary_actions":[{"name":"Move","desc":"The gug moves up to half its speed."},{"name":"Attack","desc":"The gug makes one slam or stomp attack."},{"name":"Grab","desc":"Melee Weapon Attack: +11 to hit, reach 10 ft., one target. Hit: the target is grappled (escape DC 17).","attack_bonus":11,"damage_dice":"0"},{"name":"Swallow","desc":"The gug swallows one creature it has grappled. The creature takes 26 (3d12 + 7) bludgeoning damage immediately plus 13 (2d12) acid damage at the start of each of the gug's turns. A swallowed creature is no longer grappled but is blinded and restrained, and has total cover against attacks and other effects from outside the gug. If the gug takes 75 points of damage in a single turn, the swallowed creature is expelled and falls prone next to the gug. When the gug dies, a swallowed creature can crawl from the corpse by using 10 feet of movement."},{"name":"Throw","desc":"The gug throws one creature it has grappled. The creature is thrown a distance of 2d4 times 10 feet in the direction the gug chooses, and takes 20 (2d12 + 7) bludgeoning damage (plus falling damage if they are thrown into a chasm or off a cliff). A gug can throw a creature up to Large size. Small creatures are thrown twice as far, but the damage is the same."}],"special_abilities":[{"name":"Towering Strength","desc":"A gug can lift items up to 4,000 pounds as a bonus action."}],"spell_list":[],"page_no":241,"environments":[],"img_main":null,"document__slug":"tob","document__title":"Tome of Beasts","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/tome-of-beasts-for-5th-edition-print/","v2_converted_path":"/v2/creatures/tob_gug/"},{"slug":"jaculus","desc":"_This small dragon has feathered wings on its forearms and powerful legs it uses to cling to trees._  \nThe jaculus (plural jaculi), is a draconic predator that roams the forest and jungle looking for valuable objects it can add to its hoard. Also called the javelin snake, a jaculus loves shiny or reflective items, and it is clever enough to identify items of real value. It will fight and kill to take items it desires, which it stashes inside hollow trees far from any forest trail.  \n**Leapers.** Jaculi are far better jumpers than flyers. They can jump 18 feet horizontally or 12 feet vertically after taking a single 2-foot step. They even climb faster than they fly, so they use their wings to flap clumsily back into the trees only when necessary.  \n**Teamwork Thievery.** Jaculi are among the least intelligent of the dragons—but they’re still smarter than most humans, and they’re known to pursue cunning and complicated plots to build their hoards. Many traditional tales tell of jaculi in the southern forests working as teams to separate merchants and other travelers from their wealth, figuring out ways to abscond with gems and jewelry before the owners even know they’ve been robbed. Some jaculi may feign docility or even pretend to be friendly and helpful, but wise travelers know that the creatures drop such ruses as soon as they can steal what they’re really after.","name":"Jaculus","size":"Small","type":"Dragon","subtype":"","group":null,"alignment":"neutral evil","armor_class":18,"armor_desc":"natural armor","hit_points":65,"hit_dice":"10d6+30","speed":{"walk":20,"climb":20,"fly":10},"strength":14,"dexterity":18,"constitution":17,"intelligence":13,"wisdom":13,"charisma":13,"strength_save":4,"dexterity_save":6,"constitution_save":5,"intelligence_save":null,"wisdom_save":3,"charisma_save":3,"perception":3,"skills":{"acrobatics":6,"perception":3,"stealth":6},"damage_vulnerabilities":"","damage_resistances":"acid, lightning","damage_immunities":"","condition_immunities":"","senses":"blindsight 10 ft., darkvision 60 ft., passive Perception 13","languages":"Common, Draconic","challenge_rating":"3","cr":3.0,"actions":[{"name":"Multiattack","desc":"The jaculus makes one jaws attack and one claws attack."},{"name":"Jaws","desc":"Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 9 (2d4 + 2) piercing damage.","attack_bonus":4,"damage_dice":"2d4"},{"name":"Claws","desc":"Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 2) slashing damage.","attack_bonus":4,"damage_dice":"2d6"}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Spearhead","desc":"If the jaculus moves at least 10 feet straight toward a target and hits that target with a jaws attack on the same turn, the jaws attack does an extra 4 (1d8) piercing damage."}],"spell_list":[],"page_no":258,"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_jaculus/"},{"slug":"kishi-demon","desc":"","name":"Kishi Demon","size":"Medium","type":"Fiend","subtype":"demon","group":null,"alignment":"chaotic evil","armor_class":18,"armor_desc":"natural armor, shield","hit_points":119,"hit_dice":"14d8+56","speed":{"walk":50},"strength":19,"dexterity":20,"constitution":19,"intelligence":15,"wisdom":11,"charisma":22,"strength_save":null,"dexterity_save":8,"constitution_save":7,"intelligence_save":null,"wisdom_save":3,"charisma_save":null,"perception":3,"skills":{"deception":9,"perception":3,"performance":9},"damage_vulnerabilities":"","damage_resistances":"cold, fire, lightning, poison; bludgeoning, piercing, and slashing from nonmagical attacks","damage_immunities":"poison","condition_immunities":"poisoned","senses":"darkvision 120 ft., passive Perception 13","languages":"Celestial, Common, Draconic, Infernal, telepathy","challenge_rating":"8","cr":8.0,"actions":[{"name":"Multiattack","desc":"The demon makes one bite attack and three spear attacks."},{"name":"Bite","desc":"Melee Weapon Attack: +8 to hit, reach 5 ft., one creature. Hit: 12 (2d6 + 5) piercing damage.","attack_bonus":8,"damage_dice":"2d6"},{"name":"Spear","desc":"Melee or Ranged Weapon Attack: +7 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 7 (1d6 + 4) piercing damage, or 8 (1d8 + 4) piercing damage if used with two hands to make a melee attack.","attack_bonus":7,"damage_dice":"1d6"}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Two Heads","desc":"The demon has advantage on Wisdom (Perception) checks and on saving throws against being blinded, charmed, deafened, frightened, stunned, and knocked unconscious."},{"name":"Innate Spellcasting","desc":"the demon's spellcasting ability is Charisma (spell save DC 17). The demon can innately cast the following spells, requiring no material components: At will: detect evil and good, detect magic, suggestion\n\n3/day: glibness\n\n1/day: dominate person"},{"name":"Magic Resistance","desc":"The demon has advantage on saving throws against spells and other magical effects."},{"name":"Trophy Shield","desc":"If the kishi demon killed an opponent this turn, as a bonus action, it takes part of the slain creature's essence along with a grisly trophy and mounts it upon its shield. For 24 hours, the Armor Class of the kishi demon becomes 20, and creatures of the same race as the slain creature have disadvantage on attack rolls against the kishi demon."},{"name":"Variant: Demon Summoning","desc":"some kishi demons have an action option that allows them to summon other demons.\n\nsummon Demon (1/Day): The kishi demon has a 35 percent chance of summoning one kishi demon"}],"spell_list":[],"page_no":77,"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_kishi-demon/"},{"slug":"kongamato","desc":"_The kongamato is an evolutionary holdover, a large pterodactyl with avian traits, such as emergent feathers and long, beaklike jaws._  \n**Boat Breaker.** Its name means \"breaker of boats,\" and as that implies, this creature systematically destroys the small vessels of those who come too close to its perch. No one knows what motivates this form of attack, although some sages suppose that the kongamato mistakes canoes for large prey like hippopotami or crocodiles.  \n**Spoken in Whispers.** For some tribes, kongamatos present a terrible threat, and they speak in whispers about them, fearing that mention of the beasts could attract their wrath. In some cases, evil priests and cultists summon these beasts as their servitors and use them to terrify villagers.  \n**Maneaters.