{"count":3207,"next":"https://api-beta.open5e.com/v1/monsters/?format=json&ordering=-strength&page=9","previous":"https://api-beta.open5e.com/v1/monsters/?format=json&ordering=-strength&page=7","results":[{"slug":"stone-guardian-a5e","desc":"","name":"Stone Guardian","size":"Large","type":"Construct","subtype":"","group":null,"alignment":"","armor_class":17,"armor_desc":"","hit_points":178,"hit_dice":"17d10+85","speed":{"walk":30},"strength":22,"dexterity":10,"constitution":20,"intelligence":3,"wisdom":12,"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; damage from nonmagical, non-adamantine weapons","condition_immunities":"charmed, fatigue, frightened, paralyzed, petrified, poisoned","senses":"darkvision 120 ft., passive Perception 11","languages":"understands the languages of its creator but can't speak","challenge_rating":"10","cr":10.0,"actions":[{"name":"Multiattack","desc":"The guardian attacks twice with its slam."},{"name":"Slam","desc":"Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 19 (3d8 + 6) bludgeoning damage."},{"name":"Rock","desc":"Ranged Weapon Attack: +10 to hit, range 60/240 ft., one target. Hit: 30 (7d6 + 6) bludgeoning damage. The target makes a DC 18 Strength saving throw  falling prone on a failure."}],"bonus_actions":[{"name":"Slow (Recharge 5-6)","desc":"The guardian targets one or more creatures within 30 feet. Each target makes a DC 17 Wisdom saving throw. On a failure, the target is slowed for 1 minute. A target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success."}],"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"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":"Constructed Nature","desc":"Guardians dont require air, sustenance, or sleep."}],"spell_list":[],"page_no":265,"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_stone-guardian/"},{"slug":"treant-a5e","desc":"","name":"Treant","size":"Huge","type":"Plant","subtype":"","group":null,"alignment":"","armor_class":18,"armor_desc":"","hit_points":138,"hit_dice":"12d12+60","speed":{"walk":30},"strength":22,"dexterity":8,"constitution":20,"intelligence":12,"wisdom":20,"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":"bludgeoning, piercing","damage_immunities":"","condition_immunities":"","senses":"darkvision 60 ft., passive Perception 15","languages":"Common, Druidic, Elvish, Sylvan","challenge_rating":"9","cr":9.0,"actions":[{"name":"Multiattack","desc":"The treant makes two attacks  or makes one attack and uses Animate Plant."},{"name":"Slam","desc":"Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 20 (4d6 + 6) bludgeoning damage."},{"name":"Rock","desc":"Ranged Weapon Attack: +10 to hit, range 60/180 ft., one target. Hit: 15 (2d8 + 6) bludgeoning damage."},{"name":"Animate Plant","desc":"The treant magically animates a Large or larger plant within 60 feet. The plant is immobile  but it acts on the treants initiative and can make slam attacks  or rock attacks if there are rocks to throw within 10 feet of it. Non-plant creatures treat the ground within 15 feet of the plant as difficult terrain  as surrounding roots conspire to trip and grasp moving creatures. The plant remains animated for 1 hour. If the treant uses this action while it has three plants animated in this way  the plant that has been animated the longest returns to normal."}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"False Appearance","desc":"While motionless, the treant is indistinguishable from a tree."},{"name":"Flammable","desc":"If the treant takes fire damage, it catches fire, taking 10 (3d6) ongoing fire damage, unless it is already on fire. It can use an action to extinguish itself, ending the ongoing damage."},{"name":"Forest Speaker","desc":"The treant can communicate with beasts and plants."},{"name":"Siege Monster","desc":"The treant deals double damage to objects and structures."}],"spell_list":[],"page_no":408,"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_treant/"},{"slug":"tyrannosaurus-rex-a5e","desc":"","name":"Tyrannosaurus Rex","size":"Huge","type":"Beast","subtype":"","group":null,"alignment":"","armor_class":13,"armor_desc":"","hit_points":126,"hit_dice":"11d12+55","speed":{"walk":50},"strength":22,"dexterity":10,"constitution":20,"intelligence":2,"wisdom":12,"charisma":5,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":null,"skills":{},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"","condition_immunities":"","senses":"passive Perception 11","languages":"","challenge_rating":"8","cr":8.0,"actions":[{"name":"Multiattack","desc":"The tyrannosaurus makes a bite attack and a tail attack against two different targets."},{"name":"Bite","desc":"Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 25 (3d12 + 6) piercing damage. If the target is a creature  it is grappled (escape DC 17). Until this grapple ends  the tyrannosaurus can't bite a different creature and it has advantage on bite attacks against the grappled creature."},{"name":"Tail","desc":"Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 19 (3d8 + 6) bludgeoning damage."}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":null,"spell_list":[],"page_no":92,"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_tyrannosaurus-rex/"},{"slug":"young-gold-dragon-a5e","desc":"","name":"Young Gold Dragon","size":"Large","type":"Dragon","subtype":"","group":null,"alignment":"","armor_class":18,"armor_desc":"","hit_points":157,"hit_dice":"15d10+75","speed":{"walk":40,"fly":80,"swim":40},"strength":22,"dexterity":14,"constitution":20,"intelligence":16,"wisdom":12,"charisma":20,"strength_save":null,"dexterity_save":6,"constitution_save":9,"intelligence_save":null,"wisdom_save":5,"charisma_save":9,"perception":null,"skills":{"insight":5,"perception":5,"persuasion":9,"stealth":6},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"fire","condition_immunities":"","senses":"blindsight 30 ft., darkvision 120 ft., passive Perception 18","languages":"Common, Draconic","challenge_rating":"10","cr":10.0,"actions":[{"name":"Multiattack","desc":"The dragon attacks with its bite and twice with its claws."},{"name":"Bite","desc":"Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 22 (3d10 + 6) piercing damage plus 4 (1d8) fire damage."},{"name":"Claws","desc":"Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 15 (2d8 + 6) slashing damage."},{"name":"Breath Weapons (Recharge 5-6)","desc":"The dragon uses one of the following breath weapons:"},{"name":"Molten Breath","desc":"The dragon exhales molten gold in a 30-foot cone. Each creature in the area makes a DC 17 Dexterity saving throw  taking 49 (9d10) fire damage on a failed save or half damage on a success."},{"name":"Weakening Breath","desc":"The dragon exhales gas in a 30-foot cone. Each creature in the area must succeed on a DC 17 Constitution saving throw or suffer disadvantage on weapon attack rolls for 1 minute. A weakened creature repeats the saving throw at the end of each of its turns  ending the effect on a success."}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Valor","desc":"Creatures of the dragons choice within 30 feet gain a +1 bonus to saving throws and are immune to the charmed and frightened conditions."},{"name":"Innate Spellcasting","desc":"The dragons spellcasting ability is Charisma (save DC 17). It can innately cast the following spells, requiring no material components. 3/day each:bless, healing word"}],"spell_list":[],"page_no":173,"environments":[],"img_main":null,"document__slug":"menagerie","document__title":"Level Up Advanced 5e Monstrous Menagerie","document__license_url":"http://open5e.com/legal","document__url":"https://www.levelup5e.com","v2_converted_path":"/v2/creatures/a5e-mm_young-gold-dragon/"},{"slug":"young-red-dragon-a5e","desc":"","name":"Young Red Dragon","size":"Large","type":"Dragon","subtype":"","group":null,"alignment":"","armor_class":18,"armor_desc":"","hit_points":178,"hit_dice":"17d10+85","speed":{"walk":40,"climb":40,"fly":80},"strength":22,"dexterity":10,"constitution":20,"intelligence":14,"wisdom":12,"charisma":18,"strength_save":null,"dexterity_save":4,"constitution_save":9,"intelligence_save":null,"wisdom_save":5,"charisma_save":8,"perception":null,"skills":{"intimidation":8,"perception":5,"stealth":4},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"fire","condition_immunities":"","senses":"blindsight 30 ft., darkvision 120 ft., passive Perception 18","languages":"Common, Draconic","challenge_rating":"11","cr":11.0,"actions":[{"name":"Multiattack","desc":"The dragon attacks once with its bite and twice with its claws."},{"name":"Bite","desc":"Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 22 (3d10 + 6) piercing damage plus 4 (1d8) fire damage."},{"name":"Claw","desc":"Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 15 (2d8 + 6) slashing damage."},{"name":"Fire Breath (Recharge 5-6)","desc":"The dragon exhales a blast of fire that fills a 30-foot cone. Each creature in that area makes a DC 17 Dexterity saving throw  taking 52 (15d6) fire damage on a failed save or half damage on a success. A creature that fails the saving throw also takes 5 (1d10) ongoing fire damage. While affected by this ongoing damage  it is frightened of the dragon. A creature can use an action to end the ongoing damage."}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Searing Heat","desc":"A creature that starts its turn touching the dragon, or touches it or hits it with a melee attack for the first time on a turn, takes 3 (1d6) fire damage."},{"name":"Volcanic Tyrant","desc":"The dragon is immune to the effects of poisonous gases caused by volcanic environments. It also ignores difficult terrain caused by lava."},{"name":"Innate Spellcasting","desc":"The dragons spellcasting ability is Charisma (save DC 16). It can innately cast the following spells, requiring no material components. 3/day each:command, hold person"}],"spell_list":[],"page_no":119,"environments":[],"img_main":null,"document__slug":"menagerie","document__title":"Level Up Advanced 5e Monstrous Menagerie","document__license_url":"http://open5e.com/legal","document__url":"https://www.levelup5e.com","v2_converted_path":"/v2/creatures/a5e-mm_young-red-dragon/"},{"slug":"young-red-dragon-zombie-a5e","desc":"","name":"Young Red Dragon Zombie","size":"Large","type":"Undead","subtype":"","group":null,"alignment":"","armor_class":16,"armor_desc":"","hit_points":178,"hit_dice":"17d10+85","speed":{"walk":30,"climb":30,"fly":70},"strength":22,"dexterity":6,"constitution":20,"intelligence":3,"wisdom":8,"charisma":4,"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":"","senses":"blindsight 30 ft., darkvision 120 ft., passive Perception 9","languages":"understands Common and Draconic but can't speak","challenge_rating":"11","cr":11.0,"actions":[{"name":"Multiattack","desc":"The dragon attacks once with its bite and twice with its claws."},{"name":"Bite","desc":"Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 22 (3d10 + 6) piercing damage plus 4 (1d8) fire damage."},{"name":"Claws","desc":"Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 15 (2d8 + 6) slashing damage."},{"name":"Fire Breath (Recharge 5-6)","desc":"The dragon exhales a blast of fire that fills a 30-foot cone. Each creature in that area makes a DC 17 Dexterity saving throw  taking 52 (15d6) fire damage on a failed save or half damage on a success. A creature that fails the saving throw also suffers 5 (1d10) ongoing fire damage. While affected by this ongoing damage  it is frightened of the dragon. A creature can use an action to end the ongoing damage."}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Undead Fortitude (1/Day)","desc":"If the zombie is reduced to 0 hit points by damage that isnt radiant or from a critical hit, its instead reduced to 1 hit point, falls prone, and is stunned until the end of its next turn, appearing to be dead."},{"name":"Undead Nature","desc":"A zombie doesnt require air, sustenance, or sleep."}],"spell_list":[],"page_no":436,"environments":[],"img_main":null,"document__slug":"menagerie","document__title":"Level Up Advanced 5e Monstrous Menagerie","document__license_url":"http://open5e.com/legal","document__url":"https://www.levelup5e.com","v2_converted_path":"/v2/creatures/a5e-mm_young-red-dragon-zombie/"},{"slug":"young-silver-dragon-a5e","desc":"","name":"Young Silver Dragon","size":"Large","type":"Dragon","subtype":"","group":null,"alignment":"","armor_class":18,"armor_desc":"","hit_points":157,"hit_dice":"15d10+75","speed":{"walk":40,"fly":80},"strength":22,"dexterity":14,"constitution":20,"intelligence":14,"wisdom":10,"charisma":18,"strength_save":null,"dexterity_save":6,"constitution_save":9,"intelligence_save":null,"wisdom_save":4,"charisma_save":8,"perception":null,"skills":{"arcana":6,"history":6,"perception":4,"stealth":6},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"cold","condition_immunities":"","senses":"blindsight 30 ft., darkvision 120 ft., passive Perception 17","languages":"Common, Draconic","challenge_rating":"10","cr":10.0,"actions":[{"name":"Multiattack","desc":"The dragon attacks with its bite and twice with its claws."},{"name":"Bite","desc":"Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 22 (3d10 + 6) piercing damage plus 4 (1d8) cold damage."},{"name":"Claws","desc":"Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 15 (2d8 + 6) slashing damage."},{"name":"Breath Weapons (Recharge 5-6)","desc":"The dragon uses one of the following breath weapons:"},{"name":"Frost Breath","desc":"The dragon exhales freezing wind in a 30-foot cone. Each creature in the area makes a DC 17 Constitution saving throw  taking 40 (9d8) cold damage on a failed save or half damage on a success."},{"name":"Paralyzing Breath","desc":"The dragon exhales paralytic gas in a 30-foot cone. Each creature in the area must succeed on a DC 17 Constitution saving throw or be paralyzed until the end of its next turn."}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Cloud Strider","desc":"The dragon suffers no harmful effects from high altitudes."},{"name":"Innate Spellcasting","desc":"The dragons spellcasting ability is Charisma (save DC 17). It can innately cast the following spells, requiring no material components. 3/day each:charm person, faerie fire"}],"spell_list":[],"page_no":179,"environments":[],"img_main":null,"document__slug":"menagerie","document__title":"Level Up Advanced 5e Monstrous Menagerie","document__license_url":"http://open5e.com/legal","document__url":"https://www.levelup5e.com","v2_converted_path":"/v2/creatures/a5e-mm_young-silver-dragon/"},{"slug":"babayagashorsemen-tob1-2023","desc":"False","name":"Baba Yaga’s Horsemen","size":"Medium","type":"Fey","subtype":"","group":"null","alignment":"Lawful Neutral","armor_class":20,"armor_desc":"plate, shield","hit_points":171,"hit_dice":"18d8 + 90","speed":{"walk":30},"strength":22,"dexterity":11,"constitution":21,"intelligence":16,"wisdom":18,"charisma":18,"strength_save":null,"dexterity_save":4,"constitution_save":null,"intelligence_save":null,"wisdom_save":8,"charisma_save":null,"perception":18,"skills":{"Arcana":7,"Athletics":10,"History":7,"Perception":8},"damage_vulnerabilities":"False","damage_resistances":"bludgeoning, piercing, and slashing from nonmagical attacks","damage_immunities":"lightning, poison","condition_immunities":"exhaustion, paralyzed, poisoned","senses":"passive Perception 18","languages":"Celestial, Common, Infernal, telepathy 120 ft.","challenge_rating":"11","cr":11.0,"actions":[{"name":"Lance","desc":"Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 12 (1d12 + 6) piercing damage plus 9 (2d8) damage of the type defined in Enchanted Weapons. The horseman has disadvantage on this attack roll if the target is within 5 feet of him."},{"name":"Longsword","desc":"Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 10 (1d8 + 6) slashing damage, or 11 (1d10 + 6) slashing damage if used with two hands, plus 9 (2d8) damage of the type defined in Enchanted Weapons."},{"name":"Horseman's Bolt","desc":"Ranged Spell Attack: +8 to hit, range 120 ft., one target. Hit: 22 (4d6 + 4) damage of the type defined in Enchanted Weapons."},{"name":"Spellcasting","desc":"The horseman casts one of the following spells, requiring no material components and using Charisma as the spellcasting ability (spell save DC 16):\n3/day: phantom steed (as an action)\n2/day each: darkness (black night horseman only), daylight (bright day and red sun horsemen only), dimension door, fire shield\n1/day: plane shift (self and mount only)"}],"bonus_actions":[{"name":"Temporal Strike (Recharge 5-6)","desc":"One creature the horseman can see and that the horseman hit with a Horseman's Bolt or Longsword attack within the last minute must succeed on a DC 17 Constitution saving throw or age 16 (3d10) years. A creature that ages this way has disadvantage on attack rolls, ability checks, and saving throws that use Strength, Dexterity, and Constitution until the aging is reversed. A creature that ages beyond its lifespan dies immediately. The aging lasts until the creature finishes a long rest, or until it is reversed by a greater restoration spell or similar magic. On a successful saving throw, the creature is immune to the horseman's Temporal Strike for 24 hours."}],"reactions":[],"legendary_desc":null,"legendary_actions":[],"special_abilities":[{"name":"Enchanted Weapons","desc":"The horseman's weapon attacks are magical. When the horseman hits with any weapon, the weapon deals an extra 2d8 damage of a type depending on the horseman: cold (black night), fire (red sun), radiant (bright day)."},{"name":"Magic Resistance","desc":"The horseman has advantage on saving throws against spells and other magical effects."},{"name":"Peerless Rider","desc":"Any attacks directed at the horseman's mount target the horseman instead, and the horseman confers his damage resistances and immunities and his condition immunities to his mount. In addition, if the horseman and mount are subjected to an effect that allows each to make a saving throw to take only half damage, the mount takes no damage if the horseman succeeds on the saving throw."},{"name":"Timeless Nature","desc":"The horseman doesn't age and doesn't require food, drink, or sleep."}],"spell_list":[],"page_no":30,"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_baba-yagas-horsemen/"},{"slug":"berstuc-tob1-2023","desc":"False","name":"Berstuc","size":"Large","type":"Fiend","subtype":"","group":"null","alignment":"Chaotic Evil","armor_class":18,"armor_desc":"natural armor","hit_points":157,"hit_dice":"15d10 + 75","speed":{"walk":20,"burrow":40},"strength":22,"dexterity":10,"constitution":20,"intelligence":12,"wisdom":14,"charisma":19,"strength_save":10,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":6,"charisma_save":8,"perception":12,"skills":{"Deception":8,"Nature":9,"Stealth":4,"Survival":6},"damage_vulnerabilities":"False","damage_resistances":"acid, cold, fire; bludgeoning, piercing, and slashing from nonmagical attacks","damage_immunities":"lightning, poison","condition_immunities":"poisoned","senses":"darkvision 120 ft., passive Perception 12","languages":"Abyssal, Common, Sylvan, telepathy 120 ft.","challenge_rating":"11","cr":11.0,"actions":[{"name":"Multiattack","desc":"The berstuc makes three Slam attacks. If two Slam attacks hit a Medium or smaller creature, the berstuc can use Enclose on it."},{"name":"Slam","desc":"Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 19 (3d8 + 6) bludgeoning damage, and the target is grappled (escape DC 17) if it is a Large or smaller creature and the berstuc doesn't have two other creatures grappled."},{"name":"Enclose","desc":"The berstuc encloses a Medium or smaller creature grappled by it in a mossy growth on the berstuc's body, and the grapple ends. While enclosed in the berstuc's growth, the target is blinded and restrained, it has total cover from attacks and other effects outside the berstuc, and it takes 21 (6d6) poison damage at the start of each of the berstuc's turns. The berstuc can have only one creature enclosed at a time."