{"count":3207,"next":"https://api-beta.open5e.com/v1/monsters/?format=json&ordering=-wisdom&page=6","previous":"https://api-beta.open5e.com/v1/monsters/?format=json&ordering=-wisdom&page=4","results":[{"slug":"mountain-dryad","desc":"An enormous woman covered in rocky formations accented with crystals emerges from the mountainside._  \nOften mistaken for giants, mountain dryads are huge fey who are tied to primal mountains.  \n**Like the Mountain.** Mountain dryads are sturdier than their smaller, frailer sisters. Their beauty is more rugged, with hair the color of lichen and skin the shade of their mountain’s stone.  \n**Despise Mining.** Mountain dryads tend to spend long stretches of time sleeping deep within their mountains, and they do not take kindly to the scarring of their homes. The dryads have a particular dislike for dwarves, kobolds, and others who make their living mining mountains.","name":"Mountain Dryad","size":"Huge","type":"Fey","subtype":"","group":null,"alignment":"neutral","armor_class":17,"armor_desc":"natural armor","hit_points":172,"hit_dice":"15d12+75","speed":{"walk":40,"burrow":30},"strength":29,"dexterity":12,"constitution":20,"intelligence":14,"wisdom":18,"charisma":18,"strength_save":null,"dexterity_save":null,"constitution_save":9,"intelligence_save":null,"wisdom_save":null,"charisma_save":8,"perception":8,"skills":{"athletics":13,"intimidation":8,"perception":8,"stealth":5},"damage_vulnerabilities":"","damage_resistances":"lightning","damage_immunities":"cold, poison","condition_immunities":"charmed, exhaustion, paralyzed, petrified, poisoned, unconscious","senses":"darkvision 60 ft., tremorsense 60 ft; passive Perception 18","languages":"Sylvan, Terran","challenge_rating":"11","cr":11.0,"actions":[{"name":"Multiattack","desc":"The mountain dryad makes two slam attacks."},{"name":"Slam","desc":"Melee Weapon Attack: +13 to hit, reach 10 ft., one target. Hit: 27 (4d8 + 9) bludgeoning damage.","attack_bonus":13,"damage_dice":"4d8+9"},{"name":"Rock","desc":"Ranged Weapon Attack: +13 to hit, range 60/240 ft., one target. Hit: 31 (4d10 + 9) bludgeoning damage.","attack_bonus":13,"damage_dice":"4d10+9"},{"name":"Mountain's Awe (1/Day)","desc":"The mountain dryad emits a magical aura that radiates out from it for 1 minute. Each creature that starts its turn within 30 feet of the dryad must succeed on a DC 16 Charisma saving throw or be charmed for 1 minute. A charmed creature is incapacitated and, if it is more than 5 feet away from the mountain dryad, it must move on its turn toward the dryad 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 dryad, it can repeat the saving throw. While charmed within 5 feet of the dryad, a Medium or smaller creature must climb the dryad, no check required. After climbing 20 feet, the charmed creature throws itself off the mountain dryad, taking falling damage and landing prone in an unoccupied space within 5 feet of the mountain dryad. A charmed 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":"Earth Glide","desc":"The mountain dryad can burrow through nonmagical, unworked earth and stone. While doing so, the dryad doesn't disturb the material it moves through."},{"name":"Magic Resistance","desc":"The mountain dryad has advantage on saving throws against spells and other magical effects."},{"name":"Mountain's Aspect","desc":"Each day at sunrise, the mountain dryad chooses one of the following: \n* Hardened Face. The mountain dryad chooses one of bludgeoning, piercing, or slashing damage types. The mountain dryad has resistance to the chosen damage type until the next sunrise. \n* Vaunted Peaks. The mountain dryad has advantage on Wisdom (Perception) checks until the next sunrise. \n* Rockslider. As a bonus action once before the next sunrise, the mountain dryad can make the ground within 30 feet of it difficult terrain. This difficult terrain doesn't cost the dryad extra movement."},{"name":"Siege Monster","desc":"The mountain dryad deals double damage to objects and structures."}],"spell_list":[],"page_no":261,"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_mountain-dryad/"},{"slug":"mountain-nymph","desc":"The pitiless eyes of this elven creature are black as pitch with neither white nor iris._  \n**Born to Hunt.** Mountain nymphs claim to be the children of gods associated with hunting and the moon. Whether this is true or not is unknown, but they are renowned as being some of the best stalkers and trappers among the fey. Newly created mountain nymphs, wearing leathers and carrying yew bows, form on the mountainside, fully-grown. The nymphs carry no arrows; every time they put a finger to any bowstring, a nocked arrow appears.  \n**Despoilers of Despoilers.** Mountain nymphs despise mortals who disrupt the natural order. Those who take or use more natural resources than they need while in a mountain nymph’s territory risk becoming the target of her wrath. The raising of a settlement in a mountain nymph’s territory will attract her immediate attention. The ruins of a failed mountain settlement may be the work of a mountain nymph that has taken umbrage at the community’s excessive use of the local timber and ore.  \n**Relentless Stalkers.** Little can be done to deter a mountain nymph once it has set its sights on a quarry. They have been known to track their prey far from their native mountains, across continents and into mortal cities. When a nymph catches up to her mark, she harries it without mercy or remorse. A nymph’s mark, assuming it has done nothing to offend or harm the nymph, can throw the nymph off its tail by exiting her territory and leaving tribute of freshly hunted meat and strong drink.","name":"Mountain Nymph","size":"Medium","type":"Fey","subtype":"","group":null,"alignment":"chaotic neutral","armor_class":15,"armor_desc":"leather armor","hit_points":112,"hit_dice":"15d8+45","speed":{"walk":30,"climb":30},"strength":12,"dexterity":18,"constitution":16,"intelligence":10,"wisdom":18,"charisma":14,"strength_save":null,"dexterity_save":7,"constitution_save":null,"intelligence_save":null,"wisdom_save":7,"charisma_save":null,"perception":7,"skills":{"perception":7,"stealth":7,"survival":7},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"","condition_immunities":"","senses":"darkvision 90 ft., passive Perception 17","languages":"Common, Elvish, Sylvan","challenge_rating":"6","cr":6.0,"actions":[{"name":"Multiattack","desc":"The mountain nymph makes three longbow attacks."},{"name":"Longbow","desc":"Ranged Weapon Attack: +7 to hit, range 150/600 ft., one target. Hit: 8 (1d8 + 4) piercing damage.","attack_bonus":7,"damage_dice":"1d8+4"}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Hunter's Foresight","desc":"The mountain nymph can see the immediate future of a creature affected by her hunter's mark spell. While hunter's mark is active on a creature, the mountain nymph has advantage on attack rolls against the creature and on saving throws against the creature's spells and special abilities."},{"name":"Mountain Walk","desc":"The mountain nymph can move across and climb rocky surfaces without needing to make an ability check. Additionally, difficult terrain composed of rocks or rocky debris doesn't cost her extra movement."},{"name":"Point Blank Hunter","desc":"When the mountain nymph makes a ranged attack with a bow, she doesn't have disadvantage on the attack roll from being within 5 feet of a hostile creature, though she may still have disadvantage from other sources."},{"name":"Innate Spellcasting","desc":"The mountain nymph's innate spellcasting ability is Wisdom (spell save DC 15). It can innately cast the following spells, requiring no material components:\nAt will: hunter's mark\n3/day each: misty step, spike growth\n1/day: pass without trace"}],"spell_list":[],"page_no":261,"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_mountain-nymph/"},{"slug":"plague-spirit","desc":"A tight, leather coif underneath a cracked, black mask that resembles a long-beaked bird with hollow, black eyes obscures the face and head of this humanoid. Long, tattered, dark-green robes drape loosely over its form. An obsidian censer decorated in etchings of dead trees moves from hand to hand, green mist pouring forth with each swing as it performs a strange and eerie dance._  \nPlague spirits and their deadly mists have haunted the planes as long as life has existed. The path of death left in their wake is often mistaken as the result of a natural disaster. Many druids speculate that plague spirits are entropic forces that exist as the embodiment of the darker side of nature, curbing overgrowth and allowing new life to grow from the dead.  \n**Harbingers of Decay.** The presence of a plague spirit is always announced by a rolling front of sickly, green mist that spans several miles. The spirit can always be found at the center, performing an unsettling yet enchanting dance. As it dances, the censer it carries expels mist in all directions. Any living thing exposed to this mist slowly succumbs to decay. Whether turning a lush forest and its inhabitants into a dark, desiccated landscape or creating a silent ruin out of a bustling city, the presence of a plague spirit forewarns a massive loss of life.  \n**Drawn to Life.** Plague spirits are drawn to the densest collections of life in an area, and nothing seems to deter these spirits from their path.","name":"Plague Spirit","size":"Medium","type":"Fey","subtype":"","group":null,"alignment":"unaligned","armor_class":14,"armor_desc":null,"hit_points":150,"hit_dice":"20d8+60","speed":{"walk":40},"strength":10,"dexterity":18,"constitution":17,"intelligence":2,"wisdom":18,"charisma":16,"strength_save":null,"dexterity_save":8,"constitution_save":null,"intelligence_save":null,"wisdom_save":8,"charisma_save":null,"perception":null,"skills":{},"damage_vulnerabilities":"","damage_resistances":"bludgeoning, piercing, and slashing from nonmagical attacks","damage_immunities":"necrotic, poison","condition_immunities":"charmed, diseased, exhaustion, frightened, poisoned, unconscious","senses":"darkvision 120 ft., passive Perception 14","languages":"—","challenge_rating":"9","cr":9.0,"actions":[{"name":"Multiattack","desc":"The plague spirit makes three attacks: one with its enfeebling touch and two with its censer."},{"name":"Censer","desc":"Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 13 (2d8 + 4) bludgeoning damage plus 7 (2d6) necrotic damage.","attack_bonus":8,"damage_dice":"2d8+4"},{"name":"Enfeebling Touch","desc":"Melee Weapon Attack: +8 to hit, reach 5 ft., one creature. Hit: 14 (4d6) necrotic damage, and the target's Strength score is reduced by 1d6. The target dies if this reduces its Strength to 0. Otherwise, the reduction lasts until the target finishes a short or long rest.","attack_bonus":8,"damage_dice":"4d6"},{"name":"Dance of Death (Recharge 5-6)","desc":"The plague spirit dances and twirls its censer. Each creature within 20 feet of the plague spirit that can see it must make a DC 16 Constitution saving throw. On a failure, a creature takes 28 (8d6) necrotic damage and is frightened for 1 minute. On a success, a creature takes half the damage and isn't frightened. A frightened creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success."}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Decrepit Mist","desc":"A cloud of green mist with a diameter of 1 mile and height of 60 feet is centered on the spirit. For each day a creature spends in the mist, it must succeed on a DC 16 Constitution saving throw or increase in age by 5 percent of its total life span. The mist has no effect on undead or constructs."},{"name":"Hunter of the Living","desc":"The plague spirit can magically sense the general direction of the largest concentration of living flora and fauna within 50 miles of it."}],"spell_list":[],"page_no":296,"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_plague-spirit/"},{"slug":"stellar-rorqual","desc":"This massive cetacean swims through the Void while crackling lines of energy race between the crystal formations on its body and massive, feather-like flippers._  \n**Born in the Void.** Stellar rorqual are born, live, and die in the depths of the space between the stars. Generally peaceful creatures, they live to impossibly old age, singing their ancient songs to each other across immense distances.  \n**Living Starships.** Those lucky or skilled enough can use a stellar rorqual as a living ship to provide passage between planes. This partnership can be based on friendship or domination, depending on the method of training.  \nCommunication with the rorqual is mostly telepathic, and the crystalline growths on the inside of its jaws display what the rorqual sees. Though a stellar rorqual finds it uncomfortable, it can enter the Material Plane from the Void to load or disembark passengers. When this occurs, the rorqual lands in an available ocean, if possible.  \n**Solar Feeders.** The stellar rorqual does not need to eat and seldom opens its actual mouth. As it travels the Void, it absorbs solar energy from stars, which forms crystalline growths on the rorqual’s body. The growths slowly release the energy into the rorqual, providing it with the only form of sustenance it needs.  \n**Void Traveler.** The stellar rorqual doesn’t require air, food, drink, sleep, or ambient pressure.","name":"Stellar Rorqual","size":"Gargantuan","type":"Aberration","subtype":"","group":null,"alignment":"neutral","armor_class":14,"armor_desc":"natural armor","hit_points":165,"hit_dice":"10d20+60","speed":{"walk":0,"fly":80,"swim":40},"strength":26,"dexterity":8,"constitution":22,"intelligence":7,"wisdom":18,"charisma":8,"strength_save":null,"dexterity_save":2,"constitution_save":null,"intelligence_save":null,"wisdom_save":6,"charisma_save":null,"perception":8,"skills":{"perception":8},"damage_vulnerabilities":"","damage_resistances":"force","damage_immunities":"cold, fire, radiant","condition_immunities":"","senses":"blindsight 360 ft., passive Perception 18","languages":"understands Void Speech but can’t speak, telepathy 360 ft.","challenge_rating":"12","cr":12.0,"actions":[{"name":"Multiattack","desc":"The stellar rorqual makes two attacks: one with its head smash and one with its tail slap. Alternatively, it can use Energy Burst twice."},{"name":"Head Smash","desc":"Melee Weapon Attack: +12 to hit, reach 10 ft., one target. Hit: 30 (4d10 + 8) bludgeoning damage.","attack_bonus":12,"damage_dice":"4d10+8"},{"name":"Tail Slap","desc":"Melee Weapon Attack: +12 to hit, reach 15 ft., one target. Hit: 26 (4d8 + 8) bludgeoning damage.","attack_bonus":12,"damage_dice":"4d8+8"},{"name":"Energy Burst","desc":"Ranged Spell Attack: +8 to hit, range 120 ft., one target. Hit: 24 (7d6) force damage.","attack_bonus":8,"damage_dice":"7d6"},{"name":"Planar Dive","desc":"The stellar rorqual can transport itself and any willing creature inside its mouth to the Astral, Ethereal, or Material Planes or to the Void. This works like the plane shift spell, except the stellar rorqual can transport any number of willing creatures as long as they are inside its mouth. The stellar rorqual can't use this action to banish an unwilling creature."}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Mouth Compartment","desc":"The stellar rorqual's mouth is a compartment that is 60 feet long, 40 feet wide, and 30 feet high with a single entry and exit. The rorqual can control the ambient pressure, temperature, gravity, moisture, and breathable air levels inside its mouth, allowing creatures and objects within it to exist comfortably in spite of conditions outside the rorqual. Creatures and objects within the rorqual have total cover against attacks and other effects outside the rorqual. As an action, a creature inside the rorqual can interact with the crystalline growths inside the rorqual's mouth and sense what the rorqual senses, gaining the benefits of its blindsight."},{"name":"Stellar Burst","desc":"When the stellar rorqual dies, it releases all of its stored solar energy in a massive explosion. Each creature within 120 feet of the rorqual must make a DC 18 Dexterity saving throw, taking 21 (6d6) fire damage and 21 (6d6) radiant damage on a failed save, or half as much damage on a successful one."},{"name":"Void Flier","desc":"When flying between stars, the stellar rorqual magically glides on solar winds, making the immense journey through the Void in an impossibly short time."}],"spell_list":[],"page_no":338,"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_stellar-rorqual/"},{"slug":"tzepharion","desc":"Strutting forward on four legs tipped with sharp talons, this raptor-like fiend has dark crimson feathers covering its scaled hide and an extended, eyeless, saw-toothed maw. A baleful orange eye glares from the monster’s chest._  \n**Primeval Devils.