** Kongamatos that have eaten human flesh develop a preference for it. These maneaters perform nightly raids on small towns, snatching children and Small humanoids with their claws and flying away.","name":"Kongamato","size":"Large","type":"Beast","subtype":"","group":null,"alignment":"unaligned","armor_class":16,"armor_desc":"natural armor","hit_points":112,"hit_dice":"15d10+30","speed":{"walk":10,"fly":60},"strength":19,"dexterity":18,"constitution":14,"intelligence":2,"wisdom":10,"charisma":7,"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":"","damage_resistances":"","damage_immunities":"","condition_immunities":"","senses":"passive Perception 13","languages":"-","challenge_rating":"5","cr":5.0,"actions":[{"name":"Multiattack","desc":"The kongamato makes one bite attack and two claw attacks."},{"name":"Bite","desc":"Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 18 (4d6 + 4) piercing damage. If the target is a Medium or smaller creature, it is grappled (escape DC 14). Until this grapple ends, the target is restrained and the kongamato can't bite another target. When the kongamato moves, any target it is grappling moves with it.","attack_bonus":7,"damage_dice":"4d6"},{"name":"Claw","desc":"Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 14 (3d6 + 4) slashing damage.","attack_bonus":7,"damage_dice":"3d6"}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Flyby","desc":"The kongamato doesn't provoke an opportunity attacks when it flies out of an enemy's reach."},{"name":"Breaker of Boats","desc":"The kongamato deals double damage to objects and structures made of wood or lighter materials."},{"name":"Carry Off","desc":"A single kongamato can carry away prey up to 50 lbs, or a single rider under that weight. A grouo of them can carry up to 100 lbs."}],"spell_list":[],"page_no":265,"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_kongamato/"},{"slug":"lake-troll","desc":"","name":"Lake Troll","size":"Large","type":"Giant","subtype":"","group":null,"alignment":"chaotic evil","armor_class":15,"armor_desc":"natural armor","hit_points":126,"hit_dice":"12d10+60","speed":{"walk":20,"swim":40},"strength":20,"dexterity":13,"constitution":20,"intelligence":8,"wisdom":10,"charisma":6,"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":"","damage_resistances":"","damage_immunities":"","condition_immunities":"","senses":"darkvision 60 ft., passive Perception 13","languages":"Common, Giant","challenge_rating":"7","cr":7.0,"actions":[{"name":"Multiattack","desc":"The lake troll makes one bite attack and two claw attacks."},{"name":"Bite","desc":"Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 9 (1d8 + 5) slashing damage.","attack_bonus":8,"damage_dice":"1d8"},{"name":"Claws","desc":"Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 14 (2d8 + 5) piercing damage. If the lake troll hits a creature with both claw attacks in the same turn, the target creature must make a successful DC 16 Dexterity saving throw or its weapon (if any) gains a permanent and cumulative -1 penalty to damage rolls. If the penalty reaches -5, the weapon is destroyed. A damaged weapon can be repaired with appropriate artisan's tools during a long rest.","attack_bonus":8,"damage_dice":"2d8+5"}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Amphibious","desc":"The lake troll can breathe air and water."},{"name":"Keen Smell","desc":"The lake troll has advantage on Wisdom (Perception) checks that rely on smell."},{"name":"Regeneration","desc":"The lake troll regains 10 hit points at the start of its turn. If the lake troll takes cold or fire damage, it regains only 5 hit points at the start of its next turn; if it takes both cold and fire damage, this trait doesn't function at the start of the lake troll's next turn. The lake troll dies only if it starts its turn with 0 hit points and doesn't regenerate."}],"spell_list":[],"page_no":389,"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_lake-troll/"},{"slug":"lantern-dragonette","desc":"_This cat-sized drake with a waxy appearance and a glow emanating from its belly can hover in midair, filling a small area with a warm glow._  \nThe lantern drake is named for its belly, which glows with a warm light. The beast's yellow, waxy scales darken with age, though lantern drakes rarely live more than 50 years or so. They weigh from 5 to 10 pounds and are 18 inches long. Most believe they are the result of an arcane fusion of a radiant spirit with a paper drake.  \n**Eat Candle Wax.** The drake devours four ounces of candle wax per day, plus four more ounces if it uses its belly lantern. A lantern dragonette’s unusual diet leads it to lair in libraries, abbeys, and other places of study. Even though the dragonettes eat candles essential for study during dark hours, they still provide light and protect their adopted homes. Residents and caretakers consider them good luck and enjoy conversing with them.  \n**Telepathic Chatterbox.** This gregarious drake prefers to speak with its companions but uses telepathy if necessary, and the creature hisses when surprised or displeased. It loves nothing more than discussing magic and history with an intelligent and informed individual.  \n**Adventurous Companions.** Occasionally, a dragonette wishing to learn more about the world finds a spellcaster or adventuring party to travel with, purely for the sake of learning or to acquire new sources of knowledge. Most parties enjoy the traveling light source and the abilities these companions bring to bear. A lantern dragonette avoids combat and uses its abilities only to escape or to defend its lair, family, and friends.  \nA dragonette lives up to 30 years. A mated pair produces one clutch of two to five eggs every five years, and one parent raises the young dragonettes until they mature after a year and leave to search for their own lairs. A cloister of lantern dragonettes taxes their lair’s resources, so the other parent often ventures out to retrieve more candles.","name":"Lantern Dragonette","size":"Tiny","type":"Dragon","subtype":"","group":null,"alignment":"lawful neutral","armor_class":13,"armor_desc":"natural armor","hit_points":28,"hit_dice":"8d4+8","speed":{"hover":true,"walk":15,"fly":40},"strength":7,"dexterity":12,"constitution":13,"intelligence":16,"wisdom":13,"charisma":12,"strength_save":null,"dexterity_save":3,"constitution_save":null,"intelligence_save":null,"wisdom_save":3,"charisma_save":3,"perception":3,"skills":{"arcana":5,"history":5,"nature":5,"perception":3,"religion":5},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"","condition_immunities":"paralyzed, unconscious","senses":"darkvision 60 ft., passive Perception 13","languages":"Common, Draconic, Elvish, Primordial; telepathy 60 ft.","challenge_rating":"1/2","cr":0.5,"actions":[{"name":"Bite","desc":"Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 3 (1d4 + 1) piercing damage.","attack_bonus":3,"damage_dice":"1d4"}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Lantern Belly (1/Day)","desc":"If the dragonette has eaten 8 ounces of candle wax in the last 24 hours, it can emit a continual flame for 3d20 minutes. The continual flame can be dispelled, but the dragonette can resume it with a bonus action except in areas of magical darkness, if the time limit hasn't expired."},{"name":"Innate Spellcasting","desc":"the lantern dragonette's innate spellcasting ability is Intelligence (spell save DC 13, +5 to hit with spell attacks). It can innately cast the following spells, requiring no material components:\n\n1/day each: burning hands, color spray, scorching ray"},{"name":"Vulnerable to Magical Darkness","desc":"A lantern dragonette in an area of magical darkness loses its lantern belly ability and its ability to fly. It also suffers 1d6 radiant damage for every minute of exposure."}],"spell_list":[],"page_no":270,"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_lantern-dragonette/"},{"slug":"mahoru","desc":"_“I saw no more terrible beast on all my journeys north than the mahoru. The white bears had their aloof majesty, the lindwurm serpentine grace, but the monster that gnawed away the pack ice beneath our feet and savaged any who fell into the water was a thing of nightmare. The men it snatched were torn apart, like rags in the mouth of a rabid dog.”