{"count":3207,"next":"https://api-beta.open5e.com/v1/monsters/?format=json&ordering=-wisdom&page=32","previous":"https://api-beta.open5e.com/v1/monsters/?format=json&ordering=-wisdom&page=30","results":[{"slug":"sulsha","desc":"Larger than a gorilla, this monstrous ape is covered in bright-red fur. It has twin tufts of black hair rising from its head like horns and possesses a bony spur on the end of its long, meaty tail. The creature’s eyes glow with evil intelligence, and it carries a bag filled with various incendiary devices._  \n**Jungle Tyrants.** Sulshas are tyrannical simian humanoids that dwell in thick jungles, particularly in hilly or mountainous regions. Obsessed with conquering those around them, sulshas are in a constant state of warfare with creatures that share their homeland. They even force their simian cousins, such as Open Game License","name":"Sulsha","size":"Large","type":"Humanoid","subtype":"simian","group":null,"alignment":"lawful evil","armor_class":16,"armor_desc":"natural armor","hit_points":90,"hit_dice":"12d10+24","speed":{"walk":40,"climb":40},"strength":18,"dexterity":14,"constitution":14,"intelligence":11,"wisdom":12,"charisma":9,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":3,"skills":{"acrobatics":4,"athletics":6,"perception":3,"survival":3},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"","condition_immunities":"","senses":"darkvision 60 ft., passive Perception 13","languages":"Common, Simian","challenge_rating":"4","cr":4.0,"actions":[{"name":"Multiattack","desc":"The sulsha makes three attacks: one with its bite, one with its slam, and one with its tail spur. Alternatively, it makes two bomb attacks."},{"name":"Bite","desc":"Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) piercing damage.","attack_bonus":6,"damage_dice":"1d6+4"},{"name":"Slam","desc":"Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) bludgeoning damage.","attack_bonus":6,"damage_dice":"2d8+4"},{"name":"Tail Spur","desc":"Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 6 (1d4 + 4) piercing damage.","attack_bonus":6,"damage_dice":"1d4+4"},{"name":"Bomb","desc":"Ranged Weapon Attack: +6 to hit, range 20/60 ft., one target. Hit: 7 (1d6 + 4) bludgeoning damage. The target and each creature within 10 feet of it must make a DC 14 Dexterity saving throw, taking 14 (4d6) fire damage on a failed save, or half as much damage on a successful one.","attack_bonus":6,"damage_dice":"1d6+4"},{"name":"Terrifying Display (Recharge 5-6)","desc":"The sulsha beats furiously on its chest and hollers with rage. Each creature within 30 feet of the sulsha that can see or hear it must succeed on a DC 14 Wisdom saving throw or be frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success."}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Arboreal Tactician","desc":"The sulsha is adept at fighting while climbing. It doesn't provoke opportunity attacks when it climbs out of an enemy's reach, and it has advantage on attack rolls against a creature if the creature is climbing."},{"name":"Standing Leap","desc":"The sulsha's long jump is up to 30 feet and its high jump is up to 15 feet, with or without a running start."}],"spell_list":[],"page_no":136,"environments":[],"img_main":null,"document__slug":"tob2","document__title":"Tome of Beasts 2","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/tome-of-beasts-2-for-5th-edition/","v2_converted_path":"/v2/creatures/tob2_sulsha/"},{"slug":"swamp-lily","desc":"This large, delicate, orange flower stands guard over a sumptuous banquet laid out near its roots._  \n**Deceivingly Delectable.** Swamp lilies are carnivorous plants that thrive on the rotting remains of creatures they poison. While they can envenom victims with their tentacle-like roots, they prefer to lure in prey with an illusion of a seemingly benign feast. The lilies exude a scent of fruit with the musk from prey animals to complement the illusion. Their victims then peaceably eat the food, unwittingly ingesting the lily’s roots and deadly toxin.  \n**Wandering Menace.** After killing enough prey to keep it well fed and provide nourishment for its seeds, it travels where it can sense creatures with a strong desire for food. Though the plant does not understand the dynamics of food supply, its ability to understand thoughts pertaining to food allows it to relocate where the inhabitants are desperate and more susceptible to its illusory feast.  \n**Grove Guardians.** Druids and creatures respectful of poisonous plants or resistant to the swamp lilies’ illusions often establish a rapport with the lilies as protectors. Partners to the lilies give additional credence to the illusions produced by the plants and encourage unwanted guests to partake of the nonexistent food.","name":"Swamp Lily","size":"Medium","type":"Plant","subtype":"","group":null,"alignment":"unaligned","armor_class":15,"armor_desc":"natural armor","hit_points":136,"hit_dice":"16d8+64","speed":{"walk":15},"strength":16,"dexterity":9,"constitution":18,"intelligence":4,"wisdom":12,"charisma":17,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":null,"skills":{},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"poison","condition_immunities":"blinded, deafened, poisoned","senses":"tremorsense 60 ft. (blind beyond this radius), passive Perception 11","languages":"—","challenge_rating":"7","cr":7.0,"actions":[{"name":"Multiattack","desc":"The swamp lily makes two root attacks."},{"name":"Root","desc":"Melee Weapon Attack: +6 to hit, reach 10 ft., one creature. Hit: 12 (2d8 + 3) bludgeoning damage, and the target must make a DC 15 Constitution saving throw, taking 10 (3d6) poison damage on a failed save, or half as much damage on a successful one.","attack_bonus":6,"damage_dice":"2d8+3"},{"name":"Fake Feast","desc":"The swamp lily magically creates the image of a banquet within 5 feet of itself that compels creatures to eat from it. Each creature within 60 feet of the banquet that can see the banquet must succeed on a DC 15 Wisdom saving throw or be charmed by the lily. The lily must take a bonus action on its subsequent turns to maintain the illusion. The illusion ends if the lily is incapacitated.\n\nWhile charmed by the lily, a target is incapacitated and ignores the banquets of other lilies. If the charmed target is more than 5 feet away from the lily's banquet, the target must move on its turn toward the banquet by the most direct route, trying to get within 5 feet. It doesn't avoid opportunity attacks, but before moving into damaging terrain, such as lava or a pit, and whenever it takes damage from a source other than the lily, the target can repeat the saving throw. A charmed target can also repeat the saving throw at the end of each of its turns. If the saving throw is successful, the effect ends on it. A target that successfully saves is immune to this swamp lily's Fake Feast for the next 24 hours.\n\nIf the charmed target starts its turn within 5 feet of the banquet, it eats the feast and must make a DC 15 Constitution saving throw. On a failure, the creature takes 21 (6d6) poison damage and is poisoned for 1 minute. On a success, the creature takes half the damage and isn't poisoned."}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Discern Food Preferences","desc":"The swamp lily can use an action to read the surface thoughts of all creatures within 60 feet of it. This works like the detect thoughts spell, except the lily can only determine each creature's favorite food. Each creature within range must succeed on a DC 15 Wisdom saving throw or have disadvantage on its saving throw against the lily's Fake Feast action."}],"spell_list":[],"page_no":342,"environments":[],"img_main":null,"document__slug":"tob2","document__title":"Tome of Beasts 2","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/tome-of-beasts-2-for-5th-edition/","v2_converted_path":"/v2/creatures/tob2_swamp-lily/"},{"slug":"swarm-of-esteron","desc":"Esteron are small, winged salamanders that live in large groups. They cluster around subterranean bodies of water and aggressively protect such places. Some underground creatures see the esteron as a delicacy, but those who hunt esteron know the beasts are quick to form swarms that can easily overwhelm an unprepared hunter.  \nEsteron are highly sociable, communal creatures, and their communities are not lorded over by a dominant member. Instead, they cooperate with one another peacefully. When two groups of esteron encounter one another, they behave peacefully if the nearby water and food is abundant, sometimes even exchanging members. If resources are scarce, however, the group that inhabits the source of water drives away the outsider group with as little violence as possible.","name":"Swarm of Esteron","size":"Medium","type":"Beast","subtype":"Swarm","group":null,"alignment":"unaligned","armor_class":13,"armor_desc":null,"hit_points":54,"hit_dice":"12d8","speed":{"swim":30,"fly":30,"walk":10},"strength":10,"dexterity":16,"constitution":10,"intelligence":2,"wisdom":12,"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":"bludgeoning, piercing, slashing","damage_immunities":"","condition_immunities":"charmed, frightened, grappled, paralyzed, petrified, prone, restrained, stunned","senses":"darkvision 60 ft., passive Perception 11","languages":"—","challenge_rating":"2","cr":2.0,"actions":[{"name":"Bites","desc":"Melee Weapon Attack: +5 to hit, reach 0 ft., one creature in the swarm's space. Hit: 14 (4d6) piercing damage, or 7 (2d6) piercing damage if the swarm has half its hp or fewer.","attack_bonus":5,"damage_dice":"4d6"}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Amphibious","desc":"The swarm can breathe air and water."},{"name":"Keen Smell","desc":"The swarm has advantage on Wisdom (Perception) checks that rely on smell."},{"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 esteron. The swarm can't regain hit points or gain temporary hit points."}],"spell_list":[],"page_no":400,"environments":[],"img_main":null,"document__slug":"tob2","document__title":"Tome of Beasts 2","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/tome-of-beasts-2-for-5th-edition/","v2_converted_path":"/v2/creatures/tob2_swarm-of-esteron/"},{"slug":"tidehunter","desc":"Emerging from the surf, this massive crab-like beast has a hard, blue shell covered in barnacles. It holds a net of seaweed between its barbed claws, and a look of intelligence gleams in its elliptical, crimson eyes._  \n**Lurkers in the Shallows.** The tidehunter is an ambush hunter, using its coloration to surprise prey that venture into the shallows. Tidehunters are normally found along coasts with plentiful beaches and underwater vegetation, but some can be found in large lakes and river systems close to the open ocean. Most tidehunters are more than 20 feet across and are powerful enough to overcome a hunter shark or small whale with ease. They have few natural predators, their intelligence and guile making them challenging prey.  \n**Net Weavers.** Tidehunters can weave nets out of kelp, seaweed, and other fibrous plant material with ease, constructing nets in a matter of minutes with the weirdly hooked barbs on their claws. Their nets are strong and can be thrown with great accuracy over a large distance. Indeed, even those on dry land are not immune to the tidehunter’s attacks, and more than one human has been hauled into the surging tide from the apparent safety of the beach.  \n**Fishing Buddies.** While fisherfolk and tidehunters are normally at odds, a tidehunter will sometimes enter into an unspoken agreement with a group of fisherfolk, sharing the spoils of the sea while keeping out of each other’s way.","name":"Tidehunter","size":"Huge","type":"Monstrosity","subtype":"","group":null,"alignment":"unaligned","armor_class":15,"armor_desc":"natural armor","hit_points":133,"hit_dice":"14d10+56","speed":{"swim":40,"walk":20},"strength":19,"dexterity":14,"constitution":18,"intelligence":5,"wisdom":12,"charisma":5,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":4,"skills":{"perception":4,"stealth":5},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"","condition_immunities":"","senses":"darkvision 60 ft., passive Perception 14","languages":"—","challenge_rating":"6","cr":6.0,"actions":[{"name":"Multiattack","desc":"The tidehunter makes three attacks, only one of which can be with its net. It can use Reel in place of two claw attacks."},{"name":"Claw","desc":"Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 13 (2d8 + 4) bludgeoning damage, and the target is grappled (escape DC 15). The tidehunter has two claws, each of which can grapple only one target.","attack_bonus":7,"damage_dice":"2d8+4"},{"name":"Net","desc":"Ranged Weapon Attack: +7 to hit, range 20/60 ft., one target. Hit: A Large or smaller creature hit by the net is restrained until it is freed. The net has no effect on creatures that are formless, or creatures that are Huge or larger. A creature can use its action to make a DC 15 Strength check, freeing itself or another creature within its reach on a success. Dealing 15 slashing damage to the net (AC 13) also frees the creature without harming it, ending the effect and destroying the net."},{"name":"Reel","desc":"The tidehunter pulls one creature restrained by its net up to 20 feet straight toward it. If the target is within 10 feet of the tidehunter at the end of this pull, the tidehunter can make one claw attack against it as a bonus action."}],"bonus_actions":null,"reactions":[{"name":"Entangle Weapon","desc":"When the tidehunter is targeted by a melee weapon attack, the attacker must succeed on a DC 16 Dexterity saving throw or miss the attack as the tidehunter uses its net to interfere with the weapon. The tidehunter must have an empty net to use this reaction."}],"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Amphibious","desc":"The tidehunter can breathe air and water."},{"name":"Net Maker","desc":"With 1 minute of work, the tidehunter can create a net out of seaweed, rope, or similar material. The tidehunter typically carries 2 nets."},{"name":"Underwater Camouflage","desc":"The tidehunter has advantage on Dexterity (Stealth) checks made while underwater."}],"spell_list":[],"page_no":348,"environments":[],"img_main":null,"document__slug":"tob2","document__title":"Tome of Beasts 2","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/tome-of-beasts-2-for-5th-edition/","v2_converted_path":"/v2/creatures/tob2_tidehunter/"},{"slug":"tormented-qiqirn","desc":"This strange dog is hairless except for the thick, dark fur that runs along its bony, ridged back._  \n**Arctic Legends.** Oral histories of the north are rich with tales of the qiqirn. The tales say they are drawn to mankind’s warm hearths and homes and that the sounds of music and mirth enrage them. The stories note that qiqirn are jealous of dogs and that jealousy leads them to kill canines whenever they can. More than a few tales are told of qiqirn that have foolishly become trapped while trying to get at a settlement’s sled dogs. Most importantly, northern children are told that a qiqirn can be driven off by shouting its name at it.  \n**Afraid of Civilization.** Feared as they are by northern communities, qiqirn fear those people in turn. When threatened by civilized folk, qiqirn are quick to flee. When this occurs, a qiqirn often returns by night to steal the food or livestock it was previously denied. When qiqirn attacks have driven an entire community to hunt it, the monster leaves the region for easier hunting grounds.  \n**Spirit Dog.** A qiqirn’s fear of civilization is built on the basis of self-preservation. The Open Game License","name":"Tormented Qiqirn","size":"Large","type":"Fiend","subtype":"","group":null,"alignment":"chaotic evil","armor_class":16,"armor_desc":"natural armor","hit_points":133,"hit_dice":"14d10+56","speed":{"walk":50},"strength":15,"dexterity":18,"constitution":14,"intelligence":5,"wisdom":12,"charisma":13,"strength_save":null,"dexterity_save":6,"constitution_save":8,"intelligence_save":null,"wisdom_save":6,"charisma_save":null,"perception":6,"skills":{"perception":6,"stealth":10},"damage_vulnerabilities":"","damage_resistances":"cold, fire, lightning, poison; bludgeoning, piercing, and slashing from nonmagical attacks","damage_immunities":"necrotic","condition_immunities":"","senses":"darkvision 60 ft., passive Perception 16","languages":"understands Common but can’t speak, telepathy 60 ft.","challenge_rating":"10","cr":10.0,"actions":[{"name":"Multiattack","desc":"The tormented qiqirn makes two bite attacks. Alternatively, it can use Spiteful Howl twice."},{"name":"Bite","desc":"Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 15 (3d6 + 5) piercing damage plus 9 (2d8) necrotic damage. If the target is a creature, it must succeed on a DC 16 Strength saving throw or be knocked prone.","attack_bonus":9,"damage_dice":"3d6+5"},{"name":"Spiteful Howl","desc":"The qiqirn releases a spiteful howl at one creature it can see within 30 feet of it. If the target can hear the qiqirn, it must make a DC 16 Wisdom saving throw, taking 18 (4d8) necrotic damage on a failed save, or half as much damage on a successful one."},{"name":"Unnerving Whispers (Recharge 5-6)","desc":"The qiqirn whispers the last words of the spirits infusing it into the minds of up to three creatures it can see within 60 feet of it. Each creature must succeed on a DC 16 Wisdom saving throw or take 21 (6d6) psychic damage and suffer a random effect for 1 minute. Roll a d6 to determine the effect: unconscious (1), deafened (2), incapacitated (3), stunned (4), frightened (5), paralyzed (6). A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success."}],"bonus_actions":null,"reactions":[{"name":"Protective Spirits","desc":"When the qiqirn takes damage, the spirits infusing it rise up to protect it. Roll 2d8 and reduce the damage by the result."}],"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Aura of Pain","desc":"At the start of each of the qiqirn's turns, each creature within 5 feet of it takes 4 (1d8) necrotic damage and must succeed on a DC 16 Constitution saving throw or have disadvantage on its next melee attack roll."},{"name":"Keen Smell","desc":"The qiqirn has advantage on Wisdom (Perception) checks that rely on smell. Self-loathing. A creature the qiqirn can hear can use its action to say “qiqirn” and make a Charisma (Intimidation) check. If it does so, the qiqirn must succeed on a Wisdom saving throw with a DC equal to the creature's Charisma (Intimidation) check or be frightened of that creature until the end of its next turn. If the qiqirn succeeds on the saving throw, it can't be frightened by that creature for the next 24 hours."}],"spell_list":[],"page_no":301,"environments":[],"img_main":null,"document__slug":"tob2","document__title":"Tome of Beasts 2","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/tome-of-beasts-2-for-5th-edition/","v2_converted_path":"/v2/creatures/tob2_tormented-qiqirn/"},{"slug":"transcendent-lunarchida","desc":"A four-armed, four-legged creature in the vague shape of a human—but seemingly made of fine spider silk—moves down a tree, slowly chanting the incantation of a spell in the pale light of the full moon._  \n**Made in Corrupt Forests.