** Tzepharions are perhaps the most savage and primal of all devils. They care little for the schemes and temptations of other devils and are happy to spend their time chasing and devouring lower life forms. For this reason, tzepharions are treated as simple beasts by other fiends, and packs of tzepharions are sometimes employed by Open Game License","name":"Tzepharion","size":"Large","type":"Fiend","subtype":"devil","group":null,"alignment":"lawful evil","armor_class":16,"armor_desc":"natural armor","hit_points":110,"hit_dice":"13d10+39","speed":{"walk":50},"strength":19,"dexterity":14,"constitution":16,"intelligence":5,"wisdom":18,"charisma":13,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":7,"skills":{"athletics":10,"perception":7,"survival":7},"damage_vulnerabilities":"","damage_resistances":"cold; bludgeoning, piercing, and slashing from nonmagical attacks not made with silvered weapons","damage_immunities":"fire, poison","condition_immunities":"poisoned","senses":"darkvision 120 ft., passive Perception 17","languages":"understands Infernal but can’t speak","challenge_rating":"8","cr":8.0,"actions":[{"name":"Multiattack","desc":"The tzepharion devil makes one bite attack and four claw attacks."},{"name":"Bite","desc":"Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) piercing damage.","attack_bonus":7,"damage_dice":"2d8+4"},{"name":"Claw","desc":"Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) slashing damage.","attack_bonus":7,"damage_dice":"1d8+4"},{"name":"Soul Jolt (Recharge 6)","desc":"The tzepharion leaps up to 20 feet through the air and makes a claw attack against a target within reach. If it hits, the target must succeed on a DC 15 Wisdom saving throw or its soul is forced out of its body, appearing 20 feet in a random direction away from its body, for 1 minute. The creature has control of its soul, which is invisible and can move through creatures and objects as if they were difficult terrain, but it can't cast spells or take any actions. The creature's body is knocked unconscious and can't be awoken until its soul returns, but it can take damage as normal. The creature can repeat the saving throw at the end of each of its turns, reoccupying its body on a success. Alternatively, a creature can reoccupy its body early if it starts its turn within 5 feet of its body. If a creature doesn't return to its body within 1 minute, the creature dies. If its body is reduced to 0 hp before the creature reoccupies its body, the creature dies."}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Devil's Sight","desc":"Magical darkness doesn't impede the tzepharion's darkvision."},{"name":"Eye of Rage","desc":"As a bonus action, the tzepharion incites rage in up to three beasts or monstrosities it can see within 60 feet of it. Each target must succeed on a DC 15 Wisdom saving throw or become enraged until the end of its next turn. While enraged, it has advantage on its attack rolls, but it is unable to distinguish friend from foe and must attack the nearest creature other than the tzepharion. This trait doesn't work on targets with an Intelligence of 6 or higher."},{"name":"Magic Resistance","desc":"The tzepharion has advantage on saving throws against spells and other magical effects."},{"name":"Pack Tactics","desc":"The tzepharion has advantage on attack rolls against a creature if at least one of the devil's allies is within 5 feet of the creature and the ally isn't incapacitated."}],"spell_list":[],"page_no":106,"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_tzepharion/"},{"slug":"uridimmu","desc":"This tall, muscular humanoid has bronze skin and the wings of a hawk. Its head is that of a majestic hunting hound with the teeth and reddish-gold mane of a lion, and it holds a flaming mace in its hands._  \n**Bastard Sons of Chaos.** The first uridimmus were the illegitimate offspring of a demon lord and an unknown entity of chaos and were soundly defeated by a powerful deity of law. After their defeat, the uridimmus chose to serve the god as guardians of the heavenly realm. The tainted origin of uridimmus manifests in the chaotic mass of fire, lightning, and radiance that clings to the heads of their maces.  \n**Tainted Servants of Law.** Uridimmus are tireless guardians, and most are tasked with guarding the portals into the lawful planes. Some also serve the deities directly as bodyguards or lead groups of lesser celestials in battle. While uridimmus are unwavering and steadfast guardians, they are also completely merciless in combat and not above making examples out of trespassers. This tendency sometimes causes friction between the urdimmu and other angels, like Open Game License","name":"Uridimmu","size":"Large","type":"Celestial","subtype":"","group":null,"alignment":"lawful good","armor_class":18,"armor_desc":"natural armor","hit_points":150,"hit_dice":"12d10+84","speed":{"walk":30,"fly":90},"strength":22,"dexterity":17,"constitution":24,"intelligence":14,"wisdom":18,"charisma":21,"strength_save":null,"dexterity_save":null,"constitution_save":12,"intelligence_save":null,"wisdom_save":9,"charisma_save":10,"perception":9,"skills":{"insight":14,"perception":9},"damage_vulnerabilities":"","damage_resistances":"fire, lightning, radiant; bludgeoning, piercing, and slashing from nonmagical attacks","damage_immunities":"","condition_immunities":"charmed, exhaustion, frightened","senses":"truesight 90 ft., passive Perception 19","languages":"all, telepathy 60 ft.","challenge_rating":"14","cr":14.0,"actions":[{"name":"Multiattack","desc":"The uridimmu makes three attacks: one with its bite and two with its mace."},{"name":"Bite","desc":"Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 19 (3d8 + 6) piercing damage.","attack_bonus":11,"damage_dice":"3d8+6"},{"name":"Mace","desc":"Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 13 (2d6 + 6) bludgeoning damage plus 18 (4d8) fire, lightning, or radiant damage.","attack_bonus":11,"damage_dice":"2d6+6"},{"name":"Heavenly Roar (Recharge 5-6)","desc":"The uridimmu can unleash a powerful roar imbued with divine power in a 30-foot cone. A target caught within this cone must make a DC 18 Constitution saving throw, taking 45 (10d8) thunder damage on a failed save, or half as much damage on a successful one. If the saving throw fails by 5 or more, the target is also frightened for 1 minute. A frightened creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Fiends have disadvantage on this saving throw."}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Chaos Mace","desc":"The uridimmu's attacks with its mace are magical. When the uridimmu hits with its mace, the mace deals an extra 4d8 fire, lightning, or radiant damage (included in the attack). The uridimmu chooses the type of damage when making the attack."},{"name":"Heroic Aura","desc":"Each friendly creature within 20 feet of the uridimmu can't be charmed or frightened. In addition, when a friendly creature within 20 feet of the uridimmu makes an attack roll or a saving throw, it can roll a d4 and add the result to the attack roll or saving throw. The uridimmu's aura doesn't work in the area of an antimagic field spell or while in a temple, shrine, or other structure dedicated to a chaotic deity."},{"name":"Magic Resistance","desc":"The uridimmu has advantage on saving throws against spells and other magical effects."},{"name":"Innate Spellcasting","desc":"The uridimmu's spellcasting ability is Charisma (spell save DC 18). The uridimmu can innately cast the following spells, requiring no material components:\nAt will: detect evil and good, light, protection from evil and good\n3/day each: dispel magic, glyph of warding, lightning bolt\n1/day each: flame strike, heal, wall of fire"}],"spell_list":[],"page_no":19,"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_uridimmu/"},{"slug":"yaojing","desc":"This long-nosed, fox-like humanoid gestures silently with a smile on its lips and a twinkle in its eyes._  \nYaojing find peace traveling the wilds and quietly helping homesteaders and other travelers. They appear to be wiry redheaded men in light clothing. Their features are a mix of human and fox with a long nose, weak chin, and clever eyes.  \n**Silent Servitors.** Before they arrive on the Material Plane, yaojing take a vow of silence. Their vow precludes them from using their telepathy or voice to communicate with mortals. If a yaojing under vow is forced to communicate with more than sign or body language, it must retire to its planar home to live in silent contemplation for 108 years before it can once again travel the Material.  \n**Charlatan Haters.