_  \nA hybrid of fish and mammal, a mahoru is eight feet long and looks like a small orca with a serpentine neck and seal-like head.  \n**Valuable Teeth and Fur.** Their heavy jaws are filled with triangular, serrated teeth adept at tearing flesh and sundering bone. Their white and black fur is highly prized for its warmth and waterproof qualities. Their pectoral fins feature stubby, claw-tipped paws. Skraeling use the mahoru’s fangs to make arrowheads or tooth-studded clubs, and the mahoru is a totem beast for many northern tribes.  \n**Iceberg Hunters.** Relatives of the bunyip, mahoru prowl northern coasts and estuaries, hunting among the fragmenting pack ice each summer. They lurk beneath the surface, catching swimmers chunks or lurching up onto the ice to break or tilt it and send prey tumbling into the water. When necessary, they stalk beaches and riverbanks in search of carrion or unwary victims.  \n**Work in Pairs and Packs.** Mahoru work together in mated pairs to corral everything from fish and seals to larger prey like kayaking humans and even polar bears. They gnaw at ice bridges and the frozen surface of lakes and rivers to create fragile patches that plunge unwary victims into their waiting jaws.","name":"Mahoru","size":"Large","type":"Monstrosity","subtype":"","group":null,"alignment":"unaligned","armor_class":15,"armor_desc":"natural armor","hit_points":91,"hit_dice":"14d8+28","speed":{"walk":10,"swim":60},"strength":18,"dexterity":19,"constitution":14,"intelligence":3,"wisdom":12,"charisma":7,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":3,"skills":{"perception":3,"stealth":6},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"","condition_immunities":"","senses":"darkvision 60 ft., passive Perception 13","languages":"-","challenge_rating":"3","cr":3.0,"actions":[{"name":"Bite","desc":"Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 20 (3d10 + 4) slashing damage.","attack_bonus":6,"damage_dice":"3d10"},{"name":"Roar","desc":"When a mahoru roars all creatures with hearing within 30 feet of it must succeed on a DC 14 Wisdom saving throw or become frightened until the end of the mahoru's next turn. If the target fails the saving throw by 5 or more, it's also paralyzed for the same duration. A target that succeeds on the saving throw is immune to the Roar of all mahoru for the next 24 hours."},{"name":"Vorpal Bite","desc":"a mahoru's saw-like jaws are excel at dismembering prey. When the mahoru scores a critical hit, the target must succeed on a DC 14 Strength saving throw or lose an appendage. Roll on the following table for the result:\n\n1-2: right hand\n\n3-4: left hand\n\n5-6: right food\n\n7-8: left foot\n\n9: right forearm\n\n10: left forearm\n\n11: right lower leg\n\n12: left lower leg"}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Amphibious","desc":"The mahoru can breathe air and water."},{"name":"Keen Sight and Smell","desc":"The mahoru has advantage on Wisdom (Perception) checks that rely on sight or smell."},{"name":"Pack Tactics","desc":"The mahoru has advantage on attack rolls against a creature if at least one of the mahoru's allies is within 5 feet of the creature and the ally isn't incapacitated."},{"name":"Blood Frenzy","desc":"The mahoru has advantage on melee attack rolls against any creature that isn't at maximum hit points."}],"spell_list":[],"page_no":281,"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_mahoru/"},{"slug":"manabane-scarab-swarm","desc":"_These clicking, turquoise-colored beetles have faintly luminescent golden glyphs on their backs, which grow brighter as they draw near._  \nManabane scarabs are vermin infused with the ancient magic of fallen desert empires.  \n_**Devour Magic.**_ Whether from gnawing on the flesh of the undead or nesting in areas rife with lingering enchantment, these beetles have developed a taste for the power of magic even as its power has marked them. The graven glyphs on their carapaces resemble the priestly cuneiform of long-dead kingdoms, and the more magical energy they consume, the brighter they glow, up to the equivalent of a torch.  \nManabane scarabs pursue magic without hesitation or fear, tirelessly seeking to drain it for sustenance.","name":"Manabane Scarab Swarm","size":"Medium","type":"Beast","subtype":"Swarm","group":null,"alignment":"unaligned","armor_class":15,"armor_desc":"natural armor","hit_points":75,"hit_dice":"10d8+30","speed":{"walk":20,"burrow":5,"climb":20},"strength":3,"dexterity":16,"constitution":16,"intelligence":1,"wisdom":13,"charisma":2,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":3,"skills":{"perception":3,"stealth":5},"damage_vulnerabilities":"","damage_resistances":"bludgeoning, piercing, slashing","damage_immunities":"","condition_immunities":"charmed, frightened, paralyzed, petrified, prone, restrained, stunned","senses":"blindsight 10 ft., darkvision 30 ft., tremorsense 30 ft., passive Perception 13","languages":"-","challenge_rating":"4","cr":4.0,"actions":[{"name":"Bites","desc":"Melee Weapon Attack: +5 to hit, reach 0 ft., one creature in the swarm's space. Hit: 14 (4d6) piercing damage, or 7 (2d6) piercing damage if the swarm has half of its hit points or fewer. The target must succeed on a DC 15 Dexterity saving throw or one randomly determined magic item in its possession is immediately affected by the Mana Erosion trait. A spellcaster hit by this attack must succeed on a DC 15 Charisma saving throw or one of its lowest-level, unused spell slots is expended.","attack_bonus":5,"damage_dice":"4d6"}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Swarm","desc":"The swarm can occupy another creature's space and vice versa, and the swarm can move through any opening large enough for a Tiny insect. The swarm can't regain hit points or gain temporary hit points."},{"name":"Magic Immunity","desc":"The manabane scarab swarm is immune to spells and other magical effects."},{"name":"Scent Magic","desc":"The manabane scarab swarm can detect the presence of magical creatures, active spells or spell effects, and magical items within 120 feet."},{"name":"Mana Erosion","desc":"The manabane scarab swarm consumes magic. Unattended magic items in the swarm's space at the end of the swarm's turn have their effects suppressed for 1 minute. Additionally, charged items in the swarm's space lose 1d6 charges at the start of each of the swarm's turns; items with limited uses per day lose one daily use instead, and single-use items such as potions or scrolls are destroyed. Magical effects in the swarm's space are dispelled (as if affected by dispel magic cast with +5 spellcasting ability)."}],"spell_list":[],"page_no":374,"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_manabane-scarab-swarm/"},{"slug":"mbielu","desc":"_This lumbering saurian quadruped has large, oblong plates of bone covered in greenish slime protruding from its back and its thick, club-like tail._  \n_**Large Plates.**_ People describe this reptilian herbivore as “the animal with planks growing out of its back.” The mbielu is a large dinosaur akin to a stegosaurus, with square dorsal plates that support symbiotic colonies of toxic, green algae. The plates themselves are as large as shields.  \n_**Aquatic Herbivore.**_ An mbielu spends most of its life underwater, feeding on aquatic plants and avoiding the withering glare of the harsh sun, but it comes onto land frequently to sun itself for a few hours before immersing itself once again.  \n_**Toxic Alchemy.**_ Its dorsal plate algae undergo an alchemical reaction in the continual transition between water and sky, especially during mbielu migrations to new watery dens. The algae produce a hallucinogenic contact poison that clouds the minds of most creatures. Mbielus themselves are immune to the toxin.","name":"Mbielu","size":"Huge","type":"Beast","subtype":"","group":null,"alignment":"unaligned","armor_class":15,"armor_desc":"natural armor","hit_points":95,"hit_dice":"10d12+30","speed":{"walk":30,"swim":20},"strength":19,"dexterity":14,"constitution":16,"intelligence":2,"wisdom":12,"charisma":6,"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":"","damage_resistances":"","damage_immunities":"","condition_immunities":"","senses":"passive Perception 13","languages":"-","challenge_rating":"3","cr":3.0,"actions":[{"name":"Tail","desc":"Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 20 (3d10 + 4) bludgeoning damage. If the target is a creature, it must succeed on a DC 14 Strength saving throw or be knocked prone.","attack_bonus":6,"damage_dice":"3d10"}],"bonus_actions":null,"reactions":[{"name":"Rollover","desc":"If the mbielu is grappled by a Large creature, it rolls on top of the grappler and crushes it. The mbielu automatically escapes from the grapple and the grappler takes 20 (3d10 + 4) bludgeoning damage."