}],"bonus_actions":[],"reactions":[],"legendary_desc":null,"legendary_actions":[],"special_abilities":[{"name":"False Presence","desc":"The berstuc detects as a Fey when sensed by spells and features, such as the detect evil and good spell or a paladin's Divine Sense. However, it is still a Fiend and can be subjected to spells and features that affect Fiends, such as Divine Smite. Beasts and Plants find the berstuc's presence soothing and don't attack the berstuc unless ordered to or provoked."},{"name":"Forest Camouflage","desc":"The berstuc has advantage on Dexterity (Stealth) checks made to hide in forest terrain."},{"name":"Magic Resistance","desc":"The berstuc has advantage on saving throws against spells and other magical effects."},{"name":"Twisted Path","desc":"While in a nonmagical forest, the berstuc leaves no trail and can't be tracked, except by magical means. Creatures of the berstuc's choice within 30 feet of it that travel with it can't retrace their own trails, and become hopelessly lost after 1 hour of travel with the berstuc. Creatures led astray by the berstuc have disadvantage on ability checks to discern their location or to navigate for 24 hours."},{"name":"Verdant Nature","desc":"The berstuc doesn't require food or sleep."}],"spell_list":[],"page_no":83,"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_berstuc/"},{"slug":"boneswarm-tob1-2023","desc":"False","name":"Bone Swarm","size":"Large","type":"Swarm","subtype":"","group":"null","alignment":"Chaotic Evil","armor_class":17,"armor_desc":"natural armor","hit_points":198,"hit_dice":"36d10","speed":{"walk":60,"fly":20},"strength":22,"dexterity":18,"constitution":10,"intelligence":9,"wisdom":15,"charisma":20,"strength_save":null,"dexterity_save":8,"constitution_save":null,"intelligence_save":null,"wisdom_save":6,"charisma_save":9,"perception":16,"skills":{"Acrobatics":8,"Perception":6,"Stealth":8},"damage_vulnerabilities":"bludgeoning","damage_resistances":"piercing and slashing from nonmagical attacks","damage_immunities":"poison","condition_immunities":"charmed, exhaustion, frightened, grappled, paralyzed, petrified, poisoned, prone, restrained, stunned","senses":"darkvision 60 ft., passive Perception 16","languages":"Common, Void Speech","challenge_rating":"10","cr":10.0,"actions":[{"name":"Multiattack","desc":"The bone swarm makes two Swirling Bones attacks. It can replace one Swirling Bones attack with one Death's Embrace attack, if available."},{"name":"Swirling Bones","desc":"Melee Weapon Attack: +10 to hit, reach 0 ft., one creature in the swarm's space. Hit: 36 (8d8) bludgeoning, piercing, or slashing damage (the bone swarm's choice), or 18 (4d8) bludgeoning, piercing, or slashing damage (the bone swarm's choice) if the swarm has half of its hp or fewer."},{"name":"Death's Embrace (Recharge 5-6)","desc":"Melee Weapon Attack: +10 to hit, reach 0 ft., one creature in the swarm's space. Hit: The target is grappled (escape DC 16) if it is a Large or smaller creature. Until this grapple ends, the creature is restrained and any attack against the bone swarm has a 50 percent chance of hitting the grappled creature instead. The bone swarm can have only one creature grappled at a time. The grappled creature has advantage on ability checks made to escape the grapple when the bone swarm has half of its hp or fewer."}],"bonus_actions":[],"reactions":[],"legendary_desc":null,"legendary_actions":[],"special_abilities":[{"name":"Swarm","desc":"The swarm can occupy another creature's space and vice versa, and the swarm can move through any opening large enough for a Tiny human skull. The swarm can't regain hp or gain temporary hp."},{"name":"Undead Nature","desc":"The bone swarm doesn't require air, food, drink, or sleep."}],"spell_list":[],"page_no":41,"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_bone-swarm/"},{"slug":"chelicerae-tob1-2023","desc":"False","name":"Chelicerae","size":"Large","type":"Aberration","subtype":"","group":"null","alignment":"Neutral Evil","armor_class":16,"armor_desc":"natural armor","hit_points":153,"hit_dice":"18d10 + 54","speed":{"walk":30},"strength":22,"dexterity":17,"constitution":17,"intelligence":18,"wisdom":15,"charisma":14,"strength_save":null,"dexterity_save":6,"constitution_save":null,"intelligence_save":null,"wisdom_save":5,"charisma_save":5,"perception":15,"skills":{"Acrobatics":6,"Athletics":9,"Perception":5,"Stealth":6},"damage_vulnerabilities":"False","damage_resistances":"False","damage_immunities":"poison","condition_immunities":"charmed, poisoned","senses":"darkvision 60 ft., passive Perception 15","languages":"understands Common but can’t speak","challenge_rating":"7","cr":7.0,"actions":[{"name":"Bite","desc":"Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 17 (2d10 + 6) piercing damage, and the target must succeed on a DC 15 Constitution saving throw or become poisoned for 1 minute. If the target is a Medium or smaller creature and the chelicerae doesn't have another creature grappled, the target is grappled (escape DC 15). A poisoned target is also unconscious while poisoned in this way. The poisoned target can repeat the saving throw at the end of each of its turns, ending the poisoned condition on itself on a success."},{"name":"Claw","desc":"Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 15 (2d8 + 6) slashing damage."},{"name":"Magical Discharge (Recharge Special)","desc":"The chelicerae releases some of its stored magical energy in a burst. Each creature within 15 feet of the chelicerae must make a DC 15 Dexterity saving throw, taking 36 (8d8) force damage on a failed save, or half as much damage on a successful one. After using Magical Discharge, the chelicerae can't do so again until it successfully siphons magic from a creature or until it finishes a long rest."},{"name":"Spellcasting","desc":"The chelicerae casts one of the following spells, requiring no material or verbal components and using Intelligence as the spellcasting ability (spell save DC 15):\nAt will: mage hand, minor illusion\n1/day each: haste, hold person, invisibility, phantasmal killer"}],"bonus_actions":[{"name":"Nimble Moves","desc":"The chelicerae takes the Dash or Disengage action."},{"name":"Siphon Magic","desc":"The chelicerae siphons magic from a spellcaster it is grappling. The target must succeed on a DC 15 Intelligence saving throw or lose one spell slot of the highest level it can cast. The chelicerae then regains an expended use of its Spellcasting."}],"reactions":[],"legendary_desc":null,"legendary_actions":[],"special_abilities":[{"name":"Magic Resistance","desc":"The chelicerae has advantage on saving throws against spells and other magical effects."},{"name":"Spider Climb","desc":"The chelicerae can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check."}],"spell_list":[],"page_no":53,"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_chelicerae/"},{"slug":"eldershadowdrake-tob1-2023","desc":"False","name":"Elder Shadow Drake","size":"Large","type":"Dragon","subtype":"","group":"null","alignment":"Chaotic Evil","armor_class":16,"armor_desc":"natural armor","hit_points":114,"hit_dice":"12d10 + 48","speed":{"walk":60,"fly":20},"strength":22,"dexterity":13,"constitution":18,"intelligence":8,"wisdom":9,"charisma":13,"strength_save":null,"dexterity_save":4,"constitution_save":7,"intelligence_save":null,"wisdom_save":null,"charisma_save":4,"perception":15,"skills":{"Perception":5,"Stealth":7},"damage_vulnerabilities":"radiant","damage_resistances":"False","damage_immunities":"cold","condition_immunities":"False","senses":"darkvision 120 ft., passive Perception 15","languages":"Common, Draconic, Umbral","challenge_rating":"7","cr":7.0,"actions":[{"name":"Multiattack","desc":"The elder shadow drake makes one Bite attack and two Tail Slap attacks."},{"name":"Bite","desc":"Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 17 (2d10 + 6) piercing damage."},{"name":"Tail Slap","desc":"Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 15 (2d8 + 6) bludgeoning damage."},{"name":"Invisibility","desc":"The drake magically turns invisible until it attacks, uses Shadow Step, or starts its turn in sunlight, or until its concentration ends (as if concentrating on a spell). Any equipment the drake wears or carries is invisible with it. The drake must be in dim light or darkness to use this action."},{"name":"Stygian Breath (Recharge 5-6)","desc":"The elder shadow drake spits a ball of black liquid on a point the dragon can see within 60 feet of it. The ball bursts into a 20-foot-radius sphere of black mist centered on that point for 1 minute. Each creature in the mist when it appears must make a DC 15 Constitution saving throw, taking 42 (12d6) cold damage on a failed save, or half as much damage on a successful one. The mist spreads around corners, and its area is magical darkness. No natural light can illuminate the mist. If any of the mist overlaps with an area of light created by a spell of 1st level or lower, the spell creating the light is dispelled."}],"bonus_actions":[{"name":"Shadow Step","desc":"The drake teleports, along with any equipment it is wearing or carrying, up to 60 feet to an unoccupied space it can see. The origin and destination spaces must be in dim light or darkness."}],"reactions":[],"legendary_desc":null,"legendary_actions":[],"special_abilities":[{"name":"Shadow Sight","desc":"The drake has advantage on Wisdom (Perception) checks made while in dim light or darkness, and magical darkness doesn't impede the drake's darkvision."}],"spell_list":[],"page_no":143,"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_elder-shadow-drake/"},{"slug":"eyegolem-tob1-2023","desc":"False","name":"Eye Golem","size":"Large","type":"Construct","subtype":"","group":"null","alignment":"Unaligned","armor_class":20,"armor_desc":"natural armor","hit_points":157,"hit_dice":"15d10 + 75","speed":{"walk":30},"strength":22,"dexterity":9,"constitution":20,"intelligence":5,"wisdom":11,"charisma":1,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":18,"skills":{"Perception":8},"damage_vulnerabilities":"False","damage_resistances":"False","damage_immunities":"poison, psychic, radiant; bludgeoning, piercing, and slashing from nonmagical attacks not made with adamantine weapons","condition_immunities":"charmed, exhaustion, frightened, paralyzed, petrified, poisoned","senses":"truesight 120 ft., passive Perception 18","languages":"understands the languages of its creator but can’t speak","challenge_rating":"11","cr":11.0,"actions":[{"name":"Multiattack","desc":"The eye golem can use its Primal Voice of Doom. It then makes two Slam attacks."},{"name":"Slam","desc":"Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 17 (2d10 + 6) bludgeoning damage plus 18 (4d8) radiant damage."},{"name":"Gaze of Ancient Light (Recharge 5-6)","desc":"The golem opens all of its eyes and emits a burst of blinding light. Each creature within 30 feet of it must make a DC 17 Dexterity saving throw. On a failure, a creature takes 35 (10d6) radiant damage and is blinded for 1 minute. On a success, a creature takes half the damage and isn't blinded. A creature that fails the saving throw by 5 or more is also stunned until the end of its next turn. A blinded creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success."},{"name":"Primal Voice of Doom","desc":"The golem intones a disturbing invocation of the sun god at one creature it can see within 30 feet of it. The target must succeed on a DC 17 Wisdom saving throw or be frightened for 1 minute. The frightened 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":"Blinding Demise","desc":"When the golem reduces a creature to 0 hp, it can blind the creature permanently. If it does so, the creature is reduced to 1 hp instead."},{"name":"Construct Nature","desc":"The golem doesn't require air, food, drink, or sleep."},{"name":"Immutable Form","desc":"The golem is immune to any spell or effect that would alter its form."},{"name":"Light-Infused Fists","desc":"The golem's Slam attacks are magical. When the golem hits with a Slam attack, the attack deals an extra 4d8 radiant damage (included in the attack)."},{"name":"Magic Resistance","desc":"The golem has advantage on saving throws against spells and other magical effects."}],"spell_list":[],"page_no":216,"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_eye-golem/"},{"slug":"heraldofblood-tob1-2023","desc":"False","name":"Herald of Blood","size":"Huge","type":"Fiend","subtype":"","group":"null","alignment":"Neutral Evil","armor_class":15,"armor_desc":"natural armor","hit_points":184,"hit_dice":"16d12 + 80","speed":{"walk":30,"fly":30},"strength":22,"dexterity":12,"constitution":20,"intelligence":14,"wisdom":17,"charisma":16,"strength_save":10,"dexterity_save":null,"constitution_save":9,"intelligence_save":null,"wisdom_save":7,"charisma_save":null,"perception":17,"skills":{"Arcana":10,"Perception":7},"damage_vulnerabilities":"False","damage_resistances":"cold, fire, lightning","damage_immunities":"necrotic, poison","condition_immunities":"exhaustion, frightened, paralyzed, petrified, poisoned","senses":"darkvision 240 ft., passive Perception 17","languages":"Common, Draconic, Infernal, Void Speech","challenge_rating":"12","cr":12.0,"actions":[{"name":"Multiattack","desc":"The herald makes three Herald's Staff or Blood Bolt attacks, or it makes two Herald's Staff attacks and one Grasping Slam attack."},{"name":"Herald's Staff","desc":"Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 13 (2d6 + 6) bludgeoning damage plus 13 (3d8) necrotic damage."},{"name":"Grasping Slam","desc":"Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 17 (2d10 + 6) bludgeoning damage, and the target is grappled (escape DC 17) if it is a Large or smaller creature. Until this grapple ends, the target is restrained and takes 9 (2d8) necrotic damage at the start of each of its turns, and the herald can't use its Grasping Slam on another target."},{"name":"Blood Bolt","desc":"Ranged Spell Attack: +7 to hit, range 120 ft., one target. Hit: 25 (5d8 + 3) necrotic damage. If the target is a creature with blood, it must succeed on a DC 17 Constitution saving throw or be poisoned until the end of its next turn."},{"name":"Call Blood (Recharge 5-6)","desc":"Each creature with blood within 10 feet of the herald must make a DC 17 Constitution saving throw, taking 45 (10d8) necrotic damage on a failed save, or half as much damage on a successful one. The herald then gains temporary hp equal to the single highest amount of necrotic damage dealt. A creature that fails the saving throw by 5 or more also suffers one level of exhaustion."}],"bonus_actions":[{"name":"Grant Blood Rage","desc":"The herald of blood infuses reckless rage in one creature it can see within 60 feet of it that isn't a Construct or Undead. The target must succeed on a DC 17 Constitution saving throw or be enraged for a number of rounds equal to the target's Constitution modifier. While enraged, the target has advantage on all melee attack rolls, and attack rolls against it have advantage. When the rage ends, the target takes 13 (3d8) necrotic damage and suffers one level of exhaustion. A creature with any levels of exhaustion automatically succeeds on this saving throw."}],"reactions":[],"legendary_desc":null,"legendary_actions":[],"special_abilities":[{"name":"Blood Armor","desc":"Each time a creature with blood hits the herald with a melee attack while within 10 feet of the herald, the creature takes 4 (1d8) necrotic damage, and the herald's AC increases by 1 until the end of its next turn. The herald's AC can't be increased to more than 20 from this trait."}],"spell_list":[],"page_no":232,"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_herald-of-blood/"},{"slug":"hoardgolem-tob1-2023","desc":"False","name":"Hoard Golem","size":"Huge","type":"Construct","subtype":"","group":"null","alignment":"Unaligned","armor_class":18,"armor_desc":"natural armor","hit_points":161,"hit_dice":"14d12 + 70","speed":{"walk":40},"strength":22,"dexterity":15,"constitution":20,"intelligence":3,"wisdom":11,"charisma":1,"strength_save":null,"dexterity_save":null,"constitution_save":9,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":14,"skills":{"Athletics":10,"Perception":4},"damage_vulnerabilities":"False","damage_resistances":"False","damage_immunities":"poison, psychic; bludgeoning, piercing, and slashing from nonmagical attacks not made with adamantine weapons","condition_immunities":"charmed, exhaustion, frightened, paralyzed, petrified, poisoned","senses":"darkvision 120 ft., passive Perception 14","languages":"understands the languages of its creator but can’t speak","challenge_rating":"12","cr":12.0,"actions":[{"name":"Multiattack","desc":"The hoard golem makes two Slam attacks."},{"name":"Slam","desc":"Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 22 (3d10 + 6) bludgeoning damage plus 18 (4d8) force damage."},{"name":"Thieving Whirlwind (Recharge 5-6)","desc":"The hoard golem partially disperses into a whirlwind of coins, gemstones, and other valuables then recoalesces. Each creature within 20 feet of the golem must make a DC 17 Dexterity saving throw. On a failure, a creature takes 44 (8d10) bludgeoning damage and loses one object it is wearing or carrying. On a success, a creature takes half the damage and doesn't lose an object. Each object the golem steals must weigh no more than 20 pounds and not be wrapped around or firmly attached to a creature. For example, the golem could steal a belt pouch full of coins or a creature's jewel-encrusted dagger, but it can't steal a creature's shirt or armor. The hoard golem steals objects of high value over those of minimal value. The stolen object becomes part of the golem's body and can't be retrieved until the golem dies."}],"bonus_actions":[],"reactions":[],"legendary_desc":null,"legendary_actions":[],"special_abilities":[{"name":"Construct Nature","desc":"The golem doesn't require air, food, drink, or sleep."},{"name":"Enchanted Weapons","desc":"The golem's weapon attacks are magical. When the golem hits with any weapon, the weapon deals an extra 4d8 force damage (included in the attack)."},{"name":"Immutable Form","desc":"The golem is immune to any spell or effect that would alter its form."},{"name":"Magic Resistance","desc":"The golem has advantage on saving throws against spells and other magical effects."},{"name":"Strike with Awe","desc":"A creature that enters a space within 120 feet of the hoard golem or starts its turn there must succeed on a DC 17 Wisdom saving throw or have disadvantage on Wisdom (Perception) checks while it remains within 120 feet of the golem."}],"spell_list":[],"page_no":217,"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_hoard-golem/"},{"slug":"laketroll-tob1-2023","desc":"False","name":"Lake Troll","size":"Large","type":"Giant","subtype":"","group":"null","alignment":"Chaotic Evil","armor_class":15,"armor_desc":"natural armor","hit_points":126,"hit_dice":"12d10 + 60","speed":{"walk":40},"strength":22,"dexterity":13,"constitution":20,"intelligence":8,"wisdom":10,"charisma":6,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":13,"skills":{"Perception":3,"Stealth":4},"damage_vulnerabilities":"False","damage_resistances":"False","damage_immunities":"False","condition_immunities":"False","senses":"darkvision 60 ft., passive Perception 13","languages":"Common, Giant","challenge_rating":"7","cr":7.0,"actions":[{"name":"Multiattack","desc":"The lake troll makes one Bite attack and two Claw attacks. If both Claw attacks hit one creature that is wielding a weapon, the target must succeed on a DC 16 Dexterity saving throw or the target's weapon takes a permanent and cumulative −1 penalty to damage rolls. If the weapon's penalty drops to −5, the weapon is destroyed. If the target is wielding more than one weapon, the troll chooses which weapon to affect."},{"name":"Bite","desc":"Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 10 (1d8 + 6) slashing damage."},{"name":"Claw","desc":"Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 15 (2d8 + 6) piercing damage."}],"bonus_actions":[],"reactions":[],"legendary_desc":null,"legendary_actions":[],"special_abilities":[{"name":"Amphibious","desc":"The lake troll can breathe air and water."},{"name":"Keen Smell","desc":"The lake troll has advantage on Wisdom (Perception) checks that rely on smell."