** Lunarchidnas are beings of moonlight and spider silk created in forests permeated by residual dark magic. When this magic coalesces on a spider web touched by the light of a full moon, the web animates. The web gains life and flies through the forest, gathering other webs until it collects enough silk to form a faceless, humanoid body, with four legs and four arms.  \n**Hatred of Elves.** Lunarchidnas hate elves and love to make the creatures suffer. They poison water sources, set fire to villages, and bait monsters into stampeding through elf communities. These aberrations especially enjoy stealing away elf children to use as bait to trap the adults that come to the rescue.  \n**Cyclical Power.** The lunarchidna’s power is tied to the moon. When the skies are dark during a new moon, the lunarchidna becomes more shadow than living web. Its mental ability dulls, and it becomes barely more than a savage animal. When a full moon brightens the night, however, the lunarchidna becomes a conduit of lunar light and can channel that power through its body. Using its heightened intellect, it makes plans, writes notes, and plots from the safety of the trees where it makes its home. In the intermittent phases of the moon, the lunarchidna is a more than capable hunter, trapping and devouring prey it encounters while retaining enough knowledge of its plans and magic to further its goals in minor ways. The lunarchidna’s statistics change cyclically as shown on the Lunarchidna Moon Phase table.  \n\n#### Lunarchidna Moon Phase\n\nMoon Phase\n\nStatistics\n\nDaytime, new, or crescent moon\n\nOpen Game License","name":"Transcendent Lunarchida","size":"Medium","type":"Aberration","subtype":"","group":null,"alignment":"neutral evil","armor_class":16,"armor_desc":"natural armor","hit_points":91,"hit_dice":"14d8+28","speed":{"climb":30,"walk":30},"strength":10,"dexterity":17,"constitution":14,"intelligence":18,"wisdom":12,"charisma":17,"strength_save":null,"dexterity_save":null,"constitution_save":5,"intelligence_save":null,"wisdom_save":4,"charisma_save":null,"perception":4,"skills":{"perception":4,"stealth":9},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"poison","condition_immunities":"poisoned, restrained","senses":"blindsight 10 ft., darkvision 60 ft., passive Perception 14","languages":"Deep Speech, Elvish","challenge_rating":"6","cr":6.0,"actions":[{"name":"Multiattack","desc":"The lunarchidna makes three attacks: one with its bite and two with its claws."},{"name":"Bite","desc":"Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) necrotic damage. The target must succeed on a DC 13 Constitution saving throw or its hp maximum is reduced by an amount equal to the damage taken. This reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hp maximum to 0.","attack_bonus":6,"damage_dice":"2d6+3"},{"name":"Claw","desc":"Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 8 (2d4 + 3) slashing damage.","attack_bonus":6,"damage_dice":"2d4+3"},{"name":"Web (Recharge 5-6)","desc":"Ranged Weapon Attack: +6 to hit, range 30/60 ft., one creature. Hit: The target is restrained by webbing. As an action the restrained target can make a DC 13 Strength check, bursting the webbing on a success. The webbing can also be attacked and destroyed (AC 10; hp 5; vulnerability to fire damage; immunity to bludgeoning, poison, and psychic damage)."},{"name":"Lunar Beam (Recharge 5-6)","desc":"The lunarchidna flashes a beam of moonlight in a 30-foot line that is 5 feet wide. Each creature in that line must make a DC 15 Dexterity saving throw, taking 28 (8d6) radiant damage on a failed save, or half as much damage on a successful one."}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Light Invisibility","desc":"The lunarchidna is invisible while in bright or dim light."},{"name":"Spider Climb","desc":"The lunarchidna can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check."},{"name":"Sunlight Sensitivity","desc":"While in sunlight, the lunarchidna has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight."},{"name":"Web Walker","desc":"The lunarchidna ignores movement restrictions caused by webbing."},{"name":"Spellcasting","desc":"The lunarchidna is a 8th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 15, +7 to hit with spell attacks). The lunarchidna has the following wizard spells prepared:\nCantrips (at will): minor illusion, mage hand, poison spray, ray of frost\n1st level (4 slots): color spray, detect magic, magic missile, shield\n2nd level (3 slots): alter self, suggestion, web\n3rd level (3 slots): counterspell, fireball, major image\n4th level (2 slots): black tentacles, confusion"}],"spell_list":[],"page_no":346,"environments":[],"img_main":null,"document__slug":"tob2","document__title":"Tome of Beasts 2","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/tome-of-beasts-2-for-5th-edition/","v2_converted_path":"/v2/creatures/tob2_transcendent-lunarchida/"},{"slug":"tricenatorus","desc":"A bipedal dinosaur with massive horns on its face, back, and tail roars, revealing an enormous mouth filled with rows of razor teeth._  \nTricenatoruses are the rage-filled result of a transmutation experiment gone wrong.  \n**Unnatural Mistakes.** A transmutation wizard attempted to magically bring together two dinosaurs to create the ultimate guardian, one with the power of the tyrannosaurus and the docile nature of the triceratops. Instead, the wizard created unnatural, spiked monsters with a hunger for flesh and an unmatched rage.  \n**Always Angry.** From the moment they hatch, tricenatoruses are angry. This rage makes them reckless and difficult to harm. Most of these monstrous dinosaurs stay deep within the jungle, but tricenatoruses are relentless when they find prey, leading them to sometimes chase explorers into civilized settlements.","name":"Tricenatorus","size":"Huge","type":"Monstrosity","subtype":"","group":null,"alignment":"unaligned","armor_class":15,"armor_desc":"natural armor","hit_points":184,"hit_dice":"16d12+80","speed":{"walk":50},"strength":26,"dexterity":10,"constitution":20,"intelligence":2,"wisdom":12,"charisma":8,"strength_save":null,"dexterity_save":null,"constitution_save":9,"intelligence_save":null,"wisdom_save":5,"charisma_save":null,"perception":5,"skills":{"perception":5},"damage_vulnerabilities":"","damage_resistances":"bludgeoning, piercing, and slashing from nonmagical attacks","damage_immunities":"","condition_immunities":"","senses":"passive Perception 15","languages":"—","challenge_rating":"13","cr":13.0,"actions":[{"name":"Multiattack","desc":"The tricenatorus makes two attacks: one with its bite and one with its gore, or two with its tail spikes. It can't use its gore against a creature restrained by its bite."},{"name":"Bite","desc":"Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 34 (4d12 + 8) piercing damage. If the target is a Medium or smaller creature, it is grappled (escape DC 18). Until this grapple ends, the target is restrained, and the tricenatorus can't bite another target.","attack_bonus":12,"damage_dice":"4d12+8"},{"name":"Gore","desc":"Melee Weapon Attack: +12 to hit, reach 10 ft., one target. Hit: 26 (4d8 + 8) piercing damage and the target must succeed on a DC 18 Strength saving throw or be knocked prone.","attack_bonus":12,"damage_dice":"4d8+8"},{"name":"Tail Spike","desc":"Ranged Weapon Attack: +12 to hit, range 150/300 ft., one target. Hit: 26 (4d8 + 8) piercing damage.","attack_bonus":12,"damage_dice":"4d8+8"}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Blood Frenzy","desc":"The tricenatorus has advantage on melee attack rolls against any creature that doesn't have all its hp."},{"name":"Relentless (Recharges after a Short or Long Rest)","desc":"If the tricenatorus takes 40 damage or less that would reduce it to 0 hp, it is reduced to 1 hp instead."},{"name":"Siege Monster","desc":"The tricenatorus deals double damage to objects and structures."},{"name":"Tail Spike Regrowth","desc":"The tricenatorus has twenty-four tail spikes. Used spikes regrow when the tricenatorus finishes a long rest."}],"spell_list":[],"page_no":109,"environments":[],"img_main":null,"document__slug":"tob2","document__title":"Tome of Beasts 2","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/tome-of-beasts-2-for-5th-edition/","v2_converted_path":"/v2/creatures/tob2_tricenatorus/"},{"slug":"trollkin-raider","desc":"Screams echo in the night as spears meet wood and flesh. One trollkin pulls its spear from its latest victim while its companion raids the victim’s larder._  \nTrollkin raiders are greedy and efficient, moving together under the command of a trollkin leader to take apart a village, a caravan, or a small fortress. Their goal is generally food and portable wealth. Their training as a unit is not extensive but raiders know, trust, and fight for one another.  \n**Night Attacks.** Trollkin raiders attack in a fast-moving, nocturnal group, often using a group of panicked animals or a fire as a distraction in one place while they attack elsewhere. Their assaults are never daylight attacks over open ground; they much prefer surprise and the confusion of night attacks.  \n**Mounted or River Routes.** While trollkin raiders can lope for miles across taiga or through forests, they far prefer to ride horses or row up a river. It gives them both speed and the ability to carry more plunder.  \nNote that in The Raven's Call, the Raider had 78 (12d8 + 24) HP and spoke only Northern Tongue.","name":"Trollkin Raider","size":"Medium","type":"Humanoid","subtype":"trollkin","group":null,"alignment":"neutral","armor_class":14,"armor_desc":"hide armor","hit_points":32,"hit_dice":"5d8+10","speed":{"walk":30},"strength":12,"dexterity":12,"constitution":14,"intelligence":9,"wisdom":12,"charisma":10,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":3,"skills":{"insight":3,"nature":1,"perception":3,"survival":3},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"","condition_immunities":"","senses":"darkvision 60 ft., passive Perception 13","languages":"Common, Trollkin","challenge_rating":"1","cr":1.0,"actions":[{"name":"Multiattack","desc":"The trollkin makes two spear attacks or one bite attack and two claw attacks."},{"name":"Bite","desc":"Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 3 (1d4 + 1) piercing damage.","attack_bonus":3,"damage_dice":"1d4+1"},{"name":"Claw","desc":"Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 3 (1d4 + 1) slashing damage.","attack_bonus":3,"damage_dice":"1d4+1"},{"name":"Spear","desc":"Melee or Ranged Weapon Attack: +3 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 4 (1d6 + 1) piercing damage, or 5 (1d8 + 1) piercing damage if used with two hands to make a melee attack.","attack_bonus":3,"damage_dice":"1d6+1"}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Regeneration","desc":"The trollkin regains 1 hp at the start of its turn. If the trollkin takes acid or fire damage, this trait doesn't function at the start of the trollkin's next turn. The trollkin dies only if it starts its turn with 0 hp and doesn't regenerate."},{"name":"Thick Hide","desc":"The trollkin's skin is thick and tough, granting it a +1 bonus to Armor Class. This bonus is included in the trollkin's AC."}],"spell_list":[],"page_no":353,"environments":[],"img_main":null,"document__slug":"tob2","document__title":"Tome of Beasts 2","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/tome-of-beasts-2-for-5th-edition/","v2_converted_path":"/v2/creatures/tob2_trollkin-raider/"},{"slug":"valkruung","desc":"Standing only a few feet tall, this odd simian creature has charcoal-colored skin and glowing eyes. Thin, blue-gray tendrils cover almost every inch of its body, and it smells faintly of burnt honey._  \n**Incorrigible Kleptomaniacs.** Few creatures cause as much annoyance to shopkeepers, merchants, and farmers as the valkruung, a tiny monkey-like creature covered in grasping tendrils that lurks atop roofs and clambers through trees, looking for food and objects to steal. Attracted to anything that glitters, jangles, or just plain smells nice, the valkruung steals anything regardless of its actual worth. Valkruungs snatch purses from unsuspecting passersby and fruit and bread from vendors to take back to their lairs. They steal objects they don’t need and refuse to return them, running off while snickering wildly.  \n**Shrines of Riches.** Anything a valkruung steals and doesn’t eat is placed in a central location in its nest, often around an existing statue, altar, or other large object. Eventually, this object becomes covered in a variety of clutter, some of which may be valuable. A valkruung treats all of its objects equally and attacks anyone who tries to take something from the pile.  \n**Den of Thieves.** Valkruungs are social creatures and live in groups of ten to twenty. The job of child-rearing is shared by all members of the group equally, and young valkruungs spend the first parts of their lives carried around on various adults’ backs, where the adults’ tendrils keep them safe. Valkruungs are more intelligent than they appear and have a rudimentary grasp of language, typically insults that have been hurled their way.","name":"Valkruung","size":"Tiny","type":"Monstrosity","subtype":"","group":null,"alignment":"chaotic neutral","armor_class":13,"armor_desc":null,"hit_points":22,"hit_dice":"4d6+8","speed":{"climb":20,"walk":25},"strength":8,"dexterity":16,"constitution":14,"intelligence":5,"wisdom":12,"charisma":9,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":null,"skills":{"acrobatics":5,"stealth":5},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"","condition_immunities":"","senses":"darkvision 60 ft., passive Perception 11","languages":"Common, Goblin","challenge_rating":"1/2","cr":0.5,"actions":[{"name":"Claws","desc":"Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) slashing damage, and the target must succeed on a DC 13 Constitution saving throw or be poisoned for 1 minute. While poisoned in this way, the target suffers an itchy rash, and, at the start of each of its turns, it must succeed on a DC 13 Wisdom saving or spend its action furiously scratching the rash. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.","attack_bonus":5,"damage_dice":"1d6+3"}],"bonus_actions":null,"reactions":[{"name":"Disarming Tendrils","desc":"When a creature the valkruung can see targets it with a melee weapon attack, the attacker must succeed on a DC 13 Dexterity saving throw or its weapon is knocked out of its grasp into a random unoccupied space within 5 feet of the attacker. The valkruung can't use this reaction against attackers wielding a heavy or two-handed weapon."}],"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Prehensile Tendrils","desc":"The valkruung has 10 shiny blue-gray tendrils that constantly grab at things in the environment. Each tendril can pick up or hold a Tiny object, such as a coin or piece of jewelry, that isn't being worn or carried. If it uses all 10 of its tendrils, the valkruung can carry a single Small object, such as a backpack. The valkruung can use its tendrils to interact with objects, but it can't use them to wield a weapon. It has advantage on Dexterity (Sleight of Hand) checks when using its tendrils and can use its tendrils to disarm opponents (see the Disarming Tendrils reaction)."}],"spell_list":[],"page_no":355,"environments":[],"img_main":null,"document__slug":"tob2","document__title":"Tome of Beasts 2","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/tome-of-beasts-2-for-5th-edition/","v2_converted_path":"/v2/creatures/tob2_valkruung/"},{"slug":"vallowex","desc":"A creature with two legs and a flat tail emerges from the water. Its wide mouth opens, revealing a spiked tongue._  \n**Luring with Thirst.** The vallowex haunts woodland rivers, luring in prey with its thirst-inducing aura. When a creature stops to drink, the vallowex attacks and drags the creature into the water to feast. Reproduce through Hosts. Vallowexes release eggs into potable water. After a creature drinks the eggs, a tadpole hatches in its stomach. The tadpole slowly consumes the host from the inside out, emerging as a vallowex when the host dies.","name":"Vallowex","size":"Large","type":"Aberration","subtype":"","group":null,"alignment":"chaotic neutral","armor_class":14,"armor_desc":"natural armor","hit_points":123,"hit_dice":"13d10+52","speed":{"swim":30,"walk":30},"strength":20,"dexterity":10,"constitution":18,"intelligence":5,"wisdom":12,"charisma":5,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":4,"charisma_save":null,"perception":4,"skills":{"perception":4,"stealth":6},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"","condition_immunities":"","senses":"blindsight 60 ft. (blind beyond this radius), passive Perception 14","languages":"—","challenge_rating":"7","cr":7.0,"actions":[{"name":"Multiattack","desc":"The vallowex makes two attacks: one with its spiked tongue and one with its tail."},{"name":"Spiked Tongue","desc":"Melee Weapon Attack: +8 to hit, reach 15 ft., one target. Hit: 14 (2d8 + 5) piercing damage, and the target is grappled (escape DC 15). Until this grapple ends, the target is restrained, and the vallowex can't use its spiked tongue against another target.","attack_bonus":8,"damage_dice":"2d8+5"},{"name":"Tail","desc":"Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 16 (2d10 + 5) bludgeoning damage.","attack_bonus":8,"damage_dice":"2d10+5"},{"name":"Swallow","desc":"The vallowex makes one spiked tongue attack against a Medium or smaller target it is grappling. If the attack hits, the target is also swallowed, and the grapple ends. The swallowed target is blinded and restrained, it has total cover against attacks and other effects outside the vallowex, and it takes 10 (3d6) acid damage at the start of each of the vallowex's turns. The vallowex can have only one creature swallowed at a time. If the vallowex takes 15 damage or more on a single turn from the swallowed creature, the vallowex must succeed on a DC 15 Constitution saving throw at the end of that turn or regurgitate the creature, which falls prone in a space within 5 feet of the vallowex. If the vallowex dies, the swallowed creature is no longer restrained by it and can escape from the corpse using 10 feet of movement, exiting prone."},{"name":"Release Eggs (1/Week)","desc":"A vallowex can release a 40-foot-radius cloud of microscopic eggs into a body of water it touches. The eggs live for 1 hour. Any humanoid or beast that drinks the eggs must succeed on a DC 15 Constitution saving throw or be infected with a disease—a vallowex tadpole. A host can carry only one vallowex tadpole to term at a time. While diseased, the host must make a DC 15 Constitution saving throw at the end of each long rest. On a failed save, the host's Strength score is reduced by 1d4. This reduction lasts until the host finishes a long rest after the disease is cured. If the host's Strength score is reduced to 0, the host dies, and a vallowex emerges from the corpse. If the host succeeds on three saving throws or the disease is magically cured, the unborn tadpole disintegrates."