{"count":3207,"next":"https://api-beta.open5e.com/v1/monsters/?format=json&ordering=-senses&page=38","previous":"https://api-beta.open5e.com/v1/monsters/?format=json&ordering=-senses&page=36","results":[{"slug":"lacedon-a5e","desc":"","name":"Lacedon","size":"Medium","type":"Undead","subtype":"","group":null,"alignment":"","armor_class":12,"armor_desc":"","hit_points":22,"hit_dice":"5d8","speed":{"walk":30,"swim":30},"strength":12,"dexterity":14,"constitution":10,"intelligence":6,"wisdom":10,"charisma":6,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":null,"skills":{},"damage_vulnerabilities":"","damage_resistances":"necrotic","damage_immunities":"poison","condition_immunities":"charmed, fatigue, paralyzed, poisoned","senses":"darkvision 60 ft., passive Perception 10","languages":"Common","challenge_rating":"1","cr":1.0,"actions":[{"name":"Paralyzing Claw","desc":"Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) slashing damage. If the target is a living creature other than an elf  it makes a DC 10 Constitution saving throw. On a failure  the target is paralyzed for 1 minute. The target repeats the saving throw at the end of its turns  ending the effect on itself on a success. If the targets saving throw is successful or the effect ends for it  it is immune to any Paralyzing Claw for 24 hours."},{"name":"Bite","desc":"Melee Weapon Attack: +4 to hit, reach 5 ft., one incapacitated creature. Hit: 6 (1d8 + 2) piercing damage."}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Radiant Sensitivity","desc":"When the ghoul takes radiant damage, it has disadvantage on attack rolls and on Perception checks that rely on sight until the end of its next turn."},{"name":"Undead Nature","desc":"Ghouls and ghasts dont require air, sustenance, or sleep."}],"spell_list":[],"page_no":230,"environments":[],"img_main":null,"document__slug":"menagerie","document__title":"Level Up Advanced 5e Monstrous Menagerie","document__license_url":"http://open5e.com/legal","document__url":"https://www.levelup5e.com","v2_converted_path":"/v2/creatures/a5e-mm_lacedon/"},{"slug":"mummy-a5e","desc":"","name":"Mummy","size":"Medium","type":"Undead","subtype":"","group":null,"alignment":"","armor_class":11,"armor_desc":"","hit_points":67,"hit_dice":"9d8+27","speed":{"walk":20},"strength":16,"dexterity":8,"constitution":16,"intelligence":10,"wisdom":10,"charisma":12,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":2,"charisma_save":null,"perception":null,"skills":{},"damage_vulnerabilities":"","damage_resistances":"damage from nonmagical weapons","damage_immunities":"necrotic, poison","condition_immunities":"charmed, fatigue, frightened, paralyzed, poisoned","senses":"darkvision 60 ft., passive Perception 10","languages":"the languages it knew in life","challenge_rating":"3","cr":3.0,"actions":[{"name":"Multiattack","desc":"The mummy uses Dreadful Glare and then attacks with its rotting fist."},{"name":"Dreadful Glare (Gaze)","desc":"The mummy targets a creature within 60 feet. The target makes a DC 11 Wisdom saving throw. On a failure  it is magically frightened until the end of the mummys next turn. If the target fails the save by 5 or more  it is paralyzed for the same duration. A target that succeeds on the saving throw is immune to the Dreadful Glare of mummies (but not mummy lords) for 24 hours."},{"name":"Rotting Fist","desc":"Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) bludgeoning damage plus 10 (3d6) necrotic damage. If the target is a creature  it makes a DC 13 Constitution saving throw. On a failure  it is cursed with Mummy Rot."}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Flammable","desc":"After taking fire damage, the mummy catches fire and takes 5 (1d10) ongoing fire damage if it isnt already suffering ongoing fire damage. A creature can use an action to extinguish this fire."},{"name":"Curse: Mummy Rot","desc":"A mummys touch inflicts a dreadful curse called mummy rot. A cursed creature can't regain hit points, and its hit point maximum decreases by an amount equal to the creatures total number of Hit Dice for every 24 hours that elapse. If this curse reduces the targets hit point maximum to 0, the target dies and crumbles to dust. Remove curse and similar magic ends the curse."}],"spell_list":[],"page_no":338,"environments":[],"img_main":null,"document__slug":"menagerie","document__title":"Level Up Advanced 5e Monstrous Menagerie","document__license_url":"http://open5e.com/legal","document__url":"https://www.levelup5e.com","v2_converted_path":"/v2/creatures/a5e-mm_mummy/"},{"slug":"nilbog-a5e","desc":"","name":"Nilbog","size":"Small","type":"Humanoid","subtype":"","group":null,"alignment":"","armor_class":14,"armor_desc":"","hit_points":14,"hit_dice":"4d6","speed":{"walk":30},"strength":12,"dexterity":8,"constitution":10,"intelligence":12,"wisdom":14,"charisma":10,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":null,"skills":{"stealth":3},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"","condition_immunities":"","senses":"darkvision 60 ft., passive Perception 10","languages":"Common, Goblin","challenge_rating":"1","cr":1.0,"actions":[{"name":"Rat flail","desc":"Melee Weapon Attack: +5 to hit, reach 10 ft., one target. Hit: 9 (3d4 + 1) bludgeoning or piercing damage."},{"name":"Fetid sling","desc":"Ranged Weapon Attack: +3 to hit, range 20/60 ft., one target. Hit: 3(1d6) bludgeoning damage  and the target must make a DC 14 Constitutionsaving throw. On a failure  the target is poisoned for 1minute."}],"bonus_actions":[{"name":"Nimble Escape","desc":"The goblin takes the Disengage or Hide action."}],"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Opposite Nature","desc":"Normal damage heals the nilbogfor the amount done. Nilbogs can only be harmed/damaged by healing magic. Their skin resists all otherforms of harm. Potions of healing deal acid damage toa nilbog equal to the amount of hit points they wouldnormally heal, and spells that restore hit pointsinstead deal necrotic damage."}],"spell_list":[],"page_no":null,"environments":[],"img_main":null,"document__slug":"menagerie","document__title":"Level Up Advanced 5e Monstrous Menagerie","document__license_url":"http://open5e.com/legal","document__url":"https://www.levelup5e.com","v2_converted_path":"/v2/creatures/a5e-mm_nilbog/"},{"slug":"ogre-a5e","desc":"","name":"Ogre","size":"Large","type":"Giant","subtype":"","group":null,"alignment":"","armor_class":12,"armor_desc":"","hit_points":59,"hit_dice":"7d10+21","speed":{"walk":40},"strength":19,"dexterity":8,"constitution":16,"intelligence":10,"wisdom":10,"charisma":8,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":null,"skills":{},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"","condition_immunities":"","senses":"darkvision 60 ft., passive Perception 10","languages":"Common, Giant","challenge_rating":"2","cr":2.0,"actions":[{"name":"Greatclub","desc":"Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) bludgeoning damage  and if the target is a Medium or smaller creature  it makes a DC 14 Strength saving throw  falling prone on a failure."},{"name":"Sweeping Strike","desc":"Melee Weapon Attack: +6 to hit, reach 5 ft.  all creatures within 5 feet. Hit: 8 (1d8 + 4) bludgeoning damage  and if the target is a Medium or smaller creature  it makes a DC 14 Strength saving throw. On a failure  it is pushed 10 feet away from the ogre."},{"name":"Javelin","desc":"Melee or Ranged Weapon Attack: +6 to hit, reach 5 ft. or range 30/120 ft., one target. Hit: 11 (2d6 + 4) piercing damage."}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":null,"spell_list":[],"page_no":346,"environments":[],"img_main":null,"document__slug":"menagerie","document__title":"Level Up Advanced 5e Monstrous Menagerie","document__license_url":"http://open5e.com/legal","document__url":"https://www.levelup5e.com","v2_converted_path":"/v2/creatures/a5e-mm_ogre/"},{"slug":"phase-spider-a5e","desc":"","name":"Phase Spider","size":"Large","type":"Monstrosity","subtype":"","group":null,"alignment":"","armor_class":14,"armor_desc":"","hit_points":39,"hit_dice":"6d10+6","speed":{"walk":30,"climb":30},"strength":14,"dexterity":14,"constitution":12,"intelligence":6,"wisdom":10,"charisma":4,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":null,"skills":{"stealth":4},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"","condition_immunities":"","senses":"darkvision 60 ft., passive Perception 10","languages":"","challenge_rating":"3","cr":3.0,"actions":[{"name":"Bite","desc":"Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 9 (2d6+2) piercing damage and the target makes a DC 11 Constitution saving throw  taking 14 (4d6) poison damage on a failure or half damage on a success. If the poison damage reduces the target to 0 hit points  the target is made stable but poisoned for 1 hour  even if it regains hit points  and it is paralyzed while poisoned in this way."}],"bonus_actions":[{"name":"Ethereal Jaunt","desc":"The spider magically shifts from the Material Plane to the Ethereal Plane or vice versa."}],"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Ethereal Sight","desc":"The spider can see into both the Material Plane and Ethereal Plane."},{"name":"Spider Climb","desc":"The spider can climb even on difficult surfaces and upside down on ceilings."},{"name":"Web Walker","desc":"The spider ignores movement restrictions imposed by webs."}],"spell_list":[],"page_no":456,"environments":[],"img_main":null,"document__slug":"menagerie","document__title":"Level Up Advanced 5e Monstrous Menagerie","document__license_url":"http://open5e.com/legal","document__url":"https://www.levelup5e.com","v2_converted_path":"/v2/creatures/a5e-mm_phase-spider/"},{"slug":"salamander-a5e","desc":"","name":"Salamander","size":"Large","type":"Elemental","subtype":"","group":null,"alignment":"","armor_class":15,"armor_desc":"","hit_points":90,"hit_dice":"12d10+24","speed":{"walk":30},"strength":18,"dexterity":14,"constitution":14,"intelligence":10,"wisdom":10,"charisma":12,"strength_save":null,"dexterity_save":null,"constitution_save":5,"intelligence_save":null,"wisdom_save":3,"charisma_save":null,"perception":null,"skills":{},"damage_vulnerabilities":"","damage_resistances":"damage from nonmagical weapons","damage_immunities":"fire","condition_immunities":"","senses":"darkvision 60 ft., passive Perception 10","languages":"Ignan","challenge_rating":"6","cr":6.0,"actions":[{"name":"Multiattack","desc":"The salamander makes a tail attack and a pike attack."},{"name":"Tail","desc":"Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 9 (2d4 + 4) bludgeoning damage  the target is subjected to the salamanders Heated Body trait  and the target is grappled (escape DC 15). Until this grapple ends  the target is restrained  the salamander automatically hits the target with its tail attack  and the salamander can't attack a different target with its tail."},{"name":"Pike","desc":"Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 15 (2d10 + 4) piercing damage plus 3 (1d6) fire damage."}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Heated Body","desc":"A creature that starts its turn grappled by the salamander, touches it, or hits it with a melee attack while within 5 feet takes 7 (2d6) fire damage. A creature can take this damage only once per turn. If the salamander has taken cold damage since the end of its last turn, this trait doesnt function."}],"spell_list":[],"page_no":379,"environments":[],"img_main":null,"document__slug":"menagerie","document__title":"Level Up Advanced 5e Monstrous Menagerie","document__license_url":"http://open5e.com/legal","document__url":"https://www.levelup5e.com","v2_converted_path":"/v2/creatures/a5e-mm_salamander/"},{"slug":"salamander-noble-a5e","desc":"","name":"Salamander Noble","size":"Huge","type":"Elemental","subtype":"","group":null,"alignment":"","armor_class":15,"armor_desc":"","hit_points":136,"hit_dice":"16d12+32","speed":{"walk":30},"strength":18,"dexterity":14,"constitution":14,"intelligence":10,"wisdom":10,"charisma":12,"strength_save":null,"dexterity_save":null,"constitution_save":5,"intelligence_save":null,"wisdom_save":3,"charisma_save":null,"perception":null,"skills":{},"damage_vulnerabilities":"","damage_resistances":"damage from nonmagical weapons","damage_immunities":"fire","condition_immunities":"","senses":"darkvision 60 ft., passive Perception 10","languages":"Ignan","challenge_rating":"8","cr":8.0,"actions":[{"name":"Multiattack","desc":"The salamander makes a tail attack and a pike attack."},{"name":"Tail","desc":"Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 9 (2d4 + 4) bludgeoning damage  the target is subjected to the salamanders Heated Body trait  and the target is grappled (escape DC 15). Until this grapple ends  the target is restrained  the salamander automatically hits the target with its tail attack  and the salamander can't attack a different target with its tail."},{"name":"Pike","desc":"Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 15 (2d10 + 4) piercing damage plus 3 (1d6) fire damage."},{"name":"Fire Breath","desc":"The salamander exhales fire in a 30-foot cone. Each creature in the area makes a DC 13 Dexterity saving throw  taking 21 (6d6) fire damage on a failed save or half damage on a success."}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Heated Body","desc":"A creature that starts its turn grappled by the salamander, touches it, or hits it with a melee attack while within 5 feet takes 7 (2d6) fire damage. A creature can take this damage only once per turn. If the salamander has taken cold damage since the end of its last turn, this trait doesnt function."