}],"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Toxic Skin","desc":"A creature that touches the mbielu or hits it with a melee attack exposes itself to the mbielu's poisonous skin. The creature must succeed on a DC 13 Constitution saving throw or be poisoned for 1 minute. While poisoned in this way, a creature also suffers disadvantage on Intelligence, Wisdom, and Charisma saving throws."}],"spell_list":[],"page_no":114,"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_mbielu/"},{"slug":"miremal","desc":"_The creature emerging from the shadows of the swamp is short and lean. Its pale-skinned body is covered in fungus and moss that seems to grow directly in its flesh, and its green eyes weep bloody tears._  \nMiremals are savage, degenerate fey who delight in crafting seemingly safe paths through treacherous swamps—though these paths are, instead, riddled with traps and ambush points.  \n**Unreliable Guides.** Miremals hunt in packs of three to six and often serve a more powerful creature, especially one that commands potent magic. As a result, many of these paths lead unwary travelers into the grove of a green hag coven or into the lair of a black dragon.  \n**Swamp.** Miremals have adapted from sylvan forests to the swamps: patches of red and green fungus sprout from their skin, mushrooms and branches grow haphazardly out of their bodies, and moss hangs from beneath their arms. Their eyes are forest green and are perpetually wet with bloody tears—their legends say their tears come from rage over their banishment and agony from knowing they can never return.  \n**Hate Moss Lurkers.** Miremals are occasionally confused with moss lurkers, but the two despise one another and both consider the comparison odious.","name":"Miremal","size":"Small","type":"Fey","subtype":"","group":null,"alignment":"chaotic evil","armor_class":13,"armor_desc":"","hit_points":22,"hit_dice":"5d6+5","speed":{"walk":30,"swim":30},"strength":10,"dexterity":16,"constitution":12,"intelligence":10,"wisdom":12,"charisma":8,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":3,"skills":{"perception":3,"stealth":5,"survival":3},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"","condition_immunities":"","senses":"darkvision 60 ft., passive Perception 13","languages":"Sylvan, Umbral","challenge_rating":"1/2","cr":0.5,"actions":[{"name":"Multiattack","desc":"The miremal makes two attacks, one of which must be a claw attack."},{"name":"Claws","desc":"Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) slashing damage.","attack_bonus":5,"damage_dice":"1d6"},{"name":"Bite","desc":"Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) piercing damage.","attack_bonus":5,"damage_dice":"1d6"},{"name":"Bog Spew (Recharge 5-6)","desc":"The miremal spews a noxious stream of bog filth mixed with stomach acid at a target up to 20 feet away. Target must succeed on a DC 11 Constitution saving throw or be blinded for 1d4 rounds."}],"bonus_actions":null,"reactions":[{"name":"Muddled Escape (1/Day)","desc":"If an attack would reduce the miremal's hit points to 0, it collapses into a pool of filth-laden swamp water and its hit points are reduced to 1 instead. The miremal can move at its normal speed in this form, including moving through spaces occupied by other creatures. As a bonus action at the beginning of the miremal's next turn, it can reform, still with 1 hit point."}],"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Amphibious","desc":"The miremal can breathe air and water."},{"name":"Swamp Camouflage","desc":"The miremal has advantage on Dexterity (Stealth) checks made to hide in swampy terrain."},{"name":"Savage Move","desc":"If the miremal surprises a creature, it gets a bonus action it can use on its first turn of combat for a claw attack, a bite attack, or a Bog Spew attack."}],"spell_list":[],"page_no":292,"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_miremal/"},{"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":"prismatic-beetle-swarm","desc":"_A dazzling explosion of multicolored lights erupts from this cloud of flying beetles, flashing every color of the rainbow._  \n_**Flesh-Eating Beauties.**_ The depths of the jungle are filled with lethal wildlife, and prismatic beetles are superlative examples of this. These flesh-eating, venomous insects distract and subdue their prey with sparkling beauty even as they devour it alive. Individual prismatic beetles sparkle like precious gems in the light; tosculi traders, gnolls, and humans often incorporate their carapaces into decorative jewelry or utilize them as special components in enchantment and illusion (pattern) spells and items.  \n_**Hypno-Paralytic.**_ When swarming in the thousands, these beautiful bugs create a hypnotic cascade of glimmering hues capable of enthralling creatures. As they descend on their dazed prey, the beetles’ bites slowly paralyze their victims while their toxins distract the mind with feelings of euphoria and delight.  \n_**Predator Partners.**_ Although carnivorous, prismatic beetles are not overly aggressive; they attack other creatures only when hungry or threatened. Even when they’re not attacking, however, they can be a threat; more than one unwary traveler has stopped to admire what they thought was a docile swarm of prismatic beetles, and became captivated. The unfortunates are often killed and eaten by lurking jungle predator, as such animals know the beetles stun and confuse prey.","name":"Prismatic Beetle Swarm","size":"Medium","type":"Beast","subtype":"Swarm","group":null,"alignment":"unaligned","armor_class":13,"armor_desc":"","hit_points":38,"hit_dice":"7d8+7","speed":{"walk":20,"burrow":5,"fly":30},"strength":3,"dexterity":16,"constitution":12,"intelligence":1,"wisdom":13,"charisma":2,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":3,"skills":{"perception":3,"stealth":5},"damage_vulnerabilities":"","damage_resistances":"bludgeoning, piercing, slashing","damage_immunities":"","condition_immunities":"charmed, frightened, paralyzed, petrified, prone, restrained, stunned","senses":"blindsight 10 ft., darkvision 30 ft., passive Perception 13","languages":"-","challenge_rating":"3","cr":3.0,"actions":[{"name":"Bites","desc":"Melee Weapon Attack: +5 to hit, reach 0 ft., one creature in the swarm's space. Hit: 10 (4d4) piercing damage, or 5 (2d4) piercing damage if the swarm has half of its hit points or fewer. The target also takes 10 (4d4) poison damage and becomes euphoric for 1d4 rounds, or takes half as much poison damage and is not euphoric if it makes a successful DC 11 Constitution saving throw. A euphoric creature has disadvantage on saving throws.","attack_bonus":5,"damage_dice":"4d4"}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Swarm","desc":"The swarm can occupy another creature's space and vice versa, and the swarm can move through any opening large enough for a Tiny insect. The swarm can't regain hit points or gain temporary hit points."},{"name":"Glittering Carapace","desc":"The glossy, iridescent carapaces of the beetles in the swarm scatter and tint light in a dazzling exhibition of colors. In bright light, a creature within 30 feet that looks at the prismatic beetle swarm must make a successful DC 13 Wisdom saving throw or be blinded until the end of its next turn. If the saving throw fails by 5 or more, the target is also knocked unconscious. Unless it's surprised, a creature can avoid the saving throw by choosing to avert its eyes at the start of its turn. A creature that averts its eyes can't see the swarm until the start of its next turn, when it can choose to avert its eyes again. If the creature looks at the swarm in the meantime, it must immediately make the saving throw. The saving throw is made with advantage if the swarm of prismatic beetles is in dim light, and this ability has no effect if the swarm is in darkness."