}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Amphibious","desc":"The vallowex can breathe air and water."},{"name":"Aura of Thirst","desc":"At the start of each of the vallowex's turns, each creature within 30 feet of it must succeed on a DC 15 Constitution saving throw or have disadvantage on its next attack roll or ability check as a gnawing thirst distracts it. For each minute a creature stays in the vallowex's aura, it gains one level of exhaustion from dehydration. A level of exhaustion is removed if the creature uses an action to drink 1 pint of water. A vallowex is immune to its own Aura of Thirst as well as the auras of other vallowexes."},{"name":"Underwater Camouflage","desc":"The vallowex has advantage on Dexterity (Stealth) checks made while underwater."}],"spell_list":[],"page_no":356,"environments":[],"img_main":null,"document__slug":"tob2","document__title":"Tome of Beasts 2","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/tome-of-beasts-2-for-5th-edition/","v2_converted_path":"/v2/creatures/tob2_vallowex/"},{"slug":"viiret","desc":"The mouth of this massive flytrap hangs limply, and the smell of decay emanates strongly from it._  \n**Disease Eater.** Viirets feed on diseased flesh and plant matter. The swamplands they inhabit are rife with maladies, giving them plenty of opportunity to find food. Viirets have an acute sense for diseased matter, regardless of the disease’s source. While they aren’t bothered by eating untainted prey, such prey isn’t as nutritionally satisfying. Their stomachs quickly burn through healthy prey, leaving the viiret hungry shortly afterward.  \n**Unpleasant Odor.** The viiret has developed a form of mimicry where its sickly odor deters healthy creatures from approaching it. The viiret is even repellent to most insects.  \n**Desperate Cure.** Marshland societies aware of the viirets’ ability to remove disease often view the plants as agents of harsh deities that demand a price for divine gifts. These societies send plague victims on dangerous pilgrimages to find the plants. The plants devour these pilgrims and remove diseased flesh. This process is dangerous, as many who enter the plant hopeful of eliminating the disease die as a result of the injuries they suffer. To mitigate this, multiple ill people travel together to viirets, optimistic the plants will expel newly healthy specimens in favor of a sickly one.","name":"Viiret","size":"Large","type":"Plant","subtype":"","group":null,"alignment":"unaligned","armor_class":13,"armor_desc":"natural armor","hit_points":85,"hit_dice":"10d10+30","speed":{"walk":30},"strength":16,"dexterity":6,"constitution":17,"intelligence":1,"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":"cold","damage_resistances":"","damage_immunities":"necrotic, poison","condition_immunities":"blinded, charmed, deafened, frightened, poisoned","senses":"blindsight 30 ft. (blind beyond this radius), passive Perception 11","languages":"—","challenge_rating":"3","cr":3.0,"actions":[{"name":"Multiattack","desc":"The viiret makes two attacks, only one of which can be a bite attack."},{"name":"Bite","desc":"Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. Hit: 12 (2d8 + 3) piercing damage. If the target is Medium or smaller, it must succeed on a DC 13 Dexterity saving throw or be swallowed. A swallowed creature is blinded and restrained, and it has total cover against attacks and other effects outside the viiret. At the start of each of the viiret's turns, the creature takes 7 (2d6) acid damage. If the creature is poisoned or suffering from a disease, it takes 3 (1d6) necrotic damage at the start of each of the viiret's turns instead. In addition, at the start of each of the viiret's turns, a swallowed creature that is poisoned or suffering from a disease can repeat the condition or disease's saving throw as if it had taken a long rest, but it suffers no ill effects on a failed saving throw. The creature has advantage on this saving throw. The viiret can have only one creature swallowed at a time.\n\nIf the viiret takes 10 damage or more on a single turn from the swallowed creature, the viiret must succeed on a DC 13 Constitution saving throw or regurgitate the swallowed creature, which falls prone within 5 feet of the viiret. Alternatively, the viiret can regurgitate the creature as a bonus action, which it does if the swallowed creature isn't poisoned or suffering from a disease and a creature that is poisoned or suffering from a disease is within 60 feet of the viiret. If the viiret dies, a swallowed creature is no longer restrained by it and can escape by using 10 feet of movement, exiting prone.","attack_bonus":5,"damage_dice":"2d8+3"},{"name":"Vine","desc":"Melee Weapon Attack: +5 to hit, reach 10 ft., one creature. Hit: 8 (2d4 + 3) bludgeoning damage.","attack_bonus":5,"damage_dice":"2d4+3"}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Disease Eater","desc":"The viiret is immune to disease, and it has advantage on attack rolls against a creature if the creature is poisoned or suffering from a disease."},{"name":"Disease Sense","desc":"The viiret can pinpoint, by scent, the location of poisoned creatures or creatures suffering from a disease within 60 feet of it."}],"spell_list":[],"page_no":361,"environments":[],"img_main":null,"document__slug":"tob2","document__title":"Tome of Beasts 2","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/tome-of-beasts-2-for-5th-edition/","v2_converted_path":"/v2/creatures/tob2_viiret/"},{"slug":"vine-drake","desc":"Grasping vines form this draconic creature’s wings. Nettlelike teeth fill its maw, and its tail branches like a thriving plant._  \n**Living Vines.** Vines coil around and branch out from the body of the vine drake, and lengthy thorns protrude from its head and down its spine. The poison dripping from its fangs causes a severe rash on its victims. The drake uses the vines around its body to hide in its swampy home and to squeeze the life out of its prey. Despite the vine drake’s plant-like nature, it is still a carnivorous dragon. It prefers deer and other game animals, but it has no problem eating the odd humanoid when it is truly hungry. In the absence of food, it can subsist, though barely, on sunlight if it spends time sunbathing.  \n**Avaricious Bullies.** Vine drakes share the typical greed possessed by most dragons and often shake down humanoids for treasure in return for safe passage through the drakes’ territory. They prefer emeralds and other green precious items that blend with their coloration, and they often secret such items deep within the tangle of vines on their bodies. They usually initiate their demands by grabbing unsuspecting victims in their vines and then threatening to strangle their captured prey unless given green treasures. However, they balk at strong resistance and withdraw into undergrowth if grievously harmed or if they face opponents they can’t overcome.  \n**Flightless Dragons.** Unlike most dragons, vine drakes can’t fly. In their claustrophobic swampy lairs, flight is not necessary. Instead, they use their grasping vines to quickly climb and move from tree to tree to hunt or evade predators.","name":"Vine Drake","size":"Medium","type":"Dragon","subtype":"","group":null,"alignment":"neutral","armor_class":16,"armor_desc":"natural armor","hit_points":105,"hit_dice":"14d8+42","speed":{"climb":50,"walk":40},"strength":18,"dexterity":15,"constitution":16,"intelligence":11,"wisdom":12,"charisma":14,"strength_save":null,"dexterity_save":null,"constitution_save":6,"intelligence_save":null,"wisdom_save":4,"charisma_save":null,"perception":4,"skills":{"athletics":7,"nature":3,"perception":4,"stealth":5},"damage_vulnerabilities":"","damage_resistances":"bludgeoning and piercing from nonmagical attacks","damage_immunities":"","condition_immunities":"","senses":"darkvision 90 ft., passive Perception 14","languages":"Common, Draconic","challenge_rating":"7","cr":7.0,"actions":[{"name":"Multiattack","desc":"The vine drake can make three attacks: one with its bite, one with its claw, and one with its vine lash."},{"name":"Bite","desc":"Melee Weapon Attack: +7 to hit, reach 5 ft., one creature. Hit: 8 (1d8 + 4) piercing damage plus 4 (1d8) poison damage. The target must succeed on a DC 14 Constitution saving throw or be poisoned for 1 minute. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.","attack_bonus":7,"damage_dice":"1d8+4"},{"name":"Claw","desc":"Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) slashing damage.","attack_bonus":7,"damage_dice":"1d6+4"},{"name":"Vine Lash","desc":"Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 8 (1d8 + 4) bludgeoning damage. The target is grappled (escape DC 15) if it is a Medium or smaller creature. Until this grapple ends, the target is restrained, and the vine drake can't vine lash another target.","attack_bonus":7,"damage_dice":"1d8+4"},{"name":"Acid Breath (Recharge 5-6)","desc":"The vine drake exhales acid in a 30-foot line that is 5 feet wide. Each creature in that line must make a DC 14 Dexterity saving throw, taking 22 (5d8) acid damage on a failed save, or half as much damage on a successful one."}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Speak with Plants","desc":"The drake can communicate with plants as if they shared a language."},{"name":"Thorn Body","desc":"A creature that touches the drake or hits it with a melee attack while within 5 feet of it takes 4 (1d8) piercing damage."},{"name":"Innate Spellcasting (2/Day)","desc":"The vine drake can innately cast entangle, requiring no material components. Its innate spellcasting ability is Charisma."}],"spell_list":[],"page_no":181,"environments":[],"img_main":null,"document__slug":"tob2","document__title":"Tome of Beasts 2","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/tome-of-beasts-2-for-5th-edition/","v2_converted_path":"/v2/creatures/tob2_vine-drake/"},{"slug":"virtuoso-lich","desc":"The beautiful singer bows to the adoring crowd before stepping behind the curtain. Away from the eyes of the crowd, the singer changes its half-mask, briefly revealing a ghastly, undead visage._  \nA virtuoso lich is an artist whose love of art sustains it beyond death.  \n**Birthed by Art.** A virtuoso lich is created when an artist powerful in both its artistic and magical expression dies with art left undone. Such artists often die before completing or creating a masterpiece, and the torment of the art left undone couples with the artist’s powerful magical talents, turning the artist into a virtuoso lich. A virtuoso lich is bound to an object of art, such as a favorite musical instrument, painting, dance slippers, quill, or some other object of artistic expression that was significant to the lich in life. This piece of art is the lich’s phylactery.  \n**Beautiful Mien.** A virtuoso lich maintains the beauty of its former life, appearing much as it did in life—save for one physical feature that betrays its undead nature. This undead feature can be a clawed, skeletal hand, which the lich hides in a glove; a stiff, zombie-like leg, which the lich disguises with robes and a cane; a face ravaged by undeath, which the lich covers in a beautiful mask; or any other appropriate feature.  \n**Undead Nature.** The virtuoso lich doesn’t require air, food, drink, or sleep.  \n\n## A Virtuoso Lich’s Lair\n\n  \nA virtuoso lich chooses a lair with an eye and ear for artistic potential, whether that lair is an ancient cavern with natural acoustics, a meadow with plentiful natural light, a hall of mirrors, or some other locale capable of enhancing some form of art, allowing the lich’s magic and artistic expression to swell, reaching every corner.  \n\n### Lair Actions\n\n  \nOn initiative count 20 (losing initiative ties), the virtuoso lich takes a lair action to cause one of the following effects; the lich can’t use the same effect two rounds in a row:\n* The virtuoso lich channels artistic expression it can see or hear into a magical assault. The artistic expression must be of the type chosen with the Versatile Artist trait, but it otherwise can be any form of expression not originating from the lich, such as the song of nearby singers that echoes in the lair, the colorful paint decorating canvases, the twirling forms of dancers, or similar. The virtuoso lich chooses a creature it can see within 30 feet of the artistic expression. The target must make a DC 15 Dexterity saving throw, taking 18 (4d8) damage of the type chosen with the Versatile Artist trait on a failed save, or half as much damage on a successful one.\n* The virtuoso lich enhances the natural artistry of its lair, distracting and hindering nearby creatures. The lich chooses a point it can see within 60 feet of it. Each creature within 5 feet of that point must make a DC 15 Charisma saving throw. On a failure, a creature has disadvantage on saving throws against the lich’s spells and its Corrupted Art action until initiative count 20 on the next round.\n* The virtuoso lich rolls a d4 and regains a spell slot of that level or lower. If it has no spent spell slots of that level or lower, nothing happens.","name":"Virtuoso Lich","size":"Medium","type":"Undead","subtype":"","group":null,"alignment":"any evil alignment","armor_class":17,"armor_desc":"natural armor","hit_points":123,"hit_dice":"19d8+38","speed":{"walk":30},"strength":11,"dexterity":16,"constitution":15,"intelligence":15,"wisdom":12,"charisma":20,"strength_save":null,"dexterity_save":7,"constitution_save":null,"intelligence_save":null,"wisdom_save":6,"charisma_save":9,"perception":5,"skills":{"deception":9,"perception":5,"persuasion":9},"damage_vulnerabilities":"","damage_resistances":"necrotic; bludgeoning, piercing, and slashing from nonmagical attacks","damage_immunities":"poison","condition_immunities":"blinded, deafened, charmed, exhaustion, frightened, paralyzed, poisoned","senses":"truesight 60 ft., passive Perception 15","languages":"Common, plus up to two other languages","challenge_rating":"12","cr":12.0,"actions":[{"name":"Multiattack","desc":"The virtuoso lich uses its Corrupted Art. It then makes two Artistic Flourish attacks."},{"name":"Artistic Flourish","desc":"Melee Spell Attack: +9 to hit, reach 5 ft., one target. Hit: 12 (2d6 + 5) damage of the type chosen with the Versatile Artist trait.","attack_bonus":9,"damage_dice":"2d6+5"},{"name":"Corrupted Art","desc":"The lich hums a discordant melody, paints a crumbling symbol of death in the air, performs a reality-bending pirouette, or emulates some other expression of corrupted or twisted art and targets one creature it can see within 60 feet. This action's effects change, depending on if the target is undead. \n* Non-Undead. The target must make a DC 16 Constitution saving throw, taking 18 (4d8) necrotic damage on a failed save, or half as much damage on a successful one. \n* Undead. The target regains 18 (4d8) hit points. Healing that exceeds the target's hp maximum becomes temporary hit points."},{"name":"Call Muse","desc":"The lich targets one humanoid or beast it can see within 30 feet of it. The target must succeed on a DC 17 Wisdom saving throw or be charmed by the lich for 1 minute. The charmed target, the lich's “muse,” has a speed of 0 and is incapacitated as it watches or listens to the lich's artistic expression. The muse 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 lich's Call Muse for the next 24 hours. If the muse suffers harm from the lich, it is no longer charmed.\n\nThe lich can have only one muse at a time. If it charms another, the effect on the previous muse ends. If the lich is within 30 feet of its muse and can see its muse, the lich has advantage on its first Artistic Flourish attack each round against a creature that isn't its muse."}],"bonus_actions":null,"reactions":null,"legendary_desc":"The virtuoso lich can take 3 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature’s turn. The lich regains spent legendary actions at the start of its turn.","legendary_actions":[{"name":"Artistic Flourish","desc":"The lich makes one Artistic Flourish attack."},{"name":"Move","desc":"The lich moves up to its speed without provoking opportunity attacks."},{"name":"Cast a Spell (Costs 3 Actions)","desc":"The lich casts a spell from its list of prepared spells, using a spell slot as normal."},{"name":"Unrestrained Art (Costs 3 Actions)","desc":"The lich unleashes the full force of its artistic talents on those nearby. Each creature with 10 feet of the lich must make a DC 16 Dexterity saving throw. On a failure, a creature takes 18 (4d8) damage of the type chosen with the Versatile Artist trait and is knocked prone. On a success, a creature takes half the damage and isn't knocked prone."}],"special_abilities":[{"name":"Legendary Resistance (3/Day)","desc":"If the lich fails a saving throw, it can choose to succeed instead."},{"name":"Rejuvenation","desc":"If it has a phylactery, a destroyed lich gains a new body in 1d10 days, regaining all its hit points and becoming active again. The new body appears within 5 feet of the phylactery."},{"name":"Turn Resistance","desc":"The lich has advantage on saving throws against any effect that turns undead."},{"name":"Versatile Artist","desc":"At the end of each long rest, the lich chooses one form of artistic expression, such as song, poetry, dance, fashion, paint, or similar. Until it finishes a long rest, the lich has immunity to one type of damage, which is associated with its artistic expression. For example, a lich expressing art through song or poetry has immunity to thunder damage, a lich expressing art through fashion has immunity to slashing damage, and a lich expressing art through paint has immunity to acid damage. This trait can't give the lich immunity to force, psychic, or radiant damage."},{"name":"Spellcasting","desc":"The virtuoso lich is a 12th-level spellcaster. Its spellcasting ability is Charisma (spell save DC 17, +9 to hit with spell attacks). It has the following bard spells prepared:\nCantrips (at will): mage hand, message, true strike, vicious mockery\n1st level (4 slots): bane, hideous laughter, thunderwave\n2nd level (3 slots): enthrall, hold person, invisibility, shatter\n3rd level (3 slots): dispel magic, fear, speak with dead\n4th level (3 slots): compulsion, confusion, dimension door\n5th level (2 slots): dominate person, mislead\n6th level (1 slot): irresistible dance, programmed illusion"}],"spell_list":[],"page_no":237,"environments":[],"img_main":null,"document__slug":"tob2","document__title":"Tome of Beasts 2","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/tome-of-beasts-2-for-5th-edition/","v2_converted_path":"/v2/creatures/tob2_virtuoso-lich/"},{"slug":"wereshark","desc":"The twisted form of a humanoid shark hunches over, its grin showing rows of jagged teeth. Fresh blood drips from its mouth as it clutches a trident in powerful hands._  \nIn humanoid form, weresharks tend to be powerfully-muscled and broad, with little body hair. They are solitary hunters who sometimes stalk and eat each other. If a wereshark spreads its curse, it’s likely because the lycanthrope made a mistake and let potential prey get away.  \n**Voracious Appetites.** Weresharks are savage predators who, driven by voracious appetites, devour anything they come across. Aggressive in all forms, weresharks prefer to spend their time beneath the waves, hunting fish, seals, and other prey. They have no qualms about attacking humanoids or boats, particularly fishing vessels, which contain even more food for the lycanthrope to consume.  \n**Obsessed Predators.** Weresharks become obsessed with prey that gets away from them. A wereshark can stalk an individual through the seas and over land for months, leaving a path of destruction behind it, just to get a taste of what it missed.","name":"Wereshark","size":"Large","type":"Humanoid","subtype":"human, shapechanger","group":null,"alignment":"chaotic evil","armor_class":11,"armor_desc":"in humanoid form, 12 (natural armor) in shark and hybrid form","hit_points":90,"hit_dice":"12d8+36","speed":{"walk":30},"strength":19,"dexterity":13,"constitution":17,"intelligence":11,"wisdom":12,"charisma":8,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":4,"skills":{"perception":4},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"bludgeoning, piercing, and slashing from nonmagical attacks not made with silvered weapons","condition_immunities":"","senses":"blindsight 30 ft. (shark and hybrid form only), passive Perception 14","languages":"Common (can’t speak in shark form)","challenge_rating":"5","cr":5.0,"actions":[{"name":"Multiattack","desc":"In humanoid or hybrid form, the wereshark makes three trident attacks."},{"name":"Bite (Shark or Hybrid Form Only)","desc":"Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 15 (2d10 + 4) piercing damage. If the target is a humanoid, it must succeed on a DC 14 Constitution saving throw or be cursed with wereshark lycanthropy.","attack_bonus":7,"damage_dice":"2d10+4"},{"name":"Trident (Humanoid or Hybrid Form Only)","desc":"Melee or Ranged Weapon Attack: +7 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 7 (1d6 + 4) piercing damage, or 8 (1d8 + 4) piercing damage if used with two hands to make a melee attack.","attack_bonus":7,"damage_dice":"1d6+4"}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Blood Frenzy","desc":"The wereshark has advantage on melee attack rolls against any creature that doesn't have all its hp."},{"name":"Hold Breath (Hybrid Form Only)","desc":"While out of water, the wereshark can hold its breath for 1 hour."},{"name":"Shapechanger","desc":"The wereshark can use its action to polymorph into a Large shark-humanoid hybrid or into a Large hunter shark, or back into its true form, which is humanoid. Its statistics, other than its size and AC, are the same in each form, with the exceptions that only its shark and hybrid forms retain its swimming speed, and its shark form doesn't retain its walking speed. Any equipment it is wearing or carrying isn't transformed. The wereshark reverts to its true form if it dies."},{"name":"Water Breathing (Shark or Hybrid Form Only)","desc":"The wereshark can breathe only underwater."}],"spell_list":[],"page_no":266,"environments":[],"img_main":null,"document__slug":"tob2","document__title":"Tome of Beasts 2","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/tome-of-beasts-2-for-5th-edition/","v2_converted_path":"/v2/creatures/tob2_wereshark/"},{"slug":"wicked-skull","desc":"This skull chatters eerily, gently rocking as it comes to life. It calls out a warning in a hauntingly musical voice._  \n**Origins Unknown.** The origin of these shape-changing monstrosities is unknown, but they have come to be named “wicked skulls” after the form they favor most. Some scholars suggest that they took inspiration from the undead horrors known as Open Game License","name":"Wicked Skull","size":"Tiny","type":"Monstrosity","subtype":"shapechanger","group":null,"alignment":"chaotic neutral","armor_class":13,"armor_desc":null,"hit_points":7,"hit_dice":"2d4+2","speed":{"walk":30},"strength":6,"dexterity":16,"constitution":13,"intelligence":11,"wisdom":12,"charisma":14,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":null,"skills":{"deception":4,"insight":3,"persuasion":4,"stealth":5},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"","condition_immunities":"","senses":"darkvision 120 ft., passive Perception 11","languages":"Common","challenge_rating":"1/8","cr":0.125,"actions":[{"name":"Pseudopod","desc":"Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d4 + 3) bludgeoning damage.","attack_bonus":5,"damage_dice":"1d4+3"},{"name":"Petty Mockery","desc":"The wicked skull unleashes a string of insults laced with subtle enchantments at a creature it can see within 60 feet. If the target can hear the wicked skull (though it does not have to understand it), the target must succeed on a DC 11 Wisdom saving throw or have disadvantage on the next attack roll it makes before the end of its next turn."}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"False Appearance (Object Form Only)","desc":"While the wicked skull remains motionless, it is indistinguishable from an ordinary object."},{"name":"Jokester","desc":"The wicked skull has advantage on a Charisma (Deception) or Charisma (Persuasion) check if it includes mockery or a joke or riddle as part of the check."},{"name":"Shapechanger","desc":"The wicked skull can use its action to polymorph into a Tiny object or back into its true, amorphous form. Its statistics 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."}],"spell_list":[],"page_no":368,"environments":[],"img_main":null,"document__slug":"tob2","document__title":"Tome of Beasts 2","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/tome-of-beasts-2-for-5th-edition/","v2_converted_path":"/v2/creatures/tob2_wicked-skull/"},{"slug":"woe-siphon","desc":"This flabby creature squints with beady eyes, licks its lips, and places a bone-white hand to the gaping hole punched through its chest._  \n**Miserable Visage.** Woe siphons are a sad sight when compared to their beautiful and terrible fey brethren. They appear as misshapen humanoids with translucent, glossy skin. All woe siphons possess a through-and-through hole in the chest where their heart should be. When underfed, this hole appears ragged and torn, like a fresh wound. When well-fed, a fragile layer of skin forms over the gap.  \n**Pain Gorger.** Woe siphons feed on negative emotions. To sustain themselves, many migrate to places where sentient creatures suffer in vast numbers or where historical suffering took place, such as mass graves or ancient battlefields. Particularly deadly or dangerous underground locales are common hunting grounds of the hungry woe siphon. Once inside such a place, a woe siphon inflicts suffering on any who cross its path. A favorite tactic involves invisibly stalking adventuring parties to torment their victims for as long as possible before attacking outright.","name":"Woe Siphon","size":"Medium","type":"Fey","subtype":"","group":null,"alignment":"chaotic neutral","armor_class":14,"armor_desc":"natural armor","hit_points":45,"hit_dice":"6d8+18","speed":{"walk":30},"strength":18,"dexterity":17,"constitution":16,"intelligence":5,"wisdom":12,"charisma":7,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":null,"skills":{},"damage_vulnerabilities":"","damage_resistances":"bludgeoning, piercing, and slashing from nonmagical attacks not made with silvered weapons","damage_immunities":"","condition_immunities":"charmed, frightened, exhaustion","senses":"darkvision 120 ft., passive Perception 11","languages":"Common, Sylvan","challenge_rating":"3","cr":3.0,"actions":[{"name":"Siphoning Fist","desc":"Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) bludgeoning damage plus 5 (2d4) psychic damage. The target must succeed on a DC 13 Charisma saving throw or its hp maximum is reduced by an amount equal to the psychic damage taken. The woe siphon regains hp equal to that amount. The reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hp maximum to 0.","attack_bonus":6,"damage_dice":"1d6+4"},{"name":"Cause Despair","desc":"The woe siphon can overwhelm a creature with intense feelings of inadequacy. One creature the woe siphon can see within 60 feet of it must succeed on a DC 13 Charisma saving throw or become overwhelmed with despair for 1 minute. A creature overwhelmed with despair has disadvantage on ability checks and attack rolls. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to this woe siphon's Cause Despair for the next 24 hours."},{"name":"Invisibility","desc":"The woe siphon magically turns invisible until it attacks, or until its concentration ends (as if concentrating on a spell). Any equipment the woe siphon wears or carries is invisible with it."}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Detect Sentience","desc":"The woe siphon can magically sense the presence of creatures with an Intelligence of 5 or higher up to 1 mile away. It knows the general direction to the creatures but not their exact locations."}],"spell_list":[],"page_no":373,"environments":[],"img_main":null,"document__slug":"tob2","document__title":"Tome of Beasts 2","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/tome-of-beasts-2-for-5th-edition/","v2_converted_path":"/v2/creatures/tob2_woe-siphon/"},{"slug":"wood-ward","desc":"This human-shaped amalgam of wood, leather, and forest debris lumbers forward on uneven legs._  \nIn remote villages plagued by evil spirits, locals erect wood and straw people to ward against the spirits in much the same way farmers use similar figures to ward against crows.  \n**Animated Protectors.** When great danger threatens the village, ancient rituals that are passed from generation to generation can be invoked to awaken the wards to defend the village. Wood wards aren’t awakened lightly, however, as the villagers rarely possess the rituals to return the wards to their slumber.  \n**Implements of Terror.** Unknown to most villages that possess them, wood wards were originally created by evil druids to sow terror in logging villages that were encroaching on the forest. The druids circulated wards around these villages, spreading rumors of their protective capabilities. Most of the druids succumbed to age, heroes, or other forces before getting the chance to enact their schemes, and the villages continued on with wards that did exactly as rumored. Some druid circles still possess the knowledge for awakening the true nature of the wood wards, and stories have surfaced of villages in the darkest depths of the forest going silent, possessing nothing but empty houses and a wall of silent wood wards.  \n**Construct Nature.** A wood ward doesn’t require air, food, drink, or sleep.","name":"Wood Ward","size":"Medium","type":"Construct","subtype":"","group":null,"alignment":"unaligned","armor_class":13,"armor_desc":"natural armor","hit_points":19,"hit_dice":"2d10+8","speed":{"walk":30},"strength":11,"dexterity":12,"constitution":18,"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":"fire","damage_resistances":"","damage_immunities":"poison, psychic, bludgeoning, piercing and slashing from nonmagical attacks not made with adamantine weapons","condition_immunities":"charmed, exhaustion, frightened, paralyzed, petrified, poisoned","senses":"darkvision 60 ft., passive Perception 11","languages":"understands the languages of its creator but can’t speak","challenge_rating":"1","cr":1.0,"actions":[{"name":"Multiattack","desc":"The wood ward makes two slam attacks."},{"name":"Slam","desc":"Melee Weapon Attack: +3 to hit, reach 5 ft. one target. Hit: 3 (1d4 + 1) bludgeoning damage.","attack_bonus":3,"damage_dice":"1d4+1"},{"name":"Horror Gaze (1/Day)","desc":"The wood ward's eye sockets release an eerie glow in a 30-foot cone. Each creature in the area must succeed on a DC 10 Charisma 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 wood ward's Horror Gaze for the next 24 hours."}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Immutable Form","desc":"The wood ward is immune to any spell or effect that would alter its form."},{"name":"Magic Resistance","desc":"The wood ward has advantage on saving throws against spells and other magical effects."}],"spell_list":[],"page_no":374,"environments":[],"img_main":null,"document__slug":"tob2","document__title":"Tome of Beasts 2","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/tome-of-beasts-2-for-5th-edition/","v2_converted_path":"/v2/creatures/tob2_wood-ward/"},{"slug":"zouyu","desc":"This elephant-sized feline has sleek fur, four upward-turned fangs in its mouth, and a long tail ending in multiple strands like a pheasant._  \n**Familial Bonds.** Zouyu live as mated pairs with large territories. The great felines are gentle and social creatures, often overlapping their territories for mutual protection.  \n**Good Luck.** For many, the zouyu are symbols of good luck and fortune. The tail feather of a zouyu, freely given, can be rendered into a liquid, which produces a luck potion. The potion brings minor good fortune, such as finding a fruit tree when hungry or shelter when it rains, to the drinker for a day. If a tail feather is taken without the zouyu’s knowledge, the potion created by the feather bestows bad luck on the drinker for a day. Such bad luck manifests as the drinker tripping over a too-perfectly-placed rock or a lightning strike felling a tree onto the drinker’s path.  \n**Herbivores.** Despite their fangs and sharp claws, zouyu are herbivores. Their preferred meals consist of fruit, bamboo leaves, and insects. The zouyu can survive on a very small amount of food despite their size.","name":"Zouyu","size":"Huge","type":"Monstrosity","subtype":"","group":null,"alignment":"chaotic good","armor_class":17,"armor_desc":null,"hit_points":114,"hit_dice":"12d12+36","speed":{"walk":60},"strength":18,"dexterity":24,"constitution":16,"intelligence":6,"wisdom":12,"charisma":18,"strength_save":null,"dexterity_save":10,"constitution_save":null,"intelligence_save":null,"wisdom_save":4,"charisma_save":null,"perception":7,"skills":{"perception":7,"stealth":10},"damage_vulnerabilities":"thunder","damage_resistances":"","damage_immunities":"","condition_immunities":"","senses":"darkvision 60 ft., passive Perception 17","languages":"understands Common but can’t speak","challenge_rating":"6","cr":6.0,"actions":[{"name":"Multiattack","desc":"The zouyu uses Alter Luck. It then makes three attacks: one with its bite and two with its claws."},{"name":"Bite","desc":"Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 16 (2d8 + 7) piercing damage.","attack_bonus":10,"damage_dice":"2d8+7"},{"name":"Claw","desc":"Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 14 (2d6 + 7) slashing damage.","attack_bonus":10,"damage_dice":"2d6+7"},{"name":"Alter Luck","desc":"The zouyu flicks its vibrant, multi-stranded tail and alters the luck of one creature it can see within 30 feet of it, choosing one of the following luck options. The zouyu can't target itself with Alter Luck. \n* Bestow Luck. The target has advantage on the next ability check, attack roll, or saving throw (zouyu's choice) it makes before the end of its next turn. \n* Steal Luck. The target must succeed on a DC 15 Wisdom saving throw or have disadvantage on the next ability check, attack roll, or saving throw (zouyu's choice) it makes before the end of its next turn. If the target fails the saving throw, the zouyu has advantage on one attack roll or saving throw it makes before the start of its next turn."}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Distance Runner","desc":"The zouyu is capable of incredibly fast long-distance travel. When traveling at a fast pace, the zouyu can run 310 miles per day."},{"name":"Keen Sight and Smell","desc":"The zouyu has advantage on Wisdom (Perception) checks that rely on sight or smell."},{"name":"Pounce","desc":"If the zouyu moves at least 20 feet straight toward a creature and then hits it with a claw attack on the same turn, that target must succeed on a DC 15 Strength saving throw or be knocked prone. If the target is prone, the zouyu can make one bite attack against it as a bonus action."}],"spell_list":[],"page_no":386,"environments":[],"img_main":null,"document__slug":"tob2","document__title":"Tome of Beasts 2","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/tome-of-beasts-2-for-5th-edition/","v2_converted_path":"/v2/creatures/tob2_zouyu/"},{"slug":"alliumite-husker","desc":"","name":"Alliumite, Husker","size":"Medium","type":"Plant","subtype":"","group":null,"alignment":"chaotic neutral","armor_class":15,"armor_desc":"natural armor, shield","hit_points":68,"hit_dice":"8d8+32","speed":{"walk":20,"burrow":10},"strength":15,"dexterity":12,"constitution":18,"intelligence":9,"wisdom":12,"charisma":16,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":1,"skills":{"perception":1},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"","condition_immunities":"","senses":"darkvision 60', passive Perception 11","languages":"Sylvan","challenge_rating":"2","cr":2.0,"actions":[{"name":"Multiattack","desc":"Two Gnarly Club attacks or it makes one Gnarly Club attack and uses Taunting Threat."},{"name":"Gnarly Club","desc":"Melee Weapon Attack: +4 to hit, 5 ft., one target, 6 (1d8+2) bludgeoning damage and the target must make DC 12 Str save or be knocked prone."},{"name":"Taunting Threat","desc":"The husker throws a series of rude and menacing gestures at one creature it can see within 30' of it. The target must make a DC 13 Cha save. On a failure the target takes 7 (2d6) psychic and has disadvantage on all attacks not made vs. the husker until the end of its next turn. On a success the target takes half the damage and doesn't have disadvantage on attacks not made vs. the husker."}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Overpowering Stench","desc":"Each creature other than an alliumite or garlicle within 5 ft. of the alliumite when it takes damage must make DC 15 Con save or be blinded until the end of its next turn. On a successful save the creature has advantage vs. the Overpowering Stench of all alliumites for 1 min."},{"name":"Plant Camouflage","desc":"Aadvantage on Dex (Stealth) checks it makes in any terrain with ample obscuring plant life."}],"spell_list":[],"page_no":17,"environments":[],"img_main":null,"document__slug":"tob3","document__title":"Tome of Beasts 3","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/tome-of-beasts-3-for-5th-edition/","v2_converted_path":"/v2/creatures/tob3_alliumite-husker/"},{"slug":"alliumite-rapscallion","desc":"","name":"Alliumite, Rapscallion","size":"Small","type":"Plant","subtype":"","group":null,"alignment":"chaotic neutral","armor_class":15,"armor_desc":"natural armor","hit_points":38,"hit_dice":"7d6+14","speed":{"walk":30,"burrow":20,"swim":20},"strength":6,"dexterity":18,"constitution":14,"intelligence":9,"wisdom":12,"charisma":18,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":1,"skills":{"perception":1},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"","condition_immunities":"","senses":"darkvision 60', passive Perception 13","languages":"Common, Sylvan","challenge_rating":"2","cr":2.0,"actions":[{"name":"Multiattack","desc":"Two Thorny Rapiers or one Thorny Rapier and one Grappelvine Whip."