** Yaojing hate nothing so much as those who would use a mortal’s faith in the gods against them. When yaojing encounter such shysters in their travels, they work tirelessly to bring the charlatans to justice and remove the blight such creatures represent. Yaojing prefer to turn the charlatans over to local authorities for punishment appropriate to the laws of the land they are traveling, but they take on the role of judge when representatives of the law are absent.  \n**Mountain Mystics.** Some yaojing take up a monastic life. They build shrines on mountaintops where they silently teach their small congregations of adherents the joys of a quiet life of service and contemplation. They also teach their disciples how to avoid being fooled by charlatans and that harmonious societies must be free of such liars.","name":"Yaojing","size":"Medium","type":"Celestial","subtype":"","group":null,"alignment":"neutral good","armor_class":15,"armor_desc":null,"hit_points":202,"hit_dice":"27d8+81","speed":{"walk":40},"strength":14,"dexterity":21,"constitution":16,"intelligence":16,"wisdom":18,"charisma":21,"strength_save":null,"dexterity_save":10,"constitution_save":null,"intelligence_save":null,"wisdom_save":9,"charisma_save":10,"perception":9,"skills":{"insight":9,"perception":9},"damage_vulnerabilities":"","damage_resistances":"radiant; bludgeoning, piercing, and slashing from nonmagical attacks","damage_immunities":"","condition_immunities":"charmed, deafened, exhaustion, frightened","senses":"truesight 60 ft., passive Perception 19","languages":"all, telepathy 120 ft.","challenge_rating":"15","cr":15.0,"actions":[{"name":"Multiattack","desc":"The yaojing uses Blasphemer's Bane. It then makes three attacks."},{"name":"Sacred Fist","desc":"Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 14 (2d8 + 5) bludgeoning damage and 13 (3d8) radiant damage.","attack_bonus":10,"damage_dice":"2d8+5"},{"name":"Sacred Bolt","desc":"Ranged Spell Attack: +10 to hit, range 60 ft., one target. Hit: 22 (5d8) radiant damage.","attack_bonus":10,"damage_dice":"5d8"},{"name":"Blasphemer's Bane","desc":"The yaojing makes a ward of censure against a creature it can see within 30 feet of it. The target must succeed on a DC 18 Wisdom saving throw or be unable to cast spells or maintain concentration on spells until the beginning of the yaojing's next turn."},{"name":"Radiant Spin (Recharge 5-6)","desc":"The yaojing performs a spinning kick brimming with radiant energy. Each creature within 10 feet of the yaojing must make a DC 18 Dexterity saving throw. On a failure, a creature takes 22 (5d8) bludgeoning damage and 22 (5d8) radiant damage and is pushed up to 10 feet away from the yaojing. On a success, a creature takes half the damage and isn't pushed."}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Charlatan's Bane","desc":"The yaojing knows if it hears a lie, and it has advantage on Wisdom (Insight) checks to determine if a creature is attempting to deceive it."},{"name":"Magic Resistance","desc":"The yaojing has advantage on saving throws against spells and other magical effects."},{"name":"Magic Weapons","desc":"The yaojing's weapon attacks are magical."},{"name":"Motion Blur","desc":"If the yaojing moves at least 10 feet on its turn, attack rolls against it have disadvantage until the start of its next turn."},{"name":"Innate Spellcasting","desc":"The yaojing's innate spellcasting ability is Charisma (spell save DC 18). It can innately cast the following spells, requiring no verbal or material components.\nAt will: detect evil and good, silence\n3/day each: beacon of hope, bestow curse\n1/day each: death ward, dispel evil and good"}],"spell_list":[],"page_no":377,"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_yaojing/"},{"slug":"animal-lord-mammoth-queen","desc":"","name":"Animal Lord, Mammoth Queen","size":"Huge","type":"Fey","subtype":"","group":null,"alignment":"chaotic good","armor_class":20,"armor_desc":"natural armor","hit_points":250,"hit_dice":"20d12+120","speed":{"walk":40},"strength":25,"dexterity":10,"constitution":22,"intelligence":15,"wisdom":18,"charisma":19,"strength_save":null,"dexterity_save":6,"constitution_save":null,"intelligence_save":null,"wisdom_save":1,"charisma_save":null,"perception":4,"skills":{"perception":4},"damage_vulnerabilities":"","damage_resistances":"nonmagic B/P/S attacks","damage_immunities":"cold, poison","condition_immunities":"charmed, exhaustion, frightened, incapacitated, poisoned, stunned","senses":"truesight 120', passive Perception 20","languages":"all, telepathy 120'","challenge_rating":"18","cr":18.0,"actions":[{"name":"Multiattack","desc":"Three Battleaxes or two Gores or she makes one Gore and one Stomp. She can replace one attack with one Trunk or Trunk Slam."},{"name":"Battleaxe (Humanoid or True Form)","desc":"Melee Weapon Attack: +13 to hit, 10 ft., one target, 20 (3d8+7) slashing damage or 23 (3d10+7) slashing damage if used with two hands."},{"name":"Gore (Elephantine or True Form)","desc":"Melee Weapon Attack: +13 to hit, 10 ft., one target, 34 (6d8+7) piercing damage."},{"name":"Trunk Slam","desc":"One up to Large object held/creature grappled by her is slammed to ground or flung. Creature slammed: 27 (5d10) bludgeoning damage (DC 20 Con half). This doesn't end grappled condition on target. Creature flung: thrown up to 60' in random direction and knocked prone. If thrown creature strikes solid surface target: 3 (1d6) bludgeoning damage per 10 ft. thrown. If target is thrown at another creature that creature: DC 19 Dex save or take same damage and knocked prone."}],"bonus_actions":[{"name":"Change Shape","desc":"Transforms into Gargantuan oliphaunt (see Creature Codex) a Huge mammoth a Med female human with thick brown hair tied back in a braid or back into her true Huge elephant-headed humanoid form. Her stats other than size are the same in each form. Any items worn/carried transform with her."}],"reactions":[{"name":"Catch Weapon (Elephantine or True Form)","desc":"When hit by a melee weapon attack she can reduce the damage by 1d10+17. If this reduces damage to 0 queen can catch the weapon with her trunk if she is not using it to grapple a creature. If Queen catches a weapon in this way she must make a Str (Athletics) check contested by attacker's Str (Athletics) or Dex (Acrobatics) check (target chooses). Queen has disadvantage on the check if wielder is holding item with 2+ hands. If she wins she disarms creature and can throw the weapon up to 60' in a random direction as part of the same reaction."}],"legendary_desc":"","legendary_actions":[{"name":"Regenerative Hide","desc":"Regains 15 hp. She can't use this legendary action again until the end of her next turn. "},{"name":"Trunk","desc":"Makes one Trunk attack."},{"name":"Shoving Stampede (2)","desc":"Charges becoming unstoppable stampede in line up to 80' long × 15 ft. wide. All in line: 14 (4d6) bludgeoning damage and pushed up to 15 ft. away and knocked prone (DC 20 Dex half not pushed/prone). Queen's move along this line doesn't provoke opportunity attacks."},{"name":"Queen's Trumpet (3)","desc":"Emits loud trumpeting audible to 300'. Chooses up to 3 creatures that can hear trumpet. If target is friendly has advantage on its next attack roll ability check or save. If hostile: DC 20 Wis save or frightened til end of its next turn."}],"special_abilities":[{"name":"Elephantine Passivism","desc":"No elephant mammoth or other elephantine creature can willingly attack her. Can be forced to do so magically."},{"name":"Legendary Resistance (3/Day)","desc":"Choose to succeed failed save."},{"name":"Magic Resistance","desc":"Advantage: spell/magic effect saves."},{"name":"Magic Weapons","desc":"Weapon attacks are magical."},{"name":"Rejuvenation","desc":"If she dies soul reforms on Astral Plane. In 1d6 days it inhabits body of another elephantine creature on Material Plane which becomes the Queen with all hp and abilities thereof. Only killing every elephantine creature on the Material Plane will prevent this."},{"name":"Speak with Elephantines","desc":"Communicate with any elephant mammoth or other elephantine creature as if they shared a language."},{"name":"Trampling Charge","desc":"If she moves 20'+ straight to creature and then hits it with Gore on same turn target knocked prone (DC 20 Str negates). If target is prone queen can make one Stomp vs. it as a bonus action."},{"name":"Stomp (Elephantine or True Form)","desc":"Melee Weapon Attack: +13 to hit, 5 ft., one target, 34 (5d10+7) bludgeoning damage."},{"name":"Trunk (Elephantine or True Form)","desc":"Melee Weapon Attack: +13 to hit, 15 ft., one creature,. Target is grappled (escape DC 19) if it is a Large or smaller creature. Until grapple ends target restrained queen can't use Trunk on another."