}],"spell_list":[],"page_no":375,"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_prismatic-beetle-swarm/"},{"slug":"rust-drake","desc":"_A motionless rust drake is easily mistaken for a pile of scrap metal._  \n**Shedding Rust.** Aside from fangs and claws like iron spikes, this dragon-like creature seems to be nothing more than a collection of rust. Each beating of its wings brings a shower of flakes.  \n**Warped Metallics.** Many sages claim that rust dragons are a perversion of nature’s order obtained either by the corruption of a metallic dragon’s egg or the transformation of such a dragon by way of a ritual. Others disagree and propose another theory about a malady that affects the skin of young metallic dragons and ferrous drakes alike. So far, no one has discovered the truth about their origins.  \n**Filthy Scrap Metal Eaters.** These foul creatures feed on rust and are known as disease carriers.","name":"Rust Drake","size":"Medium","type":"Dragon","subtype":"","group":null,"alignment":"chaotic evil","armor_class":17,"armor_desc":"natural armor","hit_points":161,"hit_dice":"19d8+76","speed":{"walk":30,"burrow":5,"fly":100},"strength":20,"dexterity":15,"constitution":19,"intelligence":12,"wisdom":8,"charisma":8,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":3,"skills":{"perception":3,"stealth":5},"damage_vulnerabilities":"acid","damage_resistances":"","damage_immunities":"poison","condition_immunities":"paralyzed, poisoned","senses":"darkvision 60 ft., passive Perception 13","languages":"Common, Draconic","challenge_rating":"8","cr":8.0,"actions":[{"name":"Multiattack","desc":"The drake makes one bite attack and one tail swipe attack."},{"name":"Bite","desc":"Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 18 (3d8 + 5) piercing damage, and the target must succeed on a DC 16 Constitution save or contract Rust Drake Lockjaw.","attack_bonus":8,"damage_dice":"3d8"},{"name":"Tail Swipe","desc":"Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 14 (2d8 + 5) bludgeoning damage.","attack_bonus":8,"damage_dice":"2d8"},{"name":"Vomits Scrap (Recharge 5-6)","desc":"A rust drake can vomit forth a 15-foot cone of rusted metal. Targets in the affected area take 55 (10d10) slashing damage, or half damage with a successful DC 15 Dexterity saving throw. In addition, affected creatures must also make a successful DC 15 Constitution saving throw or contract Rust Drake Tetanus."},{"name":"Rust Drake Lockjaw","desc":"This disease manifests symptoms in 1d4 days, when the affected creature experiences painful muscle spasms, particularly in the jaw. After each long rest, the creature must repeat the saving throw. If it fails, the victim takes 1d3 Dexterity damage and is paralyzed for 24 hours; if the saving throw succeeds, the creature takes no damage and feels well enough to act normally for the day. This continues until the creature dies from Dexterity loss, recovers naturally by making successful saving throws after two consecutive long rests, or is cured with lesser restoration or comparable magic. After the disease ends, the victim recovers 1d3 lost Dexterity with each long rest; greater restoration or comparable magic can restore it all at once."}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":null,"spell_list":[],"page_no":155,"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_rust-drake/"},{"slug":"savager","desc":"_A porcupine-quilled creature built like a grizzly bear with claws and fangs like scimitars. A savager’s forelegs are mangled and scabbed, and its eyes shine with hatred and anticipation._  \n**Driven by Dark Spirits.** While druids claim these bear-like animals are not cursed or enchanted, the savager’s habit of killing any living creature on sight is not natural behavior. Hunger doesn’t explain their attacks, since savagers eat only part of their kills before abandoning the meal and looking for other animals to attack. Some dark forest spirit drives them.  \n**Gnaws Itself.** When there are no other creatures nearby to attack, a savager gnaws on its own forelimbs, resulting in scabs, scars, and calluses so thick and numb that they protect the savager from even the sharpest of swords.  \n**Rare Meetings.** The only creature a savager won’t attack on sight is another savager. If they are of the same sex, the two avoid each out of self-preservation, and if they’re of the opposite sex, they mate so ferociously that both creatures are left wounded, angry, and hungry. A savager litter contains anywhere from 10 to 25 cubs, all of them born able to walk and fend for themselves. This is important, because within 24 hours after giving birth, a savager mother no longer recognizes her own offspring, and she will attack and cannibalize any that don’t escape on their own.  \nA savager weighs 1,800 pounds and is 11 feet long.","name":"Savager","size":"Large","type":"Beast","subtype":"","group":null,"alignment":"neutral evil","armor_class":17,"armor_desc":"natural armor","hit_points":115,"hit_dice":"1d10+60","speed":{"walk":40,"climb":20},"strength":22,"dexterity":14,"constitution":22,"intelligence":2,"wisdom":10,"charisma":13,"strength_save":null,"dexterity_save":5,"constitution_save":9,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":3,"skills":{"perception":3},"damage_vulnerabilities":"","damage_resistances":"bludgeoning, piercing, and slashing from nonmagical attacks","damage_immunities":"","condition_immunities":"charmed, frightened","senses":"darkvision 60 ft., passive Perception 13","languages":"","challenge_rating":"8","cr":8.0,"actions":[{"name":"Multiattack","desc":"The savager makes one bite attack and one claw attack."},{"name":"Bite","desc":"Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 19 (2d12 + 6) piercing damage.","attack_bonus":9,"damage_dice":"2d12"},{"name":"Claw","desc":"Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 38 (5d12 + 6) slashing damage.","attack_bonus":9,"damage_dice":"5d12"}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Mighty Swing","desc":"When a savager attacks without moving during its turn, it makes its claw attack with advantage."},{"name":"Quills","desc":"A creature takes 4 (1d8) piercing damage at the start of its turn while it is grappling a savager."}],"spell_list":[],"page_no":338,"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_savager/"},{"slug":"scorpion-cultist","desc":"","name":"Scorpion Cultist","size":"Medium","type":"Humanoid","subtype":"any race","group":null,"alignment":"neutral","armor_class":13,"armor_desc":"leather armor","hit_points":19,"hit_dice":"3d8+6","speed":{"walk":30},"strength":11,"dexterity":14,"constitution":15,"intelligence":10,"wisdom":13,"charisma":10,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":3,"skills":{"deception":2,"perception":3,"stealth":4},"damage_vulnerabilities":"","damage_resistances":"poison","damage_immunities":"","condition_immunities":"","senses":"passive Perception 13","languages":"Common","challenge_rating":"1/2","cr":0.5,"actions":[{"name":"Multiattack","desc":"The scorpion cultist makes two melee attacks or two ranged attacks."},{"name":"Scimitar","desc":"Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) slashing damage plus 3 (1d6) poison damage.","attack_bonus":4,"damage_dice":"1d6"},{"name":"Sling","desc":"Melee Weapon Attack: +4 to hit, range 30/120 ft., one target. Hit: 4 (1d4 + 2) bludgeoning damage.","attack_bonus":4,"damage_dice":"1d4"}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Keen Senses","desc":"The scorpion cultist has advantage on Wisdom (Perception) checks."}],"spell_list":[],"page_no":425,"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_scorpion-cultist/"},{"slug":"serpopard","desc":"_These spotted and scaly quadrupeds run on hairless leonine paws, while their cat heads perch atop sinuous, serpentine necks._  \n**Swaying, Snakelike Cats.