}],"spell_list":[],"page_no":379,"environments":[],"img_main":null,"document__slug":"menagerie","document__title":"Level Up Advanced 5e Monstrous Menagerie","document__license_url":"http://open5e.com/legal","document__url":"https://www.levelup5e.com","v2_converted_path":"/v2/creatures/a5e-mm_salamander-noble/"},{"slug":"salamander-nymph-a5e","desc":"","name":"Salamander Nymph","size":"Medium","type":"Elemental","subtype":"","group":null,"alignment":"","armor_class":14,"armor_desc":"","hit_points":27,"hit_dice":"5d8+5","speed":{"walk":30},"strength":14,"dexterity":14,"constitution":12,"intelligence":8,"wisdom":10,"charisma":8,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":null,"skills":{},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"fire","condition_immunities":"","senses":"darkvision 60 ft., passive Perception 10","languages":"understands Ignan but can't speak","challenge_rating":"1","cr":1.0,"actions":[{"name":"Tail","desc":"Melee Weapon Attack: +4 to hit, reach 10 ft., one target. Hit: 4 (1d4 + 2) bludgeoning damage  and the target is subjected to the salamanders Heated Body trait."}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Heated Body","desc":"A creature that starts its turn grappled by the salamander, touches it, or hits it with a melee attack while within 5 feet takes 3 (1d6) fire damage. A creature can take this damage only once per turn. If the salamander has taken cold damage since its last turn, this trait doesnt function."}],"spell_list":[],"page_no":379,"environments":[],"img_main":null,"document__slug":"menagerie","document__title":"Level Up Advanced 5e Monstrous Menagerie","document__license_url":"http://open5e.com/legal","document__url":"https://www.levelup5e.com","v2_converted_path":"/v2/creatures/a5e-mm_salamander-nymph/"},{"slug":"scarecrow-a5e","desc":"","name":"Scarecrow","size":"Medium","type":"Construct","subtype":"","group":null,"alignment":"","armor_class":12,"armor_desc":"","hit_points":31,"hit_dice":"7d8","speed":{"walk":30},"strength":12,"dexterity":14,"constitution":10,"intelligence":6,"wisdom":10,"charisma":14,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":null,"skills":{},"damage_vulnerabilities":"","damage_resistances":"bludgeoning, piercing","damage_immunities":"poison","condition_immunities":"charmed, fatigue, frightened, paralyzed, petrified, poisoned","senses":"darkvision 60 ft., passive Perception 10","languages":"understands the languages of its creator but can't speak","challenge_rating":"1","cr":1.0,"actions":[{"name":"Multiattack","desc":"The scarecrow uses Scare and makes two slam attacks."},{"name":"Slam","desc":"Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) bludgeoning damage."},{"name":"Scare","desc":"Each creature of the scarecrows choice within 30 feet that can see the scarecrow makes a DC 12 Wisdom saving throw. On a failure  it is magically frightened for 1 minute. It repeats the saving throw at the end of each of its turns  ending the effect on itself on a success. If a creatures saving throw is successful or the effect ends for it  it is immune to Scare for 24 hours."},{"name":"Hat of Illusion (1/Day)","desc":"While wearing a hat or other head covering  the scarecrow takes on the illusory appearance of the last living humanoid to wear that hat. It requires a DC 12 Insight or Perception check to recognize the illusion. The illusion ends when the scarecrow is touched  takes damage  attacks  or uses Scare  or when the scarecrow chooses to end it as a bonus action."}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"False Appearance","desc":"While motionless, the scarecrow is indistinguishable from an ordinary scarecrow."},{"name":"Flammable","desc":"After taking fire damage, the scarecrow catches fire and takes 5 (1d10) ongoing fire damage if it isnt already suffering ongoing fire damage. A creature can spend an action to extinguish this fire."},{"name":"Local Spirit","desc":"The scarecrow is destroyed if it travels more than a mile from the place it was created."},{"name":"Spell-created","desc":"The DC for dispel magic to destroy this creature is 19."}],"spell_list":[],"page_no":382,"environments":[],"img_main":null,"document__slug":"menagerie","document__title":"Level Up Advanced 5e Monstrous Menagerie","document__license_url":"http://open5e.com/legal","document__url":"https://www.levelup5e.com","v2_converted_path":"/v2/creatures/a5e-mm_scarecrow/"},{"slug":"shield-guardian-a5e","desc":"","name":"Shield Guardian","size":"Large","type":"Construct","subtype":"","group":null,"alignment":"","armor_class":17,"armor_desc":"","hit_points":133,"hit_dice":"14d10+56","speed":{"walk":30},"strength":18,"dexterity":10,"constitution":18,"intelligence":6,"wisdom":10,"charisma":3,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":null,"skills":{},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"poison","condition_immunities":"charmed, fatigue, frightened, paralyzed, petrified, poisoned","senses":"darkvision 60 ft., passive Perception 10","languages":"understands all languages but can't speak","challenge_rating":"7","cr":7.0,"actions":[{"name":"Multiattack","desc":"The guardian attacks twice with its fist."},{"name":"Fist","desc":"Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) bludgeoning damage."},{"name":"Self-Repair","desc":"The guardian regains 15 hit points."}],"bonus_actions":null,"reactions":[{"name":"Absorb Damage","desc":"If the guardian is within 60 feet of its master when the master takes damage, half the damage (rounded up) is transferred to the guardian."},{"name":"Shield","desc":"If the guardian is within 5 feet of its master when the master is attacked, the guardian grants a +3 bonus to its masters AC."}],"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Amulet","desc":"The guardian is magically bound to an amulet. It knows the distance and direction to the amulet while it is on the same plane of existence. Whoever wears the amulet becomes the guardians master and can magically command the guardian to travel to it."},{"name":"Immutable Form","desc":"The guardian is immune to any effect that would alter its form."},{"name":"Magic Resistance","desc":"The guardian has advantage on saving throws against spells and magical effects."},{"name":"Spell Storing","desc":"A spellcaster wearing the guardians amulet can use the guardian to store a spell. The spellcaster casts a spell using a 4th-level or lower spell slot on the guardian, choosing any spell parameters. The spell has no effect when thus cast. The guardian can cast this spell once, using no components, when ordered to do so by its master or under other predefined circumstances. When a spell is stored in the guardian, any previously stored spell is lost."},{"name":"Constructed Nature","desc":"Guardians dont require air, sustenance, or sleep."}],"spell_list":[],"page_no":264,"environments":[],"img_main":null,"document__slug":"menagerie","document__title":"Level Up Advanced 5e Monstrous Menagerie","document__license_url":"http://open5e.com/legal","document__url":"https://www.levelup5e.com","v2_converted_path":"/v2/creatures/a5e-mm_shield-guardian/"},{"slug":"spark-mephit-a5e","desc":"","name":"Spark Mephit","size":"Small","type":"Elemental","subtype":"","group":null,"alignment":"","armor_class":12,"armor_desc":"","hit_points":17,"hit_dice":"5d6","speed":{"walk":30,"fly":30},"strength":8,"dexterity":14,"constitution":10,"intelligence":8,"wisdom":10,"charisma":12,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":null,"skills":{},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"lightning, poison","condition_immunities":"poisoned","senses":"darkvision 60 ft., passive Perception 10","languages":"Auran, Ignan","challenge_rating":"1/2","cr":0.5,"actions":[{"name":"Claws","desc":"Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) slashing damage plus 2 (1d4) lightning damage."},{"name":"Spark Form (Recharge 6)","desc":"The mephit transforms into an arc of lightning and flies up to 20 feet without provoking opportunity attacks. During this movement  the mephit can pass through other creatures spaces. Whenever it moves through another creatures space for the first time during this movement  that creature makes a DC 12 Dexterity saving throw  taking 5 (2d4) lightning damage on a failed save or half damage on a success. The mephit then reverts to its original form."},{"name":"Faerie Flame (1/Day)","desc":"Each creature within 10 feet of the mephit makes a DC 11 Dexterity saving throw. On a failure  the creature is magically outlined in blue light for 1 minute. While outlined  the creature gains no benefit from being invisible and attack rolls against it are made with advantage."}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Death Burst","desc":"When the mephit dies, its Spark Form recharges, and the mephit uses it before it dies."},{"name":"Elemental Nature","desc":"A mephit doesnt require air, sustenance, or sleep."}],"spell_list":[],"page_no":327,"environments":[],"img_main":null,"document__slug":"menagerie","document__title":"Level Up Advanced 5e Monstrous Menagerie","document__license_url":"http://open5e.com/legal","document__url":"https://www.levelup5e.com","v2_converted_path":"/v2/creatures/a5e-mm_spark-mephit/"},{"slug":"specter-a5e","desc":"","name":"Specter","size":"Medium","type":"Undead","subtype":"","group":null,"alignment":"","armor_class":12,"armor_desc":"","hit_points":22,"hit_dice":"5d8","speed":{"walk":0,"fly":50},"strength":2,"dexterity":14,"constitution":10,"intelligence":10,"wisdom":10,"charisma":14,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":null,"skills":{},"damage_vulnerabilities":"","damage_resistances":"acid, cold, fire, lighting, thunder; damage from nonmagical weapons","damage_immunities":"necrotic, poison","condition_immunities":"charmed, fatigue, frightened, grappled, paralyzed, petrified, poisoned, prone, restrained, unconscious","senses":"darkvision 60 ft., passive Perception 10","languages":"understands the languages it knew in life but can't speak","challenge_rating":"1","cr":1.0,"actions":[{"name":"Life Drain","desc":"Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 10 (3d6) necrotic damage  and the target must succeed on a DC 10 Constitution saving throw or its hit point maximum is reduced by an amount equal to the damage taken. This reduction lasts until the creature finishes a long rest. The target dies if its hit point maximum is reduced to 0."},{"name":"Hurl","desc":"The specter targets a Medium or smaller creature  or an object weighing no more than 150 pounds  within 30 feet of it. A creature makes a DC 12 Strength saving throw. On a failure  it is hurled up to 30 feet in any direction (including upwards)  taking 3 (1d6) damage for every 10 feet it is hurled. An object is launched up to 30 feet in a straight line  and a creature in its path makes a DC 12 Dexterity saving throw  taking 7 (2d6) bludgeoning damage on a failure. On a success  the creature takes no damage  and the object keeps flying past it."},{"name":"Fade","desc":"While not in sunlight  the specter turns invisible and takes the Hide action. It remains invisible for 1 minute or until it uses Life Drain or takes damage. If the specter takes radiant damage  it can't use this action until the end of its next turn."}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Incorporeal","desc":"The specter can move through creatures and objects. It takes 5 (1d10) force damage if it ends its turn inside an object. If it takes radiant damage, it loses this trait until the end of its next turn."},{"name":"Sunlight Sensitivity","desc":"While in sunlight, the specter has disadvantage on attack rolls, as well as on Perception checks that rely on sight."},{"name":"Undead Nature","desc":"A specter doesnt require air, sustenance, or sleep."}],"spell_list":[],"page_no":396,"environments":[],"img_main":null,"document__slug":"menagerie","document__title":"Level Up Advanced 5e Monstrous Menagerie","document__license_url":"http://open5e.com/legal","document__url":"https://www.levelup5e.com","v2_converted_path":"/v2/creatures/a5e-mm_specter/"},{"slug":"steam-mephit-a5e","desc":"","name":"Steam Mephit","size":"Small","type":"Elemental","subtype":"","group":null,"alignment":"","armor_class":10,"armor_desc":"","hit_points":21,"hit_dice":"6d6","speed":{"walk":30,"fly":30},"strength":6,"dexterity":10,"constitution":10,"intelligence":8,"wisdom":10,"charisma":10,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":null,"skills":{},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"fire, poison","condition_immunities":"poisoned","senses":"darkvision 60 ft., passive Perception 10","languages":"Aquan, Ignan","challenge_rating":"1/4","cr":0.25,"actions":[{"name":"Claws","desc":"Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 2 (1d4) slashing damage plus 2 (1d4) fire damage."},{"name":"Blurred Form (1/Day, Bloodied Only)","desc":"The mephit uses magical illusion to blur its form. For 1 minute  attacks against the mephit are made with disadvantage."},{"name":"Steam Breath (1/Day)","desc":"The mephit exhales a 15-foot cone of steam. Each creature in the area makes a DC 10 Constitution saving throw  taking 4 (1d8) fire damage on a failed save or half damage on a success."}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Death Burst","desc":"When the mephit dies, it explodes into steam. Each creature within 5 feet makes a DC 10 Constitution saving throw, taking 4 (1d8) fire damage on a failed save."},{"name":"Elemental Nature","desc":"A mephit doesnt require air, sustenance, or sleep."}],"spell_list":[],"page_no":327,"environments":[],"img_main":null,"document__slug":"menagerie","document__title":"Level Up Advanced 5e Monstrous Menagerie","document__license_url":"http://open5e.com/legal","document__url":"https://www.levelup5e.com","v2_converted_path":"/v2/creatures/a5e-mm_steam-mephit/"},{"slug":"water-elemental-a5e","desc":"","name":"Water Elemental","size":"Large","type":"Elemental","subtype":"","group":null,"alignment":"","armor_class":14,"armor_desc":"","hit_points":114,"hit_dice":"12d10+48","speed":{"walk":30,"swim":90},"strength":18,"dexterity":14,"constitution":18,"intelligence":6,"wisdom":10,"charisma":6,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":null,"skills":{},"damage_vulnerabilities":"","damage_resistances":"acid; damage from nonmagical weapons","damage_immunities":"poison","condition_immunities":"fatigue, grappled, paralyzed, petrified, poisoned, prone, restrained, unconscious","senses":"darkvision 60 ft., passive Perception 10","languages":"Aquan","challenge_rating":"5","cr":5.0,"actions":[{"name":"Multiattack","desc":"The elemental makes two slam attacks."},{"name":"Slam","desc":"Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) bludgeoning damage."