},{"name":"Tusk Sweep (Elephantine or True Form Recharge 5-6)","desc":"Channels raw magic as she sweeps her tusks in a wide arc. Each creature in a 15 ft. cube: 35 (10d6) bludgeoning damage and is pushed up to 15 ft. away from the queen (DC 20 Dex half damage and isn't pushed away)."}],"spell_list":[],"page_no":32,"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_animal-lord-mammoth-queen/"},{"slug":"bone-lord","desc":"","name":"Bone Lord","size":"Huge","type":"Undead","subtype":"","group":null,"alignment":"neutral evil","armor_class":20,"armor_desc":"natural armor","hit_points":285,"hit_dice":"30d12+90","speed":{"walk":40},"strength":21,"dexterity":15,"constitution":16,"intelligence":14,"wisdom":18,"charisma":18,"strength_save":null,"dexterity_save":8,"constitution_save":null,"intelligence_save":null,"wisdom_save":1,"charisma_save":1,"perception":4,"skills":{"perception":4},"damage_vulnerabilities":"","damage_resistances":"cold, lightning","damage_immunities":"necrotic, poison; nonmagic bludgeoning, piercing, and slashing attacks","condition_immunities":"charmed, exhaustion, frightened, paralyzed, poisoned","senses":"darkvision 90', passive Perception 20 ","languages":"Common","challenge_rating":"19","cr":19.0,"actions":[{"name":"Multiattack","desc":"Four Claws. Can replace one with one Tail attack."},{"name":"Claw","desc":"Melee Weapon Attack: +11 to hit, 10 ft., one target, 14 (2d8+5) slashing damage + 9 (2d8) necrotic and target is grappled (escape DC 19). Until grapple ends target is restrained. Has 4 claws each can grapple only 1 target."},{"name":"Sovereign's Onslaught","desc":"Commands up to four friendly Undead it can see within 60' of it to move. Each target can use its reaction to immediately move up to its speed. This movement doesn't provoke opportunity attacks."},{"name":"Sovereign's Reprisal","desc":"Commands one friendly Undead within 30' to attack. Target can make one weapon attack as reaction."},{"name":"Call Servants (2)","desc":"Uses Servants of Death."},{"name":"Fling (2)","desc":"Uses Fling."}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":[{"name":"Sovereign's Onslaught","desc":"Commands up to four friendly Undead it can see within 60' of it to move. Each target can use its reaction to immediately move up to its speed. This movement doesn't provoke opportunity attacks."},{"name":"Sovereign's Reprisal","desc":"Commands one friendly Undead within 30' to attack. Target can make one weapon attack as reaction."},{"name":"Call Servants (2)","desc":"Uses Servants of Death."},{"name":"Fling (2)","desc":"Uses Fling."}],"special_abilities":[{"name":"Death-Infused Weapons","desc":"Weapon attacks are magical. When it hits with any weapon deals extra 2d8 necrotic (included below)."},{"name":"Legendary Resistance (3/Day)","desc":"Choose to succeed failed save."},{"name":"Master Tactician","desc":"It and any friendly Undead within 60' of it have advantage on attack rolls vs. a creature if at least one of the Undead's allies is within 5 ft. of the creature and ally isn't incapacitated."},{"name":"Rejuvenation","desc":"As long as at least one of its bones remains a destroyed bone lord gathers a new body in 1d10 days regaining all its hp and becoming active again. New body appears within 5 ft. of the largest remaining bone from its body."},{"name":"Turning","desc":"[+]Defiance[/+] It and any Undead within 60' of it: advantage on saves vs. effects that turn Undead."},{"name":"Undead Nature","desc":"Doesn't require air food drink or sleep."},{"name":"Tail","desc":"Melee Weapon Attack: +11 to hit, 15 ft., one target, 16 (2d10+5) bludgeoning damage + 9 (2d8) necrotic. Target: DC 19 Str save or be pushed up to 15 ft. away from bone lord."},{"name":"Fling","desc":"One Med or smaller object held or creature grappled by bone lord is thrown up to 60' in a random direction and knocked prone. If a thrown target strikes a solid surface target takes 3 (1d6) bludgeoning damage for every 10 ft. it was thrown. If target is thrown at another creature that creature: DC 19 Dex save or take the same damage and be knocked prone."},{"name":"Servants of Death","desc":"The bone lord magically calls 3d6 skeletons or zombies 2d4 ghouls or 2 wights. Called creatures arrive in 1d4 rounds acting as allies of bone lord and obeying its spoken commands. The Undead remain for 1 hr until bone lord dies or until bone lord dismisses them as a bonus action. Bone lord can have any number of Undead under its control at one time provided combined total CR of the Undead is no higher than 8."},{"name":"Pattern of Death (Recharge 6)","desc":"Necrotic energy ripples out from the bone lord. Each creature that isn't a Construct or Undead within 30' of it: 54 (12d8) necrotic (DC 19 Con half). Each friendly Undead within 30' of the bone lord including the bone lord regains hp equal to half the single highest amount of necrotic dealt."}],"spell_list":[],"page_no":65,"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_bone-lord/"},{"slug":"dragon-sand-adult","desc":"","name":"Dragon, Sand Adult","size":"Huge","type":"Dragon","subtype":"","group":null,"alignment":"neutral evil","armor_class":20,"armor_desc":"natural armor","hit_points":270,"hit_dice":"20d12+140","speed":{"walk":40,"burrow":30,"fly":80},"strength":24,"dexterity":12,"constitution":25,"intelligence":14,"wisdom":18,"charisma":16,"strength_save":null,"dexterity_save":7,"constitution_save":1,"intelligence_save":null,"wisdom_save":1,"charisma_save":9,"perception":4,"skills":{"perception":4},"damage_vulnerabilities":"","damage_resistances":"piercing","damage_immunities":"fire","condition_immunities":"blinded","senses":"blindsight 60', darkvision 120', passive Perception 26","languages":"Common, Draconic, Terran","challenge_rating":"18","cr":18.0,"actions":[{"name":"Multiattack","desc":"One Bite attack and two Claw attacks."},{"name":"Bite","desc":"Melee Weapon Attack: +13 to hit, 10 ft., one target, 18 (2d10+7) piercing damage."},{"name":"Claw","desc":"Melee Weapon Attack: +13 to hit, 5 ft., one target, 14 (2d6+7) slashing damage."},{"name":"Tail","desc":"Melee Weapon Attack: +13 to hit, 15 ft., one target, 16 (2d8+7) slashing damage."},{"name":"Frightful Presence","desc":"All it picks within 120' and aware of it frightened 1 min (DC 17 Wis negates) Can re-save at end of each of its turns. Save/effect ends: immune 24 hrs."},{"name":"Breath Weapon (Recharge 5-6)","desc":"Uses one of the following:Sand Blast. Exhales superheated sand in a 60' cone. Each creature in area: 27 (5d10) piercing damage and 27 (5d10) fire (DC 21 Dex half). If a creature fails its save by 5+ it suffers one level of exhaustion as it dehydrates.Blinding Sand. Breathes fine sand in a 60' cone. Each creature in area: blinded for 1 min (DC 21 Con negates). Blinded creature can take an action to clear its eyes of sand ending effect for it."}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":[{"name":"Detect","desc":"Makes a Wis (Perception) check."},{"name":"Tail Attack","desc":"Makes a tail attack."},{"name":"Wing Attack (2)","desc":"All within 15 feet: 14 (2d6+7) bludgeoning damage and knocked prone (DC 21 Wis negates). Can then fly up to half its fly speed."}],"special_abilities":[{"name":"Legendary Resistance (3/Day)","desc":"Choose to succeed failed save."},{"name":"Sand Camouflage","desc":"Advantage: Dex (Stealth) to hide in sandy terrain."},{"name":"Sandy Nature","desc":"Is infused with elemental power and it requires only half the air food and drink that a typical dragon if its size needs."},{"name":"Stinging Sand","desc":"1st time it hits target with melee weapon attack target: disadvantage attacks/ability checks til its next turn ends (DC 21 Con)."}],"spell_list":[],"page_no":144,"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-sand-adult/"},{"slug":"hippopotamus-sacred","desc":"","name":"Hippopotamus, Sacred","size":"Huge","type":"Celestial","subtype":"","group":null,"alignment":"any alignment (as its deity)","armor_class":16,"armor_desc":"natural armor","hit_points":114,"hit_dice":"12d12+36","speed":{"walk":30},"strength":21,"dexterity":7,"constitution":16,"intelligence":7,"wisdom":18,"charisma":13,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":7,"charisma_save":4,"perception":4,"skills":{"perception":4},"damage_vulnerabilities":"","damage_resistances":"necrotic, radiant","damage_immunities":"poison","condition_immunities":"charmed, exhaustion, frightened, poisoned","senses":"darkvision 120', passive Perception 17","languages":"Celestial, telepathy 60'","challenge_rating":"5","cr":5.0,"actions":[{"name":"Gore","desc":"Melee Weapon Attack: +8 to hit, 5 ft., one target, 23 (4d8+5) piercing damage + 9 (2d8) necrotic or radiant (hippopotamus's choice)."