** Serpopards are 13 feet long and weigh 600 lb, with little gender dimorphism. They have feline bodies but long, serpentine necks topped by vaguely draconic heads. Their hairless paws have wickedly curved, retractable talons. A serpopard’s neck is in constant motion, swaying like a cobra, allowing it to track foes on all sides and to strike in unexpected directions.  \n**Easily Distracted.** Serpopards are foul-tempered predators and scavengers, and are known to occasionally resort to cannibalizing their weakest pack mate. They actively hunt humanoids when possible and also attack other predators to steal their kills—or to kill and eat the predators, then take their kills. Serpopards are not tenacious hunters, however. They can be distracted from a pursuit by the appearance of an easier meal.  \n**Musk Glands.** In some culture, serpopard pelts and musk glands are prized for use in fashion and perfumes. Images of these odd animals appear regularly in southern tomb iconography and temple decoration.","name":"Serpopard","size":"Large","type":"Beast","subtype":"","group":null,"alignment":"unaligned","armor_class":15,"armor_desc":"natural armor","hit_points":85,"hit_dice":"10d10+30","speed":{"walk":40,"swim":30},"strength":17,"dexterity":16,"constitution":16,"intelligence":2,"wisdom":12,"charisma":6,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":3,"skills":{"perception":3,"stealth":5},"damage_vulnerabilities":"","damage_resistances":"poison","damage_immunities":"","condition_immunities":"poisoned","senses":"darkvision 60 ft., passive Perception 13","languages":"-","challenge_rating":"4","cr":4.0,"actions":[{"name":"Multiattack","desc":"The serpopard makes two bite attacks and two claw attacks."},{"name":"Bite","desc":"Melee Weapon Attack: +5 to hit, reach 10 ft., one target. Hit: 10 (2d6 + 3) piercing damage.","attack_bonus":5,"damage_dice":"2d6"},{"name":"Claw","desc":"Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 12 (2d8 + 3) slashing damage.","attack_bonus":5,"damage_dice":"2d8"},{"name":"Musk (Recharges after a Short or Long Rest)","desc":"The serpopard releases a jet of foul-smelling musk in a 15-foot cone that lasts for 2d4 rounds. Creatures in the cone must make DC 13 Dexterity saving throws. If the save succeeds, the creature moves to the nearest empty space outside the cone; if the saving throw fails, the creature becomes drenched in musk. A creature that enters the area of the cone while the musk persists is saturated automatically. A creature saturated in musk is poisoned. In addition, every creature that starts its turn within 5 feet of a saturated creature must make a successful DC 15 Constitution saving throw or be poisoned until the start of its next turn. Serpopard musk (and the poisoning) wear off naturally in 1d4 hours. A saturated creature can end the effect early by spending 20 minutes thoroughly washing itself, its clothes, and its equipment with water and soap."}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Swamp Stealth","desc":"The serpopard gains an additional +2 to Stealth (+7 in total) in sand or swamp terrain."},{"name":"Sinuous Strikeback","desc":"The serpopard can take any number of reactions in a round, but it can react only once to each trigger."}],"spell_list":[],"page_no":342,"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_serpopard/"},{"slug":"skin-bat","desc":"_A repulsive, batlike creature darts from the Stygian darkness. Its body consists entirely of rotting sheets of stolen skin. Though its large eyes are glassy and lifeless, an unmistakably evil intent glimmers within them as a toothless mouth spreads wide in hunger._  \nSkin bats are undead creatures created from skin flayed from the victims of sacrificial rites. They are given a measure of unlife by a vile ritual involving immersion in Abyssal flesh vats and invocations to the relevant demon lords. They feed on the skin of living beings to replenish their own constantly rotting skin. Their acidic saliva acts as a paralytic poison and leaves ugly scars on those who survive an attack.  \n**Cliff and Dungeon Dwellers.** Skin bats prey on the unwary but do not develop sinister plots of their own. Their flocks can be encountered in isolated areas accessible only by flight or by climbing treacherous cliffs. Skin bats can exist in any climate. In cool climes, they feed only infrequently, because the cold preserves their forms and reduces the need to replenish decaying flesh. This also explains why they are attracted to the dark depths of ageless dungeons. In wet, tropical climes where their skin decomposes rapidly, skin bats are voracious feeders by necessity.  \n**Accidental Treasures.** Skin bats have no use for magic items or wealth, but occasionally a ring or necklace from a past victim gets embedded in their fleshy folds, where it becomes an unintended trophy.  \nThe typical skin bat has an 8-foot wingspan. The color of their skin matches that of their prey, so a skin bat’s coloration can change over time. A skin bat weighs about 15 lb.  \n**Undead Nature.** A skin bat doesn’t require air, food, drink, or sleep.","name":"Skin Bat","size":"Small","type":"Undead","subtype":"","group":null,"alignment":"neutral evil","armor_class":13,"armor_desc":"natural armor","hit_points":14,"hit_dice":"4d6","speed":{"walk":10,"fly":40},"strength":12,"dexterity":16,"constitution":10,"intelligence":2,"wisdom":13,"charisma":6,"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":"","damage_resistances":"","damage_immunities":"poison","condition_immunities":"poisoned","senses":"darkvision 60 ft., passive Perception 13","languages":"","challenge_rating":"1/2","cr":0.5,"actions":[{"name":"Bite","desc":"Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d4 + 3) piercing damage and the target must make a successful DC 10 Constitution saving throw or be paralyzed for 1d4 rounds. In addition, the skin bat attaches itself to the target. The skin bat can't bite a different creature while it's attached, and its bite attack automatically hits a creature the skin bat is attached to. Removing a skin bat requires a successful DC 11 Strength check and inflicts 5 (1d4 + 3) slashing damage to the creature the bat is being removed from. A successful save renders the target immune to skin bat poison for 24 hours.","attack_bonus":5,"damage_dice":"1d4+3"}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Summon Bat Swarm","desc":"The high-frequency cries of a skin bat attract nearby mundane bats. When a skin bat faces danger, 0-3 (1d4 - 1) swarms of bats arrive within 1d6 rounds. These swarms are not under the skin bat's command, but they tend to reflexively attack whatever the skin bat is fighting."}],"spell_list":[],"page_no":87,"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_skin-bat/"},{"slug":"soul-eater","desc":"_Creatures of variable appearance, soul eaters conjoin fleshy elements with ectoplasmic forms._  \n**Called from the Abyss.** Soul eaters are summoned from the Abyss and other extraplanar ports of call where they can freely barter for prey. They always have a mental link with their summoner, and often seek to destroy them.  \n**Devour Essences.** Soul eaters do not devour crude flesh, instead feasting on a victim’s soul and spirit.  \n**Hatred of the Sun God.** They bear a particular antipathy for followers of the sun god, and they will go to great lengths to kill his clergy, even defying the wishes of their summoners on occasion.","name":"Soul Eater","size":"Medium","type":"Fiend","subtype":"","group":null,"alignment":"neutral evil","armor_class":16,"armor_desc":"","hit_points":104,"hit_dice":"16d8+32","speed":{"walk":30,"fly":100},"strength":13,"dexterity":22,"constitution":14,"intelligence":12,"wisdom":11,"charisma":11,"strength_save":null,"dexterity_save":9,"constitution_save":5,"intelligence_save":null,"wisdom_save":null,"charisma_save":3,"perception":3,"skills":{"intimidation":3,"perception":3,"stealth":9},"damage_vulnerabilities":"","damage_resistances":"bludgeoning, piercing, and slashing from nonmagical attacks","damage_immunities":"poison","condition_immunities":"paralyzed, poisoned, stunned, unconscious","senses":"darkvision 60 ft., passive Perception 13","languages":"Infernal","challenge_rating":"7","cr":7.0,"actions":[{"name":"Multiattack","desc":"The soul eater makes two claw attacks."