},{"name":"Whelm","desc":"The elemental targets each Large or smaller creature in its space. Each target makes a DC 15 Strength saving throw. On a failure  the target is grappled (escape DC 15). Until this grapple ends  the target is restrained and unable to breathe air. The elemental can move at full speed while carrying grappled creatures inside its space. It can grapple one Large creature or up to four Medium or smaller creatures."}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Conductive","desc":"If the elemental takes lightning damage, each creature sharing its space takes the same amount of lightning damage."},{"name":"Fluid Form","desc":"The elemental can enter and end its turn in other creatures spaces and move through a space as narrow as 1 inch wide without squeezing."},{"name":"Freeze","desc":"If the elemental takes cold damage, its speed is reduced by 15 feet until the end of its next turn."}],"spell_list":[],"page_no":194,"environments":[],"img_main":null,"document__slug":"menagerie","document__title":"Level Up Advanced 5e Monstrous Menagerie","document__license_url":"http://open5e.com/legal","document__url":"https://www.levelup5e.com","v2_converted_path":"/v2/creatures/a5e-mm_water-elemental/"},{"slug":"alchemical-golem","desc":"","name":"Alchemical Golem","size":"Large","type":"Construct","subtype":"","group":null,"alignment":"unaligned","armor_class":15,"armor_desc":"natural armor","hit_points":147,"hit_dice":"14d10+70","speed":{"walk":20},"strength":18,"dexterity":7,"constitution":21,"intelligence":7,"wisdom":10,"charisma":1,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":null,"skills":{},"damage_vulnerabilities":"","damage_resistances":"acid, cold, fire, lightning","damage_immunities":"poison, psychic; bludgeoning, piercing, and slashing from nonmagical attacks not made with adamantine","condition_immunities":"charmed, exhaustion, frightened, paralyzed, petrified, poisoned","senses":"darkvision 60 ft., passive Perception 10","languages":"understands the languages of its creator but can't speak","challenge_rating":"9","cr":9.0,"actions":[{"desc":"The golem makes two slam attacks.","name":"Multiattack"},{"attack_bonus":8,"damage_dice":"2d8+4","desc":"Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) bludgeoning damage.","name":"Slam"},{"desc":"The golem exhales poisonous fumes in a 30-foot cone. Each creature in that area must make a DC 16 Dexterity saving throw, taking 31 (9d6) poison damage on a failed save, or half as much damage on a successful one.","name":"Poison Breath (Brimstone Infusion Only; Recharge 5-6)"}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"desc":"Syringes on the golem's back pierce its silver hide and infuse it with a powerful admixture. At the start of its turn, the alchemical golem can select one of the following infusions. Each infusion lasts until the start of its next turn. The golem can't use multiple infusions at once.\nBrimstone: The golem takes 7 (2d6) necrotic damage when it activates this infusion. The golem can breathe poison as an action. In addition, any creature that starts its turn within 5 feet of the golem must succeed on a DC 16 Constitution saving throw or be poisoned until the start of the creature's next turn.\nQuicksilver: The golem takes 14 (4d6) necrotic damage when it activates this infusion. The golem's silver hide turns to shifting quicksilver, increasing its speed to 40 feet and granting it resistance to damage to which it is not already immune. l\nSalt: The golem takes 17 (5d6) necrotic damage when it activates this infusion. The golem's silver hide is covered with salt crystals, increasing its AC by 3. The golem's slam attacks deal an extra 14 (4d6) piercing damage and the ground within 20 feet of the golem becomes difficult terrain for 1 hour. A creature can force an adamantine syringe into the golem's body with a successful DC 25 Strength check while grappling the golem, nullifying its current infusion and dealing 35 (10d6) piercing damage to it.","name":"Alchemical Infusion"},{"desc":"Whenever the golem takes acid, cold, fire, or lightning damage, all creatures within 20 feet of the golem must make a DC 16 Dexterity saving throw, taking damage equal to the damage the golem took on a failed save, or half as much damage on a successful one.","name":"Elemental Expulsion"},{"desc":"The golem is immune to any spell or effect that would alter its form.","name":"Immutable Form"},{"desc":"The golem has advantage on saving throws against spells and other magical effects.","name":"Magic Resistance"},{"desc":"The golem's weapon attacks are magical.","name":"Magic Weapons"}],"spell_list":[],"page_no":192,"environments":[],"img_main":null,"document__slug":"cc","document__title":"Creature Codex","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/creature-codex-for-5th-edition-dnd/","v2_converted_path":"/v2/creatures/ccdx_alchemical-golem/"},{"slug":"altar-flame-golem","desc":"","name":"Altar Flame Golem","size":"Large","type":"Construct","subtype":"","group":null,"alignment":"neutral","armor_class":16,"armor_desc":"natural armor","hit_points":152,"hit_dice":"16d10+64","speed":{"walk":20},"strength":19,"dexterity":9,"constitution":18,"intelligence":3,"wisdom":10,"charisma":1,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":null,"skills":{},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"fire, poison, psychic; bludgeoning, piercing and slashing from nonmagical attacks not made with adamantine","condition_immunities":"charmed, exhaustion, frightened, paralyzed, petrified, poisoned","senses":"darkvision 60 ft., passive Perception 10","languages":"understands the languages of its creator but can't speak","challenge_rating":"10","cr":10.0,"actions":[{"desc":"The altar flame golem makes two slam attacks.","name":"Multiattack"},{"attack_bonus":8,"damage_dice":"2d8+4","desc":"Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) bludgeoning damage plus 11 (2d10) fire damage.","name":"Slam"},{"desc":"The golem breathes fire in a 30-foot cone. Each creature in that area must make a DC 16 Dexterity saving throw, taking 36 (8d8) fire damage on a failed save, or half as much damage on a successful one.","name":"Flame Breath (Recharge 5-6)"}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"desc":"If the golem takes cold damage or is doused with at least three gallons of water, it has disadvantage on attack rolls and ability checks until the end of its next turn.","name":"Aversion to Water"},{"desc":"When the altar flame golem is reduced to 0 hp, it explodes into shards of hot stone and fire. Each creature within 15 feet of it must make a DC 16 Dexterity saving throw, taking 28 (8d6) fire damage on a failed save, or half as much damage on a successful one. An altar flame golem is not immune to the fire damage of another altar flame golem's death burst and doesn't absorb it.","name":"Death Burst"},{"desc":"While the golem remains motionless, it is indistinguishable from an altar bearing an eternal flame.","name":"False Appearance"},{"desc":"Whenever the golem is subjected to fire damage, it takes no damage and instead regains a number of hp equal to the fire damage dealt. me","name":"Fire Absorption"},{"desc":"The golem is immune to any spell or effect that would alter its form.","name":"Immutable Form"},{"desc":"The golem has advantage on saving throws against spells and other magical effects.","name":"Magic Resistance"},{"desc":"The golem's weapon attacks are magical.","name":"Magic Weapons"}],"spell_list":[],"page_no":193,"environments":[],"img_main":null,"document__slug":"cc","document__title":"Creature Codex","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/creature-codex-for-5th-edition-dnd/","v2_converted_path":"/v2/creatures/ccdx_altar-flame-golem/"},{"slug":"arborcyte","desc":"","name":"Arborcyte","size":"Large","type":"Plant","subtype":"","group":null,"alignment":"chaotic neutral","armor_class":16,"armor_desc":"natural armor","hit_points":127,"hit_dice":"15d10+45","speed":{"walk":30},"strength":21,"dexterity":12,"constitution":16,"intelligence":5,"wisdom":10,"charisma":3,"strength_save":null,"dexterity_save":null,"constitution_save":6,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":null,"skills":{},"damage_vulnerabilities":"fire","damage_resistances":"bludgeoning, piercing","damage_immunities":"","condition_immunities":"deafened","senses":"darkvision 60 ft., passive Perception 10","languages":"-","challenge_rating":"8","cr":8.0,"actions":[{"desc":"The arborcyte makes two thorn vine attacks plus one animated tendril attack for each tendril it can see that has been created through its Shearing trait.","name":"Multiattack"},{"attack_bonus":8,"damage_dice":"3d8+5","desc":"Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 18 (3d8 + 5) piercing damage, and the target is grappled (escape DC 16). Until this grapple ends, the target takes 7 (2d6) acid damage at the start of each of the arborcyte's turns, and tendril attacks against the target have advantage. The arborcyte can grapple up to two creatures at one time.","name":"Thorn Vine"},{"attack_bonus":8,"damage_dice":"1d8+5","desc":"Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 9 (1d8 + 5) piercing damage.","name":"Animated Tendril"}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"desc":"Whenever the arborcyte suffers 10 or more damage from a single attack, a length of its vines breaks free. This animated tendril is under the arborcyte's control, moving and acting as an extension of the creature. Each tendril has AC 14, 10 hp, and a speed of 10 feet.","name":"Shearing"}],"spell_list":[],"page_no":40,"environments":[],"img_main":null,"document__slug":"cc","document__title":"Creature Codex","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/creature-codex-for-5th-edition-dnd/","v2_converted_path":"/v2/creatures/ccdx_arborcyte/"},{"slug":"armory-golem","desc":"","name":"Armory Golem","size":"Large","type":"Construct","subtype":"","group":null,"alignment":"unaligned","armor_class":15,"armor_desc":"natural armor","hit_points":136,"hit_dice":"16d10+48","speed":{"walk":30},"strength":20,"dexterity":14,"constitution":16,"intelligence":10,"wisdom":10,"charisma":2,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":null,"skills":{},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"poison, psychic; bludgeoning, piercing, and slashing from nonmagical attacks not made with adamantine","condition_immunities":"charmed, exhaustion, frightened, paralyzed, petrified, poisoned","senses":"darkvision 60 ft., passive Perception 10","languages":"understands the languages of its creator but can't speak","challenge_rating":"7","cr":7.0,"actions":[{"desc":"The armory golem makes any two weapon attacks.","name":"Multiattack"},{"attack_bonus":8,"damage_dice":"1d12+5","desc":"Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 11 (1d12 + 5) bludgeoning damage.","name":"Slam"},{"attack_bonus":8,"damage_dice":"1d12+5","desc":"Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 11 (1d12 + 5) piercing damage.","name":"Polearm Strike"},{"attack_bonus":5,"damage_dice":"2d8+2","desc":"Ranged Weapon Attack: +5 to hit, range 80/320 ft., one target. Hit: 11 (2d8 + 2) piercing damage.","name":"Crossbow Barrage"},{"desc":"The golem reconfigures its construction, moving shields and armor to encase its body. It regains 10 hp, and its AC increases by 2 until the end of its next turn.","name":"Shield Wall (Recharge 4-6)"}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"desc":"The objects that make up the golem's body can be removed or destroyed. With the exception of the slam attack, an attacker can choose to disable one of the armory golem's attacks on a critical hit. Alternatively, the attacker can attempt to destroy the golem's focus instead of disabling one of its attacks.","name":"Armory Exploit"},{"desc":"A creature grappling the armory golem can take its action to remove the golem's focus by succeeding on a DC 15 Strength check. If its focus is removed or destroyed, the armory golem must make a DC 8 Constitution saving throw at the start of each of its turns. On a success, the golem continues working properly, but it repeats the saving throw the next round at 1 higher DC. On a failure, the golem dies, falling into a heap of armaments.","name":"Focus Weakness"},{"desc":"The golem is immune to any spell or effect that would alter its form.","name":"Immutable Form"},{"desc":"The golem has advantage on saving throws against spells and other magical effects.","name":"Magic Resistance"},{"desc":"The golem's weapon attacks are magical.","name":"Magic Weapons"}],"spell_list":[],"page_no":40,"environments":[],"img_main":null,"document__slug":"cc","document__title":"Creature Codex","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/creature-codex-for-5th-edition-dnd/","v2_converted_path":"/v2/creatures/ccdx_armory-golem/"},{"slug":"blood-elemental","desc":"","name":"Blood Elemental","size":"Large","type":"Elemental","subtype":"","group":null,"alignment":"neutral","armor_class":14,"armor_desc":"natural armor","hit_points":95,"hit_dice":"10d10+40","speed":{"walk":30},"strength":16,"dexterity":13,"constitution":18,"intelligence":5,"wisdom":10,"charisma":5,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":null,"skills":{},"damage_vulnerabilities":"poison","damage_resistances":"acid, fire; bludgeoning, piercing, and slashing from nonmagical attacks","damage_immunities":"necrotic, psychic","condition_immunities":"exhaustion, grappled, paralyzed, petrified, poisoned, prone, restrained, unconscious","senses":"darkvision 60 ft., passive Perception 10","languages":"Primordial","challenge_rating":"5","cr":5.0,"actions":[{"desc":"The elemental makes two slam attacks.","name":"Multiattack"},{"attack_bonus":6,"damage_dice":"2d8+3","desc":"Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 12 (2d8 + 3) bludgeoning damage.","name":"Slam"},{"desc":"Each creature in the elemental's space must make a DC 15 Constitution saving throw. On a failure, a creature takes 10 (3d6) necrotic damage and, if it is Large or smaller, it is grappled (escape DC 13). A grappled creature is restrained and unable to breathe. If the saving throw is successful, the creature is pushed out of the elemental's space. The elemental can grapple one Large creature or up to two Medium or smaller creatures at one time.