},{"name":"Regeneration","desc":"The lake troll regains 10 hp at the start of its turn. If the lake troll takes cold or fire damage, it regains only 5 hp at the start of its next turn. If the lake troll takes both cold and fire damage, this trait doesn't function at the start of the lake troll's next turn. The lake troll dies only if it starts its turn with 0 hp and doesn't regenerate."}],"spell_list":[],"page_no":370,"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_lake-troll/"},{"slug":"maskwight-tob1-2023","desc":"False","name":"Mask Wight","size":"Medium","type":"Undead","subtype":"","group":"null","alignment":"Neutral Evil","armor_class":19,"armor_desc":"natural armor","hit_points":207,"hit_dice":"18d8 + 126","speed":{"walk":40},"strength":22,"dexterity":18,"constitution":24,"intelligence":15,"wisdom":16,"charisma":18,"strength_save":11,"dexterity_save":9,"constitution_save":12,"intelligence_save":7,"wisdom_save":8,"charisma_save":9,"perception":13,"skills":{},"damage_vulnerabilities":"radiant","damage_resistances":"acid, fire, lightning, cold; bludgeoning, piercing, and slashing from nonmagical attacks","damage_immunities":"necrotic, poison","condition_immunities":"charmed, frightened, paralyzed, petrified, poisoned, stunned, unconscious","senses":"darkvision 60 ft., truesight 30 ft., passive Perception 13","languages":"Abyssal, Common, Infernal","challenge_rating":"13","cr":13.0,"actions":[{"name":"Multiattack","desc":"The mask wight makes two Khopesh of Oblivion attacks and one Spiked Gauntlet attack. If both Khopesh of Oblivion attacks hit one creature, the target must succeed on a DC 17 Wisdom saving throw or forget cherished memories of one object or location until it interacts with that object or location again. The object or location can't be an object on the target or a location within its sight when it fails this saving throw."},{"name":"Khopesh of Oblivion","desc":"Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 15 (2d8 + 6) slashing damage plus 13 (3d8) necrotic damage."},{"name":"Spiked Gauntlet","desc":"Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 13 (2d6 + 6) bludgeoning damage plus 13 (3d8) necrotic damage. If the target is a Large or smaller creature, it must succeed on a DC 17 Strength saving throw or be knocked prone."},{"name":"Wail of the Forgotten (Recharge 6)","desc":"The mask wight emits an ear-piercing wail. Each creature within 30 feet of the mask wight must make a DC 17 Charisma saving throw. On a failure, a creature takes 35 (10d6) thunder damage and 27 (6d8) psychic damage and is deafened for 1 hour. On a success, a creature takes half the damage and isn't deafened. A creature killed by this wail is erased from the memories of every creature in the planes that ever saw or interacted with it, all written or pictorial references to the target fade away, and its body is obliterated. Only divine beings and creatures that saw the creature die are unaffected by this memory erasure. The slain creature can be restored to life only by means of a true resurrection or a wish spell."}],"bonus_actions":[],"reactions":[],"legendary_desc":null,"legendary_actions":[],"special_abilities":[{"name":"Necrotic Weapons","desc":"The mask wight's weapon attacks are magical. When the mask wight hits with any weapon, the weapon deals an extra 3d8 necrotic damage (included in the attack)."},{"name":"Single-Minded Purpose","desc":"The mask wight has advantage on attack rolls against fiends and creatures wielding fiendish power, such as tieflings or some sorcerers and warlocks."},{"name":"Undead Nature","desc":"The mask wight doesn't require air, food, drink, or sleep."}],"spell_list":[],"page_no":264,"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_mask-wight/"},{"slug":"pactvampire-tob1-2023","desc":"False","name":"Pact Vampire","size":"Medium","type":"Undead","subtype":"","group":"null","alignment":"Any Evil Alignment","armor_class":16,"armor_desc":"natural armor","hit_points":178,"hit_dice":"17d8 + 102","speed":{"walk":30},"strength":22,"dexterity":16,"constitution":22,"intelligence":17,"wisdom":15,"charisma":20,"strength_save":null,"dexterity_save":8,"constitution_save":11,"intelligence_save":null,"wisdom_save":7,"charisma_save":10,"perception":17,"skills":{"Perception":7,"Persuasion":10,"Stealth":8},"damage_vulnerabilities":"False","damage_resistances":"necrotic; bludgeoning, piercing, and slashing from nonmagical attacks","damage_immunities":"poison","condition_immunities":"poisoned","senses":"darkvision 120 ft., passive Perception 17","languages":"the languages it knew in life","challenge_rating":"15","cr":15.0,"actions":[{"name":"Multiattack","desc":"The pact vampire makes three Claw attacks."},{"name":"Claw","desc":"Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 13 (2d6 + 6) slashing damage plus 13 (3d8) poison damage."},{"name":"Call Blood","desc":"The pact vampire draws the blood out of a bleeding creature's body, where it flows through the air into the vampire's mouth. One creature the vampire can see within 60 feet of it that doesn't have all its hp and isn't a Construct or Undead must succeed on a DC 18 Constitution saving throw or take 22 (4d10) necrotic damage, and its hp maximum is reduced by that amount. The vampire regains hp equal to half the damage dealt. This reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hp maximum to 0."},{"name":"Charm","desc":"One Humanoid the vampire can see within 30 feet of it must succeed on a DC 18 Wisdom saving throw or be magically charmed for 1 day. The charmed target obeys the vampire's verbal commands. If the target suffers any harm or receives a suicidal command, it can repeat the saving throw, ending the effect on itself on a success. If the target's saving throw is successful or the effect ends for it, the target is immune to this vampire's Charm for the next 24 hours."},{"name":"Children of the Lower Planes (1/Day)","desc":"The pact vampire magically calls 2d4 dretches, 1d4 imps, or 1 bearded devil. The called Fiends arrive in 1d4 rounds, acting as allies of the vampire and obeying its spoken commands. The Fiends remain for 1 hour, until the vampire dies, or until the vampire dismisses them as a bonus action."}],"bonus_actions":[],"reactions":[],"legendary_desc":"The pact vampire can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. The vampire regains spent legendary actions at the start of its turn.","legendary_actions":[{"name":"Move","desc":"The pact vampire moves up to its speed without provoking opportunity attacks."},{"name":"Call Blood (Costs 2 Actions)","desc":"The pact vampire uses Call Blood."},{"name":"Spread Poison (Costs 2 Actions)","desc":"The pact vampire's blood briefly turns into a mist around it. Each creature within 15 feet of the vampire must succeed on a DC 18 Constitution saving throw or take 14 (4d6) poison damage and be poisoned until the end of its next turn."}],"special_abilities":[{"name":"Blood Sense","desc":"The pact vampire can pinpoint the location of creatures that aren't Constructs or Undead within 60 feet of it and can sense the general direction of such creatures within 1 mile of it."},{"name":"Legendary Resistance (3/Day)","desc":"If the pact vampire fails a saving throw, it can choose to succeed instead."},{"name":"Poisonous Blood","desc":"A creature that hits the pact vampire with a melee attack while within 5 feet of it takes 7 (2d6) poison damage."},{"name":"Regeneration","desc":"The pact vampire regains 25 hp at the start of its turn if it has at least 1 hp and isn't in sunlight. If the vampire takes radiant damage or damage from holy water, this trait doesn't function at the start of the vampire's next turn."},{"name":"Undead Nature","desc":"The pact vampire doesn't require air."},{"name":"Vampire Weaknesses","desc":"The pact vampire has the following flaws:"}],"spell_list":[],"page_no":380,"environments":[],"img_main":"http://api-beta.open5e.com/","document__slug":"tob-2023","document__title":"Tome of Beasts 2023","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/tome-of-beasts-1-2023-edition/","v2_converted_path":"/v2/creatures/tob-2023_pact-vampire/"},{"slug":"queenofwitches-tob1-2023","desc":"False","name":"Queen of Witches","size":"Large","type":"Fey","subtype":"","group":"null","alignment":"Neutral","armor_class":18,"armor_desc":"natural armor","hit_points":218,"hit_dice":"23d10 + 92","speed":{"walk":50,"fly":40},"strength":22,"dexterity":10,"constitution":19,"intelligence":16,"wisdom":18,"charisma":22,"strength_save":null,"dexterity_save":6,"constitution_save":null,"intelligence_save":null,"wisdom_save":10,"charisma_save":12,"perception":20,"skills":{"Arcana":15,"Deception":12,"History":9,"Insight":10,"Perception":10},"damage_vulnerabilities":"False","damage_resistances":"cold, fire; bludgeoning, piercing, and slashing from nonmagical attacks not made with cold iron weapons","damage_immunities":"radiant","condition_immunities":"blinded, charmed, frightened","senses":"darkvision 120 ft., truesight 60 ft., passive Perception 20","languages":"Celestial, Common, Draconic, Elvish, Sylvan, Umbral","challenge_rating":"17","cr":17.0,"actions":[{"name":"Multiattack","desc":"The Queen of Witches makes three Moonsilver Ring attacks or four Mystical Blast attacks. She can replace one attack with a use of spellcasting. If she hits one creature with two Mystical Blast attacks, the target must succeed on a DC 20 Strength saving throw or be pushed up to 10 feet away from her."},{"name":"Moonsilver Ring","desc":"Melee Weapon Attack: +12 to hit, reach 10 ft., one target. Hit: 15 (2d8 + 6) slashing damage plus 7 (2d6) radiant damage."},{"name":"Mystical Blast","desc":"Melee or Ranged Spell Attack: +12 to hit, reach 5 ft. or range 120 ft., one target. Hit: 16 (3d6 + 6) force damage."},{"name":"Spray of Moonlight (Recharge 5-6)","desc":"The Queen of Witches sends moonlight flooding out from her. Each creature within 15 feet of her must make a DC 20 Dexterity saving throw, taking 42 (12d6) radiant damage on a failed save, or half as much damage on a successful one. If the Queen is standing in an area of moonlight when she uses this action, each creature in the area has disadvantage on the saving throw. A creature that fails the saving throw by 5 or more is blinded until the end of its next turn."},{"name":"Spellcasting","desc":"The Queen of Witches casts one of the following spells, requiring no material components and using Charisma as the spellcasting ability (save DC 20):\nAt will: faerie fire, silent image, tongues\n3/day each: dispel magic, hypnotic pattern, teleportation circle (as an action)\n2/day each: bestow curse, mass suggestion, flesh to stone\n1/day each: power word kill, sleep (as a 9th level spell), true polymorph"}],"bonus_actions":[],"reactions":[{"name":"Absorb Spell","desc":"When a creature the Queen of Witches can see within 30 feet of her casts a spell, the Queen can absorb the spell's energy, countering it. This works like the counterspell spell, except the Queen must always make a spellcasting ability check, no matter the spell's level. Her ability check for this is +10. If she successfully counters the spell, she regains 5 hp for each level of the spell."}],"legendary_desc":"The Queen of Witches can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. The Queen regains spent legendary actions at the start of her turn.","legendary_actions":[{"name":"Mystical Blast","desc":"The Queen makes one Mystical Blast attack."},{"name":"Teleport","desc":"The Queen magically teleports, along with any equipment she is wearing or carrying, to an unoccupied space she can see within 60 feet."},{"name":"Cast a Spell (Costs 2 Actions)","desc":"The Queen of Witches uses Spellcasting."}],"special_abilities":[{"name":"Magic Resistance","desc":"The Queen of Witches has advantage on saving throws against spells and other magical effects."},{"name":"Moonlit Weapons","desc":"The Queen of Witches's weapon attacks are magical. When she hits with any weapon, the weapon deals an extra 7 (2d6) radiant damage (included in the attack)."},{"name":"Legendary Resistance (3/Day)","desc":"If the Queen of Witches fails a saving throw, she can choose to succeed instead."},{"name":"Token of Favor","desc":"The Queen of Witches can spend 1 minute cutting and tying a lock of her hair into a small token of her favor. A creature that is wearing or carrying the favor gains the benefits of the Magic Resistance trait. The Queen can revoke this magic at any time (no action required). If she does so, the creature has disadvantage on saving throws against spells and other magical effects for 24 hours."}],"spell_list":[],"page_no":180,"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_queen-of-witches/"},{"slug":"sathaqworm-tob1-2023","desc":"False","name":"Sathaq Worm","size":"Huge","type":"Elemental","subtype":"","group":"null","alignment":"Neutral Evil","armor_class":16,"armor_desc":"natural armor","hit_points":149,"hit_dice":"13d12 + 65","speed":{"walk":40,"burrow":20},"strength":22,"dexterity":6,"constitution":20,"intelligence":5,"wisdom":12,"charisma":9,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":15,"skills":{"Perception":5,"Stealth":2},"damage_vulnerabilities":"False","damage_resistances":"bludgeoning, piercing, and slashing from nonmagical attacks","damage_immunities":"acid, poison","condition_immunities":"exhaustion, paralyzed, petrified, poisoned","senses":"tremorsense 60 ft., passive Perception 15","languages":"understands Deep Speech and Terran but can’t speak","challenge_rating":"10","cr":10.0,"actions":[{"name":"Multiattack","desc":"The sathaq worm makes one Bite attack and two Slam attacks, or it makes three Slam attacks. It can replace its Bite attack with a use of Swallow."},{"name":"Bite","desc":"Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 24 (4d8 + 6) piercing damage, and the target is grappled (escape DC 17). Until this grapple ends, the target is restrained, and the sathaq worm can't Bite another target."},{"name":"Slam","desc":"Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 19 (3d8 + 6) bludgeoning damage."},{"name":"Swallow","desc":"The sathaq worm makes one Bite attack against a Large or smaller creature it is grappling. If the attack hits, the target is also swallowed, and the grapple ends. While swallowed, the target is blinded and restrained, it has total cover against attacks and other effects outside the worm (including the worm's Agonizing Aura), and takes 10 (3d6) piercing damage and 10 (3d6) acid damage at the start of each of the sathaq worm's turns. The sathaq worm can have only one creature swallowed at a time."}],"bonus_actions":[],"reactions":[],"legendary_desc":null,"legendary_actions":[],"special_abilities":[{"name":"Agonizing Aura","desc":"The sathaq worm emits ultrasonic noise and minor vibrations that cause pain and subtly disrupt the functions of most creatures. A creature that starts its turn within 15 feet of the sathaq worm must succeed on a DC 17 Constitution saving throw or have disadvantage on attack rolls until the start of its next turn. Creatures with resistance or immunity to thunder damage automatically succeed on the saving throw."},{"name":"Earth Glide","desc":"The sathaq worm can burrow through nonmagical, unworked earth and stone. While doing so, the worm doesn't disturb the material it moves through."},{"name":"Earthen Camouflage","desc":"The sathaq worm has advantage on Dexterity (Stealth) checks made to hide in sandy, muddy, or rocky terrain."},{"name":"Siege Monster","desc":"The sathaq worm deals double damage to objects and structures."}],"spell_list":[],"page_no":317,"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_sathaq-worm/"},{"slug":"savager-tob1-2023","desc":"False","name":"Savager","size":"Large","type":"Beast","subtype":"","group":"null","alignment":"Neutral Evil","armor_class":17,"armor_desc":"natural armor","hit_points":105,"hit_dice":"10d10 + 50","speed":{"walk":20},"strength":22,"dexterity":14,"constitution":21,"intelligence":2,"wisdom":10,"charisma":13,"strength_save":null,"dexterity_save":5,"constitution_save":8,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":13,"skills":{"Perception":3},"damage_vulnerabilities":"False","damage_resistances":"bludgeoning, piercing, and slashing from nonmagical attacks","damage_immunities":"False","condition_immunities":"charmed, frightened","senses":"darkvision 60 ft., passive Perception 13","languages":"—","challenge_rating":"8","cr":8.0,"actions":[{"name":"Multiattack","desc":"The savager makes one Bite attack and two Claw attacks. If both Claw attacks hit one creature, the target must succeed on a DC 15 Strength saving throw or take 9 (2d8) slashing damage as the savager rips into the target."},{"name":"Bite","desc":"Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 19 (2d12 + 6) piercing damage."},{"name":"Claw","desc":"Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 15 (2d8 + 6) slashing damage."}],"bonus_actions":[],"reactions":[],"legendary_desc":null,"legendary_actions":[],"special_abilities":[{"name":"Mighty Swing","desc":"If the savager doesn't move during its turn, it has advantage on the next Claw attack it makes before the start of its next turn."},{"name":"Spines","desc":"A creature that touches the savager or hits it with a melee attack while within 5 feet of it takes 5 (2d4) piercing damage. In addition, a creature grappled by or grappling the savager takes 5 (2d4) piercing damage at the start of the savager's turn."}],"spell_list":[],"page_no":318,"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_savager/"},{"slug":"stuhac-tob1-2023","desc":"False","name":"Stuhac","size":"Medium","type":"Fiend","subtype":"","group":"null","alignment":"Neutral Evil","armor_class":18,"armor_desc":"natural armor","hit_points":209,"hit_dice":"22d8 + 110","speed":{"walk":40},"strength":22,"dexterity":18,"constitution":20,"intelligence":12,"wisdom":16,"charisma":15,"strength_save":11,"dexterity_save":9,"constitution_save":10,"intelligence_save":null,"wisdom_save":null,"charisma_save":7,"perception":13,"skills":{"Deception":12},"damage_vulnerabilities":"False","damage_resistances":"acid, fire, lightning; bludgeoning and piercing from nonmagical attacks","damage_immunities":"cold, poison","condition_immunities":"poisoned","senses":"darkvision 60 ft., passive Perception 13","languages":"Abyssal, Common, Infernal, telepathy 120 ft.","challenge_rating":"13","cr":13.0,"actions":[{"name":"Multiattack","desc":"The stuhac can use Hobble. It then makes one Bite attack and two Claw attacks."},{"name":"Bite","desc":"Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 20 (4d6 + 6) piercing damage."},{"name":"Claw","desc":"Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 28 (5d8 + 6) slashing damage."},{"name":"Hobble","desc":"The stuhac telekinetically tears the tendons and ligaments of one creature it can see within 60 feet of it. The target must succeed on a DC 18 Constitution saving throw or take 13 (3d8) force damage and its speed is reduced by 10 feet. The stuhac can't reduce a creature's speed below 0 feet with this action. This reduction lasts until the creature finishes a long rest or until removed by the greater restoration spell or similar magic."},{"name":"Illusory Appearance","desc":"The stuhac covers itself and anything it is wearing or carrying with a magical illusion that makes it look like another creature of its general size and Humanoid shape. The illusion ends if the stuhac takes a bonus action to end it or if the stuhac dies."}],"bonus_actions":[],"reactions":[],"legendary_desc":null,"legendary_actions":[],"special_abilities":[{"name":"Mountain Walk","desc":"The stuhac can move across and climb rocky surfaces without needing to make an ability check. Additionally, difficult terrain composed of rocks or rocky debris doesn't cost it extra movement."},{"name":"Standing Leap","desc":"The stuhac's long jump is up to 30 feet and tis high jump is up to 15 feet, with or without a running start."