},{"name":"Thorny Rapier","desc":"Melee Weapon Attack: +6 to hit, 5 ft., one target, 8 (1d8+4) piercing damage + 3 (1d6) slashing damage."},{"name":"Grapplevine Whip","desc":"Melee Weapon Attack: +6 to hit, 10 ft., one target, 9 (2d4+4) slashing damage. If target is holding a weapon it must make DC 14 Str save or drop the weapon. If it is holding more than one weapon it drops only one."}],"bonus_actions":null,"reactions":[{"name":"Grapplevine Escape","desc":"When a creature rapscallion can see hits it with melee attack can use its whip to swing up to 20' away from attacker provided nearby terrain includes a feature it can use to swing (branch chandelier ledge mast railing or similar). This movement doesn't provoke opportunity attacks."},{"name":"Pungent Retort","desc":"When a creature rapscallion can see within 60' of it starts its turn or casts a spell rapscallion issues forth a string of insults cleverly crafted to make a foe cry. If it can hear the rapscallion target: DC 14 Wis save or sob uncontrollably until start of rapscallion's next turn. A sobbing creature has disadvantage on ability checks and attack rolls and must make DC 14 Con save to cast a spell that requires spellcaster to see its target. Spellcaster doesn't lose the spell slot on a failure."}],"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Plant Camouflage","desc":"Advantage on Dex (Stealth) checks it makes in any terrain with ample obscuring plant life."},{"name":"Tearful Stench","desc":"Each creature other than an alliumite within 5 ft. of alliumite when it takes damage: DC 14 Con save or be blinded until start of creature's next turn. On a successful save creature is immune to Tearful Stench of all alliumites for 1 min."}],"spell_list":[],"page_no":17,"environments":[],"img_main":null,"document__slug":"tob3","document__title":"Tome of Beasts 3","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/tome-of-beasts-3-for-5th-edition/","v2_converted_path":"/v2/creatures/tob3_alliumite-rapscallion/"},{"slug":"astralsupial","desc":"","name":"Astralsupial","size":"Medium","type":"Beast","subtype":"","group":null,"alignment":"unaligned","armor_class":14,"armor_desc":"natural armor","hit_points":82,"hit_dice":"15d6+30","speed":{"walk":30,"climb":30},"strength":8,"dexterity":17,"constitution":14,"intelligence":4,"wisdom":12,"charisma":14,"strength_save":null,"dexterity_save":5,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":4,"perception":1,"skills":{"perception":1},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"","condition_immunities":"","senses":"darkvision 30', passive Perception 13","languages":"—","challenge_rating":"4","cr":4.0,"actions":[{"name":"Multiattack","desc":"Two Claws attacks and uses Astral Pouch."},{"name":"Claws","desc":"Melee Weapon Attack: +5 to hit, 5 ft., one target, 10 (2d6+3) slashing damage."},{"name":"Astral Pouch","desc":"Reaches into its extradimensional pouch and chooses a point it can see within 30' of it. Each creature within 10 ft. of that point suffers effect delow determined by d6 roll if creature fails DC 13 Dex save. It is immune to its own Astral Pouch effects.1 Ball Bearings Roll out of the pouch scattering at end of astralsupial's next turn. Creature knocked prone).2 Cooking Utensils Cast-iron cook pans fly out. Creature: 5 (2d4) bludgeoning damage.3 Tangled Threads Mass of Threads bursts out of pouch. Creature restrained until a creature uses action to break thread (DC 10 Str).4 Astral Mirror Imbued with trace of Astral Plane's power flashes brilliantly. Creature: 1d4 psychic and blinded until end of its next turn.5 Smelly Trash Handfuls of putrid trash spill from the pouch. Creature is poisoned for 1 min. Creature can make a DC 13 Con save at the end of each of its turns success ends effect on itself.6 Magic Beans Magical beans bounce out of the pouch. A creature takes 10 (4d4) fire on a failed save or half as much if made."}],"bonus_actions":[{"name":"Astral Traveler (2/Day)","desc":"Briefly surrounds itself in a shower of glittering dust and teleports to an unoccupied space it can see within 30 feet."}],"reactions":[{"name":"Playing Dead","desc":"When reduced to 10 hp or less it feigns death in hopes of deceiving its attackers. A creature that sees it in this state can determine it is a ruse via DC 15 Wis (Medicine) check. Ruse lasts until astralsupial ends it (no action required) up to 8 hrs. 1st attack it makes within 1 round of ending ruse has advantage."}],"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Apposable Thumbs","desc":"Advantage on climb-related Str (Athletics)."},{"name":"Keen Hearing","desc":"[+]and Smell[/+] Advantage: hearing/smell Wis (Perception)."}],"spell_list":[],"page_no":46,"environments":[],"img_main":null,"document__slug":"tob3","document__title":"Tome of Beasts 3","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/tome-of-beasts-3-for-5th-edition/","v2_converted_path":"/v2/creatures/tob3_astralsupial/"},{"slug":"berberoka","desc":"","name":"Berberoka","size":"Large","type":"Giant","subtype":"","group":null,"alignment":"neutral","armor_class":16,"armor_desc":"natural armor","hit_points":114,"hit_dice":"12d10+48","speed":{"walk":40,"swim":40},"strength":20,"dexterity":10,"constitution":18,"intelligence":6,"wisdom":12,"charisma":10,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":4,"charisma_save":null,"perception":1,"skills":{"perception":1},"damage_vulnerabilities":"","damage_resistances":"acid","damage_immunities":"poison","condition_immunities":"paralyzed, petrified, poisoned","senses":"darkvision 60', passive Perception 14","languages":"Common, Giant","challenge_rating":"7","cr":7.0,"actions":null,"bonus_actions":[{"name":"Saturated Expansion","desc":"While in contact with body of water it absorbs water that is a cube up to 10 ft. on a side and becomes saturated as water fills its body. While saturated increases in size along with anything it is wearing or carrying becoming Huge and has advantage on Str checks and Str saves. If it lacks room to become Huge it attains max size possible in space available. Ground exposed by the absorbed water becomes difficult terrain."}],"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Amphibious","desc":"Can breathe air and water."},{"name":"Aqueous Regeneration","desc":"If it starts its turn in contact with body of water large enough to submerge at least half of its body it regains 10 hp if it has at least 1 hp."},{"name":"Swamp Camouflage","desc":"Has advantage on Dex (Stealth) checks made to hide in marshland or swamp terrain."},{"name":"Swamp Stalker","desc":"Leaves behind no tracks or other traces of its passage when it moves through marshland or swamp terrain."},{"name":"Multiattack","desc":"Three Slams or two Muck-Coated Slam attacks."},{"name":"Slam","desc":"Melee Weapon Attack: +8 to hit, 5 ft., one target, 14 (2d8+5) bludgeoning damage."},{"name":"Muck-Coated Slam (Saturated Only)","desc":"Melee Weapon Attack: +8 to hit, 10 ft., one target, 24 (3d12+5) bludgeoning damage and the target: DC 15 Dex save or its speed is reduced by 10 ft. as mud and muck coat it. A creature including target can take an action to clean off the mud and muck."},{"name":"Water Jet (Saturated Only Recharge 4-6)","desc":"Releases all absorbed water as a powerful jet in a 60' line that is 5 ft. wide. Each creature in that line: 40 (9d8) bludgeoning damage and is pushed up to 15 ft. away from it and knocked prone (DC 14 Dex half damage and isn't pushed or knocked prone). After using Water Jet it is no longer saturated."}],"spell_list":[],"page_no":56,"environments":[],"img_main":null,"document__slug":"tob3","document__title":"Tome of Beasts 3","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/tome-of-beasts-3-for-5th-edition/","v2_converted_path":"/v2/creatures/tob3_berberoka/"},{"slug":"birgemon-seal","desc":"","name":"Birgemon Seal","size":"Medium","type":"Aberration","subtype":"","group":null,"alignment":"unaligned","armor_class":12,"armor_desc":"","hit_points":60,"hit_dice":"8d8+24","speed":{"walk":20,"swim":60},"strength":12,"dexterity":15,"constitution":16,"intelligence":4,"wisdom":12,"charisma":9,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":1,"skills":{"perception":1},"damage_vulnerabilities":"","damage_resistances":"acid, cold","damage_immunities":"","condition_immunities":"","senses":"darkvision 60', passive Perception 13","languages":"—","challenge_rating":"2","cr":2.0,"actions":[{"name":"Multiattack","desc":"One Bite attack one Toothy Maw attack and three Tendril attacks. It can replace all three Tendril attacks with use of Reel."},{"name":"Bite","desc":"Melee Weapon Attack: +4 to hit, 5 ft., one target, 7 (2d4+2) piercing damage."},{"name":"Toothy Maw","desc":"Melee Weapon Attack: +4 to hit, 5 ft., one target, 9 (2d6+2) piercing damage."},{"name":"Tendril","desc":"Melee Weapon Attack: +4 to hit, 15 ft., one target, The target is grappled (escape DC 13) if it is a Med or smaller creature and the seal can't use the same tendril on another target. If a creature is grappled by two or more tendrils it is also Restrained."},{"name":"Reel","desc":"Pulls each creature grappled by it up to 10 ft. straight toward it."}],"bonus_actions":[{"name":"Ice Slide","desc":"If the birgemon seal moves at least 10 ft. in a straight line while on snow or ice during its turn it can slide up to 40 feet."}],"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Frozen to the Spot","desc":"When on snow or ice the birgemon seal can't be moved vs. its will."},{"name":"Hold Breath","desc":"Can hold its breath for 90 min."}],"spell_list":[],"page_no":57,"environments":[],"img_main":null,"document__slug":"tob3","document__title":"Tome of Beasts 3","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/tome-of-beasts-3-for-5th-edition/","v2_converted_path":"/v2/creatures/tob3_birgemon-seal/"},{"slug":"blaspheming-hand","desc":"","name":"Blaspheming Hand","size":"Large","type":"Fiend","subtype":"","group":null,"alignment":"lawful evil","armor_class":14,"armor_desc":"natural armor","hit_points":68,"hit_dice":"8d10+24","speed":{"walk":30,"fly":30},"strength":18,"dexterity":10,"constitution":17,"intelligence":6,"wisdom":12,"charisma":12,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":1,"skills":{"perception":1},"damage_vulnerabilities":"","damage_resistances":"cold, fire, psychic; nonmagic B/P/S attacks not made w/silvered weapons","damage_immunities":"poison","condition_immunities":"blinded, deafened, poisoned","senses":"blindsight 60' (blind beyond), passive Perception 11","languages":"understands Abyssal and Infernal but can't speak","challenge_rating":"3","cr":3.0,"actions":[{"name":"Multiattack","desc":"One Claw attack and uses Evil Fingers."},{"name":"Claw","desc":"Melee Weapon Attack: +6 to hit, 5 ft., one target, 11 (2d6+4) slashing damage and target is grappled (escape DC 14) if it is a Med or smaller creature and hand isn't being used as a mount. Until the grapple ends the target is restrained hand can't use its Claw on another and hand's walking speed is reduced to 0."},{"name":"Evil Fingers","desc":"Gestures at one creature it can see within 60' causing one of the following effects:Beckoning Finger Target: DC 14 Str save or be magically pulled up to 30' in a straight line toward hand. If creature is pulled to within 5 ft. of the hand hand can make one Claw attack vs. it as a bonus action.Punishing Finger Target: DC 14 Cha save or take 10 (3d6) fire and be marked for punishment. Until start of hand's next turn each time punished target makes an attack vs. the hand or its rider target takes 7 (2d6) fire.Repelling Finger Target: DC 14 Str save or take 11 (2d10) force and be pushed up to 10 ft. away from the hand and knocked prone.Unravelling Finger Target: DC 14 Wis save or bear a magical mark. When hand deals damage to marked creature regains hp equal to half damage dealt. Mark lasts until hand dismisses it as a bonus action or it uses Unravelling Finger again."}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Magic Resistance","desc":"Advantage: spell/magic effect saves."},{"name":"Steadfast","desc":"Can't be charmed or frightened while at least one of its allies is within 30' of it."}],"spell_list":[],"page_no":60,"environments":[],"img_main":null,"document__slug":"tob3","document__title":"Tome of Beasts 3","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/tome-of-beasts-3-for-5th-edition/","v2_converted_path":"/v2/creatures/tob3_blaspheming-hand/"},{"slug":"blood-barnacle","desc":"","name":"Blood Barnacle","size":"Tiny","type":"Beast","subtype":"","group":null,"alignment":"unaligned","armor_class":13,"armor_desc":"natural armor","hit_points":25,"hit_dice":"10d4","speed":{"walk":10,"swim":30},"strength":2,"dexterity":14,"constitution":10,"intelligence":1,"wisdom":12,"charisma":8,"strength_save":null,"dexterity_save":null,"constitution_save":2,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":1,"skills":{"perception":1},"damage_vulnerabilities":"fire","damage_resistances":"necrotic","damage_immunities":"","condition_immunities":"","senses":"blindsight 60' (blind beyond), passive Perception 11","languages":"—","challenge_rating":"1/4","cr":0.25,"actions":[{"name":"Bite","desc":"Melee Weapon Attack: +4 to hit, 5 ft., one creature,. 5 (1d6+2) piercing damage and barnacle attaches to target. While attached barnacle doesn't attack. Instead at start of each of barnacle's turns target loses 5 (1d6+2) hp due to blood loss. Barnacle can detach itself by spending 5 ft. of its movement. A creature including target can take its action to detach barnacle via DC 12 Str check. When barnacle is removed target takes 2 (1d4) piercing damage. If creature ends its turn with barnacle attached to it that creature: DC 12 Con save or contract barnacle shivers (see above)."}],"bonus_actions":null,"reactions":[{"name":"Host Defense","desc":"When a creature damages an attached blood barnacle with anything other than fire creature hosting barnacle must make DC 12 Wis save or use its reaction to protect the barnacle. Barnacle takes half the damage dealt to it and host takes the other half."}],"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Barnacle Shivers","desc":"Characterized by inescapable cold and shiveringthat slowly pervades victim's body this is a disease that infects creatures attacked by blood barnacles. Until disease is cured infected creature can't regain hp except magically and its hp max decreases by 3 (1d6) for every 24 hrs that elapse. Reduction lasts until disease is cured. Creature dies if disease reduces its hp max to 0. A Humanoid or Beast slain by this disease rises 24 hrs later as a zombie. Zombie isn't under barnacle's control but it views barnacle as an ally."},{"name":"Blood Sense","desc":"Can pinpoint by scent location of creatures that aren't Constructs or Undead and that don't have all of their hp within 60' of it and can sense general direction of such creatures within 1 mile of it."},{"name":"False Appearance","desc":"While motionless indistinguishable from normal barnacle."}],"spell_list":[],"page_no":62,"environments":[],"img_main":null,"document__slug":"tob3","document__title":"Tome of Beasts 3","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/tome-of-beasts-3-for-5th-edition/","v2_converted_path":"/v2/creatures/tob3_blood-barnacle/"},{"slug":"blood-flurry","desc":"","name":"Blood Flurry","size":"Medium","type":"Aberration","subtype":"","group":null,"alignment":"neutral evil","armor_class":17,"armor_desc":"natural armor","hit_points":144,"hit_dice":"17d8+68","speed":{"walk":15,"fly":40},"strength":5,"dexterity":21,"constitution":18,"intelligence":6,"wisdom":12,"charisma":10,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":1,"skills":{"perception":1},"damage_vulnerabilities":"","damage_resistances":"cold; B/P/S","damage_immunities":"poison","condition_immunities":"charmed, frightened, grappled, paralyzed, petrified, poisoned, prone, restrained, stunned","senses":"darkvision 60', passive Perception 11","languages":"understands Primordial but can't speak","challenge_rating":"10","cr":10.0,"actions":[{"name":"Multiattack","desc":"Two Free Bleeding Cuts attacks."},{"name":"Free Bleeding Cuts","desc":"Melee Weapon Attack: +9 to hit 0' 1 tgt in the swarm's space. 27 (6d8) slashing damage or 13 (3d8) slashing damage if flurry has half of its hp or fewer. If target is a creature other than an Undead or a Construct: DC 16 Con save or lose 13 (3d8) hp at start of each of its turns due to a bleeding wound. Any creature can take an action to stanch the wound with successful DC 12 Wis (Medicine) check. Wound also closes if target receives magical healing."}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Blood Sense","desc":"Can pinpoint by scent the location of creatures that aren't Undead or Constructs within 30' of it."},{"name":"False Appearance","desc":"While motionless indistinguishable from collection of snowflakes whether resting on the ground or carried by natural winds. It loses this trait if it has consumed blood in the last 24 hrs. "},{"name":"Rust Vulnerability","desc":"The large amount of iron in its diet makes it susceptible to effects that harm ferrous metal such as the rust monster's Antennae."},{"name":"Swarm","desc":"Can occupy another creature's space and vice versa and flurry can move through any opening large enough for a Tiny crystalline Aberration. Can't regain hp or gain temp hp."}],"spell_list":[],"page_no":63,"environments":[],"img_main":null,"document__slug":"tob3","document__title":"Tome of Beasts 3","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/tome-of-beasts-3-for-5th-edition/","v2_converted_path":"/v2/creatures/tob3_blood-flurry/"},{"slug":"caldera-kite","desc":"","name":"Caldera Kite","size":"Large","type":"Monstrosity","subtype":"","group":null,"alignment":"unaligned","armor_class":17,"armor_desc":"natural armor","hit_points":119,"hit_dice":"14d10+42","speed":{"walk":0,"fly":60},"strength":18,"dexterity":19,"constitution":16,"intelligence":3,"wisdom":12,"charisma":4,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":1,"skills":{"perception":1},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"acid, fire, poison","condition_immunities":"exhaustion, poisoned","senses":"passive Perception 14","languages":"—","challenge_rating":"7","cr":7.0,"actions":[{"name":"Multiattack","desc":"Two Wings or one Wings and one Proboscis."},{"name":"Proboscis","desc":"Melee Weapon Attack: +7 to hit, 10 ft., one target, 11 (2d6+4) piercing damage. Target is grappled (escape DC 17) if it is a Med or smaller creature and kite doesn't have another creature grappled. Until grapple ends creature is restrained caldera kite can automatically hit target with its Proboscis and kite can't make Proboscis attacks vs. other targets."