\n\nAt the start of the elemental's turn, each target grappled by it takes 10 (3d6) necrotic damage. A creature within 5 feet of the elemental can use its action to make a DC 15 Strength check, freeing a grappled creature on a success. When Blood Drain deals 30 or more necrotic damage, the elemental grows in size as though affected by an enlarge/reduce spell. This increase in size lasts until the blood elemental finishes a long rest.","name":"Blood Drain (Recharge 4-6)"}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"desc":"Each time the elemental takes cold damage, its speed is reduced by 10 feet until the end of its next turn.","name":"Coagulate"},{"desc":"If the blood elemental becomes entirely submerged in water, it dissipates and dies instantly.","name":"Destroyed by Water"},{"desc":"The elemental can enter a hostile creature's space and stop there. It can move through a space as narrow as 1 inch wide without squeezing.","name":"Liquid Form"}],"spell_list":[],"page_no":138,"environments":[],"img_main":null,"document__slug":"cc","document__title":"Creature Codex","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/creature-codex-for-5th-edition-dnd/","v2_converted_path":"/v2/creatures/ccdx_blood-elemental/"},{"slug":"bone-golem","desc":"","name":"Bone Golem","size":"Medium","type":"Construct","subtype":"","group":null,"alignment":"unaligned","armor_class":16,"armor_desc":"natural armor","hit_points":60,"hit_dice":"8d8+24","speed":{"walk":30},"strength":10,"dexterity":16,"constitution":17,"intelligence":3,"wisdom":10,"charisma":1,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":null,"skills":{},"damage_vulnerabilities":"","damage_resistances":"bludgeoning, piercing, and slashing from nonmagical attacks not made with adamantine","damage_immunities":"necrotic, poison, psychic","condition_immunities":"charmed, exhaustion, frightened, paralyzed, petrified, poisoned","senses":"darkvision 60 ft., passive Perception 10","languages":"understands the languages of its creator but can't speak","challenge_rating":"7","cr":7.0,"actions":[{"desc":"The bone golem makes two attacks.","name":"Multiattack"},{"attack_bonus":6,"damage_dice":"2d6+3","desc":"Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) slashing damage plus 7 (2d6) necrotic damage.","name":"Claw"},{"attack_bonus":6,"damage_dice":"1d8+3","desc":"Ranged Weapon Attack: +6 to hit, range 60/240 ft., one target. Hit: 7 (1d8 + 3) piercing damage plus 7 (2d6) necrotic damage.","name":"Bone Shard"}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"desc":"Whenever the bone golem starts its turn with 30 hp or fewer, roll a d6. On a 6, the golem goes berserk. On each of its turns while berserk, the golem attacks the nearest creature it can see. If no creature is near enough to move to and attack, the golem attacks an object, usually an object smaller than itself. Once the golem goes berserk, it continues to attack until it is destroyed or it regains all its hp. \n\nThe golem's creator, if within 60 feet of the berserk golem, can calm it by speaking firmly and persuasively. The golem must be able to hear its creator, who must take an action to make a DC 15 Charisma (Persuasion) check. If the check succeeds, the golem ceases being berserk. If it takes damage while still at 30 hp or fewer, the golem might go berserk again.","name":"Berserk"},{"desc":"While the bone golem remains motionless, it is indistinguishable from a pile of bones or ordinary, inanimate skeleton.","name":"False Appearance"},{"desc":"The bone golem is immune to any spell or effect that would alter its form.","name":"Immutable Form"},{"desc":"The bone golem has advantage on saving throws against spells and other magical effects.","name":"Magic Resistance"},{"desc":"The bone golem's weapon attacks are magical.","name":"Magic Weapons"},{"desc":"Whenever the bone golem is subjected to necrotic damage, it takes no damage and instead regains a number of hp equal to the necrotic damage dealt.","name":"Necrotic Absorption"}],"spell_list":[],"page_no":201,"environments":[],"img_main":null,"document__slug":"cc","document__title":"Creature Codex","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/creature-codex-for-5th-edition-dnd/","v2_converted_path":"/v2/creatures/ccdx_bone-golem/"},{"slug":"chaos-spawn-goblin","desc":"","name":"Chaos-Spawn Goblin","size":"Small","type":"Humanoid","subtype":"goblinoid","group":null,"alignment":"neutral evil","armor_class":13,"armor_desc":"natural armor","hit_points":22,"hit_dice":"5d6+5","speed":{"walk":30},"strength":10,"dexterity":14,"constitution":12,"intelligence":10,"wisdom":10,"charisma":6,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":null,"skills":{"stealth":6},"damage_vulnerabilities":"","damage_resistances":"psychic","damage_immunities":"","condition_immunities":"frightened","senses":"darkvision 60 ft., passive Perception 10","languages":"telepathy 120 ft.","challenge_rating":"1/2","cr":0.5,"actions":[{"desc":"The chaos-spawn goblin makes two attacks with its scimitar.","name":"Multiattack"},{"attack_bonus":4,"damage_dice":"1d6+2","desc":"Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) slashing damage.","name":"Scimitar"},{"desc":"The chaos-spawn goblin targets one creature that it can sense within 30 feet of it. The target must make a DC 12 Intelligence saving throw, taking 7 (2d6) psychic damage on a failed save, or half as much damage on a successful one.","name":"Psychic Stab (Recharge 6)"}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"desc":"The chaos-spawn goblin can take the Disengage or Hide action as a bonus action on each of its turns.","name":"Nimble Escape"}],"spell_list":[],"page_no":190,"environments":[],"img_main":null,"document__slug":"cc","document__title":"Creature Codex","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/creature-codex-for-5th-edition-dnd/","v2_converted_path":"/v2/creatures/ccdx_chaos-spawn-goblin/"},{"slug":"cipactli","desc":"","name":"Cipactli","size":"Medium","type":"Fiend","subtype":"demon","group":null,"alignment":"chaotic evil","armor_class":15,"armor_desc":"natural armor","hit_points":78,"hit_dice":"12d8+24","speed":{"swim":30,"walk":20},"strength":16,"dexterity":14,"constitution":14,"intelligence":10,"wisdom":10,"charisma":10,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":null,"skills":{"stealth":5},"damage_vulnerabilities":"fire","damage_resistances":"lightning","damage_immunities":"cold, poison","condition_immunities":"poisoned","senses":"darkvision 60 ft., passive Perception 10","languages":"Primordial","challenge_rating":"5","cr":5.0,"actions":[{"desc":"The cipactli makes two bite attacks. If both attacks hit a Medium or smaller target, the target is grappled (escape DC 14), and the cipactli uses its Devouring Embrace.","name":"Multiattack"},{"desc":"Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) piercing damage.","name":"Bite"},{"desc":"The cipactli devours a Medium or smaller creature grappled by it. The devoured target is blinded, restrained, it has total cover against attacks and other effects outside the cipactli, and it takes 14 (4d6) piercing damage at the start of each of the cipactli's turns as the fiend's lesser mouths slowly consume it.\n\nIf the cipactli moves, the devoured target moves with it. The cipactli can only devour one target at a time. A creature, including the devoured target, can take its action to pry the devoured target out of the cipactli's many jaws by succeeding on a DC 14 Strength check.","name":"Devouring Embrace"},{"desc":"A cipactli sings a soporific, primordial song of eternal rest and divine repose from its many mouths. Each creature within 100 feet of the cipactli that can hear the song must succeed on a DC 14 Charisma saving throw or fall asleep and remain unconscious for 10 minutes. A creature awakens if it takes damage or another creature takes an action to wake it. This song has no effect on constructs and undead.","name":"Ancient Lullaby (Recharge 5-6)"}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"desc":"The cipactli can breathe air and water.","name":"Amphibious"},{"desc":"The cipactli has advantage on Dexterity (Stealth) checks made while underwater.","name":"Underwater Camouflage"},{"desc":"As a bonus action, the cipactli can liquefy itself, disappearing from its current location and reappearing in an unoccupied space it can see within 20 feet. Its current location and the new location must be connected by water in some way: a stream, ooze, soggy ground, or even runoff from a drain pipe.","name":"Water Step"}],"spell_list":[],"page_no":83,"environments":[],"img_main":null,"document__slug":"cc","document__title":"Creature Codex","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/creature-codex-for-5th-edition-dnd/","v2_converted_path":"/v2/creatures/ccdx_cipactli/"},{"slug":"clockwork-soldier","desc":"","name":"Clockwork Soldier","size":"Medium","type":"Construct","subtype":"","group":null,"alignment":"unaligned","armor_class":12,"armor_desc":"natural armor","hit_points":45,"hit_dice":"6d8+18","speed":{"walk":30},"strength":13,"dexterity":13,"constitution":16,"intelligence":5,"wisdom":10,"charisma":1,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":null,"skills":{"athletics":5,"intimidation":-3},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"poison, psychic","condition_immunities":"charmed, exhaustion, frightened, paralyzed, petrified, poisoned","senses":"darkvision 60 ft., passive Perception 10","languages":"Common","challenge_rating":"1","cr":1.0,"actions":[{"attack_bonus":3,"damage_dice":"1d10+2","desc":"Melee Weapon Attack: +3 to hit, reach 10 ft., one target. Hit: 7 (1d10 + 2) slashing damage.","name":"Halberd"},{"desc":"The soldier makes four halberd attacks. After taking this action, it is stunned until the end of its next turn.","name":"Overdrive Flurry (Recharge 6)"}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"desc":"The soldier is immune to any spell or effect that would alter its form.","name":"Immutable Form"},{"desc":"A single clockwork soldier's rigid movements appear silly, but, when gathered in numbers, they become an inhuman terror. When the clockwork soldier makes a Charisma (Intimidation) check, it gains a bonus on that check equal to the number of other clockwork soldiers the target can see or hear.","name":"Intimidating Legions"},{"desc":"The soldier has advantage on saving throws against spells and other magical effects.","name":"Magic Resistance"}],"spell_list":[],"page_no":65,"environments":[],"img_main":null,"document__slug":"cc","document__title":"Creature Codex","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/creature-codex-for-5th-edition-dnd/","v2_converted_path":"/v2/creatures/ccdx_clockwork-soldier/"},{"slug":"cueyatl","desc":"","name":"Cueyatl","size":"Small","type":"Humanoid","subtype":"","group":null,"alignment":"lawful evil","armor_class":11,"armor_desc":null,"hit_points":21,"hit_dice":"6d6","speed":{"climb":20,"swim":30,"walk":30},"strength":10,"dexterity":12,"constitution":11,"intelligence":10,"wisdom":11,"charisma":10,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":null,"skills":{"stealth":3},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"","condition_immunities":"","senses":"darkvision 60 ft., passive Perception 10","languages":"Cueyatl","challenge_rating":"1/2","cr":0.5,"actions":[{"attack_bonus":2,"damage_dice":"1d6","desc":"Melee or Ranged Weapon Attack: +2 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 3 (1d6) piercing damage plus 7 (2d6) poison damage or 4 (1d8) piercing damage plus 7 (2d6) poison damage if used with two hands to make a melee attack.","name":"Spear"}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"desc":"The cueyatl can breathe air and water.","name":"Amphibious"},{"desc":"The cueyatl has advantage on Dexterity (Stealth) checks made to hide in jungle terrain.","name":"Jungle Camouflage"},{"desc":"The cueyatl has advantage on saving throws and ability checks made to escape a grapple.","name":"Slippery"},{"desc":"The cueyatl's long jump is up to 20 feet and its high jump is up to 10 feet, with or without a running start.","name":"Standing Leap"}],"spell_list":[],"page_no":68,"environments":[],"img_main":null,"document__slug":"cc","document__title":"Creature Codex","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/creature-codex-for-5th-edition-dnd/","v2_converted_path":"/v2/creatures/ccdx_cueyatl/"},{"slug":"cueyatl-warrior","desc":"","name":"Cueyatl Warrior","size":"Small","type":"Humanoid","subtype":"","group":null,"alignment":"lawful evil","armor_class":13,"armor_desc":"leather armor","hit_points":36,"hit_dice":"8d6+8","speed":{"climb":20,"swim":30,"walk":30},"strength":12,"dexterity":14,"constitution":12,"intelligence":10,"wisdom":11,"charisma":10,"strength_save":2,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":null,"skills":{"acrobatics":4,"survival":2},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"","condition_immunities":"","senses":"darkvision 60 ft., passive Perception 10","languages":"Cueyatl","challenge_rating":"1","cr":1.0,"actions":[{"attack_bonus":3,"damage_dice":"1d8+2","desc":"Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) slashing damage plus 7 (2d6) poison damage, or 7 (1d10 + 2) slashing damage plus 7 (2d6) poison damage if used with two hands.","name":"Battleaxe"}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"desc":"The cueyatl can breathe air and water.","name":"Amphibious"},{"desc":"The cueyatl has advantage on Dexterity (Stealth) checks made to hide in jungle terrain.","name":"Jungle Camouflage"},{"desc":"The cueyatl has advantage on saving throws and ability checks made to escape a grapple.","name":"Slippery"},{"desc":"The cueyatl's long jump is up to 20 feet and its high jump is up to 10 feet, with or without a running start.","name":"Standing Leap"}],"spell_list":[],"page_no":69,"environments":[],"img_main":null,"document__slug":"cc","document__title":"Creature Codex","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/creature-codex-for-5th-edition-dnd/","v2_converted_path":"/v2/creatures/ccdx_cueyatl-warrior/"},{"slug":"dark-servant","desc":"","name":"Dark