}],"spell_list":[],"page_no":351,"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_stuhac/"},{"slug":"thuellai-tob1-2023","desc":"False","name":"Thuellai","size":"Huge","type":"Elemental","subtype":"","group":"null","alignment":"Chaotic Neutral","armor_class":17,"armor_desc":"","hit_points":161,"hit_dice":"14d12 + 70","speed":{"walk":100},"strength":22,"dexterity":24,"constitution":20,"intelligence":10,"wisdom":11,"charisma":14,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":4,"wisdom_save":4,"charisma_save":6,"perception":14,"skills":{"Perception":4},"damage_vulnerabilities":"fire","damage_resistances":"lightning, thunder; 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 14","languages":"Common, Dwarvish, Primordial","challenge_rating":"12","cr":12.0,"actions":[{"name":"Multiattack","desc":"The thuellai makes three Icy Claw attacks."},{"name":"Icy Claw","desc":"Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 15 (2d8 + 6) slashing damage plus 10 (3d6) cold damage."},{"name":"Freezing Breath (Recharge 5-6)","desc":"The thuellai exhales an icy blast in a 60-foot cone. Each creature in the area must make a DC 17 Dexterity saving throw, taking 49 (14d6) cold damage on a failed save, or half as much damage on a successful one."}],"bonus_actions":[],"reactions":[],"legendary_desc":null,"legendary_actions":[],"special_abilities":[{"name":"Chilling Presence","desc":"At the start of each of the thuellai's turns, each creature within 15 feet of it must succeed on a DC 17 Constitution saving throw or take 7 (2d6) cold damage. For each minute a creature spends within 15 feet of the thuellai, it must succeed on a DC 17 Constitution saving throw or suffer one level of exhaustion from cold exposure. Unprotected, nonmagical flames within 15 feet of the thuellai are extinguished. Any spells of 3rd level or lower that provide resistance to cold damage and that are within 15 feet of the thuellai immediately end. Water freezes if it remains within 15 feet of the thuellai for at least 1 minute."},{"name":"Elemental Nature","desc":"The thuellai doesn't require air, food, drink, or sleep."},{"name":"Snowsight","desc":"The thuellai can see through areas obscured by snowfall, sleet, rain, and other wintry precipitation without penalty."}],"spell_list":[],"page_no":360,"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_thuellai/"},{"slug":"ushabtiroyalguard-tob1-2023","desc":"False","name":"Ushabti Royal Guard","size":"Large","type":"Construct","subtype":"","group":"null","alignment":"Unaligned","armor_class":19,"armor_desc":"natural armor","hit_points":168,"hit_dice":"16d10 + 80","speed":{"walk":30},"strength":22,"dexterity":16,"constitution":20,"intelligence":11,"wisdom":19,"charisma":9,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":9,"charisma_save":4,"perception":19,"skills":{"Arcana":5,"History":5,"Perception":9},"damage_vulnerabilities":"False","damage_resistances":"False","damage_immunities":"poison, psychic; bludgeoning, piercing, and slashing from nonmagical attacks","condition_immunities":"charmed, exhaustion, frightened, paralyzed, petrified, poisoned","senses":"darkvision 60 ft., passive Perception 19","languages":"understands the languages of its creator but can’t speak","challenge_rating":"14","cr":14.0,"actions":[{"name":"Multiattack","desc":"The ushabti can use its Breath-Stealing Presence. It then makes two Khopesh attacks and one Medjai's Scepter attack."},{"name":"Khopesh","desc":"Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 13 (2d6 + 6) slashing damage plus 9 (2d8) necrotic damage."},{"name":"Medjai's Scepter","desc":"Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 15 (2d8 + 6) bludgeoning damage plus 9 (2d8) necrotic damage."},{"name":"Breath-Stealing Presence","desc":"Each creature of the ushabti's choice within 30 feet of the ushabti and aware of it must succeed on a DC 18 Constitution saving throw or take 9 (2d8) necrotic damage and be unable to speak or breathe for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the ushabti's Breath-Stealing Presence for the next 24 hours."},{"name":"Enervating Surge (Recharge 5-6)","desc":"The ushabti emits waves of necrotic energy. Each creature within 30 feet of the ushabti must make a DC 18 Constitution saving throw, taking 49 (11d8) necrotic damage on a failed save, or half as much damage on a successful one. A creature that can't breathe because of the ushabti's Breath-Stealing Presence has disadvantage on the saving throw. If the saving throw fails by 5 or more, the creature also suffers one level of exhaustion. A Humanoid slain by this effect rises 1d4 hours later as a mummy under the ushabti's control, unless the Humanoid is restored to life or its body is destroyed. The ushabti can have no more than five mummies under its control at one time."}],"bonus_actions":[],"reactions":[{"name":"Sudden Strike","desc":"When a creature more than 5 feet away from the ushabti moves to a space within 5 feet of the ushabti, the ushabti can make one Khopesh attack against it."}],"legendary_desc":"The ushabti can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. The ushabti regains spent legendary actions at the start of its turn.","legendary_actions":[{"name":"Move","desc":"The ushabti moves up to its speed without provoking opportunity attacks."},{"name":"Medjai's Scepter (Costs 2 Actions)","desc":"The ushabti makes one Medjai's Scepter attack."},{"name":"Telekinesis (Costs 2 Actions)","desc":"Up to two creatures the ushabti can see within 60 feet of it must succeed on a DC 18 Strength saving throw or the ushabti moves the creature up to 30 feet in any direction (including upward). A moved target is then restrained until the start of the ushabti's next turn."}],"special_abilities":[{"name":"Construct Nature","desc":"The ushabti doesn't require air, food, drink, or sleep."},{"name":"False Appearance","desc":"While the ushabti is motionless, it is indistinguishable from a normal funerary statue."},{"name":"Healing Leech","desc":"If a creature within 30 feet of the ushabti regains hp from a spell or magical effect, the creature regains only half the amount and the ushabti regains the other half."},{"name":"Immutable Form","desc":"The ushabti is immune to any spell or effect that would alter its form."},{"name":"Legendary Resistance (3/Day)","desc":"If the ushabti fails a saving throw, it can choose to succeed instead."},{"name":"Magic Resistance","desc":"The ushabti has advantage on saving throws against spells and other magical effects."},{"name":"Necrotic Weapons","desc":"The ushabti's weapon attacks are magical. When the ushabti hits with any weapon, the weapon deals an extra 2d8 necrotic damage (included in the attack)."}],"spell_list":[],"page_no":377,"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_ushabti-royal-guard/"},{"slug":"zmey-tob1-2023","desc":"False","name":"Zmey","size":"Huge","type":"Dragon","subtype":"","group":"null","alignment":"Chaotic Evil","armor_class":18,"armor_desc":"natural armor","hit_points":189,"hit_dice":"18d12 + 72","speed":{"walk":30,"fly":30},"strength":22,"dexterity":13,"constitution":19,"intelligence":16,"wisdom":16,"charisma":12,"strength_save":null,"dexterity_save":null,"constitution_save":9,"intelligence_save":null,"wisdom_save":8,"charisma_save":6,"perception":18,"skills":{"Perception":8},"damage_vulnerabilities":"False","damage_resistances":"cold, fire","damage_immunities":"False","condition_immunities":"paralyzed, unconscious","senses":"blindsight 60 ft., darkvision 90 ft., passive Perception 18","languages":"Common, Draconic, Elvish, Sylvan","challenge_rating":"15","cr":15.0,"actions":[{"name":"Multiattack","desc":"The zmey makes two Claw attacks and as many Bite attacks as it has heads."},{"name":"Bite","desc":"Melee Weapon Attack: +11 to hit, reach 10 ft., one target. Hit: 19 (2d12 + 6) piercing damage."},{"name":"Claw","desc":"Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 20 (4d6 + 6) slashing damage."},{"name":"Fire Breath (Recharge 5-6)","desc":"The zmey exhales fire in a 30-foot cone out of each of its heads. Each creature in a cone must make a DC 17 Dexterity saving throw, taking 49 (14d6) fire damage on a failed save, or half as much damage on a successful one. If the cones overlap, each creature in the overlapping cones must make one saving throw with disadvantage against only one of the cones rather than one saving throw for each cone. The zmey can choose for this breath to not harm plants or Plant creatures."}],"bonus_actions":[],"reactions":[],"legendary_desc":"The zmey can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. The zmey regains spent legendary actions at the start of its turn.","legendary_actions":[{"name":"Move","desc":"The zmey moves up to its speed, or flies up to half its flying speed, without provoking opportunity attacks."},{"name":"Tail Whip","desc":"The zmey whips its tail around it. Each creature within 15 feet of the zmey must succeed on a DC 17 Dexterity saving throw or be knocked prone."},{"name":"Tripartite Roar (Costs 2 Actions)","desc":"The zmey's heads exhale a three-part roar, one a deafening shriek, one a frightful screech, and one a stunning bellow, in a 30-foot cone. Each creature in that area must succeed on a DC 17 Wisdom saving throw or suffer the effects of the roars until the end of its next turn. The effects depend upon the number of heads the zmey has remaining: deafened for only one head, deafened and frightened for two heads, or stunned for three heads."}],"special_abilities":[{"name":"Amphibious","desc":"The zmey can breathe air and water."},{"name":"Legendary Resistance (3/Day)","desc":"If the zmey fails a saving throw, it can choose to succeed instead."},{"name":"Regeneration","desc":"The zmey regains 15 hp at the start of its turn. If the zmey takes acid or fire damage, this trait doesn't function at the start of the zmey's next turn. The zmey dies if it starts its turn with 0 hp and doesn't regenerate."},{"name":"Three Heads","desc":"The zmey has three heads. While it has more than one head, the zmey has advantage on saving throws against being blinded, charmed, deafened, frightened, stunned, and knocked unconscious. Whenever the zmey takes 40 damage or more in a single turn, one of its heads is severed. If it has only one head remaining, dealing 40 damage or more to it doesn't sever the final head. It regrows any severed heads when it finishes a long rest."}],"spell_list":[],"page_no":403,"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_zmey/"},{"slug":"aatxe","desc":"","name":"Aatxe","size":"Large","type":"Celestial","subtype":"shapechanger","group":null,"alignment":"lawful good","armor_class":14,"armor_desc":"natural armor","hit_points":105,"hit_dice":"10d10+50","speed":{"walk":50},"strength":22,"dexterity":12,"constitution":20,"intelligence":10,"wisdom":14,"charisma":14,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":null,"skills":{"athletics":9,"intimidation":5},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"","condition_immunities":"charmed, frightened","senses":"passive Perception 12","languages":"understands all but can't speak","challenge_rating":"5","cr":5.0,"actions":[{"attack_bonus":9,"damage_dice":"3d8+6","desc":"Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 19 (3d8 + 6) piercing damage.","name":"Gore"},{"desc":"The aatxe lowers its horns and paws at the ground with its hooves. Each creature within 30 feet of the aatxe must succeed on a DC 15 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 the aatxe's Paw the Earth for the next 24 hours.","name":"Paw the Earth"}],"bonus_actions":null,"reactions":null,"legendary_desc":"The aatxe can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The aatxe regains spent legendary actions at the start of its turn.","legendary_actions":[{"desc":"The aatxe makes a Wisdom (Perception) check.","name":"Detect"},{"desc":"The aatxe makes one gore attack.","name":"Gore (Costs 2 Actions)"},{"desc":"The aatxe flares crimson with celestial power, protecting those nearby. The next attack that would hit an ally within 5 feet of the aatxe hits the aatxe instead.","name":"Bulwark (Costs 3 Actions)"}],"special_abilities":[{"desc":"If the aatxe moves at least 20 feet straight toward a target and then hits it with a gore attack on the same turn, the target takes an extra 9 (2d8) piercing damage. If the target is a creature, it must succeed on a DC 15 Strength saving throw or be knocked prone.","name":"Charge"},{"desc":"The aatxe can use an action to read the surface thoughts of one creature within 30 feet. This works like the detect thoughts spell, except it can only read surface thoughts and there is no limit to the duration. It can end this effect as a bonus action or by using an action to change the target. Limited Speech (Humanoid Form Only). The aatxe can verbally communicate only simple ideas and phrases, though it can understand and follow a conversation without issue.","name":"Know Thoughts"},{"desc":"The aatxe has advantage on saving throws against spells and other magical effects.","name":"Magic Resistance"},{"desc":"The aatxe can use its action to polymorph into a Medium male humanoid it has seen, or back into its true form. Its statistics, other than its size, are the same in each form. Any equipment it is wearing or carrying isn't transformed. It reverts to its true form if it dies.","name":"Shapechanger"}],"spell_list":[],"page_no":7,"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_aatxe/"},{"slug":"adult-light-dragon","desc":"","name":"Adult Light Dragon","size":"Huge","type":"Dragon","subtype":"","group":null,"alignment":"neutral good","armor_class":17,"armor_desc":"natural armor","hit_points":212,"hit_dice":"17d12+102","speed":{"fly":80,"walk":40},"strength":22,"dexterity":10,"constitution":23,"intelligence":16,"wisdom":18,"charisma":17,"strength_save":null,"dexterity_save":5,"constitution_save":11,"intelligence_save":null,"wisdom_save":9,"charisma_save":8,"perception":9,"skills":{"arcana":8,"nature":8,"perception":9,"persuasion":8,"religion":8},"damage_vulnerabilities":"","damage_resistances":"fire; bludgeoning, piercing, and slashing from nonmagical attacks","damage_immunities":"radiant","condition_immunities":"blinded","senses":"blindsight 60 ft., darkvision 120 ft., passive Perception 19","languages":"Celestial, Draconic","challenge_rating":"16","cr":16.0,"actions":[{"desc":"The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws.","name":"Multiattack"},{"attack_bonus":11,"damage_dice":"2d10+6","desc":"Melee Weapon Attack: +11 to hit, reach 10 ft., one target. Hit: 17 (2d10 + 6) piercing damage.","name":"Bite"},{"attack_bonus":11,"damage_dice":"2d6+6","desc":"Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 13 (2d6 + 6) slashing damage.","name":"Claw"},{"attack_bonus":11,"damage_dice":"2d8+6","desc":"Melee Weapon Attack: +11 to hit, reach 15 ft., one target. Hit: 15 (2d8 + 6) bludgeoning damage.","name":"Tail"},{"desc":"Each creature of the dragon's choice that is within 120 feet of the dragon and aware of it must succeed on a DC 19 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the dragon's Frightful Presence for the next 24 hours.","name":"Frightful Presence"},{"desc":"The dragon uses one of the following breath weapons:\nRadiant Breath. The dragon exhales radiant energy in a 60-foot cone. Each creature in that area must make a DC 19 Dexterity saving throw, taking 55 (10d10) radiant damage on a failed save, or half as much damage on a successful one.\nFlaring Breath. The dragon emits a flash of dazzling light from its maw in a 60-foot cone. Each creature in that area must make a DC 19 Constitution saving throw or be blinded. Undead within the area of effect must also make a DC 19 Wisdom saving throw or be turned for 1 minute. Undead of CR 2 or lower who fail the saving throw are instantly destroyed.","name":"Breath Weapon (Recharge 5-6)"}],"bonus_actions":null,"reactions":null,"legendary_desc":"The dragon can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The dragon regains spent legendary actions at the start of its turn.","legendary_actions":[{"desc":"The dragon makes a Wisdom (Perception) check.","name":"Detect"},{"desc":"The dragon makes a tail attack.","name":"Tail Attack"},{"desc":"The dragon beats its wings. Each creature within 10 feet of the dragon must succeed on a DC 19 Dexterity saving throw or take 13 (2d6 + 6) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.","name":"Wing Attack (Costs 2 Actions)"}],"special_abilities":[{"desc":"The dragon can see 60 feet into the Ethereal Plane when it is on the Material Plane, and vice versa.","name":"Ethereal Sight"},{"desc":"The dragon sheds bright light in a 20-foot radius and dim light for an additional 20 feet.","name":"Illumination"},{"desc":"The dragon can move through other creatures and objects as if they were difficult terrain. It takes 5 (1d10) force damage if it ends its turn inside an object.","name":"Incorporeal Movement"},{"desc":"If the dragon fails a saving throw, it can choose to succeed instead.","name":"Legendary Resistance (3/ Day)"},{"desc":"The light dragon travels from star to star and does not require air, food, drink, or sleep. When flying between stars, the light dragon magically glides on solar winds, making the immense journey through the void in an impossibly short time.","name":"Void Traveler"}],"spell_list":[],"page_no":170,"environments":[],"img_main":null,"document__slug":"cc","document__title":"Creature Codex","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/creature-codex-for-5th-edition-dnd/","v2_converted_path":"/v2/creatures/ccdx_adult-light-dragon/"},{"slug":"chuhaister","desc":"","name":"Chuhaister","size":"Large","type":"Giant","subtype":"","group":null,"alignment":"chaotic evil","armor_class":16,"armor_desc":"natural armor","hit_points":157,"hit_dice":"15d10+75","speed":{"walk":40},"strength":22,"dexterity":9,"constitution":20,"intelligence":10,"wisdom":11,"charisma":12,"strength_save":null,"dexterity_save":null,"constitution_save":8,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":null,"skills":{"athletics":9},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"poison","condition_immunities":"charmed, poisoned","senses":"darkvision 120 ft., passive Perception 10","languages":"Giant, Orc, Sylvan","challenge_rating":"7","cr":7.0,"actions":[{"desc":"The chuhaister makes two greatclub attacks.","name":"Multiattack"},{"attack_bonus":9,"damage_dice":"5d6+6","desc":"Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 23 (5d6 + 6) bludgeoning damage.","name":"Greatclub"},{"attack_bonus":2,"damage_dice":"5d10+6","desc":"Ranged Weapon Attack: +2 to hit, range 30/120 ft., one target. Hit: 33 (5d10 + 6) bludgeoning damage.","name":"Rock"}],"bonus_actions":null,"reactions":[{"desc":"When the chuhaister or one ally within 30 feet of it is hit by an attack, the chuhaister can create a magical, wooden barrier that interrupts the attack. The attack causes no damage. The shield splinters and disappears afterwards.","name":"Deadfall Shield (Recharge 5-6)"}],"legendary_desc":"","legendary_actions":null,"special_abilities":[{"desc":"Creatures of the fey type don't recover spells during a long rest while within 60 feet of the chuhaister. In addition, the chuhaister automatically sees through magical illusions created by spells of 3rd level or lower and has advantage on saving throws and ability checks to detect or see through illusion spells of 4th level or higher.","name":"Feybane"},{"desc":"While in bright light, the chuhaister has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.","name":"Light Sensitivity"}],"spell_list":[],"page_no":62,"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_chuhaister/"},{"slug":"elder-ghost-boar","desc":"","name":"Elder Ghost Boar","size":"Huge","type":"Monstrosity","subtype":"","group":null,"alignment":"unaligned","armor_class":15,"armor_desc":"natural armor","hit_points":104,"hit_dice":"11d12+33","speed":{"walk":40},"strength":22,"dexterity":9,"constitution":17,"intelligence":7,"wisdom":12,"charisma":7,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":null,"skills":{},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"","condition_immunities":"","senses":"darkvision 60 ft., passive Perception 11","languages":"understands Common but can't speak it","challenge_rating":"6","cr":6.0,"actions":[{"desc":"The elder ghost boar makes two tusk attacks.","name":"Multiattack"},{"attack_bonus":9,"damage_dice":"3d6+6","desc":"Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 16 (3d6 + 6) slashing damage.","name":"Tusk"}],"bonus_actions":null,"reactions":[{"desc":"When