},{"name":"Wings","desc":"Melee Weapon Attack: +7 to hit, 5 ft., one target, 11 (2d6+4) slashing damage and 7 (2d6) poison."},{"name":"Dust Cloud (Recharge 4-6)","desc":"Kite thrashes its body and releases stored toxic gases. Each creature within 20' of kite: 28 (8d6) poison (DC 14 Con half). Creature that fails save can't speak and is suffocating until it is no longer within 20' of caldera kite."}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Firesight","desc":"Can see through areas obscured by fire smoke and fog with o penalty."},{"name":"Flyby","desc":"Doesn't provoke opportunity attacks when it flies out of an enemy's reach."},{"name":"Sulfuric Haze","desc":"A glittering haze emanates from it within 10 ft. of it. Haze moves with kite lightly obscuring area. If dispersed by a wind of moderate or greater speed (10+ miles per hr) haze reappears at start of kite's next turn. When a creature enters haze's area for first time on a turn or starts its turn there that creature: 7 (2d6) poison and is poisoned until end of its next turn (DC 14 Con half damage and isn't poisoned). If a creature's save is successful it is immune to Sulphuric Haze of all caldera kites for 1 min."}],"spell_list":[],"page_no":71,"environments":[],"img_main":null,"document__slug":"tob3","document__title":"Tome of Beasts 3","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/tome-of-beasts-3-for-5th-edition/","v2_converted_path":"/v2/creatures/tob3_caldera-kite/"},{"slug":"capybear","desc":"","name":"Capybear","size":"Medium","type":"Monstrosity","subtype":"","group":null,"alignment":"neutral","armor_class":13,"armor_desc":"natural armor","hit_points":60,"hit_dice":"8d8+24","speed":{"walk":30,"swim":20},"strength":15,"dexterity":14,"constitution":17,"intelligence":9,"wisdom":12,"charisma":10,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":1,"skills":{"perception":1},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"","condition_immunities":"","senses":"passive Perception 13","languages":"Capybear","challenge_rating":"1","cr":1.0,"actions":[{"name":"Bite","desc":"Melee Weapon Attack: +4 to hit, 5 ft., one target, 9 (2d6+2) piercing damage."},{"name":"Slam","desc":"Melee Weapon Attack: +4 to hit, 5 ft., one target, 7 (2d4+2) bludgeoning damage."}],"bonus_actions":null,"reactions":[{"name":"Protect the Community","desc":"When another capybear within 5 ft. of this capybear is hit by an attack this capybear can leap in the way becoming the new target of the attack."}],"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Hold Breath","desc":"Can hold its breath for 30 min."},{"name":"Keen Smell","desc":"Advantage: smell Wis (Percept) checks."},{"name":"Pack Tactics","desc":"Advantage on attacks vs. creature if 1+ unincapacitated attacker ally is within 5 ft. of target."},{"name":"Pounce","desc":"If the capybear moves at least 20' straight toward a creature and then hits it with Slam attack on the same turn that target must make DC 13 Str save or be knocked prone. If the target is prone the capybear can make one Bite attack vs. it as a bonus action."},{"name":"Swamp Camouflage","desc":"Has advantage on Dex (Stealth) checks made to hide in swamps or muddy terrain."}],"spell_list":[],"page_no":72,"environments":[],"img_main":null,"document__slug":"tob3","document__title":"Tome of Beasts 3","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/tome-of-beasts-3-for-5th-edition/","v2_converted_path":"/v2/creatures/tob3_capybear/"},{"slug":"catterball","desc":"","name":"Catterball","size":"Small","type":"Fey","subtype":"","group":null,"alignment":"chaotic neutral","armor_class":13,"armor_desc":"","hit_points":44,"hit_dice":"8d6+16","speed":{"walk":30},"strength":8,"dexterity":17,"constitution":14,"intelligence":5,"wisdom":12,"charisma":15,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":1,"skills":{"perception":1},"damage_vulnerabilities":"acid","damage_resistances":"","damage_immunities":"","condition_immunities":"poisoned ","senses":"blindsight 30', passive Perception 11","languages":"Sylvan","challenge_rating":"1","cr":1.0,"actions":[{"name":"Slam (Extended or True Form Only)","desc":"Melee Weapon Attack: +5 to hit, 5 ft., one target, 6 (1d6+3) bludgeoning damage."},{"name":"Snap Back (Extended Form Only)","desc":"Violently returns to its true form. Each creature within 5 ft. of it: 4 (1d8) thunder or 9 (2d8) if catterball has extended its reach to 15 feet and is deafened for 1 min (DC 12 Dex half damage not deafened). A deafened creature can make a DC 12 Con save at the end of each of its turns success ends effect on itself."}],"bonus_actions":[{"name":"Change Form","desc":"Can extend its body roll up into a ball or return to true form. Each time it extends its body its reach with slam increases by 5 feet max 15 feet and Armor Class decreases by 1."}],"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Rubbery Flesh","desc":"Immune to any form-altering spell/effect and has advantage on ability checks and saves to escape grapple. Can move through a space as narrow as 1ft. wide with o squeezing."},{"name":"Standing Leap (Ball Form Only)","desc":"Its long jump is up to 60' and its high jump is up to 30 feet with or with o a running start."}],"spell_list":[],"page_no":76,"environments":[],"img_main":null,"document__slug":"tob3","document__title":"Tome of Beasts 3","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/tome-of-beasts-3-for-5th-edition/","v2_converted_path":"/v2/creatures/tob3_catterball/"},{"slug":"cave-sovereign","desc":"","name":"Cave Sovereign","size":"Huge","type":"Aberration","subtype":"","group":null,"alignment":"chaotic evil","armor_class":18,"armor_desc":"natural armor","hit_points":253,"hit_dice":"22d12+110","speed":{"walk":40,"climb":30},"strength":25,"dexterity":8,"constitution":20,"intelligence":16,"wisdom":12,"charisma":20,"strength_save":null,"dexterity_save":null,"constitution_save":1,"intelligence_save":8,"wisdom_save":6,"charisma_save":null,"perception":1,"skills":{"perception":1},"damage_vulnerabilities":"","damage_resistances":"poison, radiant; nonmagic B/P/S attacks not made w/adamantine weapons","damage_immunities":"psychic","condition_immunities":"charmed, frightened","senses":"darkvision 120', tremorsense 60', passive Perception 16","languages":"understands all but can't speak, telepathy 120'","challenge_rating":"16","cr":16.0,"actions":[{"name":"Multiattack","desc":"One Bite and two Slams. It can make one Tail in place of its Bite."},{"name":"Bite","desc":"Melee Weapon Attack: +12 to hit, 5 ft., one target, 25 (4d8+7) piercing damage + 11 (2d10) poison."},{"name":"Slam","desc":"Melee Weapon Attack: +12 to hit, 10 ft., one target, 23 (3d10+7) bludgeoning damage."},{"name":"Tail","desc":"Melee Weapon Attack: +12 to hit, 10 ft., one target, 26 (3d12+7) slashing damage. If target is a Large or smaller creature it is grappled (escape DC 18). Until the grapple ends the target is restrained and sovereign can't use its tail on another target."},{"name":"Consume Soul (Recharge 5-6)","desc":"Chooses up to three creatures it can see within 60' of it that are incapacitated or stunned by Deathlights. Each target: 55 (10d10) psychic (DC 18 Wis half). Creature stunned by Deathlights has disadvantage on this save. Sovereign then regains hp equal to half total psychic dealt. A Humanoid slain by this rises 1d4 rounds later as a zombie under sovereign's control unless Humanoid is restored to life or its body is destroyed. Sovereign can have no more than thirty zombies under its control at one time."},{"name":"Spellcasting (Psionics)","desc":"Cha (DC 18) no spell components: At will: detect thoughts mage hand (the hand is invisible)3/day ea: dimension door telekinesis1/day: hallucinatory terrain (as an action)"}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":[{"name":"Move","desc":"The cave sovereign moves up to its speed with o provoking opportunity attacks."},{"name":"Telekinetic Reel","desc":"Magically pulls incapacitated or stunned creature by its Deathlights it can see up to 20' straight toward it."},{"name":"Cast a Spell (2)","desc":"Uses Spellcasting."},{"name":"Tail Attack (2)","desc":"Makes one Tail attack."}],"special_abilities":[{"name":"Deathlights","desc":"When a creature that can see sovereigh's glowing antennae starts its turn within 30' of it sovereign can force it to make a DC 18 Wis save if sovereign isn't incapacitated and can see the creature. If save fails by 5+ creature is stunned until the start of its next turn. Otherwise creature that fails is incapacitated and its speed is reduced to 0 until start of its next turn as it remains transfixed in place by the lights. Unless surprised creature can avert its eyes to avoid the save at start of its turn. If creature does so it can't see sovereign until start of its next turn when it can avert again. If creature looks at sovereign in the meantime it must immediately save."},{"name":"Illumination","desc":"Its antennae shed dim light in a 5 ft. radius. Radius increases to 20' while at least one creature is incapacitated or stunned by Deathlights. At start of its turn if no creatures are incapacitated or stunned by Deathlights sovereign can suppress this light until start of its next turn."},{"name":"Inscrutable","desc":"Immune to any effect to sense its emotions or read its thoughts as well as any divination spell it refuses. Wis (Insight) checks made to ascertain sovereign's intentions or sincerity have disadvantage."},{"name":"Legendary Resistance (3/Day)","desc":"Choose to succeed failed save."},{"name":"Magic Resistance","desc":"Advantage: spell/magic effect saves."},{"name":"Spider Climb","desc":"Difficult surfaces even ceilings no ability check."},{"name":"Sinuous Form","desc":"Provided there is suitable room to accommodate its bulk can squeeze through any opening large enough for a Small creature."}],"spell_list":[],"page_no":78,"environments":[],"img_main":null,"document__slug":"tob3","document__title":"Tome of Beasts 3","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/tome-of-beasts-3-for-5th-edition/","v2_converted_path":"/v2/creatures/tob3_cave-sovereign/"},{"slug":"chaos-creeper","desc":"","name":"Chaos Creeper","size":"Medium","type":"Plant","subtype":"","group":null,"alignment":"chaotic neutral","armor_class":16,"armor_desc":"natural armor","hit_points":150,"hit_dice":"20d8+60","speed":{"walk":15,"climb":10},"strength":13,"dexterity":18,"constitution":16,"intelligence":10,"wisdom":12,"charisma":17,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":1,"skills":{"perception":1},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"poison ","condition_immunities":"blinded, deafened, poisoned, prone","senses":"blindsight 60' (blind beyond), passive Perception 10 ","languages":"Sylvan, telepathy 60'","challenge_rating":"9","cr":9.0,"actions":[{"name":"Multiattack","desc":"Three Vine Whip attacks or two Fruit Bomb attacks."},{"name":"Vine Whip","desc":"Melee Weapon Attack: +8 to hit, 10 ft., one target, 18 (4d6+4) bludgeoning damage."},{"name":"Fruit Bomb","desc":"Ranged Weapon Attack: +8 to hit 30/120' one target 31 (5d10+4) acid cold fire lightning poison or thunder (creeper's choice). Instead of dealing damage creeper can choose for fruit to trigger its Wondrous Cornucopia. Treat target as if it ate fruit where applicable."}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Pandemonium Fruit","desc":"Produces pitcher-shaped magical fruit. When creature picks fruit is subjected to Wondrous Cornucopia. Fruit withers 24 hrs after picking losing all magic. If creature expends spell slot of 3rd+ level or volunteers 2 Hit Dice of life (rolling them losing hp equal to result) while picking choose effect instead of random."},{"name":"Wondrous Cornucopia","desc":"A creature that picks a creeper's fruit or is struck by Fruit Bomb triggers the fruit's chaotic magic. Roll d8: Butterfly Cloud Fuit explodes into a cloud of butterflies swirling out in 30' radius from fruit for 1 min making area heavily obscured.Restoration Creature eating the fruit ends one condition disease or reduction to one ability score or reduces exhaustion level by one.Poison Gas Fruit bursts into 20' radius red gas cloud centered on fruit. Area heavily obscured and lasts 1 min or until dispersed by strong wind. When creature enters cloud for first time on a turn or starts its turn there creature: 22 (5d8) poison (DC 16 Con half).Healing Creature eating fruit regains 22 (5d8) hp.Swarming Insects Fruit bursts releasing 2d4 swarms of insects.Protection Creature eating the fruit gains resistance to acid cold fire lightning poison or thunder (determined randomly) for 8 hrs.Squirrel Transformation Eaten: become squirrel 10 min (DC 16 Con).Cleansing All curses/diseases afflicting creature end when eaten."}],"spell_list":[],"page_no":80,"environments":[],"img_main":null,"document__slug":"tob3","document__title":"Tome of Beasts 3","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/tome-of-beasts-3-for-5th-edition/","v2_converted_path":"/v2/creatures/tob3_chaos-creeper/"},{"slug":"clockwork-conductor","desc":"","name":"Clockwork Conductor","size":"Small","type":"Construct","subtype":"","group":null,"alignment":"lawful neutral","armor_class":13,"armor_desc":"natural armor","hit_points":28,"hit_dice":"8d6","speed":{"walk":30},"strength":7,"dexterity":12,"constitution":10,"intelligence":9,"wisdom":12,"charisma":16,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":1,"skills":{"perception":1},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"lightning, poison, psychic, thunder","condition_immunities":"blinded, charmed, deafened, exhaustion, frightened, paralyzed, petrified, poisoned","senses":"darkvision 60', passive Perception 13","languages":"understands the languages of its creator but can't speak","challenge_rating":"1/2","cr":0.5,"actions":[{"name":"Conductive Baton","desc":"Melee Weapon Attack: +3 to hit, 5 ft., one target, 3 (1d4+1) bludgeoning damage + 4 (1d8) lightning and target can't take reactions until start of its next turn."},{"name":"Overclocked Finale (Recharge: Short/Long Rest)","desc":"Makes a grand sacrifice spurring its allies on in a final masterstroke. Each friendly creature within 30' of conductor that can see it gains a +5 bonus to attack rolls damage rolls and ability checks until the end of the conductor's next turn. Roll a d6. On a 1 to 4 conductor can't use Concerted Effort until it finishes a short rest. On a 5 or 6 it can't use Concerted Effort and its Metronomic Aura becomes inactive until it finishes a short rest."}],"bonus_actions":[{"name":"Concerted Effort","desc":"Inspires itself or one friendly creature it can see within 30' of it until start of conductor's next turn. When target makes an attack roll or a Con save to maintain concentration on a spell target can roll d4 and add result to attack or save."}],"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Construct Nature","desc":"Doesn't require air food drink or sleep."},{"name":"Immutable Form","desc":"Immune: form-altering spells/effects."},{"name":"Magic Resistance","desc":"Advantage: spell/magic effect saves."},{"name":"Metronomic Aura","desc":"When a friendly creature within 20' of conductor makes an attack or Cha (Performance) check creature can treat d20 roll as a 10 instead of die's actual roll."}],"spell_list":[],"page_no":87,"environments":[],"img_main":null,"document__slug":"tob3","document__title":"Tome of Beasts 3","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/tome-of-beasts-3-for-5th-edition/","v2_converted_path":"/v2/creatures/tob3_clockwork-conductor/"},{"slug":"clockwork-scorpion","desc":"","name":"Clockwork Scorpion","size":"Large","type":"Construct","subtype":"","group":null,"alignment":"unaligned","armor_class":16,"armor_desc":"natural armor","hit_points":95,"hit_dice":"10d10+40","speed":{"walk":40},"strength":19,"dexterity":13,"constitution":19,"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":1,"skills":{"perception":1},"damage_vulnerabilities":"","damage_resistances":"fire; nonmagic B/P/S attacks not made w/adamantine weapons","damage_immunities":"poison, psychic","condition_immunities":"charmed, exhaustion, frightened, paralyzed, petrified, poisoned","senses":"darkvision 60', tremorsense 60', passive Perception 15","languages":"understands creator's languages but can't speak","challenge_rating":"9","cr":9.0,"actions":[{"name":"Multiattack","desc":"One Sting attack and two Claw attacks."},{"name":"Claw","desc":"Melee Weapon Attack: +8 to hit, 5 ft., one target, 10 (1d12+4) bludgeoning damage and target grappled (escape DC 16). Has two claws each of which can grapple only one target."},{"name":"Sting","desc":"Melee Weapon Attack: +8 to hit, 5 ft., one creature,. 9 (1d10+4) piercing damage + 22 (4d10) poison. Scorpion then chooses one of the following target: DC 16 Con save.Hallucinatory Elixir Failed save: sees enemies everywhere 1 min. On its turn target uses its action for melee attack vs. nearest creature (not scorpion) moving up to its speed to creature if necessary. Can re-save at end of each of its turns success ends effect on itself. If it makes initial save is charmed until end of its next turn.Sleep Solution Failed save: falls unconscious 1 min. Effect ends for target if it takes damage or if another creature uses action to wake it. Successful save: target incapacitated until end of its next turn.Vocal Paralytic Failed save: target is poisoned for 1 min. While poisoned in this way target is unable to speak or cast spells that require verbal components. Target can re-save at end of each of its turns success ends effect on itself. If target succeeds on initial save it is poisoned in this way until end of its next turn."},{"name":"Acid Spray (Recharge 5-6)","desc":"Spews acid in a 15 ft. cone. Each creature in that area: 42 (12d6) acid (DC 16 Dex half)."}],"bonus_actions":null,"reactions":[{"name":"Gas Nozzles","desc":"When it takes damage all within 5 feet: 5 (1d10) poison. If damage taken was fire gas ignites deals + 5 (1d10) fire."}],"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Construct Nature","desc":"Doesn't require air food drink or sleep."},{"name":"Immutable Form","desc":"Immune: form-altering spells/effects."},{"name":"Magic Resistance","desc":"Advantage: spell/magic effect saves."}],"spell_list":[],"page_no":89,"environments":[],"img_main":null,"document__slug":"tob3","document__title":"Tome of Beasts 3","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/tome-of-beasts-3-for-5th-edition/","v2_converted_path":"/v2/creatures/tob3_clockwork-scorpion/"},{"slug":"corpselight-moth","desc":"","name":"Corpselight Moth","size":"Large","type":"Beast","subtype":"","group":null,"alignment":"unaligned","armor_class":15,"armor_desc":"natural armor","hit_points":136,"hit_dice":"16d10+48","speed":{"walk":15,"climb":15,"fly":60},"strength":16,"dexterity":19,"constitution":16,"intelligence":2,"wisdom":12,"charisma":8,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":1,"skills":{"perception":1},"damage_vulnerabilities":"","damage_resistances":"necrotic","damage_immunities":"radiant","condition_immunities":"","senses":"tremorsense 30', passive Perception 14","languages":"—","challenge_rating":"5","cr":5.0,"actions":[{"name":"Multiattack","desc":"Two Proboscis attacks."