Servant","size":"Medium","type":"Humanoid","subtype":"dark folk","group":null,"alignment":"neutral evil","armor_class":12,"armor_desc":"leather armor","hit_points":55,"hit_dice":"10d8+10","speed":{"walk":30},"strength":16,"dexterity":12,"constitution":13,"intelligence":10,"wisdom":10,"charisma":10,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":null,"skills":{},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"","condition_immunities":"","senses":"darkvision 60 ft., passive Perception 10","languages":"Common, Umbral","challenge_rating":"1","cr":1.0,"actions":[{"desc":"The dark servant makes two attacks with its sickle.","name":"Multiattack"},{"attack_bonus":5,"damage_dice":"1d4+3","desc":"Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d4 + 3) slashing damage.","name":"Sickle"},{"attack_bonus":3,"damage_dice":"1d8+1","desc":"Ranged Weapon Attack: +3 to hit, range 80/320 ft., one target. Hit: 5 (1d8 + 1) piercing damage.","name":"Light Crossbow"}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"desc":"The dark servant has advantage on saving throws\nagainst being charmed or frightened.","name":"Dark Devotion"},{"desc":"Magical darkness doesn't impede the dark folk's darkvision.","name":"Darksight"},{"desc":"The dark servant has advantage on attack rolls against a creature if at least one of the dark servant's allies is within 5 feet of the creature and the ally isn't incapacitated.","name":"Pack Tactics"},{"desc":"While in sunlight, the dark servant has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.","name":"Sunlight Sensitivity"}],"spell_list":[],"page_no":72,"environments":[],"img_main":null,"document__slug":"cc","document__title":"Creature Codex","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/creature-codex-for-5th-edition-dnd/","v2_converted_path":"/v2/creatures/ccdx_dark-servant/"},{"slug":"dhampir","desc":"","name":"Dhampir","size":"Medium","type":"Humanoid","subtype":"dhampir","group":null,"alignment":"any alignment","armor_class":15,"armor_desc":"leather, shield","hit_points":32,"hit_dice":"5d8+10","speed":{"walk":30},"strength":12,"dexterity":15,"constitution":14,"intelligence":10,"wisdom":10,"charisma":16,"strength_save":null,"dexterity_save":4,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":5,"perception":null,"skills":{"athletics":3,"deception":5,"persuasion":5,"stealth":4},"damage_vulnerabilities":"","damage_resistances":"necrotic","damage_immunities":"","condition_immunities":"","senses":"darkvision 60 ft., passive Perception 10","languages":"Common","challenge_rating":"1","cr":1.0,"actions":[{"desc":"The dhampir makes two rapier or two shortbow attacks. It can make a grapple attack or Dark Thirst attack in place of any attack.","name":"Multiattack"},{"attack_bonus":4,"damage_dice":"1d8+2","desc":"Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) piercing damage.","name":"Rapier"},{"attack_bonus":4,"damage_dice":"1d6+2","desc":"Ranged Weapon Attack: +4 to hit, range 80/320 ft., one target. Hit: 5 (1d6 + 2) piercing damage.","name":"Shortbow"},{"desc":"Melee Weapon Attack: +4 to hit, reach 5 ft., one creature that is grappled by the dhampir, incapacitated, or restrained. Hit: 1 piercing damage plus 3 (1d6) necrotic damage. The dhampir regains hp equal to the amount of necrotic damage dealt.","name":"Dark Thirst"},{"desc":"The dhampir magically beguiles the mind of one humanoid it can see within 30 feet for 1 hour. The target must succeed on a DC 13 Charisma saving throw or the dhampir has advantage on Charisma checks against the target. If the dhampir or any of its allies damage the target, the effect ends. If the target's saving throw is successful or the effect ends, the target is immune to this dhampir's Predatory Charm for the next 24 hours. A creature immune to being charmed is immune to this effect. A dhampir can have only one target affected by its Predatory Charm at a time. If it uses its Predatory Charm on another target, the effect on the previous target ends.","name":"Predatory Charm"}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"desc":"The dhampir has advantage on saving throws against disease.","name":"Undead Resistance"}],"spell_list":[],"page_no":106,"environments":[],"img_main":null,"document__slug":"cc","document__title":"Creature Codex","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/creature-codex-for-5th-edition-dnd/","v2_converted_path":"/v2/creatures/ccdx_dhampir/"},{"slug":"grave-behemoth","desc":"","name":"Grave Behemoth","size":"Huge","type":"Undead","subtype":"","group":null,"alignment":"neutral evil","armor_class":9,"armor_desc":null,"hit_points":210,"hit_dice":"20d12+80","speed":{"walk":40},"strength":22,"dexterity":8,"constitution":19,"intelligence":13,"wisdom":10,"charisma":8,"strength_save":null,"dexterity_save":null,"constitution_save":8,"intelligence_save":null,"wisdom_save":4,"charisma_save":null,"perception":null,"skills":{},"damage_vulnerabilities":"","damage_resistances":"necrotic","damage_immunities":"poison","condition_immunities":"charmed, frightened, poisoned","senses":"darkvision 60 ft., passive Perception 10","languages":"-","challenge_rating":"10","cr":10.0,"actions":[{"desc":"The grave behemoth makes two slam attacks.","name":"Multiattack"},{"attack_bonus":10,"damage_dice":"3d8+6","desc":"Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 19 (3d8 + 6) bludgeoning damage.","name":"Slam"},{"attack_bonus":10,"damage_dice":"3d12+6","desc":"Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 25 (3d12 + 6) piercing damage plus 14 (4d6) necrotic damage.","name":"Gorge"},{"desc":"The grave behemoth vomits putrid flesh and 5 (2d4) zombies in a 30-foot cone. Each creature in that area must make a DC 16 Dexterity saving throw. On a failure, a target takes 38 (11d6) necrotic damage and is covered in rotting slime for 1 minute. On a success, a target takes half the necrotic damage and isn't covered in slime. A creature, including the target, can take an action to clean off the slime. Zombies under the grave behemoth's control have advantage on attack rolls against creatures covered in a grave behemoth's slime.","name":"Hurl Flesh (Recharge 5-6)"}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"desc":"The behemoth starts with two arms and two legs. If it loses one arm, it can't multiattack. If it loses both arms, it can't slam. If it loses one leg, its speed is halved. If it loses both legs, it falls prone. If it has both arms, it can crawl. With only one arm, it can still crawl, but its speed is halved. With no arms or legs, its speed is 0, and it can't benefit from bonuses to speed.","name":"Fleshbag"},{"desc":"At the end of any turn in which the behemoth took at least 30 damage, roll a d8. On a 1, it loses an arm. On a 2, it loses a leg. In addition, 2 (1d4) zombies fall prone in unoccupied spaces within 10 feet of the behemoth, spilling from the wound.","name":"Flesh Wound"},{"desc":"The grave behemoth and any zombies within 30 feet of it have advantage on saving throws against effects that turn undead.","name":"Turning Defiance"},{"desc":"Zombies created by a grave behemoth's Flesh Wound and Hurl Flesh share a telepathic link with it, are under its control, are immune to necrotic damage, and act immediately and on the grave behemoth's initiative.","name":"Zombie Keeper"}],"spell_list":[],"page_no":208,"environments":[],"img_main":null,"document__slug":"cc","document__title":"Creature Codex","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/creature-codex-for-5th-edition-dnd/","v2_converted_path":"/v2/creatures/ccdx_grave-behemoth/"},{"slug":"greater-scrag","desc":"","name":"Greater Scrag","size":"Large","type":"Monstrosity","subtype":"","group":null,"alignment":"chaotic evil","armor_class":16,"armor_desc":"natural armor","hit_points":127,"hit_dice":"15d10+45","speed":{"swim":40,"walk":30},"strength":20,"dexterity":10,"constitution":17,"intelligence":10,"wisdom":10,"charisma":11,"strength_save":8,"dexterity_save":null,"constitution_save":6,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":null,"skills":{},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"","condition_immunities":"","senses":"darkvision 60 ft., passive Perception 10","languages":"Abyssal, Aquan, Giant","challenge_rating":"7","cr":7.0,"actions":[{"desc":"The greater scrag makes three attacks: one with its bite and two with its claws.","name":"Multiattack"},{"attack_bonus":8,"damage_dice":"2d8+5","desc":"Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 14 (2d8 + 5)","name":"Bite"},{"attack_bonus":8,"damage_dice":"3d4+5","desc":"Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 12 (3d4 + 5)","name":"Claws"}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"desc":"The scrag can breathe air and water.","name":"Amphibious"},{"desc":"The scrag has advantage on melee attack rolls against any creature that doesn't have all of its hp.","name":"Blood Frenzy"},{"desc":"The greater scrag regains 10 hp at the start of its turn if it is in contact with water. If the scrag takes acid or fire damage, this trait doesn't function at the start of the scrag's next turn. The scrag dies only if it starts its turn with 0 hp and doesn't regenerate.","name":"Regeneration"}],"spell_list":[],"page_no":401,"environments":[],"img_main":null,"document__slug":"cc","document__title":"Creature Codex","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/creature-codex-for-5th-edition-dnd/","v2_converted_path":"/v2/creatures/ccdx_greater-scrag/"},{"slug":"gumienniki","desc":"","name":"Gumienniki","size":"Small","type":"Fiend","subtype":"shapechanger","group":null,"alignment":"neutral evil","armor_class":13,"armor_desc":null,"hit_points":22,"hit_dice":"5d6+5","speed":{"walk":30},"strength":12,"dexterity":16,"constitution":13,"intelligence":14,"wisdom":10,"charisma":12,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":null,"skills":{"acrobatics":5,"stealth":5},"damage_vulnerabilities":"","damage_resistances":"cold, fire, lightning","damage_immunities":"poison","condition_immunities":"poisoned","senses":"darkvision 60 ft., passive Perception 10","languages":"Abyssal, Common, Infernal","challenge_rating":"1","cr":1.0,"actions":[{"attack_bonus":5,"damage_dice":"1d4+3","desc":"Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d4 + 3) slashing damage and 7 (2d6) fire damage.","name":"Flaming Hand Scythe"},{"desc":"The gumienniki flashes its glowing eyes, illuminating a 15-foot cone. Each creature in that area that can see the gumienniki must succeed on a DC 12 Constitution saving throw or be blinded for 1 minute.","name":"Fiendish Blink (1/Day)"}],"bonus_actions":null,"reactions":[{"desc":"When the gumienniki is missed by an attack, it can taunt the attacker. The attacking creature must succeed on a DC 12 Wisdom saving throw or have disadvantage on its next attack roll or saving throw.","name":"Taunting Cackle"}],"legendary_desc":"","legendary_actions":null,"special_abilities":[{"desc":"As a bonus action, the gumienniki can change its form into a Tiny housecat, or back into its true form. Its statistics, other than its size, are the same in each form except it loses its flaming hand scythe attack when in cat form.","name":"Shapechanger"},{"desc":"The gumienniki's speed is doubled when traveling over grassy areas or through planted crops.","name":"Through Grass and Sheaves"}],"spell_list":[],"page_no":213,"environments":[],"img_main":null,"document__slug":"cc","document__title":"Creature Codex","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/creature-codex-for-5th-edition-dnd/","v2_converted_path":"/v2/creatures/ccdx_gumienniki/"},{"slug":"lady-in-white","desc":"","name":"Lady in White","size":"Medium","type":"Undead","subtype":"","group":null,"alignment":"any alignment","armor_class":12,"armor_desc":null,"hit_points":49,"hit_dice":"11d8","speed":{"fly":30,"hover":true,"walk":0},"strength":6,"dexterity":14,"constitution":10,"intelligence":10,"wisdom":11,"charisma":18,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":null,"skills":{},"damage_vulnerabilities":"","damage_resistances":"acid, fire, lightning, thunder; bludgeoning, piercing, and slashing from nonmagical attacks","damage_immunities":"cold, necrotic, poison","condition_immunities":"charmed, exhaustion, frightened, grappled, paralyzed, petrified, poisoned, prone, restrained","senses":"darkvision 60 ft., passive Perception 10","languages":"any languages it knew in life","challenge_rating":"2","cr":2.0,"actions":[{"attack_bonus":4,"damage_dice":"1d4+2","desc":"Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) necrotic damage, and, if the target is a Large or smaller humanoid, the lady in white attaches to it. The lady in white attaches to the target's back, where it is unable to see the lady in white. The lady in white can detach itself by spending 5 feet of its movement. A creature, other than the target, can take its action to detach the lady in white by succeeding on a DC 14 Strength check.","name":"Grasp"},{"desc":"The lady in white makes one grasp attack against the target to which it is attached. If the attack hits, the target's Charisma score is reduced by 1d4. The target dies if this reduces its Charisma to 0. Otherwise, the reduction lasts until the target finishes a short or long rest. If a female humanoid dies from this attack, a new lady in white rises from the corpse 1d4 hours later.","name":"Inflict Sorrow"},{"desc":"The lady in white turns invisible until it attacks, or until its concentration ends (as if concentrating on a spell).","name":"Invisibility"},{"desc":"The lady in white does away with her living disguise and reveals her undead state. Each non-undead creature within 50 feet of the lady that can see her must succeed on a DC 13 Wisdom saving throw or be frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a target's saving throw is successful or the effect ends for it, the target is immune to the lady's Corpse Revealed for the next 24 hours.","name":"Corpse Revealed"}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"desc":"The lady in white can move through other creatures and objects as if they were difficult terrain. It takes 5 (1d10) force damage if it ends its turn inside an object.","name":"Incorporeal Movement"}],"spell_list":[],"page_no":246,"environments":[],"img_main":null,"document__slug":"cc","document__title":"Creature Codex","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/creature-codex-for-5th-edition-dnd/","v2_converted_path":"/v2/creatures/ccdx_lady-in-white/"},{"slug":"lesser-scrag","desc":"","name":"Lesser Scrag","size":"Medium","type":"Monstrosity","subtype":"","group":null,"alignment":"chaotic evil","armor_class":13,"armor_desc":"natural armor","hit_points":45,"hit_dice":"7d8+14","speed":{"swim":40,"walk":10},"strength":18,"dexterity":10,"constitution":15,"intelligence":8,"wisdom":10,"charisma":9,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":null,"skills":{},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"","condition_immunities":"","senses":"darkvision 60 ft., passive Perception 10","languages":"Abyssal, Aquan","challenge_rating":"2","cr":2.0,"actions":[{"desc":"The lesser scrag makes two attacks: one with its bite and one with its claws.","name":"Multiattack"},{"attack_bonus":6,"damage_dice":"1d8+4","desc":"Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4)","name":"Bite"},{"attack_bonus":6,"damage_dice":"2d4+4","desc":"Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 9 (2d4 + 4)","name":"Claws"}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"desc":"The scrag can breathe air and water","name":"Amphibious"},{"desc":"The lesser scrag regains 5 hp at the start of its turn if it is in contact with water. If the scrag takes acid or fire damage, this trait doesn't function at the start of the scrag's next turn. The scrag dies only if it starts its turn with 0 hp and doesn't regenerate.","name":"Regeneration"}],"spell_list":[],"page_no":200,"environments":[],"img_main":null,"document__slug":"cc","document__title":"Creature Codex","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/creature-codex-for-5th-edition-dnd/","v2_converted_path":"/v2/creatures/ccdx_lesser-scrag/"},{"slug":"living-shade","desc":"","name":"Living Shade","size":"Medium","type":"Fey","subtype":"","group":null,"alignment":"neutral","armor_class":12,"armor_desc":null,"hit_points":18,"hit_dice":"4d8","speed":{"walk":40},"strength":6,"dexterity":14,"constitution":10,"intelligence":9,"wisdom":10,"charisma":12,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":null,"skills":{"stealth":6},"damage_vulnerabilities":"radiant","damage_resistances":"acid, cold, fire, lightning, thunder; bludgeoning, piercing, and slashing from nonmagical attacks","damage_immunities":"necrotic, poison","condition_immunities":"exhaustion, frightened, grappled, paralyzed, petrified, poisoned, prone, restrained","senses":"darkvision 60 ft., passive Perception 10","languages":"understands Common but can't speak","challenge_rating":"1/4","cr":0.25,"actions":[{"attack_bonus":4,"damage_dice":"1d4","desc":"Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 2 (1d4) cold damage.","name":"Shadow Touch"}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"desc":"The living shade can move through a space as narrow as 1 inch wide without squeezing.","name":"Amorphous"},{"desc":"While in dim light or darkness, the living shade can take the Hide action as a bonus action.","name":"Shadow Stealth"},{"desc":"While in sunlight, the living shade has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.","name":"Sunlight Sensitivity"}],"spell_list":[],"page_no":255,"environments":[],"img_main":null,"document__slug":"cc","document__title":"Creature Codex","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/creature-codex-for-5th-edition-dnd/","v2_converted_path":"/v2/creatures/ccdx_living-shade/"},{"slug":"necrophage-ghast","desc":"","name":"Necrophage Ghast","size":"Medium","type":"Undead","subtype":"","group":null,"alignment":"chaotic evil","armor_class":13,"armor_desc":null,"hit_points":65,"hit_dice":"10d8+20","speed":{"walk":30},"strength":10,"dexterity":17,"constitution":14,"intelligence":16,"wisdom":10,"charisma":8,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":null,"skills":{"arcana":5,"investigation":5},"damage_vulnerabilities":"","damage_resistances":"necrotic","damage_immunities":"poison","condition_immunities":"charmed, exhaustion, poisoned","senses":"darkvision 60 ft., passive Perception 10","languages":"Common","challenge_rating":"4","cr":4.0,"actions":[{"attack_bonus":5,"damage_dice":"2d8+3","desc":"Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. Hit: 12 (2d8 + 3) piercing damage.","name":"Bite"},{"attack_bonus":5,"damage_dice":"2d6+3","desc":"Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) slashing damage. If the target is a creature other than an undead, it must succeed on a DC 10 Constitution saving throw or be paralyzed for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.","name":"Claws"}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"desc":"Any living creature that starts its turn within 30 feet of the necrophage ghast must succeed on a DC 13 Constitution saving throw or have disadvantage on all saving throws against spells cast by any necrophage ghast for 1 minute. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the stench of all necrophage ghasts for the next 24 hours.","name":"Necrophage Stench"},{"desc":"The necrophage ghast and any undead within 30 feet of it have advantage on saving throws against effects that turn undead.","name":"Turning Defiance"},{"desc":"The necrophage ghast is a 5th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 13, +5 to hit with spell attacks). The necrophage ghast has the following wizard spells prepared: \nCantrips (at will): friends, mage hand, poison spray, prestidigitation\n1st level (4 slots): charm person, false life, magic missile, ray of sickness\n2nd level (3 slots): hold person, invisibility\n3rd level (2 slots): animate dead, hypnotic pattern","name":"Spellcasting"}],"spell_list":[],"page_no":175,"environments":[],"img_main":null,"document__slug":"cc","document__title":"Creature Codex","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/creature-codex-for-5th-edition-dnd/","v2_converted_path":"/v2/creatures/ccdx_necrophage-ghast/"},{"slug":"shadow-skeleton","desc":"","name":"Shadow Skeleton","size":"Medium","type":"Undead","subtype":"","group":null,"alignment":"neutral evil","armor_class":13,"armor_desc":null,"hit_points":52,"hit_dice":"8d8+16","speed":{"swim":40,"walk":30},"strength":10,"dexterity":16,"constitution":15,"intelligence":9,"wisdom":11,"charisma":9,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":null,"skills":{},"damage_vulnerabilities":"","damage_resistances":"fire, piercing, slashing","damage_immunities":"poison","condition_immunities":"exhaustion, poisoned","senses":"darkvision 60 ft., passive Perception 10","languages":"understands all languages it knew in life but can't speak","challenge_rating":"2","cr":2.0,"actions":[{"desc":"The shadow skeleton makes two scimitar attacks.","name":"Multiattack"},{"attack_bonus":5,"damage_dice":"1d8+3","desc":"Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. Hit: 7 (1d8 + 3) slashing damage.","name":"Scimitar"},{"attack_bonus":5,"damage_dice":"1d4+3","desc":"Ranged Weapon Attack: +5 to hit, range 30 ft., one target. Hit: 5 (1d4 + 3) piercing damage plus 3 (1d6) necrotic damage. If the target is a creature other than an undead or a construct, it must make a DC 12 Constitution saving throw. On a failure, the target is surrounded by a shadowy aura for 1 minute. While surrounded by the aura, the target takes an extra 7 (2d6) necrotic damage when hit by the scimitar attack of a shadow skeleton. Any creature can take an action to extinguish the shadow with a successful DC 12 Intelligence (Arcana) check. The shadow also extinguishes if the target receives magical healing.","name":"Finger Darts"}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":null,"spell_list":[],"page_no":326,"environments":[],"img_main":null,"document__slug":"cc","document__title":"Creature Codex","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/creature-codex-for-5th-edition-dnd/","v2_converted_path":"/v2/creatures/ccdx_shadow-skeleton/"},{"slug":"shoreline-scrapper","desc":"","name":"Shoreline Scrapper","size":"Large","type":"Beast","subtype":"","group":null,"alignment":"unaligned","armor_class":16,"armor_desc":"natural armor","hit_points":93,"hit_dice":"11d10+33","speed":{"swim":20,"walk":30},"strength":16,"dexterity":12,"constitution":16,"intelligence":3,"wisdom":11,"charisma":5,"strength_save":null,"dexterity_save":null,"constitution_save":5,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":null,"skills":{"survival":2},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"","condition_immunities":"","senses":"darkvision 60 ft., passive Perception 10","languages":"-","challenge_rating":"4","cr":4.0,"actions":[{"desc":"The shoreline scrapper makes two claw attacks.","name":"Multiattack"},{"attack_bonus":5,"damage_dice":"2d10+3","desc":"Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 14 (2d10 + 3) slashing damage.","name":"Claw"},{"desc":"The shoreline scrapper causes a surge in the magnetic power of its shell. Each creature within 25 feet of the shoreline scrapper is subjected to its Magnetic Shell. On a failed save, a creature's metal objects or the creature itself, if it is made of metal or wearing metal armor, are pulled up to 25 feet toward the shoreline scrapper and adhere to its shell. Creatures adhered to the shoreline scrapper's shell are restrained.","name":"Magnetic Pulse (Recharge 5-6)"}],"bonus_actions":null,"reactions":[{"desc":"The shoreline scrapper adds 4 to its AC against one melee attack that would hit it as it withdraws into its shell. Until it emerges, it increases its AC by 4, has a speed of 0 ft., and can't use its claws or magnetic pulse. The shoreline scrapper can emerge from its shell as a bonus action.","name":"Shell Protection"}],"legendary_desc":"","legendary_actions":null,"special_abilities":[{"desc":"The shoreline scrapper can breathe air and water.","name":"Amphibious"},{"desc":"At the start of each of the shoreline scrapper's turns, each creature within 5 feet of the scrapper must succeed on a DC 15 Strength saving throw or the metal items worn or carried by it stick to the scrapper's shell. A creature that is made of metal or is wearing metal armor that fails the saving throw is stuck to the shell and restrained. If the item is a weapon and the wielder can't or won't let go of the weapon, the wielder is adhered to the shell and is restrained. A stuck item can't be used. A creature can take its action to remove one creature or object from the shoreline scrapper's shell by succeeding on a DC 15 Strength check. \n\nItems made of gold and silver are unaffected by the shoreline scrapper's Magnetic Shell. When the shoreline scrapper dies, all metal creatures and objects are released.","name":"Magnetic Shell"},{"desc":"The shoreline scrapper can pinpoint, by scent, the location of metals within 60 feet of it.","name":"Metal Sense"}],"spell_list":[],"page_no":43,"environments":[],"img_main":null,"document__slug":"cc","document__title":"Creature Codex","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/creature-codex-for-5th-edition-dnd/","v2_converted_path":"/v2/creatures/ccdx_shoreline-scrapper/"},{"slug":"storm-spirit","desc":"","name":"Storm Spirit","size":"Medium","type":"Elemental","subtype":"","group":null,"alignment":"neutral","armor_class":14,"armor_desc":"natural armor","hit_points":22,"hit_dice":"5d8","speed":{"fly":40,"hover":true,"walk":0},"strength":12,"dexterity":14,"constitution":11,"intelligence":6,"wisdom":10,"charisma":6,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":null,"skills":{},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"lightning, thunder","condition_immunities":"exhaustion, grappled, paralyzed, petrified, poisoned, prone, restrained, unconscious","senses":"darkvision 60 ft., passive Perception 10","languages":"Auran","challenge_rating":"1/2","cr":0.5,"actions":[{"attack_bonus":4,"damage_dice":"1d6+2","desc":"Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) thunder damage.","name":"Thunder Slam"},{"attack_bonus":4,"damage_dice":"1d4+2","desc":"Ranged Weapon Attack: +4 to hit, range 60/240 ft., one target. Hit: 4 (1d4 + 2) lightning damage.","name":"Shocking Bolt"},{"desc":"Each creature within 10 feet of the spirit must succeed on a DC 12 Dexterity saving throw. On a failure, a creature takes 5 (2d4) lightning damage, 5 (2d4) thunder damage, is thrown 10 feet in a random direction, and is knocked prone.","name":"Tempest (Recharge 6)"}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"desc":"The spirit can move through a space as narrow as 1 inch wide without squeezing. A creature that touches the spirit or hits it with a melee attack while within 5 feet of it takes 2 (1d4) lightning and 2 (1d4) thunder damage. In addition, the spirit can enter a hostile creature's space and stop there. The first time it enters a creature's space on a turn, that creature takes 2 (1d4) lightning and 2 (1d4) thunder damage. Any creature which ends its turn in the same space as the spirit takes 2 (1d4) lightning and 2 (1d4) thunder damage at the end of its turn.","name":"Storm Form"}],"spell_list":[],"page_no":350,"environments":[],"img_main":null,"document__slug":"cc","document__title":"Creature Codex","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/creature-codex-for-5th-edition-dnd/","v2_converted_path":"/v2/creatures/ccdx_storm-spirit/"},{"slug":"the-barbed","desc":"","name":"The Barbed","size":"Small","type":"Humanoid","subtype":"kobold","group":null,"alignment":"lawful evil","armor_class":13,"armor_desc":null,"hit_points":44,"hit_dice":"8d8+8","speed":{"walk":30},"strength":14,"dexterity":16,"constitution":12,"intelligence":8,"wisdom":10,"charisma":11,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":null,"skills":{"athletics":4,"stealth":5},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"poison","condition_immunities":"poisoned","senses":"darkvision 60 ft., passive Perception 10","languages":"Common, Draconic","challenge_rating":"1","cr":1.0,"actions":[{"attack_bonus":4,"damage_dice":"2d4+2","desc":"Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 