it is targeted by an attack or spell or is grappled or restrained, the ghost boar becomes momentarily incorporeal. It gains resistance to any damage that isn't force and ends any grappled or restrained conditions on itself.","name":"Ghostly Slip"}],"legendary_desc":"","legendary_actions":null,"special_abilities":[{"desc":"If the ghost boar moves at least 20 feet straight toward a target and then hits it with a tusk attack on the same turn, the target takes an extra 14 (4d6) slashing damage If the target is a creature, it must succeed on a DC 17 Strength saving throw or be knocked prone.","name":"Charge"},{"desc":"When the ghost boar moves, it becomes temporarily incorporeal. It can move through creatures and objects as if they were difficult terrain. It takes 5 (1d10) force damage and is pushed to the closest unoccupied space if it ends its turn inside an object.","name":"Incorporeal Jaunt"},{"desc":"If the elder ghost boar takes 20 damage or less that would reduce it to 0 hp, it is reduced to 1 hp instead.","name":"Relentless (Recharges after a Short or Long Rest)"},{"desc":"When a creature dies within 30 feet of the ghost boar, its spirit can possess the boar, incapacitating the boar for up to 1 minute. During this time, the spirit is affected by the speak with dead spell, speaking through the ghost boar's mouth.","name":"Spirit Conduit"}],"spell_list":[],"page_no":169,"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_elder-ghost-boar/"},{"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":"horned-serpent","desc":"","name":"Horned Serpent","size":"Large","type":"Monstrosity","subtype":"","group":null,"alignment":"unaligned","armor_class":18,"armor_desc":"natural armor","hit_points":210,"hit_dice":"20d10+100","speed":{"swim":40,"walk":40},"strength":22,"dexterity":16,"constitution":20,"intelligence":4,"wisdom":14,"charisma":16,"strength_save":null,"dexterity_save":7,"constitution_save":null,"intelligence_save":null,"wisdom_save":6,"charisma_save":null,"perception":6,"skills":{"perception":6,"stealth":7},"damage_vulnerabilities":"","damage_resistances":"fire","damage_immunities":"necrotic, poison","condition_immunities":"poisoned","senses":"darkvision 60 ft., passive Perception 16","languages":"-","challenge_rating":"12","cr":12.0,"actions":[{"desc":"The horned serpent makes one gore attack and one bite attack.","name":"Multiattack"},{"attack_bonus":10,"damage_dice":"4d6+5","desc":"Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 19 (4d6 + 5) piercing damage.","name":"Gore"},{"attack_bonus":10,"damage_dice":"3d10+5","desc":"Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 21 (3d10 + 5) piercing damage, and the target must succeed on a DC 17 Constitution saving throw or become infected with the corpse cough disease (see the Corpse Cough trait).","name":"Bite"},{"desc":"The horned serpent's gem flashes, bathing a 30-foot cone in iridescent light. Each creature in the area must make a DC 17 Constitution saving throw. On a failed save, a creature takes 35 (10d6) radiant damage and is infected with the corpse cough disease (see the Corpse Cough trait). On a success, a creature takes half the damage and isn't infected with the disease. Gem Gaze has no effect on constructs and undead.","name":"Gem Gaze (Recharge 5-6)"}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"desc":"The horned serpent can breathe air and water.","name":"Amphibious"},{"desc":"Those who fail a saving throw against the horned serpent's Gem Gaze or bite attack become infected with the corpse cough disease. The infected creature can't benefit from short or long rests due to a constant, wet cough. The infected creature must succeed on a DC 17 Constitution saving throw each day or take 18 (4d8) necrotic damage. The target's hp maximum is reduced by an amount equal to the necrotic damage taken. The target dies if this effect reduces its hp maximum to 0. The reduction lasts until the target is cured of the disease with a greater restoration spell or similar magic. If the infected creature comes into physical contact with a blood relative before the disease is cured, the relative must succeed on a DC 17 Constitution saving throw or also become infected with the disease. The blood relative is afflicted with a constant, wet cough within hours of infection, but the disease's full effects don't manifest until 1d4 days later. Corpse cough is so named due to the smell of the cough as the infected creature's lungs become necrotic.","name":"Corpse Cough"},{"desc":"At the start of each of the horned serpent's turns, each creature within 20 feet of it must make a DC 17 Constitution saving throw, taking 18 (4d8) poison damage on a failed save, or half as much damage on a successful one.","name":"Poisonous Aura"},{"desc":"The horned serpent is immune to scrying and to any effect that would sense its emotions, read its thoughts, or detect its location.","name":"Shielded Mind"}],"spell_list":[],"page_no":220,"environments":[],"img_main":null,"document__slug":"cc","document__title":"Creature Codex","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/creature-codex-for-5th-edition-dnd/","v2_converted_path":"/v2/creatures/ccdx_horned-serpent/"},{"slug":"ichneumon","desc":"","name":"Ichneumon","size":"Large","type":"Monstrosity","subtype":"","group":null,"alignment":"unaligned","armor_class":16,"armor_desc":"natural armor; 18 with Mud Armor","hit_points":123,"hit_dice":"13d10+52","speed":{"walk":50},"strength":22,"dexterity":18,"constitution":18,"intelligence":6,"wisdom":14,"charisma":12,"strength_save":null,"dexterity_save":8,"constitution_save":8,"intelligence_save":null,"wisdom_save":6,"charisma_save":null,"perception":null,"skills":{"acrobatics":8,"athletics":10,"stealth":8,"survival":6},"damage_vulnerabilities":"","damage_resistances":"acid, cold, fire, lightning, poison; bludgeoning, piercing, and slashing from nonmagical attacks","damage_immunities":"","condition_immunities":"","senses":"darkvision 120 ft., passive Perception 12","languages":"-","challenge_rating":"11","cr":11.0,"actions":[{"desc":"The ichneumon makes three attacks: two with its bite and one with its claws.","name":"Multiattack"},{"attack_bonus":10,"damage_dice":"4d6+6","desc":"Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 20 (4d6 + 6) piercing damage and the target is grappled (escape DC 18). Until this grapple ends, the target is restrained, and the ichneumon can't use its bite on another target.","name":"Bite"},{"attack_bonus":10,"damage_dice":"3d6+6","desc":"Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 16 (3d6 + 6) slashing damage.","name":"Claws"}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"desc":"The ichneumon is immune to a dragon's Frightful Presence and has advantage on saving throws against the breath weapons of dragons.","name":"Draconic Predator"},{"desc":"If the ichneumon is subjected to an effect that allows it to make a Dexterity saving throw to take only half damage, the ichneumon instead takes no damage if it succeeds on the saving throw, and only half damage if it fails.","name":"Evasion"},{"desc":"The ichneumon has advantage on Wisdom (Perception) checks that rely on hearing or smell.","name":"Keen Hearing and Smell"},{"desc":"If the ichneumon spends an hour applying mud to itself, it can increase its AC by 2 for 8 hours.","name":"Mud Armor"}],"spell_list":[],"page_no":224,"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_ichneumon/"},{"slug":"one-headed-clockwork-dragon","desc":"","name":"One-Headed Clockwork Dragon","size":"Large","type":"Construct","subtype":"","group":null,"alignment":"unaligned","armor_class":16,"armor_desc":"natural armor","hit_points":178,"hit_dice":"17d10+85","speed":{"fly":50,"walk":30},"strength":22,"dexterity":10,"constitution":20,"intelligence":10,"wisdom":10,"charisma":1,"strength_save":9,"dexterity_save":null,"constitution_save":8,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":6,"skills":{"athletics":9,"perception":6},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"poison, psychic","condition_immunities":"charmed, exhaustion, frightened, paralyzed, petrified, poisoned","senses":"darkvision 60 ft., passive Perception 16","languages":"understands Common but can't speak","challenge_rating":"8","cr":8.0,"actions":[{"desc":"The dragon can use its Oil Spray. It then makes three attacks: one with its bite and two with its fists.","name":"Multiattack"},{"attack_bonus":9,"damage_dice":"2d10+6","desc":"Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 17 (2d10 + 6) piercing damage plus 3 (1d6) fire damage.","name":"Bite"},{"attack_bonus":9,"damage_dice":"2d6+6","desc":"Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 13 (2d6 + 6) bludgeoning damage.","name":"Fist"},{"desc":"The dragon exhales fire in a 30-foot cone. Each creature in that area must make a DC 16 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 6)"},{"desc":"The dragon sprays oil in a 30-foot-cone. Each creature in the area must succeed on a DC 16 Dexterity saving throw or become vulnerable to fire damage until the end of the dragon's next turn.","name":"Oil Spray"},{"desc":"The dragon swings its bladed tail. Each creature within 10 feet of the dragon must make a DC 17 Dexterity saving throw, taking 15 (2d8 + 6) slashing damage on a failed save, or half as much damage on a successful one.","name":"Tail Sweep"}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"desc":"The dragon is magically bound to three circlets. As long as the dragon is within 1 mile of a circlet wearer on the same plane of existence, the wearer can communicate telepathically with the dragon. While the dragon is active, the wearers see through its eyes and hear what it hears. During this time, the wearers are deaf and blind with regard to their own senses. \n\nIf only two circlet wearers are within 1 mile of the active dragon, each hour spent wearing the circlets imposes one level of exhaustion on those wearers. If only a single wearer is within 1 mile of the active dragon, each minute spent wearing the circlet gives that wearer one level of exhaustion. If no circlet wearers are within 1 mile of the dragon, it views all creatures it can see as enemies and tries to destroy them until a circlet wearer communicates with the dragon or the dragon is destroyed. A circlet wearer can use its action to put the dragon in an inactive state where it becomes incapacitated until a wearer uses an action to switch the dragon to active. \n\nEach circlet is a magic item that must be attuned.","name":"Bound"},{"desc":"The dragon is immune to any spell or effect that would alter its form.","name":"Immutable Form"},{"desc":"The dragon has advantage on saving throws against spells and other magical effects.","name":"Magic Resistance"},{"desc":"The dragon deals double damage to objects and structures.","name":"Siege Monster"}],"spell_list":[],"page_no":111,"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_one-headed-clockwork-dragon/"},{"slug":"spawn-of-chernobog","desc":"","name":"Spawn of Chernobog","size":"Large","type":"Fiend","subtype":"","group":null,"alignment":"chaotic evil","armor_class":14,"armor_desc":"natural armor","hit_points":95,"hit_dice":"10d10+40","speed":{"walk":40},"strength":22,"dexterity":12,"constitution":18,"intelligence":10,"wisdom":12,"charisma":12,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":null,"skills":{"athletics":8,"stealth":3},"damage_vulnerabilities":"radiant","damage_resistances":"necrotic","damage_immunities":"","condition_immunities":"charmed, frightened","senses":"darkvision 60 ft., passive Perception 11","languages":"understands Common, Umbral, and Undercommon but can't speak","challenge_rating":"4","cr":4.0,"actions":[{"desc":"The spawn of Chernobog makes two attacks: one with its bite and one with its claws.","name":"Multiattack"},{"attack_bonus":8,"damage_dice":"1d8+6","desc":"Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 10 (1d8 + 6) piercing damage, and the creature must succeed on a DC 14 Constitution saving throw or become infected with the night's blood disease (see the Night's Blood trait).","name":"Bite"},{"attack_bonus":8,"damage_dice":"2d6+6","desc":"Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 13 (2d6 + 6) slashing damage.","name":"Claws"}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"desc":"If a bite wound from the spawn of Chernobog results in an infection, the black oil that drips from the spawn's jaws seeps into the wound and vanishes. After each long rest, the creature must make a DC 14 Constitution saving throw. On two successes, the disease is cured. On a failure, the disease progresses, forcing the creature to undergo a series of changes, in the following order.\n# The creature can't speak, and its tongue turns black.\n# The creature's eyes turn a deep red, and it gains darkvision 60 feet and the Sunlight Sensitivity trait. \n# The creature secretes black oil from its skin, and it has advantage on ability checks and saving throws made to escape a grapple.\n# The creature's veins turn black, slowly working their way up through the body from the appendages over 24 hours. \n# When the blackened veins reach its head after the final long rest, the creature experiences excruciating, stabbing pains in its temples. At sunset, the creature dies as the antlers of an elk burst from its head. The oil secreting from the corpse pools and forms a spawn of Chernobog at midnight.","name":"Night's Blood"},{"desc":"While in sunlight, the spawn of Chernobog has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.","name":"Sunlight Sensitivity"}],"spell_list":[],"page_no":347,"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_spawn-of-chernobog/"},{"slug":"arbeyach","desc":"","name":"Arbeyach","size":"Large","type":"Fiend","subtype":"devil","group":null,"alignment":"lawful evil","armor_class":17,"armor_desc":"natural armor","hit_points":275,"hit_dice":"22d10+154","speed":{"walk":40,"burrow":20,"climb":40,"fly":80,"hover":true},"strength":22,"dexterity":20,"constitution":25,"intelligence":19,"wisdom":21,"charisma":25,"strength_save":null,"dexterity_save":12,"constitution_save":14,"intelligence_save":null,"wisdom_save":12,"charisma_save":14,"perception":12,"skills":{"deception":14,"insight":12,"perception":12,"stealth":12},"damage_vulnerabilities":"","damage_resistances":"acid, cold; bludgeoning, piercing, and slashing from nonmagical attacks not made with silvered weapons","damage_immunities":"fire, poison","condition_immunities":"charmed, frightened, poisoned, stunned","senses":"truesight 120 ft., passive Perception 22","languages":"Celestial, Common, Draconic, Infernal, telepathy 120 ft.","challenge_rating":"21","cr":21.0,"actions":[{"name":"Multiattack","desc":"Arbeyach makes one bite attack and two claw attacks."},{"name":"Bite","desc":"Melee Weapon Attack: +13 to hit, reach 5 ft., one target. Hit: 15 (2d8 + 6) piercing damage plus 9 (2d8) poison damage. If the target is a creature, it must succeed on a DC 22 Constitution saving throw or be cursed with Arbeyach rot. The cursed target is poisoned, can't regain hit points, its hit point maximum decreases by 13 (3d8) for every 24 hours that elapse, and vermin attack the creature on sight. If the curse reduces the target's hit point maximum to 0, the target dies and immediately transforms into a randomly chosen swarm of insects. The curse lasts until removed by the remove curse spell or comparable magic.","attack_bonus":13,"damage_dice":"2d8"},{"name":"Claw","desc":"Melee Weapon Attack: +13 to hit, reach 10 ft., one target. Hit: 10 (1d8 + 6) slashing damage plus 9 (2d8) poison damage.","attack_bonus":13,"damage_dice":"1d8"},{"name":"Vermin Breath (Recharge 5-6)","desc":"Arbeyach exhales vermin in a 120-foot line that's 10 feet wide. Each creature in the line takes 54 (12d8) poison damage, or half damage with a successful DC 22 Dexterity saving throw. Each creature that fails this saving throw must succeed on a DC 22 Constitution saving throw or be cursed with Arbeyach rot (see the Bite attack). In addition, Arbeyach summons a swarm of insects (of any type) at any point of the line. The swarm remains until destroyed, until Arbeyach dismisses it as a bonus action, or for 2 minutes. No more than five swarms of insects can be summoned at the same time."}],"bonus_actions":null,"reactions":null,"legendary_desc":"Arbeyach can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. Arbeyach regains spent legendary actions at the start of its turn.","legendary_actions":[{"name":"Move","desc":"Arbeyach moves up to half its speed, using any movement mode it wishes."},{"name":"Poison","desc":"Arbeyach targets a creature within 120 feet. If the target isn't poisoned, it must make a DC 22 Constitution saving throw or become poisoned. The poisoned target repeats the saving throw at the end of each of its turns, ending the effect on itself on a success."},{"name":"Spell (Costs 2 Actions)","desc":"Arbeyach casts a spell."}],"special_abilities":[{"name":"Legendary Resistance (3/Day)","desc":"If Arbeyach fails a saving throw, it can choose to succeed instead."},{"name":"Magic Resistance","desc":"Arbeyach has advantage on saving throws against spells and other magical effects."},{"name":"Magic Weapons","desc":"Arbeyach's weapon attacks are magical."},{"name":"Innate Spellcasting","desc":"arbeyach's spellcasting ability is Charisma (spell save DC 22, +14 to hit with spell attacks). Arbeyach can innately cast the following spells, requiring no material components:\n\nat will: poison spray\n\n3/day each: fog cloud, stinking cloud\n\n1/day each: cloudkill, contagion, insect plague"},{"name":"Fear Aura","desc":"Any creature hostile to Arbeyach that starts its turn within 20 feet of it must make a DC 22 Wisdom saving throw, unless Arbeyach is incapacitated. On a failed save, the creature is frightened until the start of its next turn. If a creature's saving throw is successful, the creature is immune to Arbeyach's Fear Aura for the next 24 hours."},{"name":"Aura of Virulence","desc":"Creatures that would normally be resistant or immune to poison damage or the poisoned condition lose their resistance or immunity while within 120 feet of Arbeyach. All other creatures within 120 feet of Arbeyach have disadvantage on saving throws against effects that cause poison damage or the poisoned condition."},{"name":"Swarm Prince","desc":"Arbeyach can communicate with spawns of Arbeyach and all vermin and insects, including swarms and giant varieties, within 120 feet via pheromone transmission. In a hive, this range extends to cover the entire hive. This is a silent and instantaneous mode of communication that only Arbeyach, spawn of Arbeyach, insects, and vermin can understand. All these creatures follow Arbeyach's orders and will never harm the devil."}],"spell_list":[],"page_no":95,"environments":[],"img_main":null,"document__slug":"tob","document__title":"Tome of Beasts","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/tome-of-beasts-for-5th-edition-print/","v2_converted_path":"/v2/creatures/tob_arbeyach/"},{"slug":"baba-yagas-horsemen-black-night","desc":"","name":"Baba Yaga's Horsemen, Black Night","size":"Medium","type":"Fey","subtype":"","group":null,"alignment":"lawful neutral","armor_class":20,"armor_desc":"plate and shield","hit_points":171,"hit_dice":"18d8+90","speed":{"walk":30},"strength":22,"dexterity":11,"constitution":21,"intelligence":16,"wisdom":18,"charisma":18,"strength_save":null,"dexterity_save":4,"constitution_save":null,"intelligence_save":null,"wisdom_save":8,"charisma_save":null,"perception":8,"skills":{"arcana":7,"athletics":10,"history":7,"perception":8},"damage_vulnerabilities":"","damage_resistances":"bludgeoning, piercing, and slashing from nonmagical attacks","damage_immunities":"cold, lightning, poison","condition_immunities":"exhaustion, paralyzed, poisoned","senses":"Devil sight 120ft, passive Perception 18","languages":"Celestial, Common, Infernal; telepathy 100 ft.","challenge_rating":"11","cr":11.0,"actions":[{"name":"Multiattack","desc":"The horseman makes three attacks with its lance or longsword. It can use Temporal Strike with one of these attacks when it is available."