},{"name":"Proboscis","desc":"Melee Weapon Attack: +7 to hit, 5 ft., one creature,. 11 (2d6+4) piercing damage + 7 (2d6) radiant."},{"name":"Radiant Wind (Recharge 4-6)","desc":"Flaps its wings releasing magical wind in a 30' cone. Each creature in area: 21 (6d6) radiant and is flung up 15 ft. away from moth in a direction following cone and knocked prone (DC 15 Str half damage and isn't flung or knocked prone). If a thrown target strikes an object such as a wall or floor target takes 3 (1d6) bludgeoning damage per 10 ft. it was thrown. If target is thrown into another creature that creature: DC 15 Dex save or take same damage and knocked prone."}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Downdraft","desc":"While it is flying area within 10 ft. of it is difficult terrain."},{"name":"Glow","desc":"The moth casts light from its abdomen shedding bright light in a 20' radius and dim light for an additional 20'."},{"name":"Keen Smell","desc":"Advantage: smell Wis (Percept) checks."},{"name":"Necrotic Dampening","desc":"Each friendly creature within 30' of the moth has resistance to necrotic."},{"name":"Spider Climb","desc":"Difficult surfaces even ceilings no ability check."}],"spell_list":[],"page_no":95,"environments":[],"img_main":null,"document__slug":"tob3","document__title":"Tome of Beasts 3","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/tome-of-beasts-3-for-5th-edition/","v2_converted_path":"/v2/creatures/tob3_corpselight-moth/"},{"slug":"crab-duffel","desc":"","name":"Crab, Duffel","size":"Large","type":"Monstrosity","subtype":"","group":null,"alignment":"unaligned","armor_class":15,"armor_desc":"natural armor","hit_points":60,"hit_dice":"8d8+24","speed":{"walk":30,"swim":30},"strength":16,"dexterity":12,"constitution":16,"intelligence":2,"wisdom":12,"charisma":7,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":1,"skills":{"perception":1},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"","condition_immunities":"","senses":"blindsight 30', passive Perception 11","languages":"—","challenge_rating":"3","cr":3.0,"actions":[{"name":"Multiattack","desc":"Two Claws or one Claw and uses Collect."},{"name":"Claw","desc":"Melee Weapon Attack: +5 to hit, 5 ft., one creature,. 10 (2d6+3) bludgeoning damage and target is grappled (escape DC 13). Until this grapple ends target is restrained and crab can't attack another target with that claw. The crab has two claws each of which can grapple only one target."},{"name":"Collect","desc":"Places one target it is grappling into its extradimensional space if there is room and grapple ends. Target blinded and restrained and has total cover vs. attacks and effects outside. A trapped creature can take its action to climb out of the bag by succeeding on a DC 13 Str or Dex check (creature's choice). If crab dies trapped creature is no longer restrained by crab and can escape bag using 5 ft. of movement exiting prone."}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Extradimensional Bag","desc":"Uses an extra-dimensional space such as a bag of holding as its “shell.” Bag can hold creatures in addition to the crab based on extradimensional space's size. Breathing creatures inside bag can survive up to a number of min equal to 10 divided by the number of creatures (minimum 1 min) after which time they begin to suffocate. If bag is overloaded pierced or torn it ruptures and is destroyed. While this would normally cause the contents to be lost in the Astral Plane crab's half-in half-out existence kept the bag constantly open even when it fully withdrew altering the bag which simply spills out its contents into area when the bag is destroyed or crab dies. Bag becomes a standard bag of holding or similar magic item with extradimensional space 24 hrs after crab dies."},{"name":"False Appearance","desc":"While motionless indistinguishable from its extradimensional bag with an ajar lid or opening."}],"spell_list":[],"page_no":97,"environments":[],"img_main":null,"document__slug":"tob3","document__title":"Tome of Beasts 3","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/tome-of-beasts-3-for-5th-edition/","v2_converted_path":"/v2/creatures/tob3_crab-duffel/"},{"slug":"daeodon","desc":"","name":"Daeodon","size":"Large","type":"Beast","subtype":"","group":null,"alignment":"unaligned","armor_class":13,"armor_desc":"natural armor","hit_points":76,"hit_dice":"9d10+27","speed":{"walk":40},"strength":21,"dexterity":8,"constitution":16,"intelligence":2,"wisdom":12,"charisma":6,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":1,"skills":{"perception":1},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"","condition_immunities":"","senses":"passive Perception 11","languages":"—","challenge_rating":"3","cr":3.0,"actions":[{"name":"Multiattack","desc":"One Bite attack and one Slam attack."},{"name":"Bite","desc":"Melee Weapon Attack: +7 to hit, 5 ft., one target, 14 (2d8+5) piercing damage and the target is grappled (escape DC 13). Until this grapple ends the target is restrained and the daeodon can't Bite another target."},{"name":"Slam","desc":"Melee Weapon Attack: +7 to hit, 5 ft., one target, 10 (2d4+5) bludgeoning damage."},{"name":"Fierce Call (Recharge: Short/Long Rest)","desc":"Lets out a loud fearsome call. Each hostile creature within 60' of the daeodon must make DC 13 Wis save or drop whatever it is holding and become frightened for 1 min. While frightened a creature must take the Dash action and move away from the daeodon by the safest available route on each of its turns unless there is nowhere to move. A frightened creature can re-save at end of each of its turns success ends effect on itself."}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Keen Smell","desc":"Advantage: smell Wis (Percept) checks."},{"name":"Relentless (Recharge: Short/Long Rest)","desc":"If it takes 15 damage or less that would reduce it to 0 hp it is reduced to 1 hp instead."},{"name":"Trampling Charge","desc":"If it moves 20'+ straight toward a creature and then hits it with Bite on the same turn that target must make DC 13 Str save or be knocked prone. If target is prone daeodon can make one Slam vs. it as a bonus action."}],"spell_list":[],"page_no":103,"environments":[],"img_main":null,"document__slug":"tob3","document__title":"Tome of Beasts 3","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/tome-of-beasts-3-for-5th-edition/","v2_converted_path":"/v2/creatures/tob3_daeodon/"},{"slug":"dawnfly-desolation-nymph","desc":"","name":"Dawnfly, Desolation Nymph","size":"Large","type":"Beast","subtype":"","group":null,"alignment":"unaligned","armor_class":13,"armor_desc":"natural armor","hit_points":68,"hit_dice":"8d10+24","speed":{"walk":30,"burrow":15,"climb":15,"swim":30},"strength":16,"dexterity":15,"constitution":16,"intelligence":1,"wisdom":12,"charisma":4,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":1,"skills":{"perception":1},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"","condition_immunities":"","senses":"tremorsense 30', passive Perception 13","languages":"—","challenge_rating":"2","cr":2.0,"actions":[{"name":"Hinged Maw","desc":"Melee Weapon Attack: +5 to hit, 15 ft., one creature,. 14 (2d10+3) piercing damage. If the target is a Med or smaller creature it is grappled (escape DC 13) and pulled to within 5 ft. of the nymph. Until this grapple ends the target is restrained and the desolation nymph can't use its Hinged Maw on another target."},{"name":"Swallow","desc":"The desolation nymph makes one Hinged Maw attack vs. a Med or smaller target 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 vs. attacks and other effects outside the nymph and it takes 7 (2d6) acid at the start of each of the nymph's turns. The nymph can have only 1 foe swallowed at a time. If the desolation nymph dies a swallowed creature is no longer restrained by it and can escape from the corpse using 5 ft. of movement exiting prone."}],"bonus_actions":[{"name":"Water Jet","desc":"Takes the Disengage action and each creature within 5 ft. of nymph: DC 13 Dex save or be blinded until end of its next turn."}],"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Limited Amphibiousness","desc":"Can breathe air and water but needs to be submerged at least once every 4 hrs to avoid suffocating."},{"name":"Shifting Camouflage","desc":"Its carapace adapts to its current surroundings. The nymph has advantage on Dex (Stealth) checks made to hide in nonmagical natural terrain."}],"spell_list":[],"page_no":104,"environments":[],"img_main":null,"document__slug":"tob3","document__title":"Tome of Beasts 3","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/tome-of-beasts-3-for-5th-edition/","v2_converted_path":"/v2/creatures/tob3_dawnfly-desolation-nymph/"},{"slug":"demon-inciter","desc":"","name":"Demon, Inciter","size":"Medium","type":"Fiend","subtype":"","group":null,"alignment":"chaotic evil","armor_class":13,"armor_desc":"natural armor","hit_points":27,"hit_dice":"5d8+5","speed":{"walk":30,"fly":30},"strength":10,"dexterity":15,"constitution":12,"intelligence":11,"wisdom":12,"charisma":16,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":1,"skills":{"perception":1},"damage_vulnerabilities":"","damage_resistances":"cold, fire, lightning","damage_immunities":"poisoned","condition_immunities":"","senses":"darkvision 60', passive Perception 11","languages":"Abyssal, Common","challenge_rating":"1","cr":1.0,"actions":[{"name":"Multiattack","desc":"Two Claw attacks."},{"name":"Claw","desc":"Melee Weapon Attack: +4 to hit, 5 ft., one target, 5 (1d6+2) piercing damage."},{"name":"Inspire Violence (Recharge 5-6)","desc":"Wispers to a creature within 5 ft. of it that can hear it stoking paranoia and hatred. The creature must make DC 13 Cha save or it uses its next action to make one attack vs. a creature that both target and inciter demon can see. A creature immune to being charmed isn't affected by inciter demon's Inspire Violence."}],"bonus_actions":[{"name":"Invisibility","desc":"Magically turns invisible until it attacks or until its concentration ends (as if concentrating on a spell). Any equipment it wears or carries is invisible with it."}],"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Amorphous","desc":"Move through space 1ft.+ wide with o squeezing."},{"name":"Aura of Distrust","desc":"Radiates a psychic aura that causes creatures to doubt intentions of their friends. Each creature within 30' of inciter that isn't a Fiend has disadvantage on Wis (Insight) checks. When a creature enters aura's area for the first time on a turn or starts its turn there that creature: DC 13 Cha save. Fail: any spell cast by creature can't affect allies or friendly creatures including spells already in effect such as bless while it remains in the aura. In addition creature can't use Help action or accept assistance from a friendly creature including assistance from spells such as bless or cure wounds while it remains in aura."}],"spell_list":[],"page_no":108,"environments":[],"img_main":null,"document__slug":"tob3","document__title":"Tome of Beasts 3","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/tome-of-beasts-3-for-5th-edition/","v2_converted_path":"/v2/creatures/tob3_demon-inciter/"},{"slug":"demon-leech","desc":"","name":"Demon, Leech","size":"Large","type":"Fiend","subtype":"","group":null,"alignment":"chaotic evil","armor_class":17,"armor_desc":"natural armor","hit_points":147,"hit_dice":"14d10+70","speed":{"walk":30,"swim":40},"strength":19,"dexterity":16,"constitution":21,"intelligence":11,"wisdom":12,"charisma":7,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":1,"skills":{"perception":1},"damage_vulnerabilities":"","damage_resistances":"cold, fire, lightning; nonmagic B/P/S attacks","damage_immunities":"acid, poison ","condition_immunities":"poisoned, prone","senses":"darkvision 90', passive Perception 11","languages":"Abyssal, telepathy 120'","challenge_rating":"11","cr":11.0,"actions":[{"name":"Multiattack","desc":"One Bite and two Tentacle Bites or two Bite attacks."},{"name":"Bite","desc":"Melee Weapon Attack: +8 to hit, 10 ft., one target, 14 (3d6+4) piercing damage + 9 (2d8) necrotic."},{"name":"Tentacle Bite","desc":"Melee Weapon Attack: +8 to hit, 5 ft., one target, 11 (2d6+4) piercing damage and 4 (1d8) necrotic and demon can attach its tentacle to target. Has two tentacles each of which can attach to only one target. While tentacle is attached demon can't use that tentacle to make Tentacle Bites target is restrained and demon doesn't attack with it. Instead at start of each of demon's turns each creature with tentacle attached loses 11 (2d6+4) hp due to blood loss and demon gains equal temp hp equal. Demon can add temp hp gained from this attack together and can add it to temp hp gained from Release Swarm. Demon's temp hp can't exceed half its hp max. Demon can detach one or both tentacles as a bonus action. A creature including target can use its action to detach demon's tentacle by succeeding on a DC 17 Str check."},{"name":"Release Swarm (Recharge 5-6)","desc":"Shakes loose dozens of leeches creating a leech swarm. Swarm acts as ally of demon and obeys its spoken commands. Swarm remains for 1 min until demon dies or until demon dismisses it as a bonus action. If demon is within 5 ft. of the swarm it can use its action to consume the swarm gaining temp hp equal to swarm's current hp. It can add temp hp gained this way with temp hp from Tentacle Bite. Demon's temp hp can't exceed half its hp max. Can have only one swarm active at a time."}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Amphibious","desc":"Can breathe air and water."},{"name":"Blood Sense","desc":"Can pinpoint by scent the location of creatures that aren't Constructs or Undead within 30' of it."},{"name":"Magic Resistance","desc":"Advantage: spell/magic effect saves."}],"spell_list":[],"page_no":110,"environments":[],"img_main":null,"document__slug":"tob3","document__title":"Tome of Beasts 3","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/tome-of-beasts-3-for-5th-edition/","v2_converted_path":"/v2/creatures/tob3_demon-leech/"},{"slug":"devil-maelstrom","desc":"","name":"Devil, Maelstrom","size":"Large","type":"Fiend","subtype":"","group":null,"alignment":"lawful evil","armor_class":17,"armor_desc":"natural armor","hit_points":195,"hit_dice":"26d10+52","speed":{"walk":30,"fly":40,"swim":120},"strength":17,"dexterity":16,"constitution":15,"intelligence":19,"wisdom":12,"charisma":21,"strength_save":7,"dexterity_save":null,"constitution_save":6,"intelligence_save":null,"wisdom_save":5,"charisma_save":null,"perception":1,"skills":{"perception":1},"damage_vulnerabilities":"","damage_resistances":"cold; nonmagical B/P/S attacks","damage_immunities":"fire, lightning, poison","condition_immunities":"poisoned","senses":"darkvision 120', passive Perception 11","languages":"Infernal, telepathy 120'","challenge_rating":"12","cr":12.0,"actions":[{"name":"Multiattack","desc":"Three Claws attacks and one Tempest Trident attack or it makes three Lightning Ray attacks."},{"name":"Claws","desc":"Melee Weapon Attack: +7 to hit, 5 ft., one target, 10 (2d6+3) slashing damage."},{"name":"Tempest Trident","desc":"Melee Weapon Attack: +7 to hit, 5 ft., one target, 16 (2d12+3) piercing damage + 7 (2d6) cold. A creature hit by this: knocked prone (DC 16 Str negates) by a gust of wind channeled through the trident."},{"name":"Lightning Ray","desc":"Ranged Spell Attack: +8 to hit, 150 ft., one target, 18 (4d8) lightning."},{"name":"Crown of Water (1/Day)","desc":"The water on devil's head erupts in a geyser. Each creature within 10 ft. of devil: 35 (10d6) cold (DC 16 Con half). For 1 min when a creature enters a space within 10 ft. of the devil for 1st time on a turn or starts its turn there that creature: DC 16 Con save or take 10 (3d6) cold."}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Devil's Sight","desc":"Magic darkness doesn't impede its darkvision."},{"name":"Influence Weather","desc":"Nearby weather responds to devil's desires. At start of each min devil can choose to change precipitation and wind within 1 mile of it by one stage up or down (no action required). This works like the changing weather conditions aspect of the control weather spell except devil can't change temperature and conditions change immediately."},{"name":"Magic Resistance","desc":"Advantage: spell/magic effect saves."}],"spell_list":[],"page_no":122,"environments":[],"img_main":null,"document__slug":"tob3","document__title":"Tome of Beasts 3","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/tome-of-beasts-3-for-5th-edition/","v2_converted_path":"/v2/creatures/tob3_devil-maelstrom/"},{"slug":"dinosaur-jeholopterus","desc":"","name":"Dinosaur, Jeholopterus","size":"Small","type":"Beast","subtype":"","group":null,"alignment":"unaligned","armor_class":14,"armor_desc":"natural armor","hit_points":12,"hit_dice":"5d4","speed":{"walk":10,"fly":60},"strength":10,"dexterity":16,"constitution":10,"intelligence":2,"wisdom":12,"charisma":4,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":1,"skills":{"perception":1},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"","condition_immunities":"","senses":"passive Perception 13","languages":"—","challenge_rating":"1/4","cr":0.25,"actions":[{"name":"Blood Drain","desc":"Melee Weapon Attack: +5 to hit, 5 ft., one creature,. 8 (2d4+3) piercing damage and it attaches to the target. While attached jeholopterus doesn't attack. Instead at start of each of jeholopterus's turns target loses 8 (2d4+3) hp due to blood loss. The jeholopterus can detach itself by spending 5 ft. of its movement. It does so after it drains 15 hp of blood from the target or the target dies. A creature including the target can take its action to detach the jeholopterus by succeeding on a DC 13 Str check."},{"name":"Claw","desc":"Melee Weapon Attack: +5 to hit, 5 ft., one creature,. 7 (1d6+3) slashing damage."}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Flyby","desc":"Doesn't provoke opportunity attacks when it flies out of an enemy's reach."},{"name":"Keen Sight","desc":"Advantage: sight Wis (Percept) checks."}],"spell_list":[],"page_no":126,"environments":[],"img_main":null,"document__slug":"tob3","document__title":"Tome of Beasts 3","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/tome-of-beasts-3-for-5th-edition/","v2_converted_path":"/v2/creatures/tob3_dinosaur-jeholopterus/"},{"slug":"dinosaur-razorfeather-raptor","desc":"","name":"Dinosaur, Razorfeather Raptor","size":"Medium","type":"Monstrosity","subtype":"","group":null,"alignment":"neutral evil","armor_class":16,"armor_desc":"natural armor","hit_points":39,"hit_dice":"6d8+12","speed":{"walk":40},"strength":15,"dexterity":17,"constitution":14,"intelligence":7,"wisdom":12,"charisma":6,"strength_save":null,"dexterity_save":5,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":1,"skills":{"perception":1},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"","condition_immunities":"","senses":"passive Perception 13","languages":"understands Common but can't speak","challenge_rating":"2","cr":2.0,"actions":[{"name":"Multiattack","desc":"One Bladed Feather attack and one Claw attack."