},{"name":"Claw","desc":"Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 13 (2d6 + 6) slashing damage plus 7 (2d6) psychic damage, or half as much psychic damage with a successful DC 15 Constitution saving throw.","attack_bonus":9,"damage_dice":"2d6"},{"name":"Soul Drain","desc":"If the soul eater reduces a target to 0 hit points, the soul eater can devour that creature's soul as a bonus action. The victim must make a DC 13 Constitution saving throw. Success means the target is dead but can be restored to life by normal means. Failure means the target's soul is consumed by the soul eater and the target can't be restored to life with clone, raise dead, or reincarnation. A resurrection, miracle, or wish spell can return the target to life, but only if the caster succeeds on a DC 15 spellcasting check. If the soul eater is killed within 120 feet of its victim's corpse and the victim has been dead for no longer than 1 minute, the victim's soul returns to the body and restores it to life, leaving the victim unconscious and stable with 0 hit points."}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Caster Link","desc":"When a soul eater is summoned, it creates a mental link between itself and its conjurer. If the soul eater's assigned target (see Find Target ability, below) dies before the soul eater can drain the target's soul, or if the soul eater is defeated by its target (but not slain), it returns to its conjurer at full speed and attacks. While the soul eater and the conjurer share the same plane, it can use its Find Target ability to locate its conjurer."},{"name":"Find Target","desc":"When a soul eater's conjurer orders it to find a creature, it can do so unerringly, despite the distance or intervening obstacles, provided the target is on the same plane of existence. The conjurer must have seen the desired target and must speak the target's name."}],"spell_list":[],"page_no":356,"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_soul-eater/"},{"slug":"spider-of-leng","desc":"_These bloated purple spiders have small claws on their front legs that serve them as handlike manipulators. Their abdomens are a sickly purple-white._  \n**Hate Humanoids.** The nefarious spiders of Leng are highly intelligent. They are a very ancient race, steeped in evil lore and hideous malice, with an abiding hatred for all humanoid races. They sometimes keep ghostwalk spiders as guardians or soldiers.  \n**Dangerous Blood.** Their blood is poisonous and corrosive to most creatures native to the Material Plane. The folk of Leng prize it in the making of etheric harpoons and enchanted nets.","name":"Spider Of Leng","size":"Large","type":"Aberration","subtype":"","group":null,"alignment":"chaotic evil","armor_class":15,"armor_desc":"natural armor","hit_points":144,"hit_dice":"17d10+51","speed":{"walk":30,"climb":20},"strength":14,"dexterity":16,"constitution":16,"intelligence":17,"wisdom":10,"charisma":10,"strength_save":null,"dexterity_save":6,"constitution_save":6,"intelligence_save":6,"wisdom_save":null,"charisma_save":null,"perception":3,"skills":{"athletics":5,"perception":3,"stealth":6},"damage_vulnerabilities":"","damage_resistances":"poison","damage_immunities":"","condition_immunities":"charmed, poisoned, unconscious","senses":"darkvision 240 ft., passive Perception 13","languages":"Common, Void Speech","challenge_rating":"7","cr":7.0,"actions":[{"name":"Multiattack","desc":"A spider of Leng makes two claw attacks, two staff attacks, or one of each."},{"name":"Claw","desc":"Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 14 (2d10 + 3) slashing damage plus 4 (1d8) poison damage.","attack_bonus":6,"damage_dice":"2d10"},{"name":"Spit Venom","desc":"Ranged Weapon Attack: +6 to hit, range 60 ft., one target. Hit: 16 (3d8 + 3) poison damage, and the target must make a successful DC 14 Constitution saving throw or be poisoned and blinded until the end of its next turn.","attack_bonus":6,"damage_dice":"3d8"},{"name":"Staff of Leng","desc":"Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 9 (2d6 + 2) bludgeoning damage plus 13 (2d12) psychic damage, and the target must make a successful DC 15 Wisdom saving throw or be stunned until the start of the spider's next turn.","attack_bonus":5,"damage_dice":"2d6"}],"bonus_actions":null,"reactions":[{"name":"Ancient Hatred","desc":"When reduced to 0 hp, the spider of Leng makes one final spit venom attack before dying."}],"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Eldritch Understanding","desc":"A spider of Leng can read and use any scroll."},{"name":"Innate Spellcasting","desc":"the spider of Leng's innate spellcasting ability is Intelligence (spell save DC 14, +6 to hit with spell attacks). It can innately cast the following spells, requiring no material components:\n\nat will: comprehend languages, detect magic, shocking grasp\n\n3/day each: shield, silence\n\n1/day each: arcane eye, confusion, hypnotic pattern, stoneskin"},{"name":"Poisonous Blood","desc":"An attacker who hits a spider of Leng with a melee attack from within 5 feet must make a successful DC 15 Dexterity saving throw or take 7 (2d6) poison damage and be poisoned until the start of its next turn."},{"name":"Shocking Riposte","desc":"When a spider of Leng casts shield, it can also make a shocking grasp attack for 9 (2d8) lightning damage against one enemy within 5 feet as part of the same reaction."}],"spell_list":[],"page_no":365,"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_spider-of-leng/"},{"slug":"tophet","desc":"_An enormous bronze and iron statue filled with fire towers above the ring of chanting, frenzied worshipers._  \nTophets are used by worshipers of fire gods, who toss sacrifices into their flaming maws to incinerate them. A tophet has a large opening in the front where the flames can be seen; sometimes this is an enormous mouth, and at other times it is a large hole in the tophet’s belly. Horns and expressions of anger or wide‑mouthed laughter are common.  \n**Eager for Sacrifices.** Among fire cultists, it’s widely known that when a tophet’s hands are raised above its mouth, it is demanding a sacrifice to roll down its palms and into its fiery maw.  \n**Heed Musical Commands.** Flutes and drums can (sometimes) be used to control the actions of a tophet during sacrifices. They have the fortunate side effect of drowning out the cries and screams of living sacrifices.  \n**Magical Fires.** The fires within a tophet’s bronze body are largely magical and fueled by sacrifices. They don’t require more than a symbolic amount of wood or coal to keep burning, but they do require sacrifices of food, cloth, and (eventually) living creatures to keep them under control. A tophet that is not granted a sacrifice when it demands one might go on a fiery rampage, burning down buildings, granaries, or barns until its hunger is satisfied.  \n**Constructed Nature.** A tophet doesn’t require air, food, drink, or sleep.","name":"Tophet","size":"Huge","type":"Construct","subtype":"","group":null,"alignment":"neutral evil","armor_class":16,"armor_desc":"natural armor","hit_points":184,"hit_dice":"16d12+80","speed":{"walk":30},"strength":24,"dexterity":10,"constitution":20,"intelligence":6,"wisdom":10,"charisma":10,"strength_save":10,"dexterity_save":3,"constitution_save":8,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":3,"skills":{"perception":3},"damage_vulnerabilities":"","damage_resistances":"necrotic","damage_immunities":"cold, fire, poison","condition_immunities":"exhaustion, frightened, paralyzed, petrified, poisoned","senses":"darkvision 200 ft., passive Perception 13","languages":"Common","challenge_rating":"8","cr":8.0,"actions":[{"name":"Multiattack","desc":"A tophet makes two attacks, no more than one of which can be a gout of flame."},{"name":"Slam","desc":"Melee Weapon Attack. +10 to hit, reach 5 ft., one target. Hit: 12 (1d10+7) bludgeoning damage. The target is also knocked inside the tophet's burning belly if the attack scores a critical hit."},{"name":"Gout of Flame","desc":"The tophet targets a point within 100 feet of itself that it can see. All targets within 10 feet of that point take 22 (4d10) fire damage, or half damage with a successful DC 16 Dexterity saving throw."