},{"name":"Lance","desc":"Melee Weapon Attack: +10 to hit, reach 10 ft. (disadvantage within 5 ft.), one target. Hit: 12 (1d12 + 6) piercing damage.","attack_bonus":10,"damage_dice":"1d12+6"},{"name":"Longsword","desc":"Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 10 (1d8 + 6) slashing damage.","attack_bonus":10,"damage_dice":"1d8"},{"name":"Temporal Strike (recharge 5-6)","desc":"When the horseman strikes a target with a melee attack, in addition to taking normal damage, the target must succeed on a DC 17 Constitution saving throw or instantly age 3d10 years. A creature that ages this way has disadvantage on attack rolls, ability checks, and saving throws based on Strength, Dexterity, and Constitution until the aging is reversed. A creature that ages beyond its lifespan dies immediately. The aging reverses automatically after 24 hours, or it can be reversed magically by greater restoration or comparable magic. A creature that succeeds on the save is immune to the temporal strike effect for 24 hours."}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Black Night","desc":"The horseman can see perfectly in normal and magical darkness"},{"name":"Innate Spellcasting","desc":"the horseman is a 12th-level spellcaster. Its spellcasting ability is Charisma (save DC 16, +8 to hit with spell attacks). It can innately cast the following spells, requiring no material components:\n\nat will: ray of frost\n\n1/day each: dimension door, fire shield, haste, slow\n\n2/day: darkness\n\n3/day each: ethereal jaunt, phantom steed (appears as a horse colored appropriately to the horseman), plane shift (self and steed only)"},{"name":"Magic Resistance","desc":"The horseman has advantage on saving throws against spells and other magical effects."},{"name":"Peerless Rider","desc":"Any attacks directed at the horseman's mount targets the horseman instead. Its mount gains the benefit of the rider's damage and condition immunities, and if the horseman passes a saving throw against an area effect, the mount takes no damage."},{"name":"Quick Draw","desc":"The horseman can switch between wielding its lance and longsword as a bonus action."}],"spell_list":[],"page_no":29,"environments":[],"img_main":null,"document__slug":"tob","document__title":"Tome of Beasts","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/tome-of-beasts-for-5th-edition-print/","v2_converted_path":"/v2/creatures/tob_baba-yagas-horsemen-black-night/"},{"slug":"baba-yagas-horsemen-bright-day","desc":"","name":"Baba Yaga's Horsemen, Bright Day","size":"Medium","type":"Fey","subtype":"","group":null,"alignment":"lawful neutral","armor_class":20,"armor_desc":"plate and shield","hit_points":171,"hit_dice":"18d8+90","speed":{"walk":30},"strength":22,"dexterity":11,"constitution":21,"intelligence":16,"wisdom":18,"charisma":18,"strength_save":null,"dexterity_save":4,"constitution_save":null,"intelligence_save":null,"wisdom_save":8,"charisma_save":null,"perception":8,"skills":{"arcana":7,"athletics":10,"history":7,"perception":8},"damage_vulnerabilities":"","damage_resistances":"cold, fire; bludgeoning, piercing, and slashing from nonmagical attacks","damage_immunities":"lightning, poison","condition_immunities":"exhaustion, paralyzed, poisoned","senses":"darkvision 60 ft., passive Perception 18","languages":"Celestial, Common, Infernal; telepathy 100 ft.","challenge_rating":"11","cr":11.0,"actions":[{"name":"Multiattack","desc":"The horseman makes three attacks with its lance or longsword. It can use Temporal Strike with one of these attacks when it is available."},{"name":"Lance","desc":"Melee Weapon Attack: +10 to hit, reach 10 ft. (disadvantage within 5 ft.), one target. Hit: 12 (1d12 + 6) piercing damage.","attack_bonus":0,"damage_dice":"1d12+6"},{"name":"Longsword","desc":"Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 10 (1d8 + 6) slashing damage.","attack_bonus":10,"damage_dice":"1d8"},{"name":"Temporal Strike (recharge 5-6)","desc":"When the horseman strikes a target with a melee attack, in addition to taking normal damage, the target must succeed on a DC 17 Constitution saving throw or instantly age 3d10 years. A creature that ages this way has disadvantage on attack rolls, ability checks, and saving throws based on Strength, Dexterity, and Constitution until the aging is reversed. A creature that ages beyond its lifespan dies immediately. The aging reverses automatically after 24 hours, or it can be reversed magically by greater restoration or comparable magic. A creature that succeeds on the save is immune to the temporal strike effect for 24 hours."}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Innate Spellcasting","desc":"the horseman is a 12th-level spellcaster. Its spellcasting ability is Charisma (save DC 16, +8 to hit with spell attacks). It can innately cast the following spells, requiring no material components:\n\nat will: sacred flame\n\n1/day each: dimension door, fire shield, haste, slow\n\n2/day: daylight\n\n3/day each: ethereal jaunt, phantom steed (appears as a horse colored appropriately to the horseman), plane shift (self and steed only)"},{"name":"Magic Resistance","desc":"The horseman has advantage on saving throws against spells and other magical effects."},{"name":"Peerless Rider","desc":"Any attacks directed at the horseman's mount targets the horseman instead. Its mount gains the benefit of the rider's damage and condition immunities, and if the horseman passes a saving throw against an area effect, the mount takes no damage."},{"name":"Quick Draw","desc":"The horseman can switch between wielding its lance and longsword as a bonus action."}],"spell_list":[],"page_no":29,"environments":[],"img_main":null,"document__slug":"tob","document__title":"Tome of Beasts","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/tome-of-beasts-for-5th-edition-print/","v2_converted_path":"/v2/creatures/tob_baba-yagas-horsemen-bright-day/"},{"slug":"baba-yagas-horsemen-red-sun","desc":"","name":"Baba Yaga's Horsemen, Red Sun","size":"Medium","type":"Fey","subtype":"","group":null,"alignment":"lawful neutral","armor_class":20,"armor_desc":"plate and shield","hit_points":171,"hit_dice":"18d8+90","speed":{"walk":30},"strength":22,"dexterity":11,"constitution":21,"intelligence":16,"wisdom":18,"charisma":18,"strength_save":null,"dexterity_save":4,"constitution_save":null,"intelligence_save":null,"wisdom_save":8,"charisma_save":null,"perception":8,"skills":{"arcana":7,"athletics":10,"history":7,"perception":8},"damage_vulnerabilities":"","damage_resistances":"bludgeoning, piercing, and slashing from nonmagical attacks","damage_immunities":"fire, lightning, poison","condition_immunities":"blinded, charmed, exhaustion, frightened, paralyzed, poisoned","senses":"passive Perception 18","languages":"Celestial, Common, Infernal; telepathy 100 ft.","challenge_rating":"11","cr":11.0,"actions":[{"name":"Multiattack","desc":"The horseman makes three attacks with its lance or longsword. It can use Temporal Strike with one of these attacks when it is available."},{"name":"Lance","desc":"Melee Weapon Attack: +10 to hit, reach 10 ft. (disadvantage within 5 ft.), one target. Hit: 12 (1d12 + 6) piercing damage.","attack_bonus":10,"damage_dice":"1d12+6"},{"name":"Longsword","desc":"Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 10 (1d8 + 6) slashing damage.","attack_bonus":10,"damage_dice":"1d8"},{"name":"Temporal Strike (recharge 5-6)","desc":"When the horseman strikes a target with a melee attack, in addition to taking normal damage, the target must succeed on a DC 17 Constitution saving throw or instantly age 3d10 years. A creature that ages this way has disadvantage on attack rolls, ability checks, and saving throws based on Strength, Dexterity, and Constitution until the aging is reversed. A creature that ages beyond its lifespan dies immediately. The aging reverses automatically after 24 hours, or it can be reversed magically by greater restoration or comparable magic. A creature that succeeds on the save is immune to the temporal strike effect for 24 hours."}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Innate Spellcasting","desc":"the horseman is a 12th-level spellcaster. Its spellcasting ability is Charisma (save DC 16, +8 to hit with spell attacks). It can innately cast the following spells, requiring no material components:\n\n1/day each: dimension door, fire shield, haste, slow\n\n2/day each: continual flame, scorching ray\n\n3/day each: ethereal jaunt, phantom steed (appears as a horse colored appropriately to the horseman), plane shift (self and steed only)"},{"name":"Magic Resistance","desc":"The horseman has advantage on saving throws against spells and other magical effects."},{"name":"Peerless Rider","desc":"Any attacks directed at the horseman's mount targets the horseman instead. Its mount gains the benefit of the rider's damage and condition immunities, and if the horseman passes a saving throw against an area effect, the mount takes no damage."},{"name":"Quick Draw","desc":"The horseman can switch between wielding its lance and longsword as a bonus action."}],"spell_list":[],"page_no":29,"environments":[],"img_main":null,"document__slug":"tob","document__title":"Tome of Beasts","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/tome-of-beasts-for-5th-edition-print/","v2_converted_path":"/v2/creatures/tob_baba-yagas-horsemen-red-sun/"},{"slug":"berstuc","desc":"_Although slightly stooped, this male figure is muscular and broad-shouldered. The creature’s head is lost in a riot of moss, and a thick mustache and beard reach almost to its waist._  \nThe hulking, moss-haired berstuc looks sculpted out of a primordial forest—and it stands over 12 feet tall and weighs 800 pounds. Despite its great stature, it seems strangely gentle, with a serene, almost soothing presence. Nothing could be further from the truth; the berstuc is a murderous demon that stalks woodlands and jungles of the Material Plane.  \n_**Poisoned Fruit.**_ Berstuc prowl forests in search of travellers to torment. A berstuc demon poses as a benevolent, or at least indifferent, wood spirit to gain the trust of mortals. It allows itself to be persuaded to help lost travellers (reluctantly) or to lead them to their destinations. Once it draws its unwitting prey deep into the woods, it strikes.  \n_**Verdant Nature.**_ The berstuc doesn’t require food or sleep.","name":"Berstuc","size":"Large","type":"Fiend","subtype":"demon","group":null,"alignment":"chaotic evil","armor_class":18,"armor_desc":"natural armor","hit_points":157,"hit_dice":"15d10+75","speed":{"walk":40,"burrow":20},"strength":22,"dexterity":10,"constitution":20,"intelligence":12,"wisdom":14,"charisma":19,"strength_save":10,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":6,"charisma_save":8,"perception":null,"skills":{"deception":8,"nature":10,"stealth":4,"survival":6},"damage_vulnerabilities":"","damage_resistances":"acid, fire; bludgeoning, piercing, and slashing from nonmagical attacks","damage_immunities":"lightning, poison","condition_immunities":"poisoned","senses":"darkvision 120 ft., passive Perception 12","languages":"Abyssal, Common, Sylvan; telepathy 120 ft.","challenge_rating":"11","cr":11.0,"actions":[{"name":"Multiattack","desc":"The berstuc makes three slam attacks and Absorbs once."},{"name":"Slam","desc":"Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 14 (2d8 + 5) bludgeoning damage and the target is grappled (escape DC 16).","attack_bonus":10,"damage_dice":"2d8"},{"name":"Absorb","desc":"The berstuc draws a Medium or smaller creature it has grappled into its body. An absorbed creature is no longer grappled but is blinded and restrained, has total cover from attacks and other effects from outside the berstuc, and takes 14 (2d8 + 5) piercing damage plus 27 (5d10) poison damage at the start of each of the berstuc's turns. The berstuc can hold one absorbed creature at a time. If the berstuc takes 20 damage or more on a single turn from a creature inside it, the berstuc must succeed on a DC 17 Constitution saving throw or expel the absorbed creature, which falls prone within 5 feet of the berstuc. If the berstuc dies, an absorbed creature is no longer restrained and can escape from the corpse by using 5 feet of movement, exiting prone."}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"False Presence","desc":"The berstuc counts as a fey for purposes of spells and magical effects that detect otherworldly creatures. Beasts and plants are comfortable around the berstuc and will not attack it unless ordered to or provoked."},{"name":"Magic Resistance","desc":"The berstuc has advantage on saving throws against spells and other magical effects."},{"name":"Twisted Path","desc":"The berstuc leaves no path through natural terrain and can't be tracked with skill checks or other natural means. Creatures that travel with it can't retrace their own trails, and they become hopelessly lost after 1 hour of travel. Creatures led astray by a berstuc have disadvantage on attempts to discern their location or to navigate for 24 hours."},{"name":"Forest Camoflage","desc":"The berstuc's stealth bonus is increased to +8 in forest terrain."}],"spell_list":[],"page_no":76,"environments":[],"img_main":null,"document__slug":"tob","document__title":"Tome of Beasts","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/tome-of-beasts-for-5th-edition-print/","v2_converted_path":"/v2/creatures/tob_berstuc/"},{"slug":"bone-swarm","desc":"_Dank winds sweep up skeletons, both humanoid and animal. They blow forward, reaching out for living creatures like a clawed hand of bone. A scattering of bones rolls across the ground, then rises into the air, billowing like a sheet._  \n**Swarms of Fallen.** On rare occasions, the pugnacious spirits of fallen undead join together, bonded by a common craving: to feel alive again. They gather up their bones from life, as well as any other bones they come across, and form bone swarms.  \n**Nomadic Undead.** These swarms then ravage the countryside wresting life from living creatures, grabbing livestock, humanoids, and even dragons, digging in their claws in an attempt to cling to life. Bone swarms with one or more sets of jaws wail constantly in their sorrow, interrupting their cries with snippets of rational but scattered speech declaiming their woes and despair.  \n**Cliff and Pit Dwellers.** Bone swarms gather near cliffs, crevasses, and pits in the hope of forcing a victim or an entire herd of animals to fall to its death, creating more shattered bones to add to their mass.  \n**Undead Nature.** A mask wight doesn’t require air, food, drink, or sleep.","name":"Bone Swarm","size":"Large","type":"Undead","subtype":"Swarm","group":null,"alignment":"chaotic evil","armor_class":17,"armor_desc":"natural armor","hit_points":198,"hit_dice":"36d10","speed":{"walk":20,"fly":60},"strength":22,"dexterity":18,"constitution":10,"intelligence":9,"wisdom":15,"charisma":20,"strength_save":null,"dexterity_save":8,"constitution_save":null,"intelligence_save":null,"wisdom_save":6,"charisma_save":9,"perception":6,"skills":{"acrobatics":8,"perception":6,"stealth":8},"damage_vulnerabilities":"bludgeoning","damage_resistances":"piercing and slashing from nonmagical attacks","damage_immunities":"poison","condition_immunities":"charmed, exhaustion, frightened, paralyzed, poisoned, prone, restrained, stunned","senses":"darkvision 60 ft., passive Perception 16","languages":"Common, Void Speech","challenge_rating":"10","cr":10.0,"actions":[{"name":"Multiattack","desc":"The bone swarm can attack every hostile creature in its space with swirling bones."},{"name":"Swirling Bones","desc":"Melee Weapon Attack: +10 to hit, reach 0 ft., one creature in the swarm's space. Hit: 31 (5d8 + 9) bludgeoning, piercing, or slashing damage (includes Strength of Bone special ability).","attack_bonus":10,"damage_dice":"5d8"},{"name":"Death's Embrace (Recharge 5-6)","desc":"Melee Weapon Attack: +10 to hit, reach 0 ft., one creature in the swarm's space. Hit: the target is grappled (escape DC 16) and enveloped within the swarm's bones. The swarm can force the creature to move at its normal speed wherever the bone swarm wishes. Any non-area attack against the bone swarm has a 50 percent chance of hitting a creature grappled in Death's Embrace instead."}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Strength of Bone","desc":"A bone swarm can choose to deal bludgeoning, piercing, or slashing damage, and adds 1.5x its Strength bonus on swarm damage rolls as bits and pieces of broken skeletons claw, bite, stab, and slam at the victim."},{"name":"Swarm","desc":"The swarm can occupy another creature's space and vice versa, and the swarm can move through any opening large enough for a human skull. The swarm can't regain hit points or gain temporary hit points."}],"spell_list":[],"page_no":41,"environments":[],"img_main":null,"document__slug":"tob","document__title":"Tome of Beasts","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/tome-of-beasts-for-5th-edition-print/","v2_converted_path":"/v2/creatures/tob_bone-swarm/"},{"slug":"chelicerae","desc":"_A chelicerae resembles a massive spider perched on tall, stilted legs. Most often, the disheveled body of a robed arcanist swings from its clenched mandibles._  \n**Feed on Spellcasters.** These massive arachnids are largely confined to the great forests and occasional wastelands, although rumors do persist of sightings in the dark alleys of magocratic cities, causing trepidation among the spellcasters there. Few creatures pose such a threat to spellcasters as chelicerae.  \n**Carry Their Prey.** Walking on high, stilted legs, these creatures resemble gigantic harvesters. More often than not, they are found with the grisly bodies of humanoids dangling from the chelicerae’s clenched mandibles.  \n**Cocoon Arcanists.** Chelicerae stalk isolated victims, striking them with a poisonous bite and then pinning its prey within its jaws. There, their helpless body can hang for days on end as the chelicerae pursues obscure and eldritch tasks. At best, victims wake up weeks later with no memory of the events, far from home, and drained of vitality and spells. Others are stored immobilized in a thick cocoon in a high treetop until their body and mind recover. A few unlucky victims are slain and animated as walking dead to protect the chelicerae.","name":"Chelicerae","size":"Large","type":"Aberration","subtype":"","group":null,"alignment":"neutral evil","armor_class":16,"armor_desc":"natural armor","hit_points":153,"hit_dice":"18d10+54","speed":{"walk":40,"climb":30},"strength":22,"dexterity":17,"constitution":17,"intelligence":14,"wisdom":15,"charisma":14,"strength_save":null,"dexterity_save":6,"constitution_save":null,"intelligence_save":null,"wisdom_save":5,"charisma_save":5,"perception":5,"skills":{"acrobatics":6,"athletics":9,"perception":5,"stealth":6},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"poison","condition_immunities":"charmed, poisoned","senses":"darkvision 60 ft., passive Perception 15","languages":"-","challenge_rating":"7","cr":7.0,"actions":[{"name":"Multiattack","desc":"The chelicerae makes one bite attack and two claw attacks."},{"name":"Bite","desc":"Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 17 (2d10 + 6) piercing damage, and the target is grappled (escape DC 16). The target must also make a successful DC 16 Constitution saving throw or become poisoned. While poisoned this way, the target is unconscious and takes 1d4 Strength damage at the start of each of its turns. The poisoning ends after 4 rounds or when the target makes a successful DC 16 Constitution save at the end of its turn.","attack_bonus":9,"damage_dice":"2d10"},{"name":"Claw","desc":"Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 15 (2d8 + 6) slashing damage.","attack_bonus":9,"damage_dice":"2d8"}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Magic Resistance","desc":"The chelicerae has advantage on saving throws against spells and other magical effects."