},{"name":"Divine Cacophony (Recharge 5-6)","desc":"Opens its jaws and releases a cacophony of otherworldly screams songs and roars from the Upper or Lower Planes in a 30' cone. Each creature in that area: 21 (6d6) necrotic or radiant (hippopotamus's choice) and is stunned until the end of its next turn (DC 15 Con half damage not stunned)."},{"name":"Healing Rumble (2/Day)","desc":"Touches another with its snout as it hums tone that reverberates through its jaw. Target magically regains 10 (3d6) hp and freed from any disease poison blindness or deafness."}],"bonus_actions":[{"name":"Protector's Step","desc":"Magically teleports with any items worn/carried up to 120' to unoccupied space within its sacred site or within 30' of exterior of its site. Golden light swirls or inky shadown tendrils (hippo's choice) appear at origin and destination."}],"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Divine Awareness","desc":"Knows if it hears a lie."},{"name":"Divine Jaws","desc":"Its weapon attacks are magical. When it hits with Gore Gore deals extra 2d8 necrotic or radiant (included) hippo's choice."},{"name":"Hold Breath","desc":"Can hold its breath for 30 min."},{"name":"Magic Resistance","desc":"Advantage: spell/magic effect saves."},{"name":"Sacred Guardian","desc":"Can pinpoint the location of an agent or worshiper of an opposing deity or a creature with ill intent toward its sacred site within 120' of itself. In addition it can sense when such a creature moves within 100' of the site and can sense general direction of such creatures within 1 mile of the site."}],"spell_list":[],"page_no":233,"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_hippopotamus-sacred/"},{"slug":"howler-of-the-hill","desc":"","name":"Howler Of The Hill","size":"Large","type":"Aberration","subtype":"","group":null,"alignment":"neutral evil","armor_class":18,"armor_desc":"natural armor","hit_points":178,"hit_dice":"21d10+63","speed":{"walk":50,"climb":30},"strength":17,"dexterity":22,"constitution":16,"intelligence":17,"wisdom":18,"charisma":18,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":8,"wisdom_save":9,"charisma_save":9,"perception":4,"skills":{"perception":4},"damage_vulnerabilities":"","damage_resistances":"cold, necrotic; nonmagic B/P/S attacks","damage_immunities":"psychic","condition_immunities":"charmed, frightened","senses":"truesight 120', passive Perception 19","languages":"understands Abyssal, Common, Infernal, and Void Speech but can't speak, telepathy 120'","challenge_rating":"14","cr":14.0,"actions":[{"name":"Multiattack","desc":"Three Claw or Psychic Bolt attacks."},{"name":"Claw","desc":"Melee Weapon Attack: +11 to hit, 5 ft., one target, 15 (2d8+6) slashing damage + 13 (3d8) psychic."},{"name":"Psychic Bolt","desc":"Ranged Spell Attack: +9 to hit, 120 ft., one target, 26 (5d8+4) psychic."},{"name":"Gloaming Howl","desc":"Emits a magical howl that changes in melody and frequency depending on light around it. Each creature of howler's choice within 120' of it and can hear howl: DC 18 Wis save or succumb to effects of one of the following. If creature's save succeeds/effect ends for it creature is immune to that particular howl for next 24 hrs. Bright Howl When howler is in bright light each target that fails the save is incapacitated until end of its next turn. Dim Howl When howler is in dim light each target that fails the save is stunned until end of its next turn.Dark Howl When howler is in darkness each target that fails the save drops whatever it is holding and is paralyzed with fear for 1 min. A paralyzed creature can re-save at end of each of its turns success ends effect on itself."},{"name":"Otherworldly Hunter","desc":"Transport itself to a different plane of existence. Works like plane shift except howler can affect only itself and can't use this to banish unwilling creature to another plane."}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Hungry Void Traveler","desc":"Doesn't require air drink or sleep."},{"name":"Inscrutable","desc":"Immune to any effect that would sense its emotions or read its thoughts and any divination spell it refuses. Wis (Insight) checks made to ascertain its intentions/sincerity have disadvantage."}],"spell_list":[],"page_no":236,"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_howler-of-the-hill/"},{"slug":"midnight-sun","desc":"","name":"Midnight Sun","size":"Large","type":"Aberration","subtype":"","group":null,"alignment":"neutral evil","armor_class":16,"armor_desc":"natural armor","hit_points":136,"hit_dice":"16d10+48","speed":{"walk":0,"fly":60},"strength":10,"dexterity":16,"constitution":16,"intelligence":11,"wisdom":18,"charisma":15,"strength_save":null,"dexterity_save":6,"constitution_save":null,"intelligence_save":null,"wisdom_save":7,"charisma_save":5,"perception":4,"skills":{"perception":4},"damage_vulnerabilities":"necrotic (in day form), radiant (in night form)","damage_resistances":"acid, cold, fire, lightning, thunder; nonmagic B/P/S attacks","damage_immunities":"necrotic (in night form), poison, radiant (in day form)","condition_immunities":"blinded, charmed, deafened, exhaustion, frightened, grappled, paralyzed, petrified, poisoned, prone, restrained, unconscious","senses":"blindsight 120' (blind beyond), passive Perception 17","languages":"Deep Speech","challenge_rating":"7","cr":7.0,"actions":[{"name":"Multiattack","desc":"Three Energy Blast attacks."},{"name":"Energy Blast","desc":"Melee or Ranged Spell Attack: +7 to hit 5 ft. or range 120' one target 14 (3d6+4) damage of the type determined by the sun's current form."},{"name":"Energy Pulse (Recharge 5-6)","desc":"Each creature within 15 ft. of it: 28 (8d6) damage of type determined by sun's form (DC 15 Con half)."}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Changing Form","desc":"Automatically changes based on presence light.Day Form. While more than half midnight sun is in darkness it appears as a glowing orb of light but sheds no light. In this form it deals radiant has immunity to radiant and vulnerability to necrotic.Night Form. While more than half the midnight sun is in bright or dim light it appears as an orb of darkness. In this form it deals necrotic has immunity to necrotic and has vulnerability to radiant.Twilight Form. While half of it is in bright or dim light and half is in darkness it appears as split orb of light and darkness. It deals force."},{"name":"Energy Being","desc":"Can move through a space as narrow as 1 inch wide with o squeezing and it can enter a hostile creature's space and stop there. The first time it enters a creature's space on a turn that creature takes 3 (1d6) damage of the type determined by the sun's current form."},{"name":"Reality Inversion","desc":"When creature starts turn in sun's space or within 5 ft. any circumstance trait or feature that would grant it advantage instead grants disadvantage and vice versa until start of its next turn."}],"spell_list":[],"page_no":270,"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_midnight-sun/"},{"slug":"npc:-apostle","desc":"","name":"Npc: Apostle","size":"Medium","type":"Humanoid","subtype":"","group":null,"alignment":"any alignment","armor_class":15,"armor_desc":"breastplate","hit_points":117,"hit_dice":"18d8+36","speed":{"walk":30},"strength":12,"dexterity":13,"constitution":15,"intelligence":10,"wisdom":18,"charisma":14,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":7,"charisma_save":5,"perception":4,"skills":{"perception":4},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"","condition_immunities":"","senses":"passive Perception 10","languages":"any two languages","challenge_rating":"6","cr":6.0,"actions":[{"name":"Multiattack","desc":"Three Mace or Divine Bolt attacks. It can replace one attack with use of Spellcasting."},{"name":"Mace","desc":"Melee Weapon Attack: +4 to hit, 5 ft., one target, 4 (1d6+1) bludgeoning damage + 9 (2d8) necrotic or radiant (the apostle's choice)."},{"name":"Divine Bolt","desc":"Ranged Spell Attack: +7 to hit, 120 ft., one target, 13 (2d8+4) necrotic or radiant (apostle's choice). "},{"name":"Destroy Undead (2/Day)","desc":"Presents its holy symbol and intones a prayer. Each undead within 30' of apostle that can see or hear it: 28 (8d6) radiant (DC 15 Wis half)."