7 (2d4 + 2) slashing damage and 3 (1d6) poison damage. The target must succeed on a DC 12 Constitution saving throw or be poisoned until the end of its next turn.","name":"Barbed Slash"},{"attack_bonus":4,"damage_dice":"1d6+2","desc":"Ranged Weapon Attack: +4 to hit, range 30/120 ft., one target. Hit: 5 (1d6 + 2) piercing damage.","name":"Javelin"}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"desc":"The kobold has advantage on attack rolls against a creature if at least one of the kobold's allies is within 5 feet of the creature and the ally isn't incapacitated.","name":"Pack Tactics"},{"desc":"While in sunlight, the kobold has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.","name":"Sunlight Sensitivity"}],"spell_list":[],"page_no":406,"environments":[],"img_main":null,"document__slug":"cc","document__title":"Creature Codex","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/creature-codex-for-5th-edition-dnd/","v2_converted_path":"/v2/creatures/ccdx_the-barbed/"},{"slug":"trollking-grunt","desc":"","name":"Trollking Grunt","size":"Medium","type":"Humanoid","subtype":"trollkin","group":null,"alignment":"neutral","armor_class":14,"armor_desc":"hide armor","hit_points":45,"hit_dice":"6d8+18","speed":{"walk":30},"strength":18,"dexterity":13,"constitution":16,"intelligence":9,"wisdom":11,"charisma":10,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":null,"skills":{},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"","condition_immunities":"","senses":"darkvision 60 ft., passive Perception 10","languages":"Common, Trollkin","challenge_rating":"2","cr":2.0,"actions":[{"desc":"The trollkin grunt makes two attacks, either with its spear or its longbow.","name":"Multiattack"},{"attack_bonus":6,"damage_dice":"1d6+4","desc":"Melee or Ranged Weapon Attack: +6 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.","name":"Spear"},{"attack_bonus":3,"damage_dice":"1d8+1","desc":"Ranged Weapon Attack: +3 to hit, range 150/600 ft., one target. Hit: 5 (1d8 + 1) piercing damage.","name":"Longbow"}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"desc":"The trollkin grunt regains 3 hp at the start of its turn. If the grunt takes acid or fire damage, this trait doesn't function at the start of the grunt's next turn. The grunt dies only if it starts its turn with 0 hp and doesn't regenerate.","name":"Regeneration"},{"desc":"The trollkin grunt's skin is thick and tough, granting it a +1 bonus to Armor Class. This bonus is already factored into the trollkin's AC.","name":"Thick Hide"}],"spell_list":[],"page_no":357,"environments":[],"img_main":null,"document__slug":"cc","document__title":"Creature Codex","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/creature-codex-for-5th-edition-dnd/","v2_converted_path":"/v2/creatures/ccdx_trollking-grunt/"},{"slug":"venom-elemental","desc":"","name":"Venom Elemental","size":"Large","type":"Elemental","subtype":"","group":null,"alignment":"neutral","armor_class":14,"armor_desc":"natural armor","hit_points":93,"hit_dice":"11d10+33","speed":{"swim":50,"walk":40},"strength":17,"dexterity":14,"constitution":16,"intelligence":6,"wisdom":10,"charisma":8,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":null,"skills":{},"damage_vulnerabilities":"","damage_resistances":"bludgeoning, piercing, and slashing from nonmagical attacks","damage_immunities":"poison","condition_immunities":"exhaustion, grappled, paralyzed, petrified, poisoned, prone, restrained, unconscious","senses":"darkvision 60 ft., passive Perception 10","languages":"understands Primordial but can't speak","challenge_rating":"4","cr":4.0,"actions":[{"desc":"The venom elemental makes two bite attacks.","name":"Multiattack"},{"attack_bonus":5,"damage_dice":"1d6+3","desc":"Melee Weapon Attack: +5 to hit, reach 10 ft., one creature. Hit: 6 (1d6 + 3) piercing damage plus 7 (2d6) poison damage, and the creature must succeed on a DC 13 Constitution saving throw or be poisoned until the end of its next turn.","name":"Bite"}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"desc":"The elemental can enter a hostile creature's space and stop there. It can move through a space as narrow as 1 inch wide without squeezing.","name":"Liquid Form"},{"desc":"The elemental has advantage on Dexterity (Stealth) checks made while underwater.","name":"Underwater Camouflage"}],"spell_list":[],"page_no":138,"environments":[],"img_main":null,"document__slug":"cc","document__title":"Creature Codex","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/creature-codex-for-5th-edition-dnd/","v2_converted_path":"/v2/creatures/ccdx_venom-elemental/"},{"slug":"war-machine-golem","desc":"","name":"War Machine Golem","size":"Gargantuan","type":"Construct","subtype":"","group":null,"alignment":"unaligned","armor_class":18,"armor_desc":"natural armor","hit_points":232,"hit_dice":"15d20+75","speed":{"walk":40},"strength":26,"dexterity":8,"constitution":21,"intelligence":3,"wisdom":10,"charisma":1,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":null,"skills":{},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"poison, psychic; bludgeoning, piercing, and slashing from nonmagical attacks not made with adamantine","condition_immunities":"charmed, exhaustion, frightened, paralyzed, petrified, poisoned","senses":"darkvision 60 ft., passive Perception 10","languages":"understands Dwarvish but can't speak","challenge_rating":"18","cr":18.0,"actions":[{"desc":"The golem makes two slam attacks and one catapult attack.","name":"Multiattack"},{"attack_bonus":14,"damage_dice":"4d6+8","desc":"Melee Weapon Attack: +14 to hit, reach 10 ft., one target. Hit: 22 (4d6 + 8) bludgeoning damage.","name":"Slam"},{"desc":"The war machine golem hurls a boulder at a point it can see within 120 feet of it. Each creature within 10 feet of that point must make a DC 19 Dexterity saving throw. On a failure, a target takes 16 (3d10) bludgeoning damage and is knocked prone. On a success, a target takes half the damage and isn't knocked prone.","name":"Catapult"},{"desc":"The war machine golem breathes fire in a 60-foot cone. Each creature in the area must make a DC 19 Dexterity saving throw, taking 35 (10d6) fire damage on a failed save, or half as much damage on a successful one.","name":"Fire Breath (Recharge 5-6)"}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"desc":"The golem is immune to any spell or effect that would alter its form.","name":"Immutable Form"},{"desc":"The golem has advantage on saving throws against spells and other magical effects.","name":"Magic Resistance"},{"desc":"The golem's weapon attacks are magical.","name":"Magic Weapons"},{"desc":"The golem deals double damage to objects and structures.","name":"Siege Monster"}],"spell_list":[],"page_no":205,"environments":[],"img_main":null,"document__slug":"cc","document__title":"Creature Codex","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/creature-codex-for-5th-edition-dnd/","v2_converted_path":"/v2/creatures/ccdx_war-machine-golem/"},{"slug":"winds-harp","desc":"","name":"Wind's Harp","size":"Medium","type":"Fiend","subtype":"devil","group":null,"alignment":"lawful evil","armor_class":12,"armor_desc":"natural armor","hit_points":63,"hit_dice":"14d8","speed":{"fly":10,"walk":30},"strength":10,"dexterity":13,"constitution":10,"intelligence":10,"wisdom":10,"charisma":19,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":2,"charisma_save":6,"perception":null,"skills":{"stealth":5},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"cold, fire, poison","condition_immunities":"poisoned","senses":"darkvision 60 ft., passive Perception 10","languages":"Common, Infernal","challenge_rating":"4","cr":4.0,"actions":[{"desc":"The wind's harp devil makes two infernal noise attacks.","name":"Multiattack"},{"attack_bonus":6,"damage_dice":"2d8","desc":"Ranged Spell Attack: +6 to hit, range 60 ft., one target. Hit: 9 (2d8) psychic damage plus 3 (1d6) thunder damage.","name":"Infernal Noise"},{"desc":"The wind's harp devil creates an infernal cacophony. Each creature within 30 feet of it must make a DC 14 Dexterity saving throw, taking 13 (3d8) psychic damage and 7 (2d6) thunder damage on a failed save, or half as much damage on a successful one. Devils are immune to the hellish chorus.","name":"Hellish Chorus (Recharge 5-6)"}],"bonus_actions":null,"reactions":[{"desc":"When a spell is cast within 60 feet of it, the wind's harp devil plays a single, infernal note, interrupting the spell. This reaction works like the counterspell spell, except it only works on spells of 3rd level or lower.","name":"Diabolical Countersong"}],"legendary_desc":"","legendary_actions":null,"special_abilities":[{"desc":"While the wind's harp devil remains motionless, it is indistinguishable from an ordinary object.","name":"False Appearance"},{"desc":"The wind's harp devil has advantage on saving throws against spells and other magical effects.","name":"Magic Resistance"},{"desc":"The wind's harp devil has advantage on attack rolls against a creature if at least one of its allies is an air elemental, wind demon, or similar creature of air, is within 20 feet of the target, and isn't incapacitated. rP","name":"Strong Winds"}],"spell_list":[],"page_no":105,"environments":[],"img_main":null,"document__slug":"cc","document__title":"Creature Codex","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/creature-codex-for-5th-edition-dnd/","v2_converted_path":"/v2/creatures/ccdx_winds-harp/"},{"slug":"wizard-kobold","desc":"","name":"Wizard Kobold","size":"Small","type":"Humanoid","subtype":"kobold","group":null,"alignment":"lawful neutral","armor_class":12,"armor_desc":"15 with mage armor","hit_points":58,"hit_dice":"13d6+13","speed":{"walk":30},"strength":6,"dexterity":14,"constitution":13,"intelligence":17,"wisdom":10,"charisma":8,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":6,"wisdom_save":3,"charisma_save":null,"perception":null,"skills":{"arcana":6},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"","condition_immunities":"","senses":"darkvision 60 ft., passive Perception 10","languages":"Common, Draconic, Infernal","challenge_rating":"5","cr":5.0,"actions":[{"attack_bonus":5,"damage_dice":"1d4+2","desc":"Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 4 (1d4 + 2) piercing damage.","name":"Dagger"},{"desc":"The wizard kobold magically creates a draconic visage in an unoccupied space it can see within 30 feet. The visage is a glowing, spectral head and neck, resembling a variety of dragon chosen by the kobold, that sheds dim light out to 10 feet. The visage lasts for 1 minute and grants the following benefits: \n* A creature hostile to the wizard who starts its turn within 30 feet of the visage and who is aware of the visage must succeed on a DC 14 Wisdom saving throw or be frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to this effect for the next 24 hours. \n* The wizard gains immunity to the damage type dealt by the chosen dragon's breath weapon. \n* When the wizard uses this action, and as a bonus action on it subsequent turns, it can use the following attack:","name":"Draconic Visage (1/Day)"},{"attack_bonus":6,"damage_dice":"2d6","desc":"Ranged Spell Attack: +6 to hit, range 120 ft., one target. Hit: 7 (2d6) damage of the type dealt by the chosen dragon's breath weapon.","name":"Breath of the Visage"}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"desc":"The kobold has advantage attack rolls roll against a creature if at least one of the kobold's allies is within 5 feet of the creature and the ally isn't incapacitated.","name":"Pack Tactics"},{"desc":"While in sunlight, the kobold has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.","name":"Sunlight Sensitivity"},{"desc":"The wizard kobold is an 8th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 14, +6 to hit with spell attacks). It has the following wizard spells prepared:\nCantrips (at will): fire bolt, minor illusion, poison spray, prestidigitation\n1st level (4 slots): burning hands, mage armor, magic missile, shield\n2nd level (3 slots): hold person, mirror image, misty step\n3rd level (3 slots): blink, counterspell, fireball\n4th level (2 slots): fire shield","name":"Spellcasting"}],"spell_list":[],"page_no":376,"environments":[],"img_main":null,"document__slug":"cc","document__title":"Creature Codex","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/creature-codex-for-5th-edition-dnd/","v2_converted_path":"/v2/creatures/ccdx_wizard-kobold/"},{"slug":"wood-golem","desc":"","name":"Wood Golem","size":"Medium","type":"Construct","subtype":"","group":null,"alignment":"unaligned","armor_class":14,"armor_desc":"natural armor","hit_points":52,"hit_dice":"8d8+16","speed":{"walk":20},"strength":18,"dexterity":10,"constitution":15,"intelligence":3,"wisdom":10,"charisma":1,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":null,"skills":{},"damage_vulnerabilities":"fire","damage_resistances":"bludgeoning, piercing, and slashing from nonmagical attacks not made with adamantine","damage_immunities":"poison, psychic","condition_immunities":"charmed, exhaustion, frightened, paralyzed, petrified, poisoned","senses":"darkvision 60 ft., passive Perception 10","languages":"understands the languages of its creator but can't speak","challenge_rating":"3","cr":3.0,"actions":[{"desc":"The wood golem makes two slam attacks.","name":"Multiattack"},{"attack_bonus":6,"damage_dice":"1d8+4","desc":"Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) bludgeoning damage.","name":"Slam"}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"desc":"The golem is immune to any spell or effect that would alter its form.","name":"Immutable Form"},{"desc":"The wood golem has advantage on saving throws against spells and other magical effects.","name":"Magic Resistance"}],"spell_list":[],"page_no":201,"environments":[],"img_main":null,"document__slug":"cc","document__title":"Creature Codex","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/creature-codex-for-5th-edition-dnd/","v2_converted_path":"/v2/creatures/ccdx_wood-golem/"},{"slug":"arborealgrappler-tob1-2023","desc":"False","name":"Arboreal Grappler","size":"Medium","type":"Aberration","subtype":"","group":"null","alignment":"Neutral Evil","armor_class":14,"armor_desc":"natural armor","hit_points":90,"hit_dice":"12d8 + 36","speed":{"walk":40},"strength":16,"dexterity":16,"constitution":16,"intelligence":6,"wisdom":10,"charisma":6,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":10,"skills":{"Acrobatics":5,"Stealth":5},"damage_vulnerabilities":"False","damage_resistances":"False","damage_immunities":"False","condition_immunities":"False","senses":"darkvision 60 ft., passive Perception 10","languages":"—","challenge_rating":"4","cr":4.0,"actions":[{"name":"Multiattack","desc":"The arboreal grappler makes one Bite attack and two Tentacle attacks."