},{"name":"Spellcasting","desc":"the chelicerae is an 8th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 13, +5 to hit with spell attacks). It requires no material components to cast its spells. The chelicerae has the following wizard spells prepared:\n\ncantrips: acid splash, mage hand, minor illusion, true strike\n\n1st level: burning hands, detect magic, expeditious retreat, ray of sickness\n\n2nd level: hold person, invisibility, scorching ray\n\n3rd level: animate dead, haste, lightning bolt\n\n4th level: phantasmal killer"},{"name":"Siphon Spell Slots","desc":"The chelicerae cannot replenish its spells naturally. Instead, it uses grappled spellcasters as spell reservoirs, draining uncast spells to power its own casting. Whenever the chelicerae wishes to cast a spell, it consumes a number of spell slots from its victim equal to the spell slots necessary to cast the spell. If the victim has too few spell slots available, the chelicerae cannot cast that spell. The chelicerae can also draw power from drained spellcasters or creatures without magic ability. It can reduce a grappled creature's Wisdom by 1d4, adding 2 spell slots to its spell reservoir for every point lowered. A creature reduced to 0 Wisdom is unconscious until it regains at least one point, and can't offer any more power. A creature regains all lost Wisdom when it finishes a long rest."},{"name":"Spider Climb","desc":"Chelicerae can climb difficult surfaces, including upside down on ceilings, without requiring an ability check."}],"spell_list":[],"page_no":54,"environments":[],"img_main":null,"document__slug":"tob","document__title":"Tome of Beasts","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/tome-of-beasts-for-5th-edition-print/","v2_converted_path":"/v2/creatures/tob_chelicerae/"},{"slug":"elder-shadow-drake","desc":"_A large dragon-like creature with black scales and shadowy wings emerges suddenly from the darkness. Its red eyes glare bright as coals, and it speaks in a deep monotone._  \n**Strange Humor.** Elder shadow drakes are mischievous and greedy. They devour entire goats and sheep and sometimes spell out messages with their bones. They make surprisingly good bandits, and sometimes ally themselves with bands of humanoids—their own share of plunder must always be clearly the largest share of any such arrangement.  \n**Solitary Lairs.** They haunt dark and lonely places, such as deep caves, dense forests, and shadowy ruins. They are longlived for drakes, often reaching 250 years of age, and mate rarely, abandoning their eggs shortly before hatching.  \n**Fade Into Shadows.** An elder shadow drake naturally fades from view in areas of dim light or darkness. Darkvision doesn’t overcome this, because the shadow drake doesn’t simply blend into shadows; it magically becomes invisible in them.","name":"Elder Shadow Drake","size":"Large","type":"Dragon","subtype":"","group":null,"alignment":"chaotic evil","armor_class":16,"armor_desc":"natural armor","hit_points":114,"hit_dice":"12d10+48","speed":{"walk":20,"fly":60},"strength":22,"dexterity":13,"constitution":18,"intelligence":8,"wisdom":9,"charisma":13,"strength_save":null,"dexterity_save":4,"constitution_save":7,"intelligence_save":null,"wisdom_save":null,"charisma_save":4,"perception":5,"skills":{"perception":5,"stealth":7},"damage_vulnerabilities":"radiant","damage_resistances":"","damage_immunities":"cold","condition_immunities":"paralyzed, unconscious","senses":"darkvision 120 ft., passive Perception 15","languages":"Common, Draconic, Umbral","challenge_rating":"7","cr":7.0,"actions":[{"name":"Multiattack","desc":"The drake makes one bite attack and one tail slap attack."},{"name":"Bite","desc":"Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 22 (3d10 + 6) piercing damage.","attack_bonus":9,"damage_dice":"3d10"},{"name":"Tail Slap","desc":"Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 19 (3d8 + 6) bludgeoning damage.","attack_bonus":9,"damage_dice":"3d8"},{"name":"Stygian Breath (Recharge 5-6)","desc":"The elder shadow drake exhales a ball of black liquid that travels up to 60 feet before exploding into a cloud of frigid black mist with a 20-foot radius. Each creature in that sphere takes 42 (12d6) cold damage, or half damage with a successful DC 15 Constitution saving throw. Within the area of effect, the mist snuffs out nonmagical light sources and dispels magical light of 1st level or lower."}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Shadow Blend","desc":"In areas of dim light or darkness, an elder shadow drake is treated as invisible. Artificial illumination, such as a lantern or a light or continual flame spell, does not negate this ability; nothing less than true sunlight or a daylight spell does. The drake cannot use its Speed Surge or its Stygian Breath while invisible. An elder shadow drake can suspend or resume this ability at will, so long as the drake is in dim light or darkness."},{"name":"Shadow Jump (3/Day)","desc":"An elder shadow drake can travel between shadows as if by means of a dimension door spell. This magical transport must begin and end in an area of dim light or darkness, and the distance must be no more than 60 feet."},{"name":"Speed Surge (3/Day)","desc":"The elder shadow drake takes one additional move action on its turn. It can use only one speed surge per round."}],"spell_list":[],"page_no":153,"environments":[],"img_main":null,"document__slug":"tob","document__title":"Tome of Beasts","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/tome-of-beasts-for-5th-edition-print/","v2_converted_path":"/v2/creatures/tob_elder-shadow-drake/"},{"slug":"eye-golem","desc":"_An eye golem is muscular giant, well-proportioned with smooth, marble-white skin covered in eye-like sigils. When it opens one of its eyes opens for a moment, a beam as bright as the sun shines forth, piercing the darkness._  \n**Covered in Arcana.** Eye golems stand at least ten feet tall, and their magically durable hide is covered with real eyes as well as arcane sigils that resemble eyes.  \n**Blinds Victims.** An eye golem rarely kills its victims, but leaves them blinded, wandering and tormented, seeing only visions of the eye golem flashing through their memory. This drives some mad while others instead choose to serve the golem, becoming devoted to the one who still holds sight.  \n**All Eyes Open.** When killed, an eye golem does not simply fall down dead. All of its eyes open at once, a deafening bellow is heard for miles, and a blinding burst of light shines from the body. When the light and noise stop, hundreds of perfectly preserved eyeballs are left on the ground, still warm and fresh and without scars or damage. Thin beams of arcane energy connecting the eyes to their owners can be detected with a successful DC 25 Intelligence (Arcana) check. Those who wield the central eye once the golem is slain can use it to restore stolen eyes to their victims.  \n**Constructed Nature.** A golem doesn’t require air, food, drink, or sleep.","name":"Eye Golem","size":"Large","type":"Construct","subtype":"","group":null,"alignment":"unaligned","armor_class":20,"armor_desc":"natural armor","hit_points":157,"hit_dice":"15d10+75","speed":{"walk":30},"strength":22,"dexterity":9,"constitution":20,"intelligence":5,"wisdom":11,"charisma":1,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":8,"skills":{"perception":8},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"fire, poison, psychic; bludgeoning, piercing, and slashing from nonmagical attacks not made with adamantine weapons","condition_immunities":"charmed, exhausted, frightened, paralyzed, petrified, poisoned","senses":"truesight 120 ft., passive Perception 18","languages":"understands the language of its creator, but can't speak","challenge_rating":"11","cr":11.0,"actions":[{"name":"Multiattack","desc":"The golem makes two melee attacks."},{"name":"Slam","desc":"Melee Weapon Attack: +10 to hit, reach 5ft., one target. Hit: 24 (4d8 + 6) bludgeoning damage.","attack_bonus":10,"damage_dice":"4d8"},{"name":"Gaze of Ancient Light (Recharge 6)","desc":"The golem emits a burst of blinding light, affecting all opponents within 30 feet who are visible to it. These creatures must make a successful DC 17 Constitution saving throw or be permanently blinded. All affected creatures, including those that save successfully, are stunned until the end of their next turn."},{"name":"Primal Voice of Doom (1/Day)","desc":"The golem intones a disturbing invocation of the sun god. Creatures within 30 feet of the golem must make a successful DC 17 Wisdom saving throw or become frightened Deaf or unhearing creatures are unaffected."},{"name":"Shoot into the Sun (1 minute/day)","desc":"When roused for combat, the golem opens many of its eyes, emitting blinding light. All ranged attacks, including ranged spells that require a spell attack roll, are made with disadvantage against the golem. The effect persists as long as the eye golem desires, up to a total of 1 minute (10 rounds) per day."}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Immutable Form","desc":"The golem is immune to any spell or effect that would alter its form."},{"name":"Magic Resistance","desc":"The golem has advantage on saving throws against spells and other magical effects."},{"name":"Magic Weapons","desc":"The golem's weapon attacks are magical."}],"spell_list":[],"page_no":233,"environments":[],"img_main":null,"document__slug":"tob","document__title":"Tome of Beasts","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/tome-of-beasts-for-5th-edition-print/","v2_converted_path":"/v2/creatures/tob_eye-golem/"},{"slug":"herald-of-blood","desc":"_The heralds of blood are 20-foot-tall giants with bruised purple skin, and wart-like blood blisters that deform their features. They often wear cowled robes over golden armor streaked with black or green, and their staves of power are always ebony and mithral, embedded with precious stones._  \nAs powerful sorcerers and blood mages, heralds of blood are without peer. They enjoy enslaving ogres and giants whenever possible, though they make do with lesser slaves when they must.  \n**Dark Prophets.** Their stirring speeches proclaim that the end times are fast approaching, and their followers must prepare for a bloody reckoning. Behind their charismatic preaching, the heralds of blood serve elder earth gods that demand blood sacrifices, especially dark druid orders devoted to human hunts and the murder of innocents. They have the power to grant strength, lust, and vitality—or to wither those who cross them.  \n**Blood Magic Vortexes.** In their true form, which they keep hidden except in battle, heralds of blood are swirling vortexes of blood, bone, and raw magical power. They feed on ley line magic and the black blood of the earth as much as on flesh and blood.","name":"Herald Of Blood","size":"Huge","type":"Fiend","subtype":"","group":null,"alignment":"neutral evil","armor_class":15,"armor_desc":"natural armor","hit_points":115,"hit_dice":"10d12+50","speed":{"walk":30,"swim":30,"fly":50},"strength":22,"dexterity":12,"constitution":20,"intelligence":14,"wisdom":17,"charisma":16,"strength_save":10,"dexterity_save":null,"constitution_save":9,"intelligence_save":null,"wisdom_save":7,"charisma_save":null,"perception":7,"skills":{"arcana":6,"perception":7},"damage_vulnerabilities":"","damage_resistances":"piercing, lightning","damage_immunities":"fire, poison","condition_immunities":"exhaustion, frightened, paralyzed, petrified, poisoned","senses":"darkvision 240 ft., passive Perception 17","languages":"Common, Draconic, Infernal, Void Speech","challenge_rating":"12","cr":12.0,"actions":[{"name":"Engulfing Protoplasm","desc":"Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 19 (2d12 + 6) slashing damage and the target must make a successful DC 17 Dexterity saving throw or be grappled by the herald of blood (escape DC 16). While grappled this way, the creature takes 39 (6d12) acid damage at the start of each of the herald's turns. The herald can have any number of creatures grappled this way.","attack_bonus":10,"damage_dice":"2d12"}],"bonus_actions":null,"reactions":null,"legendary_desc":"A herald of blood can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. A herald of blood regains spent legendary actions at the start of its turn.","legendary_actions":[{"name":"Move","desc":"The herald of blood moves up to half its speed."},{"name":"Call of Blood (Costs 2 Actions)","desc":"Melee Weapon Attack. +10 to hit, reach 5 ft., all creatures in reach. Hit: 39 (6d12) necrotic damage and each target must make a successful DC 17 Constitution saving throw or gain 1 level of exhaustion."},{"name":"Majesty of Ragnarok (Costs 3 Actions)","desc":"The herald of blood emits a terrifying burst of eldritch power. All creatures within 100 feet and in direct line of sight of the herald take 32 (5d12) necrotic damage, gain 2 levels of exhaustion, and are permanently blinded. Targets that make a successful DC 15 Charisma saving throw are not blinded and gain only 1 level of exhaustion."}],"special_abilities":[{"name":"Blood Armor","desc":"The herald of blood takes no damage from the first attack against it each round and ignores any nondamaging effects of the attack."},{"name":"Gift of Blood","desc":"As an action, the herald of blood can transform any fey, human, or goblin into a red hag, if the target willingly accepts this transformation."},{"name":"Grant Blood Rage","desc":"As a bonus action, the herald of blood can grant a single living creature blood rage, giving it advantage on attacks for 3 rounds. At the end of this time, the target gains 1 level of exhaustion and suffers 13 (2d12) necrotic damage from blood loss."},{"name":"Humanoid Form","desc":"A herald of blood can assume a humanoid form at will as a bonus action, and dismiss this form at will."},{"name":"Melting Touch","desc":"When a herald of blood scores a critical hit or starts its turn with a foe grappled, it can dissolve one metal or wood item of its choosing in that foe's possession. A mundane item is destroyed automatically; a magical item survives if its owner makes a successful DC 17 Dexterity saving throw."}],"spell_list":[],"page_no":248,"environments":[],"img_main":null,"document__slug":"tob","document__title":"Tome of Beasts","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/tome-of-beasts-for-5th-edition-print/","v2_converted_path":"/v2/creatures/tob_herald-of-blood/"},{"slug":"hoard-golem","desc":"_A hoard golem is a pile of gold, jewelry, and weapons that can rise on its own like a tidal wave of riches, with a cold and determined face. A hoard golem can crash down with the weight of a fortune, flattening everything in its path._  \n**Dragon Fears Made Real.** The hoard golems were born from the paranoia of dragons. Despite their great physical and intellectual power, dragons are always suspicious of any creature willing to work for them. The first hoard golem was created when a dragon realized that there could be no guardian more trustworthy with its hoard than the hoard itself. Since then, the secret of hoard golem construction has emerged, and rich nobles have followed suit, enchanting their wealth to defend itself from thieves.  \n**Patient Homebodies.** As constructs, hoard golems are mindless, lying in wait for anyone other than their creator to come within striking distance. In the case of evil dragons, this may include the wyrmlings of dragon parents looking to establish dominance in the family. Hoard golems fight to the death, but they rarely leave the rooms they inhabit for fear that clever treasure hunters might trick the hoard into walking itself right out of the owner’s den.  \n**Silent and Wealthy.** Hoard golems cannot speak. A hoard golem is 25 feet tall and weighs 20,000 lb. A hoard golem’s body is composed of items—copper, silver, gold, works of art, armor, weapons, and magical items—worth at least 5,000 gp.  \n**Constructed Nature.** A golem doesn’t require air, food, drink, or sleep.","name":"Hoard Golem","size":"Huge","type":"Construct","subtype":"","group":null,"alignment":"unaligned","armor_class":18,"armor_desc":"natural armor","hit_points":161,"hit_dice":"14d12+70","speed":{"walk":40},"strength":22,"dexterity":15,"constitution":20,"intelligence":3,"wisdom":11,"charisma":1,"strength_save":null,"dexterity_save":null,"constitution_save":9,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":4,"skills":{"athletics":10,"perception":4},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"poison, psychic; bludgeoning, piercing, and slashing from nonmagical attacks not made with adamantine weapons","condition_immunities":"charmed, exhausted, frightened, paralyzed, petrified, poisoned","senses":"darkvision 120 ft., passive Perception 14","languages":"understands the language of its creator but can't speak","challenge_rating":"12","cr":12.0,"actions":[{"name":"Multiattack","desc":"The golem makes two slam attacks."},{"name":"Slam","desc":"Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 39 (6d10 + 6) bludgeoning damage.","attack_bonus":10,"damage_dice":"6d10"},{"name":"Thieving Whirlwind (Recharge 5-6)","desc":"The hoard golem transforms into a 20-foot radius whirlwind of the treasures of which it is composed. In this form, it has immunity to all slashing and piercing damage. As a whirlwind, it can enter other creatures' spaces and stop there. Every creature in a space the whirlwind occupies must make a DC 17 Dexterity saving throw. On a failure, a target takes 40 (6d10 + 7) bludgeoning damage and the whirlwind removes the most valuable visible item on the target, including wielded items, but not armor. If the saving throw is successful, the target takes half the bludgeoning damage and retains all possessions. The golem can remain in whirlwind form for up to 3 rounds, or it can transform back to its normal form on any of its turns as a bonus action."}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Strike with Awe","desc":"Creatures within 120 feet of an immobile hoard golem suffer disadvantage on Wisdom (Perception) checks. A creature's sheer glee on discovering a vast hoard of treasure distracts it from its surroundings."},{"name":"Immutable Form","desc":"The golem is immune to any spell or effect that would alter its form."},{"name":"Magic Resistance","desc":"The golem has advantage on saving throws against spells and other magical effects."},{"name":"Magic Weapons","desc":"The golem's weapon attacks are magical."}],"spell_list":[],"page_no":234,"environments":[],"img_main":null,"document__slug":"tob","document__title":"Tome of Beasts","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/tome-of-beasts-for-5th-edition-print/","v2_converted_path":"/v2/creatures/tob_hoard-golem/"},{"slug":"koschei","desc":"","name":"Koschei","size":"Medium","type":"Fiend","subtype":"","group":null,"alignment":"neutral evil","armor_class":18,"armor_desc":"natural armor","hit_points":135,"hit_dice":"18d8+54","speed":{"walk":30},"strength":22,"dexterity":12,"constitution":17,"intelligence":17,"wisdom":13,"charisma":21,"strength_save":null,"dexterity_save":7,"constitution_save":null,"intelligence_save":null,"wisdom_save":7,"charisma_save":11,"perception":7,"skills":{"arcana":9,"insight":7,"perception":7},"damage_vulnerabilities":"","damage_resistances":"cold, lightning","damage_immunities":"necrotic; bludgeoning, piercing, and slashing from nonmagical attacks","condition_immunities":"charmed, exhaustion, frightened","senses":"darkvision 60 ft., passive Perception 17","languages":"Abyssal, Common, Celestial, Dwarvish, Infernal","challenge_rating":"17","cr":17.0,"actions":[{"name":"Multiattack","desc":"Koschei makes two longsword attacks and one drain life attack."},{"name":"Longsword","desc":"Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 10 (1d8 + 6) slashing damage or 11 (1d10 + 6) slashing damage if used in two hands plus 14 (4d6) necrotic damage.","attack_bonus":12,"damage_dice":"1d8"},{"name":"Drain Life","desc":"Melee Spell Attack: +11 to hit, reach 5 ft., one target. Hit: 20 (4d6 + 6) necrotic damage. The target must succeed on a DC 19 Constitution saving throw or its hit point maximum is reduced by an amount equal to the damage taken from this attack, and Koschei regains an equal number of hit points. This reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hit point maximum to 0.","attack_bonus":11,"damage_dice":"4d6"}],"bonus_actions":null,"reactions":null,"legendary_desc":"Koschei can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. Koschei regains spent legendary actions at the start of its turn.","legendary_actions":[{"name":"Attack","desc":"Koschei makes one attack with his longsword."