},{"name":"Spellcasting","desc":"Wis (DC 15): At will: guidance spare the dying thaumaturgy3/day ea: bless cure wounds (3rd-level) hold person lesser restoration1/day ea: bestow curse daylight freedom of movement mass cure wounds revivify"}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Divine Weapons","desc":"When it hits with any weapon deals extra 2d8 necrotic or radiant (included below) apostle's choice."},{"name":"Faith's Reward","desc":"When it casts the bless spell it gains the benefit of the spell even if it doesn't include itself as a target. In addition when apostle restores hp to another creature it regains hp equal to half that amount."}],"spell_list":[],"page_no":403,"environments":[],"img_main":null,"document__slug":"tob3","document__title":"Tome of Beasts 3","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/tome-of-beasts-3-for-5th-edition/","v2_converted_path":"/v2/creatures/tob3_npc-apostle/"},{"slug":"npc:-wind-acolyte","desc":"","name":"Npc: Wind Acolyte","size":"Medium","type":"Humanoid","subtype":"","group":null,"alignment":"neutral","armor_class":15,"armor_desc":"","hit_points":105,"hit_dice":"14d8+42","speed":{"walk":30,"fly":50},"strength":10,"dexterity":20,"constitution":16,"intelligence":12,"wisdom":18,"charisma":10,"strength_save":null,"dexterity_save":8,"constitution_save":null,"intelligence_save":null,"wisdom_save":7,"charisma_save":null,"perception":4,"skills":{"perception":4},"damage_vulnerabilities":"","damage_resistances":"cold, lightning","damage_immunities":"","condition_immunities":"","senses":"blindsight 60', passive Perception 17","languages":"Auran, + any two languages","challenge_rating":"5","cr":5.0,"actions":[{"name":"Multiattack","desc":"Three Air Weapon attacks. If acolyte hits one creature with two Air Weapon attacks target: DC 15 Str save or be pushed up to 15 ft. away from acolyte."},{"name":"Air Weapon","desc":"Melee or Ranged Weapon Attack: +8 to hit 10 ft. or range defined by chosen weapon one target 12 (2d6+5) bludgeoning damage slashing or piercing as defined by chosen weapon."},{"name":"Wind's Rebuke (Recharge 6)","desc":"Draws breath out of one creature it can see within 60' of it. Target: DC 15 Con save. Fail: all of the breath is drawn from target's lungs and it immediately begins suffocating for 1 min or until it falls unconscious. It can re-save at end of each of its turns success ends effect on itself."}],"bonus_actions":null,"reactions":[{"name":"Buoying Wind","desc":"Summons winds to break the fall of up to 5 falling creatures it can see within 60' of it. A falling creature's rate of descent slows to 60' per round for 1 min. If a falling creature lands before effect ends it takes no falling damage and can land on its feet."},{"name":"Drift","desc":"When a creature moves to within 15 ft. of the wind acolyte the acolyte can fly up to half its flying speed."}],"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Air Senses","desc":"Can't use blindsight underwater or in an area with o air."},{"name":"Air Weapons","desc":"When it attacks it conjures a weapon out of the air itself weapon appearing and disappearing in the blink of an eye. Air weapon is a swirl of wind in the shape of a simple or martial weapon but always deals 2d6 damage of the same type as that weapon. Air weapon shaped like a ranged weapon uses the range of that weapon except acolyte doesn't have disadvantage on ranged attack rolls when attacking a target beyond weapon's normal range. Air weapons don't use any other weapon properties of weapons they mimic. Air weapon attacks are magical."}],"spell_list":[],"page_no":412,"environments":[],"img_main":null,"document__slug":"tob3","document__title":"Tome of Beasts 3","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/tome-of-beasts-3-for-5th-edition/","v2_converted_path":"/v2/creatures/tob3_npc-wind-acolyte/"},{"slug":"sazakan","desc":"","name":"Sazakan","size":"Medium","type":"Elemental","subtype":"","group":null,"alignment":"lawful neutral","armor_class":16,"armor_desc":"natural armor","hit_points":142,"hit_dice":"19d8+57","speed":{"walk":30},"strength":17,"dexterity":14,"constitution":16,"intelligence":11,"wisdom":18,"charisma":9,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":4,"charisma_save":null,"perception":4,"skills":{"perception":4},"damage_vulnerabilities":"","damage_resistances":"nonmagic B/P/S attacks","damage_immunities":"","condition_immunities":"exhaustion, paralyzed, petrified, poisoned","senses":"blindsight 30', darkvision 60', passive Perception 17","languages":"Aquan, Common, Giant","challenge_rating":"8","cr":8.0,"actions":[{"name":"Multiattack","desc":"Three Icy Wind Lash attacks."},{"name":"Icy Wind Lash","desc":"Melee or Ranged Spell Attack: +7 to hit 5 ft. or range 60' one target 8 (1d8+4) slashing damage + 7 (2d6) cold. If sazakan scores a critical hit target is restrained by ice until end of its next turn."},{"name":"Ice Whirlwind (Recharge 5-6)","desc":"Surrounds itself in icy wind. Each creature within 10 ft. of it:  28 (8d6) cold and pushed up to 15 ft. from sazakan and knocked prone (DC 15 Str half damage and not pushed/knocked prone). If save fails by 5+ creature is also restrained as its limbs become encased in ice. Creature including encased creature can break encased creature free via DC 15 Str check. Encased creature also freed if it takes fire damage."}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Blizzard Heart","desc":"Nearby weather responds to the sazakan's desires. At the start of each hr sazakan can choose to change the precipitation and temperature 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 sazakan can't change wind conditions change immediately and sazakan can never make it warm hot or unbearable heat."},{"name":"Icy Nature","desc":"Infused with elemental power requires only half the amount of air food and drink a Humanoid of its size needs."},{"name":"Wintry Aura","desc":"At the start of each of the sazakan's turns each creature within 5 ft. of it takes 7 (2d6) cold."}],"spell_list":[],"page_no":336,"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_sazakan/"},{"slug":"silent-crier","desc":"","name":"Silent Crier","size":"Medium","type":"Fiend","subtype":"","group":null,"alignment":"neutral evil","armor_class":15,"armor_desc":"natural armor","hit_points":105,"hit_dice":"14d8+42","speed":{"walk":30},"strength":17,"dexterity":10,"constitution":16,"intelligence":10,"wisdom":18,"charisma":16,"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":"cold, fire, lightning, psychic","damage_immunities":"","condition_immunities":"blinded, charmed, deafened, frightened, poisoned","senses":"blindsight 120' (blind beyond), passive Perception 17","languages":"understands Abyssal, Common, and Infernal; can't speak","challenge_rating":"6","cr":6.0,"actions":[{"name":"Multiattack","desc":"Two Slam attacks and uses Bell Toll."},{"name":"Slam","desc":"Melee Weapon Attack: +6 to hit, 5 ft., one target, 10 (2d6+3) bludgeoning damage."},{"name":"Bell Toll","desc":"Wracks its body causing the bell to toll producing one of the following. Can't use same effect two rounds in a row.Concussive Knell: Crippling chime. Each creature within 20' of it stunned until end of crier's next turn (DC 15 Con negates).Crushing Toll: Thunderous strike. Each creature within 20' of it: 18 (4d8) thunder (DC 15 Con half).Endless Ringing: Endless piercing ringing. It must take a bonus action on its subsequent turns to continue this ringing and it can end the ringing at any time. While using Endless Ringing it can't move or use Bell Toll. When a creature enters a space within 60' of it for the first time on a turn or starts its turn there the creature must make DC 15 Con save or be deafened and unable to cast spells with verbal components until tstart of its next turn.Herald of Dread: Chimes one terror-inducing note. Each creature within 60' of it: frightened for 1 min (DC 15 Wis negates). A creature can re-save at end of each of its turns success ends effect on itself. If a creature's save is successful or effect ends for it creature is immune to crier's Herald of Dread for next 24 hrs."}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Broken Silence","desc":"Bell is infused with ancient and powerful magic ensuring all creatures know bell's significance. Its Bell Toll action affects even creatures that are deafened or can't otherwise hear the bell's ringing."