},{"name":"Bite","desc":"Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. Hit: 6 (1d6 + 3) piercing damage."},{"name":"Tentacle","desc":"Melee Weapon Attack: +5 to hit, reach 10 ft., one target. Hit: 10 (2d6 + 3) bludgeoning damage, and the target is grappled (escape DC 13). Until this grapple ends, the target is restrained. The arboreal grappler has two tentacles, each of which can grapple only one target."}],"bonus_actions":[],"reactions":[],"legendary_desc":null,"legendary_actions":[],"special_abilities":[{"name":"Boscage Brachiation","desc":"The arboreal grappler doesn't provoke opportunity attacks when it climbs out of an enemy's reach."},{"name":"Mobile Grappler","desc":"The arboreal grappler can move at its full speed when dragging a Medium or smaller creature it has grappled."},{"name":"Spider Climb","desc":"The arboreal grappler can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check."}],"spell_list":[],"page_no":24,"environments":[],"img_main":"http://api-beta.open5e.com/","document__slug":"tob-2023","document__title":"Tome of Beasts 2023","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/tome-of-beasts-1-2023-edition/","v2_converted_path":"/v2/creatures/tob-2023_arboreal-grappler/"},{"slug":"ashwalker-tob1-2023","desc":"False","name":"Ashwalker","size":"Medium","type":"Undead","subtype":"","group":"null","alignment":"Neutral Evil","armor_class":12,"armor_desc":"","hit_points":31,"hit_dice":"7d8","speed":{"walk":30},"strength":13,"dexterity":15,"constitution":10,"intelligence":7,"wisdom":10,"charisma":6,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":10,"skills":{},"damage_vulnerabilities":"False","damage_resistances":"False","damage_immunities":"poison","condition_immunities":"poisoned","senses":"darkvision 60 ft., passive Perception 10","languages":"understands all languages it knew in life but can’t speak","challenge_rating":"1","cr":1.0,"actions":[{"name":"Slam","desc":"Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) bludgeoning damage plus 3 (1d6) damage of the type noted in the ashwalker's Breath Born trait."},{"name":"Draconic Breath (Recharge 6)","desc":"The ashwalker exhales elemental energy in a 15-foot cone. Each creature in the area must make a DC 12 Constitution saving throw, taking 14 (4d6) damage of the type noted in its Breath Born trait on a failed save, or half as much damage on a successful one."}],"bonus_actions":[],"reactions":[],"legendary_desc":null,"legendary_actions":[],"special_abilities":[{"name":"Breath Born","desc":"The ashwalker has immunity to a type of damage based on the type of dragon that killed it: acid (black, copper), cold (silver, white), fire (brass, gold, red), lightning (blue, bronze), or poison (green)."},{"name":"Burst of Breath","desc":"A creature that touches the ashwalker or hits it with a melee attack while within 5 feet of it takes 3 (1d6) damage of the type noted in its Breath Born trait."},{"name":"Last Breath","desc":"The first time the ashwalker is reduced to 0 hp, it drops to 1 hp instead and its Draconic Breath automatically recharges. The ashwalker transforms into raw energy of the type noted in its Breath Born trait. While in this energy form, it is immune to all damage and to being grappled or restrained. At the end of the ashwalker's next turn, it is destroyed."},{"name":"Undead Nature","desc":"The ashwalker doesn't require air, food, drink, or sleep."}],"spell_list":[],"page_no":28,"environments":[],"img_main":"http://api-beta.open5e.com/","document__slug":"tob-2023","document__title":"Tome of Beasts 2023","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/tome-of-beasts-1-2023-edition/","v2_converted_path":"/v2/creatures/tob-2023_ashwalker/"},{"slug":"beggarghoul-tob1-2023","desc":"False","name":"Beggar Ghoul","size":"Medium","type":"Undead","subtype":"","group":"null","alignment":"Chaotic Evil","armor_class":12,"armor_desc":"","hit_points":13,"hit_dice":"3d8","speed":{"walk":30},"strength":10,"dexterity":15,"constitution":10,"intelligence":12,"wisdom":11,"charisma":14,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":10,"skills":{},"damage_vulnerabilities":"False","damage_resistances":"False","damage_immunities":"poison","condition_immunities":"charmed, exhaustion, poisoned","senses":"darkvision 60 ft., passive Perception 10","languages":"Undercommon","challenge_rating":"1/2","cr":0.5,"actions":[{"name":"Bite","desc":"Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 9 (2d6 + 2) piercing damage."},{"name":"Claws","desc":"Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 7 (2d4 + 2) slashing damage. If the target is a creature other than an elf or Undead, it must succeed on a DC 10 Constitution saving throw or be paralyzed for 1 minute. A paralyzed target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success."}],"bonus_actions":[],"reactions":[],"legendary_desc":null,"legendary_actions":[],"special_abilities":[{"name":"Hungry Dead Nature","desc":"The ghoul requires no air or sleep."},{"name":"Pack Tactics","desc":"The beggar ghoul has advantage on attack rolls against a creature if at least one of the beggar ghoul's allies is within 5 feet of the creature and the ally isn't incapacitated."},{"name":"Savage Hunger","desc":"Its Bite attack is a critical hit if the beggar ghoul bites a creature it has surprised."}],"spell_list":[],"page_no":200,"environments":[],"img_main":"http://api-beta.open5e.com/","document__slug":"tob-2023","document__title":"Tome of Beasts 2023","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/tome-of-beasts-1-2023-edition/","v2_converted_path":"/v2/creatures/tob-2023_beggar-ghoul/"},{"slug":"beheadedvengefulspirit-tob1-2023","desc":"False","name":"Beheaded Vengeful Spirit","size":"Medium","type":"Undead","subtype":"","group":"null","alignment":"Any Alignment","armor_class":15,"armor_desc":"Angry Defiance","hit_points":54,"hit_dice":"12d8","speed":{"walk":60},"strength":7,"dexterity":13,"constitution":11,"intelligence":10,"wisdom":10,"charisma":19,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":2,"charisma_save":6,"perception":10,"skills":{},"damage_vulnerabilities":"False","damage_resistances":"acid, fire, lightning, thunder; bludgeoning, piercing, and slashing from nonmagical attacks","damage_immunities":"cold, necrotic, poison","condition_immunities":"charmed, exhaustion, grappled, paralyzed, petrified, poisoned, prone, restrained","senses":"darkvision 60 ft., passive Perception 10","languages":"the languages it knew in life","challenge_rating":"4","cr":4.0,"actions":[{"name":"Essence of Rage","desc":"Melee or Ranged Spell Attack: +6 to hit, reach 5 ft. or range 30 ft., one creature. Hit: 22 (4d8 + 4) psychic damage, and the target must succeed on a DC 14 Charisma saving throw or be enraged until the end of its next turn. While enraged, the target has advantage on melee attack rolls and must move to and attack the nearest creature other than the spirit. In addition, attack rolls against the enraged target have advantage."},{"name":"Decapitation (1/Day)","desc":"The vengeful spirit makes a quick, cutting gesture at one creature it can see within 30 feet of it that has a head and that is below half its hp maximum. The target must make a DC 14 Constitution saving throw, taking 28 (8d6) slashing damage on a failed save, or half as much damage on a successful one. A target that fails the saving throw also has one of its heads cut off. The creature dies if it can't survive without the lost head."}],"bonus_actions":[],"reactions":[],"legendary_desc":null,"legendary_actions":[],"special_abilities":[{"name":"Angry Defiance","desc":"The vengeful spirit adds its Charisma modifier to its AC (included above)."},{"name":"Incorporeal Movement","desc":"The vengeful spirit can move through other creatures and objects as if they were difficult terrain. It takes 5 (1d10) force damage if it ends its turn inside an object."},{"name":"Undead Nature","desc":"The vengeful spirit doesn't require air, food, drink, or sleep."}],"spell_list":[],"page_no":384,"environments":[],"img_main":"http://api-beta.open5e.com/","document__slug":"tob-2023","document__title":"Tome of Beasts 2023","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/tome-of-beasts-1-2023-edition/","v2_converted_path":"/v2/creatures/tob-2023_beheaded-vengeful-spirit/"},{"slug":"behtu-tob1-2023","desc":"False","name":"Behtu","size":"Small","type":"Humanoid","subtype":"","group":"null","alignment":"Chaotic Evil","armor_class":14,"armor_desc":"natural armor","hit_points":52,"hit_dice":"8d6 + 24","speed":{"walk":20},"strength":17,"dexterity":16,"constitution":16,"intelligence":12,"wisdom":11,"charisma":7,"strength_save":null,"dexterity_save":5,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":10,"skills":{"Athletics":5,"Stealth":5},"damage_vulnerabilities":"False","damage_resistances":"cold, fire, lightning","damage_immunities":"False","condition_immunities":"False","senses":"darkvision 60 ft., passive Perception 10","languages":"Behtu, Common, Infernal","challenge_rating":"2","cr":2.0,"actions":[{"name":"Multiattack","desc":"The behtu makes one Bite attack and one Spear attack."},{"name":"Bite","desc":"Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) piercing damage."},{"name":"Spear","desc":"Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 6 (1d6 + 3) piercing damage, or 7 (1d8 + 3) piercing damage if used with two hands to make a melee attack."},{"name":"Fire Breath (Recharge 6)","desc":"The behtu exhales fire in a 15-foot cone. Each creature in that area must make a DC 13 Dexterity saving throw, taking 21 (6d6) fire damage on a failed save, or half as much damage on a successful one."},{"name":"Ichorous Infusion","desc":"The behtu ingests an infusion made from Mechuiti's blood. For 1 minute, the behtu has advantage on saving throws and ability checks that use Strength and Constitution, and its walking and climbing speeds are doubled. In addition, it has disadvantage on saving throws and ability checks that use Intelligence and Wisdom for the duration. A non-behtu that ingests the infusion must make a DC 14 Constitution saving throw. On a failure, the creature takes 10 (3d6) poison damage and is poisoned for 1 minute. On a success, the creature takes half the damage and isn't poisoned. The behtu typically has 1d4 + 1 infusions in its possession."}],"bonus_actions":[],"reactions":[],"legendary_desc":null,"legendary_actions":[],"special_abilities":[],"spell_list":[],"page_no":34,"environments":[],"img_main":"http://api-beta.open5e.com/","document__slug":"tob-2023","document__title":"Tome of Beasts 2023","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/tome-of-beasts-1-2023-edition/","v2_converted_path":"/v2/creatures/tob-2023_behtu/"},{"slug":"causticcharger-tob1-2023","desc":"False","name":"Caustic Charger","size":"Huge","type":"Monstrosity","subtype":"","group":"null","alignment":"Unaligned","armor_class":15,"armor_desc":"natural armor","hit_points":133,"hit_dice":"14d12 + 42","speed":{"walk":10,"burrow":30},"strength":19,"dexterity":11,"constitution":16,"intelligence":4,"wisdom":10,"charisma":6,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":10,"skills":{},"damage_vulnerabilities":"False","damage_resistances":"False","damage_immunities":"acid","condition_immunities":"False","senses":"darkvision 60 ft., passive Perception 10","languages":"—","challenge_rating":"7","cr":7.0,"actions":[{"name":"Multiattack","desc":"The caustic charger makes two Ram attacks. It can replace one Ram attack with a Tentacles attack."},{"name":"Ram","desc":"Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 22 (4d8 + 4) bludgeoning damage, and if the target is a Large or smaller creature, it must succeed on a DC 15 Strength saving throw or be knocked prone. If the charger moved at least 10 feet straight toward the target immediately before the hit, the target has disadvantage on the saving throw."},{"name":"Tentacles","desc":"Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) bludgeoning damage plus 14 (4d6) acid damage. If the target is a creature, it must succeed on a DC 15 Constitution saving throw or be paralyzed for 1 minute. The paralyzed creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If the caustic charger attacks a target that is not in the charger's space, the target takes half the acid damage and has advantage on the saving throw."}],"bonus_actions":[{"name":"Slurp","desc":"The caustic charger feeds on a creature paralyzed by its Tentacles attack. The target must succeed on a DC 15 Constitution saving throw or its hp maximum is reduced by half the amount of acid damage dealt by the Tentacles attack that caused the paralysis, and the charger regains hp equal to that amount. This reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hp maximum to 0."}],"reactions":[],"legendary_desc":null,"legendary_actions":[],"special_abilities":[{"name":"Straddler","desc":"The caustic charger can end its move in the space of a prone Large or smaller creature. A creature standing up from prone in the same space as the charger can move to a space within 5 feet of the charger as part of standing up."},{"name":"Wastes Walk","desc":"Difficult terrain composed of rocks or sand doesn't cost the caustic charger extra movement."}],"spell_list":[],"page_no":51,"environments":[],"img_main":"http://api-beta.open5e.com/","document__slug":"tob-2023","document__title":"Tome of Beasts 2023","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/tome-of-beasts-1-2023-edition/","v2_converted_path":"/v2/creatures/tob-2023_caustic-charger/"}]}