},{"name":"Teleport","desc":"Koschei teleports to an unoccupied space he can see within 40 feet."},{"name":"Drain (2 actions)","desc":"Koschei makes one attack with Drain Life."}],"special_abilities":[{"name":"Hidden Soul","desc":"A creature holding the egg containing Koschei's soul can use an action to compel Koschei as if a dominate monster spell were cast on him and Koschei failed his saving throw. As long as the soul is within the needle, Koschei can't permanently die. If he is killed, his body reforms in his lair in 1d10 days. If the needle is broken, Koschei can be killed like any other creature."},{"name":"Innate Spellcasting","desc":"koschei's innate spellcasting attribute is Charisma (spell save DC 19, +11 to hit with spell attacks). He can innately cast the following spells, requiring no material components.\n\nat will: detect magic, phantom steed, scorching ray, sending\n\n3/day each: invisibility, magic missile, shield\n\n2/day each: animate objects, cone of cold, hypnotic pattern\n\n1/day each: disintegrate, meteor swarm, true polymorph"},{"name":"Legendary Resistance (3/day)","desc":"If Koschei fails a saving throw, he can choose to succeed instead."},{"name":"Magic Weapons","desc":"Koschei's weapon attacks are magical and do an extra 14 (4d6) necrotic damage (included below)."},{"name":"Koschei's Lair Actions","desc":"on initiative count 20 (losing initiative ties), Koschei takes a lair action to cause one of the following effects; Koschei can't use the same effect two rounds in a row:\n\n- Koschei creates a whirlwind centered on a point he can see within 100 feet. The whirlwind is 10 feet wide and up to 50 feet tall. A creature in the area of the whirlwind when it's created, or who enters the area for the first time on a turn, must make a DC 15 Strength saving throw. On a failed save, the creature is restrained and takes 18 (4d8) bludgeoning damage from the buffeting wind. A restrained creature can escape from the whirlwind by using its action to repeat the saving throw; on a success, it moves 5 feet outside the area of the whirlwind. The whirlwind lasts until Koschei uses this action again or dies.\n\n- Tortured spirits appear and attack up to three creatures Koschei can see within the lair. One attack is made against each targeted creature; each attack has +8 to hit and does 10 (3d6) necrotic damage.\n\n- Koschei disrupts the flow of magic in his lair. Until initiative count 20 on the following round, any creature other than a fiend who targets Koschei with a spell must make a DC 15 Wisdom saving throw. On a failure, the creature still casts the spell, but it must target a creature other than Koschei."},{"name":"Regional Effects","desc":"the region containing Koschei's lair is warped by Koschei's magic, which creates one or more of the following effects:\n\n- Rabbits, ducks, and other game animals become hostile toward intruders within 5 miles of the lair. They behave aggressively, but only attack if cornered. Foraging for food by hunting is difficult and only yields half the normal amount of food.\n\n- Wind and snowstorms are common within 5 miles of the lair.\n\n- Koschei is aware of any spell cast within 5 miles of his lair. He knows the source of the magic (innate, the caster's class, or a magic item) and knows the direction to the caster.\n\nif Koschei dies, conditions in the area surrounding his lair return to normal over the course of 1d10 days."}],"spell_list":[],"page_no":266,"environments":[],"img_main":null,"document__slug":"tob","document__title":"Tome of Beasts","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/tome-of-beasts-for-5th-edition-print/","v2_converted_path":"/v2/creatures/tob_koschei/"},{"slug":"mask-wight","desc":"_The frame of this withered demon’s corpse barely fills the ash-colored plate armor that encases it. It carries a serrated khopesh sword in spiked gauntlets that hiss with violet smoke, and a horned ivory mask devoid of features is nailed to its face._  \n**Children of Fiends.** Long ago, a demon lord of shadow and deceit fell in love with a demon goddess of destruction. At the base of a crater left by a meteor that destroyed a civilization, the two devised a plan to not merely slay their peers, but wholly expunge them from time itself, leaving only each other. Shortly thereafter, the mask wights were conceived.  \n**Rites of Annihilation.** To create these undead, the lord of shadows stole the bodies of death knights from beneath the necropolis of an arch-lich. Then, the goddess of the underworld sacrificed a million condemned souls and drained their essence into ivory masks—one for each fiend the couple sought to annihilate. Finally, the masks were hammered onto the knights with cold iron nails, and their armored husks were left at the bottom of the memory-draining River Styx for 600 years.  \nWhen they rose, the mask wights marched out into the planes to bury knowledge, conjure secrets, and erase their quarry from memory and history.  \n**Ready for Betrayal.** Kept secret from one another, though, the two each created an additional mask wight, a safeguard for in case betrayal should cross their lover’s mind.  \n**Undead Nature.** A mask wight doesn’t require air, food, drink, or sleep.","name":"Mask Wight","size":"Medium","type":"Undead","subtype":"","group":null,"alignment":"neutral evil","armor_class":19,"armor_desc":"natural armor","hit_points":207,"hit_dice":"18d8+126","speed":{"walk":40},"strength":22,"dexterity":18,"constitution":24,"intelligence":15,"wisdom":16,"charisma":18,"strength_save":11,"dexterity_save":9,"constitution_save":12,"intelligence_save":7,"wisdom_save":8,"charisma_save":9,"perception":null,"skills":{},"damage_vulnerabilities":"radiant","damage_resistances":"acid, fire, lightning, cold; bludgeoning, piercing, and slashing from nonmagical attacks","damage_immunities":"necrotic, poison","condition_immunities":"charmed, frightened, paralyzed, petrified, poisoned, stunned, unconscious","senses":"darkvision 60 ft., truesight 30 ft., passive Perception 13","languages":"Common, Giant, Infernal","challenge_rating":"13","cr":13.0,"actions":[{"name":"Multiattack","desc":"The mask wight makes one Khopesh of Oblivion attack and one Enervating Spiked Gauntlet attack."},{"name":"Khopesh of Oblivion","desc":"Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 19 (3d8 + 6) slashing damage, and the target must succeed on a DC 17 Wisdom saving throw or some cherished material thing disappears from the universe, and only the target retains any memory of it. This item can be as large as a building, but it can't be a living entity and it can't be on the target's person or within the target's sight.","attack_bonus":11,"damage_dice":"3d8"},{"name":"Enervating Spiked Gauntlet","desc":"Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 19 (2d12 + 6) bludgeoning damage plus 11 (2d10) necrotic damage, and the target must succeed on a DC 17 Wisdom saving throw or gain 1 level of exhaustion. The target recovers from all exhaustion caused by the enervating spiked gauntlet at the end of its next long rest.","attack_bonus":11,"damage_dice":"2d12"},{"name":"Wail of the Forgotten (Recharge 6)","desc":"The mask wight emits an ear-piercing wail. All creatures within 30 feet of the wight take 65 (10d12) thunder damage and are permanently deafened; a successful DC 17 Charisma saving throw reduces damage to half and limits the deafness to 1d4 hours. Targets slain by this attack are erased from the memories of every creature in the planes, all written or pictorial references to the target fade away, and its body is obliterated-the only exception is those who personally witnessed the death. Restoring such a slain creature requires a wish or divine intervention; no mortal remembers the creature's life or death."}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Innate Spellcasting","desc":"the wight's innate spellcasting ability is Charisma (spell save DC 17). It can innately cast the following spells, requiring no material components:\n\nat will: alter self\n\n1/day each: counterspell, dispel magic, enlarge/reduce, spider climb, tongues\n\n1/week: gate"},{"name":"Single-minded Purpose","desc":"The wight has advantage on attack rolls against followers of the fiend it is tasked to destroy and those in its target's employ (whether or not they are aware of their employer), as well as the fiend itself."}],"spell_list":[],"page_no":285,"environments":[],"img_main":null,"document__slug":"tob","document__title":"Tome of Beasts","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/tome-of-beasts-for-5th-edition-print/","v2_converted_path":"/v2/creatures/tob_mask-wight/"},{"slug":"sathaq-worm","desc":"_This titanic worm’s rocky hide is rough and hard as stone. Its yawning gullet writhes with miniature worms like itself._  \n**Elemental Predators.** Sathaq worms are nightmarish predators from the Plane of Elemental Earth, 30 feet long and 10 feet thick, with rugged brown hide embedded with stones. They devour stone and flesh with equal ease.  \n**Guts Filled with Larvae.** Sathaq worms are solitary; they approach each other only to mate. Their young incubate inside the worms’ gullets. Creatures they swallow are simultaneously digested by the parent worm and devoured by the larvae.  \n**Painful Presence.** Ultrasonic noise and magical ripples that tear at flesh and bone make the very presence of a sathaq worm extremely uncomfortable for creatures of the Material Plane.","name":"Sathaq Worm","size":"Huge","type":"Elemental","subtype":"","group":null,"alignment":"neutral evil","armor_class":16,"armor_desc":"natural armor","hit_points":172,"hit_dice":"15d12+75","speed":{"walk":20,"burrow":20,"swim":20},"strength":22,"dexterity":6,"constitution":20,"intelligence":5,"wisdom":12,"charisma":9,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":5,"skills":{"perception":5,"stealth":2},"damage_vulnerabilities":"thunder","damage_resistances":"fire; bludgeoning, piercing, and slashing from nonmagical attacks","damage_immunities":"acid, poison","condition_immunities":"exhaustion, paralyzed, petrified, poisoned, unconscious","senses":"tremorsense 60 ft., passive Perception 15","languages":"understands Deep Speech and Terran, but can't speak","challenge_rating":"10","cr":10.0,"actions":[{"name":"Bite","desc":"Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 24 (4d8 + 6) piercing damage. If the target is a Large or smaller creature, it must succeed on a DC 18 Dexterity saving throw or be swallowed by the sathaq worm. A swallowed creature is blinded and restrained, has total cover against attacks and other effects outside the worm, and takes 7 (2d6) bludgeoning damage plus 7 (2d6) slashing damage plus 7 (2d6) acid damage at the start of each of the sathaq worm's turns. The sathaq worm can have only one creature swallowed at a time. If the sathaq worm takes 20 damage or more on a single turn from a creature inside it, the sathaq worm must succeed on a DC 15 Constitution saving throw at the end of that turn or regurgitate the swallowed creature, which falls prone in a space within 5 feet of the sathaq worm. If the sathaq worm dies, a swallowed creature is no longer restrained by it and can escape from the corpse by using 10 feet of movement, exiting prone.","attack_bonus":10,"damage_dice":"4d8"}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Agonizing Aura","desc":"The sathaq worms' presence induces pain in creatures native to the Material Plane. Any creature that starts its turn within 30 feet of the sathaq worm must make a DC 17 Fortitude saving throw. On a failed save, the creature is poisoned until the start of its next turn. If a creature's saving throw succeeds, it is immune to the sathaq worm's Agonizing Aura for the next 24 hours."},{"name":"Earth Glide","desc":"The sathaq worm can burrow through nonmagical, unworked earth and stone. While doing so, the elemental doesn't disturb the material it moves through."},{"name":"Siege Monster","desc":"The sathaq worm deals double damage to objects and structures."},{"name":"Earthen Camoflage","desc":"The sathaq worm's stealth bonus is increased to +6 in sand, mud, or dirt."}],"spell_list":[],"page_no":337,"environments":[],"img_main":null,"document__slug":"tob","document__title":"Tome of Beasts","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/tome-of-beasts-for-5th-edition-print/","v2_converted_path":"/v2/creatures/tob_sathaq-worm/"},{"slug":"savager","desc":"_A porcupine-quilled creature built like a grizzly bear with claws and fangs like scimitars. A savager’s forelegs are mangled and scabbed, and its eyes shine with hatred and anticipation._  \n**Driven by Dark Spirits.** While druids claim these bear-like animals are not cursed or enchanted, the savager’s habit of killing any living creature on sight is not natural behavior. Hunger doesn’t explain their attacks, since savagers eat only part of their kills before abandoning the meal and looking for other animals to attack. Some dark forest spirit drives them.  \n**Gnaws Itself.** When there are no other creatures nearby to attack, a savager gnaws on its own forelimbs, resulting in scabs, scars, and calluses so thick and numb that they protect the savager from even the sharpest of swords.  \n**Rare Meetings.** The only creature a savager won’t attack on sight is another savager. If they are of the same sex, the two avoid each out of self-preservation, and if they’re of the opposite sex, they mate so ferociously that both creatures are left wounded, angry, and hungry. A savager litter contains anywhere from 10 to 25 cubs, all of them born able to walk and fend for themselves. This is important, because within 24 hours after giving birth, a savager mother no longer recognizes her own offspring, and she will attack and cannibalize any that don’t escape on their own.  \nA savager weighs 1,800 pounds and is 11 feet long.","name":"Savager","size":"Large","type":"Beast","subtype":"","group":null,"alignment":"neutral evil","armor_class":17,"armor_desc":"natural armor","hit_points":115,"hit_dice":"1d10+60","speed":{"walk":40,"climb":20},"strength":22,"dexterity":14,"constitution":22,"intelligence":2,"wisdom":10,"charisma":13,"strength_save":null,"dexterity_save":5,"constitution_save":9,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":3,"skills":{"perception":3},"damage_vulnerabilities":"","damage_resistances":"bludgeoning, piercing, and slashing from nonmagical attacks","damage_immunities":"","condition_immunities":"charmed, frightened","senses":"darkvision 60 ft., passive Perception 13","languages":"","challenge_rating":"8","cr":8.0,"actions":[{"name":"Multiattack","desc":"The savager makes one bite attack and one claw attack."},{"name":"Bite","desc":"Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 19 (2d12 + 6) piercing damage.","attack_bonus":9,"damage_dice":"2d12"},{"name":"Claw","desc":"Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 38 (5d12 + 6) slashing damage.","attack_bonus":9,"damage_dice":"5d12"}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Mighty Swing","desc":"When a savager attacks without moving during its turn, it makes its claw attack with advantage."},{"name":"Quills","desc":"A creature takes 4 (1d8) piercing damage at the start of its turn while it is grappling a savager."}],"spell_list":[],"page_no":338,"environments":[],"img_main":null,"document__slug":"tob","document__title":"Tome of Beasts","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/tome-of-beasts-for-5th-edition-print/","v2_converted_path":"/v2/creatures/tob_savager/"},{"slug":"stuhac","desc":"_This pale-skinned, white-bearded hermit wears a winter cloak and travels the mountain paths, cliff sides, and trade routes alone._  \n**Feigns Weakness.** Living in isolated mountain passes and foraging along little-traveled slopes, the stuhac is a master of stealth and deception. Wrapping heavy furs around itself, it poses as a feeble hermit or traveler needing assistance. Only after its victims have been lured away from warmth and safety does the stuhac drop its disguise and show its true nature: the withered traveler's gnarled hands uncurl to reveal jagged yellow claws, its cataract-ridden eyes are exposed as waxen orbs wobbling loosely in their sockets; throwing open its cloak, it proudly shows off woven layers of yellowed tendon and ligament.  \n**Hideous Garments.** The stuhac’s most prized possessions are its “clutters,” garments woven of layered and tangled ligaments and tendons. These grisly trophies are taken from scores of victims, and stuhacs treasure each bit of their disgusting attire. When two stuhac meet, they compare their garb, swapping anecdotes of their most horrifying kills and deceptions.  \nStuhacs weave new ligaments into their clutters while their still-living victims watch. Lying in crippled agony, they cannot flee as the stuhac tears fresh material from their bodies for its garments. To keep screams from disturbing their work, these monsters sever their victim’s vocal chords.  \n**Devour Victims.** Once its clutters are done, the stuhac feeds on its live victim, devouring everything but the bones. Finding a clean-picked humanoid skeleton along a mountain path is a reliable sign of a stuhac’s presence.  \nBecause female stuhacs have never been reported, some believe that these fiends mate with demons, hags, or lamias. Others believe stuhacs are part of a hideous malediction, a recipe for immortality that requires the subject to devour its own kind.","name":"Stuhac","size":"Medium","type":"Fiend","subtype":"","group":null,"alignment":"neutral evil","armor_class":18,"armor_desc":"natural armor","hit_points":190,"hit_dice":"20d8+100","speed":{"walk":40,"climb":40},"strength":22,"dexterity":18,"constitution":20,"intelligence":12,"wisdom":16,"charisma":15,"strength_save":11,"dexterity_save":9,"constitution_save":10,"intelligence_save":null,"wisdom_save":null,"charisma_save":7,"perception":null,"skills":{"deception":12},"damage_vulnerabilities":"","damage_resistances":"acid, fire; bludgeoning and piercing from nonmagical attacks","damage_immunities":"cold, poison","condition_immunities":"poisoned","senses":"darkvision 60 ft., passive Perception 13","languages":"Common, Infernal; telepathy 100 ft.","challenge_rating":"13","cr":13.0,"actions":[{"name":"Multiattack","desc":"The stuhac makes two claw attacks and one bite attack, or two claw attacks and one hobble."},{"name":"Bite","desc":"Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 20 (4d6 + 6) piercing damage.","attack_bonus":11,"damage_dice":"4d6"},{"name":"Claw","desc":"Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 29 (5d8 + 6) slashing damage.","attack_bonus":11,"damage_dice":"5d8"},{"name":"Hobble","desc":"A stuhac can cripple a creature by telekinetically tearing its tendons and ligaments. A stuhac can target one creature within 100 feet. The target must make a successful DC 16 Constitution saving throw or take 13 (3d8) force damage and its speed is reduced by 20 feet. Magical movement (flight, teleportation, etc.) is unaffected. This damage can only be cured through magical healing, not by spending hit dice or resting."}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Mountain Stride","desc":"Mountain slopes and stone outcroppings pose no obstacle to a stuhac's movement. In mountainous areas, it scrambles through difficult terrain without hindrance."},{"name":"Powerful Leap","desc":"The stuhac can jump three times the normal distance: 66 feet horizontally or 27 feet vertically with a running start, or half those distances from a stationary start."},{"name":"Shapechanger","desc":"The stuhac can use its action to polymorph into one of two forms: that of an elderly humanoid male, and its natural form. It cannot alter either form's appearance or capabilities using this ability, and damage sustained in one form transfers to the other form."}],"spell_list":[],"page_no":370,"environments":[],"img_main":null,"document__slug":"tob","document__title":"Tome of Beasts","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/tome-of-beasts-for-5th-edition-print/","v2_converted_path":"/v2/creatures/tob_stuhac/"}]}