}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Fiery Heart","desc":"A tophet's inner fire can be ignited or doused at will. Its heat is such that all creatures have resistance to cold damage while within 30 feet of the tophet."},{"name":"Burning Belly","desc":"Creatures inside a tophet's burning core take 21 (6d6) fire damage at the start of each of the tophet's turns. Escaping from a tophet's belly takes 10 feet of movement and a successful DC 16 Dexterity (Acrobatics) check."}],"spell_list":[],"page_no":383,"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_tophet/"},{"slug":"void-dragon-wyrmling","desc":"_A dragon seemingly formed of the night sky has bright white stars for eyes. Lesser stars twinkle in the firmament of the dragon’s body._  \n**Children of the Stars.** Void dragons drift through the empty spaces beyond the boundaries of the mortal world, wanderers between the stars. They are aloof, mingling only with the otherworldly beings that live above and beyond the earth, including the incarnate forms of the stars themselves. When lesser creatures visit void dragons, the dragons themselves barely notice.  \n**Witnesses to the Void.** Void dragons are intensely knowledgeable creatures, but they have seen too much, lingering at the edge of the void itself. Gazing into the yawning nothing outside has taken a toll. The void dragons carry a piece of that nothing with them, and it slowly devours their being. They are all unhinged, and their madness is contagious. It flows out of them to break the minds of lesser beings when the dragons fly into a rage and lash out.  \n**Voracious Scholars.** Despite their removed existence and strange quirks, void dragons still hoard treasure. Gems that glitter like the stars of their home are particularly prized. Their crowning piece, however, is knowledge. Void dragons jealously hoard scraps of forbidden and forgotten lore of any kind and spend most of their time at home poring over these treasures. Woe to any who disturbs this collection, for nothing ignites their latent madness like a violation of their hoard.  \n\n## A Void Dragon’s Lair\n\n  \nThe true lair of a void dragon exists deep in the freezing, airless void between stars. Hidden away in caves on silently drifting asteroids or shimmering atop the ruins of a Star Citadel, the void dragon’s lair rests in the great void of space.  \nWhen a void dragon claims a home elsewhere, it forges a connection to its true lair. It prefers towering mountain peaks, valleys, or ruins at high elevation with a clear view of the sky. It can reach through space from this lair to reach its treasure hoard hidden in the void. That connection has repercussions, of course, and the most powerful void dragons leave their mark on the world around them when they roost. Intrusions from beyond and a thirst for proscribed knowledge are common near their lairs.  \nIf fought in its lair, its Challenge increases by 1, to 15 for an adult (13,000 XP) and 25 for an ancient void dragon (75,000 XP).  \n\n### Lair Actions\n\n  \nOn initiative count 20 (losing initiative ties), the dragon takes a lair action to generate one of the following effects; the dragon can’t use the same effect two rounds in a row:\n* The dragon negates natural gravity within its lair (an area affected by its gravitic breath is unaffected). Creatures drift 10 feet away from the ground over the course of a round and are restrained. Flying creatures can move at half speed, unless they have the (hover) tag or use magical flight, in which case they move normally. This effect persists until initiative count 20 on the following round.\n* The Void briefly overlaps the dragon’s lair in a 20-foot-radius sphere of blackness punctuated by deep blue streaks and pinpoints of light. The sphere is centered on a point the dragon can see within 120 feet of the dragon. The area spreads around corners, is heavily obscured, and contains no air (creatures must hold their breath). Each creature in the sphere when it appears must make a DC 15 Constitution saving throw, taking 10 (3d6) cold damage on a failed save or half as much on a successful one. Any creature that ends its turn in the sphere takes 10 (3d6) cold damage. The sphere lasts until the dragon uses this lair action again or until the dragon dies.\n* The dragon rips the fabric of space, forcing two creatures it can see within 120 feet of it to suddenly exist in the same place. Space itself repels the creatures to their original positions. Each creature takes 16 (3d10) force damage and is knocked prone, or takes half as much damage and is not knocked prone with a successful DC 15 Strength saving throw.\n  \n### Regional Effects\n\n  \nThe region containing a legendary void dragon’s lair is warped by the dragon’s magic, which creates one or more of the following effects:\n* Secrets have a way of coming to light within 6 miles of the lair. Clues are inadvertently discovered, slips of the tongue hint at a hidden truth, and creatures become morbidly curious for forbidden knowledge.\n* Light is muted within 6 miles of the lair. Nonmagical illumination, including sunlight, can’t create bright light in this area.\n* Visitations from otherworldly beings occur and disembodied voices whisper in the night within 6 miles of the dragon’s lair. Celestials, fey, and fiends of CR 2 or lower can slip into the world in this area.\n  \nIf the dragon dies, these effects fade over the course of 1d10 days.","name":"Void Dragon Wyrmling","size":"Medium","type":"Dragon","subtype":"","group":null,"alignment":"chaotic neutral","armor_class":17,"armor_desc":"natural armor","hit_points":45,"hit_dice":"6d8+18","speed":{"hover":true,"walk":30,"fly":60},"strength":16,"dexterity":10,"constitution":17,"intelligence":12,"wisdom":9,"charisma":17,"strength_save":null,"dexterity_save":4,"constitution_save":5,"intelligence_save":null,"wisdom_save":1,"charisma_save":5,"perception":3,"skills":{"perception":3,"stealth":2},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"cold","condition_immunities":"","senses":"blindsight 30ft, darkvision 120ft, passive Perception 13","languages":"Common, Draconic, Void Speech","challenge_rating":"2","cr":2.0,"actions":[{"name":"Bite","desc":"Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 8 (1d10 + 3) piercing damage plus 3 (1d6) cold damage.","attack_bonus":5,"damage_dice":"1d10"},{"name":"Breath Weapons (Recharge 5-6)","desc":"The dragon uses one of the following breath weapons:"},{"name":"Gravitic Breath","desc":"The dragon exhales a 15-foot cube of powerful localized gravity, originating from the dragon. Falling damage in the area increases to 1d10 per 10 feet fallen. When a creature starts its turn within the area or enters it for the first time in a turn, including when the dragon creates the field, must make a DC 13 Dexterity saving throw. On a failure the creature is restrained. On a success the creature's speed is halved as long as it remains in the field. A restrained creature repeats the saving throw at the end of its turn. The field persists until the dragon's breath recharges, and it can't use gravitic breath twice consecutively."},{"name":"Stellar Flare Breath","desc":"The dragon exhales star fire in a 15-foot cone. Each creature in that area must make a DC 13 Dexterity saving throw, taking 10 (3d6) fire damage and 10 (3d6) radiant damage on a failed save, or half as much damage on a successful one."}],"bonus_actions":null,"reactions":[{"name":"Void Twist","desc":"When the dragon is hit by a ranged attack it can create a small rift in space to increase its AC by 2 against that attack. If the attack misses because of this increase the dragon can choose a creature within 30 feet to become the new target for that attack. Use the original attack roll to determine if the attack hits the new target."}],"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Chill of the Void","desc":"Cold damage dealt by the void dragon ignores resistance to cold damage, but not cold immunity."},{"name":"Void Dweller","desc":"As ancient void dragon."}],"spell_list":[],"page_no":140,"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_void-dragon-wyrmling/"}]}