},{"name":"Bladed Feather","desc":"Melee or Ranged Weapon Attack: +5 to hit 5 ft. or range 30/90' one target 8 (1d10+3) slashing damage and the target's speed is reduced by 10 ft. until the end of its next turn."},{"name":"Claw","desc":"Melee Weapon Attack: +5 to hit, 5 ft., one target, 7 (1d8+3) slashing damage."}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Pack Tactics","desc":"Advantage on attacks vs. creature if 1+ unincapacitated attacker ally is within 5 ft. of target."},{"name":"Pounce","desc":"If the raptor moves at least 20' straight toward a creature and then hits it with Claw attack on the same turn that target must make DC 13 Str save or be knocked prone. If the target is prone the raptor can make one Bladed Feather attack vs. it as a bonus action."}],"spell_list":[],"page_no":126,"environments":[],"img_main":null,"document__slug":"tob3","document__title":"Tome of Beasts 3","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/tome-of-beasts-3-for-5th-edition/","v2_converted_path":"/v2/creatures/tob3_dinosaur-razorfeather-raptor/"},{"slug":"diomedian-horse","desc":"","name":"Diomedian Horse","size":"Large","type":"Beast","subtype":"","group":null,"alignment":"unaligned","armor_class":14,"armor_desc":"natural armor","hit_points":57,"hit_dice":"6d10+24","speed":{"walk":60},"strength":20,"dexterity":14,"constitution":18,"intelligence":4,"wisdom":12,"charisma":10,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":1,"skills":{"perception":1},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"","condition_immunities":"","senses":"darkvision 60', passive Perception 13","languages":"—","challenge_rating":"3","cr":3.0,"actions":[{"name":"Multiattack","desc":"One Bite attack and one Claw attack."},{"name":"Bite","desc":"Melee Weapon Attack: +7 to hit, 5 ft., one creature,. 12 (2d6+5) piercing damage."},{"name":"Claws","desc":"Melee Weapon Attack: +7 to hit, 5 ft., one creature,. 10 (2d4+5) slashing damage."}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Keen Smell","desc":"Advantage: smell Wis (Percept) checks."},{"name":"Pack Tactics","desc":"Advantage on attacks vs. creature if 1+ unincapacitated attacker ally is within 5 ft. of target."},{"name":"Pounce","desc":"If the diomedian horse moves at least 20' straight toward a creature and then hits with Claw attack on the same turn that target must make DC 14 Str save or be knocked prone. If the target is prone the diomedian horse can make one Bite attack vs. it as a bonus action."}],"spell_list":[],"page_no":130,"environments":[],"img_main":null,"document__slug":"tob3","document__title":"Tome of Beasts 3","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/tome-of-beasts-3-for-5th-edition/","v2_converted_path":"/v2/creatures/tob3_diomedian-horse/"},{"slug":"dire-lionfish","desc":"","name":"Dire Lionfish","size":"Large","type":"Beast","subtype":"","group":null,"alignment":"unaligned","armor_class":15,"armor_desc":"natural armor","hit_points":136,"hit_dice":"16d10+48","speed":{"walk":0,"swim":60},"strength":17,"dexterity":15,"constitution":17,"intelligence":3,"wisdom":12,"charisma":10,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":1,"skills":{"perception":1},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"","condition_immunities":"","senses":"passive Perception 14","languages":"—","challenge_rating":"6","cr":6.0,"actions":[{"name":"Multiattack","desc":"One Bite attack and one Headbutt attack."},{"name":"Bite","desc":"Melee Weapon Attack: +6 to hit, 5 ft., one target, 14 (2d10+3) piercing damage."},{"name":"Headbutt","desc":"Melee Weapon Attack: +6 to hit, 5 ft., one target, 12 (2d8+3) bludgeoning damage + 7 (2d6) poison."},{"name":"Forceful Spit (Recharge 4-6)","desc":"Launches a stream of pessurized water from its mouth in a 30' line that is 5 ft. wide  Each creature in that line: 21 (6d6) bludgeoning damage and is pushed up to 20' away from the lionfish and is knocked prone (DC 14 Dex half damage and is pushed up to 10 ft. away from the lionfish and isn't knocked prone.)"}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Charge","desc":"If it moves 30'+ straight to foe and hits with Headbutt attack on same turn target takes an extra 9 (2d8) piercing damage."},{"name":"Coral Camouflage","desc":"The lionfish has advantage on Dex (Stealth) checks made to hide in underwater terrain that includes plant life or coral reefs."},{"name":"Envenomed Spines","desc":"A creature that touches lionfish or hits it with melee attack while within 5 ft. of it: 7 (2d6) poison."},{"name":"Poison Affinity","desc":"Advantage on saves vs. being poisoned."},{"name":"Water Breathing","desc":"Can breathe only underwater."}],"spell_list":[],"page_no":131,"environments":[],"img_main":null,"document__slug":"tob3","document__title":"Tome of Beasts 3","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/tome-of-beasts-3-for-5th-edition/","v2_converted_path":"/v2/creatures/tob3_dire-lionfish/"},{"slug":"dire-pangolin","desc":"","name":"Dire Pangolin","size":"Large","type":"Beast","subtype":"","group":null,"alignment":"unaligned","armor_class":16,"armor_desc":"natural armor","hit_points":82,"hit_dice":"11d10+22","speed":{"walk":30,"climb":20},"strength":18,"dexterity":11,"constitution":15,"intelligence":3,"wisdom":12,"charisma":7,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":1,"skills":{"perception":1},"damage_vulnerabilities":"","damage_resistances":"poison","damage_immunities":"","condition_immunities":"","senses":"passive Perception 13","languages":"—","challenge_rating":"4","cr":4.0,"actions":[{"name":"Multiattack","desc":"Two Claws attacks and one Tail Slap attack."},{"name":"Claws","desc":"Melee Weapon Attack: +6 to hit, 5 ft., one target, 10 (2d6+4) slashing damage."},{"name":"Tail Slap","desc":"Melee Weapon Attack: +6 to hit, 10 ft., one target, 8 (1d8+4) piercing damage and the target must make DC 14 Str save or be knocked prone."},{"name":"Tuck In","desc":"Curls its entire body forming an armored ball. While an armored ball it moves by rolling has resistance to B/P/S damage is immune to the prone condition and it can't make Claw or Tail Slap attacks or climb. The dire pangolin can uncurl its body as a bonus action."}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Edged Scales","desc":"A creature that touches the pangolin or hits it with melee attack while within 5 ft. of it takes 4 (1d8) slashing damage."},{"name":"Keen Hearing and Smell","desc":"The pangolin has advantage on Wis (Perception) checks that rely on hearing or smell."}],"spell_list":[],"page_no":133,"environments":[],"img_main":null,"document__slug":"tob3","document__title":"Tome of Beasts 3","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/tome-of-beasts-3-for-5th-edition/","v2_converted_path":"/v2/creatures/tob3_dire-pangolin/"},{"slug":"doppelixir","desc":"","name":"Doppelixir","size":"Tiny","type":"Ooze","subtype":"","group":null,"alignment":"unaligned","armor_class":13,"armor_desc":"","hit_points":45,"hit_dice":"10d4+20","speed":{"walk":20,"climb":20,"swim":20},"strength":11,"dexterity":17,"constitution":14,"intelligence":3,"wisdom":12,"charisma":7,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":1,"skills":{"perception":1},"damage_vulnerabilities":"","damage_resistances":"acid, fire, necrotic, slashing","damage_immunities":"","condition_immunities":"blinded, charmed, deafened, exhaustion, frightened, prone","senses":"blindsight 60' (blind beyond), passive Perception 11","languages":"—","challenge_rating":"1","cr":1.0,"actions":[{"name":"Slam","desc":"Melee Weapon Attack: +5 to hit, 5 ft., one target, 10 (2d6+3) bludgeoning damage and it attaches to target. While attached doppelixir doesn't attack. Instead at start of each of doppelixir's turns target loses 10 (2d6+3) hp to blood loss. Doppelixir can detach itself via 5 ft. of move. It does so after it drains 20 hp of blood from target or target dies. A creature including target can use its action to detach doppelixir via DC 13 Str check."},{"name":"Telepathic Urge","desc":"It mentally urges one creature it can see within 60' of it to attempt to drink it. Target: DC 11 Wis save or charmed 1 min. While charmed target must move on its turn toward doppelixir by safest available route trying to get within 5 ft. of doppelixir to drink it. Creature can re-save at end of each of its turns success ends effect on itself. If doppelixir attacks target effect also ends. If target attempts to drink it doppelixir can use a reaction to make one Slam with advantage vs. target. If target's save succeeds or effect ends for it creature immune to doppelixir's Telepathic Urge for next 24 hrs."}],"bonus_actions":[{"name":"Imitative Liquid","desc":"Imitates one common or uncommon potion oil or other alchemical substance until it uses this bonus action again to end it or to imitate a different liquid. If it takes no acid fire or poison on the round it is slain creature can collect its remains which can be used as the liquid it was imitating as died."}],"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Amorphous","desc":"Move through space 1ft.+ wide with o squeezing."},{"name":"False Appearance","desc":"While motionless indistinguishable from the liquid it imitates."},{"name":"Ooze Nature","desc":"Doesn't require sleep."},{"name":"Spider Climb","desc":"Difficult surfaces even ceilings no ability check."}],"spell_list":[],"page_no":139,"environments":[],"img_main":null,"document__slug":"tob3","document__title":"Tome of Beasts 3","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/tome-of-beasts-3-for-5th-edition/","v2_converted_path":"/v2/creatures/tob3_doppelixir/"},{"slug":"dragon-prismatic-wyrmling","desc":"","name":"Dragon, Prismatic Wyrmling","size":"Medium","type":"Dragon","subtype":"","group":null,"alignment":"neutral","armor_class":16,"armor_desc":"natural armor","hit_points":39,"hit_dice":"6d8+12","speed":{"walk":30,"climb":15},"strength":15,"dexterity":10,"constitution":15,"intelligence":14,"wisdom":12,"charisma":13,"strength_save":null,"dexterity_save":2,"constitution_save":4,"intelligence_save":null,"wisdom_save":3,"charisma_save":3,"perception":1,"skills":{"perception":1},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"radiant","condition_immunities":"blinded","senses":"blindsight 10', darkvision 60', passive Perception 15","languages":"Draconic","challenge_rating":"2","cr":2.0,"actions":[{"name":"Bite","desc":"Melee Weapon Attack: +4 to hit, 5 ft., one target, 7 (1d10+2) piercing damage."},{"name":"Light Beam (Recharge 5-6)","desc":"The prismatic dragon emits a beam of white light in a 30' line that is 5 ft. wide. All in line make a DC 12 Dex save taking 18 (4d8) radiant on a failed save or half damage if made."},{"name":"Spellcasting","desc":"Int (DC 12) no material components: At will: dancing lights1/day ea: charm person color spray"}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":null,"spell_list":[],"page_no":140,"environments":[],"img_main":null,"document__slug":"tob3","document__title":"Tome of Beasts 3","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/tome-of-beasts-3-for-5th-edition/","v2_converted_path":"/v2/creatures/tob3_dragon-prismatic-wyrmling/"},{"slug":"drake-cactus","desc":"","name":"Drake, Cactus","size":"Medium","type":"Dragon","subtype":"","group":null,"alignment":"neutral good","armor_class":14,"armor_desc":"natural armor","hit_points":75,"hit_dice":"10d8+30","speed":{"walk":20,"climb":20},"strength":11,"dexterity":17,"constitution":16,"intelligence":9,"wisdom":12,"charisma":11,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":1,"skills":{"perception":1},"damage_vulnerabilities":"","damage_resistances":"fire, lightning","damage_immunities":"","condition_immunities":"paralyzed, unconscious","senses":"darkvision 60', tremorsense 30', passive Perception 11","languages":"Common, Draconic","challenge_rating":"4","cr":4.0,"actions":[{"name":"Multiattack","desc":"One Bite attack and two Claw attacks."},{"name":"Bite","desc":"Melee Weapon Attack: +5 to hit, 5 ft., one target, 7 (1d8+3) piercing damage."},{"name":"Claw","desc":"Melee Weapon Attack: +5 to hit, 5 ft., one target, 6 (1d6+3) slashing damage."},{"name":"Thorn Spray (Recharge 5-6)","desc":"Shakes its body spraying thorns around it. Each creature within 20' of it: 18 (4d8) piercing damage (DC 13 Dex half). A creature that fails by 5+ has its speed reduced by 10 ft. until it uses action to remove thorns. When drake uses this it loses Thorny Body trait until start of its next turn."}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"False Appearance","desc":"While motionless indistinguishable from tall branched cactus."},{"name":"Offering of Flesh","desc":"Spends 1 min carefully cutting its own flesh inflicting 10 slashing to itself to remove small piece of pulpy material. Pulp is edible and provides Med or smaller creature 1 quart of water and nourishment equivalent to one meal. Pulp provides nourishment only if drake offered it willingly."},{"name":"Regeneration","desc":"Regains 5 hp at start of its turn. If it takes cold or poison this doesn't function at start of its next turn. Dies only if it starts its turn with 0 hp and doesn't regenerate."},{"name":"Thorny Body","desc":"A creature that touches it or hits it with melee attack while within 5 ft. of it: DC 13 Dex save or take 4 (1d8) piercing damage."}],"spell_list":[],"page_no":152,"environments":[],"img_main":null,"document__slug":"tob3","document__title":"Tome of Beasts 3","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/tome-of-beasts-3-for-5th-edition/","v2_converted_path":"/v2/creatures/tob3_drake-cactus/"},{"slug":"equitox","desc":"","name":"Equitox","size":"Large","type":"Fiend","subtype":"","group":null,"alignment":"chaotic evil","armor_class":15,"armor_desc":"natural armor","hit_points":178,"hit_dice":"17d10+85","speed":{"walk":40},"strength":20,"dexterity":13,"constitution":20,"intelligence":14,"wisdom":12,"charisma":15,"strength_save":null,"dexterity_save":6,"constitution_save":null,"intelligence_save":7,"wisdom_save":6,"charisma_save":7,"perception":1,"skills":{"perception":1},"damage_vulnerabilities":"","damage_resistances":"cold, fire, lightning; nonmagic B/P/S attacks","damage_immunities":"necrotic, poison","condition_immunities":"charmed, frightened, exhaustion, poisoned","senses":"darkvision 60', truesight 30', passive Perception 16","languages":"Abyssal, Celestial, Common, Infernal","challenge_rating":"13","cr":13.0,"actions":[{"name":"Multiattack","desc":"Two Gores. If it hits one creature with both target: DC 18 Con save or contract gullylung fever disease (see above)."},{"name":"Gore","desc":"Melee Weapon Attack: +10 to hit, 5 ft., one target, 18 (2d12+5) piercing damage + 10 (3d6) necrotic."},{"name":"Evaporation Wave (Recharge 6)","desc":"Exhales hot dry breath in a 60' cone. Each creature in the area that isn't a Construct or Undead: 22 (5d8) fire and 22 (5d8) necrotic (DC 18 Con half). In addition any water in the area that isn't being worn or carried evaporates."}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":[{"name":"Teleport","desc":"With items it has up to 60' to unoccupied space it can see."},{"name":"Withering Gaze (2)","desc":"Locks eyes with one creature within 60' that can see it. Target: DC 18 Wis or stunned by thirst until end of its next turn."},{"name":"Gore (2)","desc":"Makes one Gore attack."}],"special_abilities":[{"name":"Befouling Aura","desc":"At each of its turns' start all within 30': disadvantage on next attack/ability check as moisture within it is diseased (DC 18 Con negates). If creature spends 1+ min in equitox's aura or drinks water within aura: contract gullylung fever disease (below; DC 18 Con negates). Creatures immune to poisoned are immune to this."},{"name":"Gullylung Fever","desc":"Creature infected with this disease manifests symptoms 1d4 days after infection: difficulty breathing dehydration and water-themed nightmares. Until cured at end of each long rest infected creature must make DC 18 Con save or its Str score is reduced by 1d4. Reduction lasts until creature finishes long rest after disease is cured. If disease reduces creature's Str to 0 creature dies. A creature that succeeds on two saves recovers from the disease."},{"name":"Magic Resistance","desc":"Advantage: spell/magic effect saves."}],"spell_list":[],"page_no":171,"environments":[],"img_main":null,"document__slug":"tob3","document__title":"Tome of Beasts 3","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/tome-of-beasts-3-for-5th-edition/","v2_converted_path":"/v2/creatures/tob3_equitox/"},{"slug":"erina-tussler","desc":"","name":"Erina Tussler","size":"Small","type":"Humanoid","subtype":"","group":null,"alignment":"neutral","armor_class":14,"armor_desc":"leather armor","hit_points":66,"hit_dice":"12d6+24","speed":{"walk":20,"burrow":20},"strength":12,"dexterity":16,"constitution":14,"intelligence":13,"wisdom":12,"charisma":11,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":1,"skills":{"perception":1},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"","condition_immunities":"","senses":"darkvision 60', passive Perception 13","languages":"Sylvan","challenge_rating":"3","cr":3.0,"actions":[{"name":"Multiattack","desc":"Two Punching Spines or Throw Spines. If it hits one creature with both Punching Spines target is grappled (escape DC 13). Erina can grapple only one target at a time."},{"name":"Punching Spines","desc":"Melee Weapon Attack: +5 to hit, 5 ft., one target, 8 (2d4+3) piercing damage."},{"name":"Throw Spine","desc":"Ranged Weapon Attack: +5 to hit 20/60' one target 8 (2d4+3) piercing damage and spine sticks in target until a creature uses an action to remove it. While spine is stuck target has disadvantage on weapon attacks that use Str."}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Arm Spine Regrowth","desc":"The erina has twenty-four arm spines that it can use to make Throw Spine attacks. Used spines regrow when it finishes a long rest. "},{"name":"Expert Wrestler","desc":"The erina can grapple creatures two sizes larger than itself and can move at its full speed when dragging a creature it has grappled. If it grapples a Small or smaller creature target has disadvantage on its escape attempts. Erina has advantage on ability checks and saves made to escape a grapple or end restrained condition."},{"name":"Keen Smell","desc":"Advantage: smell Wis (Percept) checks."},{"name":"Hardy","desc":"The erina has advantage on saves vs. poison."},{"name":"Spines","desc":"A creature that touches erina or hits it with melee attack while within 5 ft. of it takes 5 (2d4) piercing damage. A creature grappled by or grappling erina takes 5 (2d4) piercing damage at start of the erina's turn."}],"spell_list":[],"page_no":172,"environments":[],"img_main":null,"document__slug":"tob3","document__title":"Tome of Beasts 3","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/tome-of-beasts-3-for-5th-edition/","v2_converted_path":"/v2/creatures/tob3_erina-tussler/"}]}