}],"spell_list":[],"page_no":344,"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_silent-crier/"},{"slug":"sinstar","desc":"","name":"Sinstar","size":"Tiny","type":"Plant","subtype":"","group":null,"alignment":"lawful evil","armor_class":17,"armor_desc":"natural armor","hit_points":275,"hit_dice":"50d4+150","speed":{"walk":5},"strength":5,"dexterity":14,"constitution":17,"intelligence":21,"wisdom":18,"charisma":15,"strength_save":null,"dexterity_save":null,"constitution_save":9,"intelligence_save":1,"wisdom_save":1,"charisma_save":null,"perception":4,"skills":{"perception":4},"damage_vulnerabilities":"","damage_resistances":"acid, cold, fire, lightning","damage_immunities":"poison","condition_immunities":"blinded, charmed, deafened, exhaustion, frightened, paralyzed, poisoned, prone","senses":"tremorsense 120', blindsight 60' (blind beyond), passive Perception 14","languages":"Common, Deep Speech, telepathy 120'","challenge_rating":"17","cr":17.0,"actions":[{"name":"Multiattack","desc":"Alluring Whispers then three Spines or Psychic Lash attacks."},{"name":"Spines","desc":"Melee or Ranged Weapon Attack: +8 to hit 5 ft. or range 20/60' one target 16 (4d6+2) piercing damage and if the target is a Humanoid it must make DC 19 Con save or contract the thrall sickness disease (see the Thrall Sickness trait)."},{"name":"Psychic Lash","desc":"Ranged Spell Attack: +11 to hit, 120 ft., one target, 18 (3d8+5) psychic."},{"name":"Alluring Whispers","desc":"The sinstar telepathically whispers soothing and beckoning words in the minds of all Humanoids within 120' of it. Each target must make DC 19 Wis save or be charmed for 1 min. While charmed a creature is incapacitated and if it is more than 5 ft. away from the sinstar it must move on its turn toward the sinstar by the most direct route trying to get within 5 ft. of the sinstar and touch it. The creature 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 sinstar the creature can repeat the save. A charmed creature can also re-save at end of each of its turns. If the save is successful the effect ends on it. A creature that successfully saves is immune to this sinstar's Alluring Whispers for the next 24 hrs."}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":[{"name":"Spines","desc":"Makes one Spines attack."},{"name":"Teleport","desc":"Magically teleports up to 120' to an unoccupied spot it sees."},{"name":"Detonate Thrall (2)","desc":"Orders one of its star thralls to explode. Each creature within 10 ft. of the thrall must make a DC 19 Dex save taking 10 (3d6) bludgeoning damage and 7 (2d6) piercing damage on a failed save or half damage if made."}],"special_abilities":[{"name":"Legendary Resistance (3/Day)","desc":"Choose to succeed failed save."},{"name":"Spiny Defense","desc":"A creature that touches the sinstar or hits it with melee attack while within 5 ft. of it takes 10 (3d6) piercing damage and if the target is a Humanoid it must make DC 19 Con save or contract the thrall sickness disease (see the Thrall Sickness trait)."},{"name":"Thrall Sickness","desc":"A Humanoid infected with this disease manifests symptoms 1d4 days after infection which include excessive thirst increased desire for exposure to sunlight and the appearance of itchy bumps on the skin. This disease wears down the victim's psyche while slowly transforming its body. Until the disease is cured at the end of each long rest the infected creature must make a DC 19 Con save. On a failure the creature's Dex and Int scores are each reduced by 1d4. The reductions last until the infected creature finishes a long rest after the disease is cured. The infected creature dies if the disease reduces its Dex or Int score to 0. A Humanoid that dies from this disease transforms into a star thrall under the complete psychic control of the sinstar that infected it. This otherworldly disease can be removed by the greater restoration spell or similar magic."}],"spell_list":[],"page_no":345,"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_sinstar/"},{"slug":"truant-devourer","desc":"","name":"Truant Devourer","size":"Medium","type":"Undead","subtype":"","group":null,"alignment":"any alignment (as its creator deity)","armor_class":16,"armor_desc":"","hit_points":156,"hit_dice":"24d8+48","speed":{"walk":40},"strength":12,"dexterity":17,"constitution":14,"intelligence":16,"wisdom":18,"charisma":13,"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":"nonmagic B/P/S attacks","damage_immunities":"","condition_immunities":"charmed, exhaustion, frightened, paralyzed, poisoned","senses":"darkvision 90', passive Perception 18","languages":"Common + up to three other languages","challenge_rating":"9","cr":9.0,"actions":[{"name":"Multiattack","desc":"Three Devourer's Cleaver or Necrotic Bolt attacks. It can replace one attack with Life Drain attack."},{"name":"Devourer's Cleaver","desc":"Melee Weapon Attack: +7 to hit, 5 ft., one target, 10 (2d6+3) slashing damage + 9 (2d8) necrotic."},{"name":"Life Drain","desc":"Melee Spell Attack: +8 to hit, 5 ft., one creature,. 17 (3d8+4) necrotic. Target's hp max is reduced by amount equal to damage taken (DC 16 Con negates hp max). Reduction lasts until target finishes a long rest. Target dies if this reduces its hp max to 0."},{"name":"Necrotic Bolt","desc":"Ranged Spell Attack: +8 to hit, 120 ft., one target, 17 (3d8+4) necrotic."},{"name":"Invisibility","desc":"Magically turns invisible (with items worn/carried) until it attacks uses Grasping Claws or concentration ends (as a spell)."},{"name":"Grasping Claws (Recharge 5-6)","desc":"Calls dozens of ghostly skeletal claws to erupt from a point on the ground it can see within 60' of it. All within 15 ft. of that point: 31 (7d8) necrotic and restrained 1 min (DC 16 Dex half damage not restrained). Restrained creature can re-save at end of each of its turns success ends effect on itself."}],"bonus_actions":[{"name":"Dusty Step","desc":"Teleports  with items worn/carried up to 60' to unoccupied space it can see. Dust cloud appears at origin and destination."}],"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Heretic Sense","desc":"Can pinpoint location of heretics of its faith within 60' of it and can sense their general direction within 1 mile of it."},{"name":"Magic Resistance","desc":"Advantage: spell/magic effect saves."},{"name":"Turn Resistance","desc":"Advantage: saves vs. turn undead effects."},{"name":"Undead Nature","desc":"Doesn't require air food drink or sleep."}],"spell_list":[],"page_no":378,"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_truant-devourer/"},{"slug":"wilderness-crone","desc":"","name":"Wilderness Crone","size":"Medium","type":"Fey","subtype":"","group":null,"alignment":"neutral","armor_class":17,"armor_desc":"natural armor","hit_points":105,"hit_dice":"14d8+42","speed":{"walk":30},"strength":16,"dexterity":10,"constitution":17,"intelligence":15,"wisdom":18,"charisma":8,"strength_save":null,"dexterity_save":null,"constitution_save":6,"intelligence_save":null,"wisdom_save":7,"charisma_save":null,"perception":4,"skills":{"perception":4},"damage_vulnerabilities":"","damage_resistances":"piercing","damage_immunities":"","condition_immunities":"","senses":"darkvision 60', passive Perception 14","languages":"Common, Sylvan","challenge_rating":"6","cr":6.0,"actions":[{"name":"Multiattack","desc":"Three Staff attacks."},{"name":"Wild Staff","desc":"Melee Weapon Attack: +6 to hit, 5 ft., one target, 10 (2d6+3) bludgeoning damage + 4 (1d8) force."},{"name":"Needle Breath (Recharge 5-6)","desc":"Exhales pine needles in a 30' cone. Each creature in the area: 28 (8d6) piercing damage (DC 15 Dex half)."},{"name":"Spellcasting","desc":"Wis (DC 15). Prepared: At will: minor illusion tree stride3/day ea: goodberry hold person locate animals or plants1/day ea: commune with nature remove curse"}],"bonus_actions":null,"reactions":[{"name":"Transmigratory Strike","desc":"When she kills a Humanoid can immediately restore it to life as a Beast with CR no higher the Humanoid's CR or level. Otherwise works as reincarnate spell."}],"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Beast Passivism","desc":"No beast with Int 3 or less can willingly attack the crone. They can be forced to do so through magical means."},{"name":"Speak with Beasts and Plants","desc":"Can communicate with Beasts and Plants as if they shared a language."}],"spell_list":[],"page_no":392,"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_wilderness-crone/"},{"slug":"accursed-guardian-naga-a5e","desc":"","name":"Accursed Guardian Naga","size":"Large","type":"Monstrosity","subtype":"","group":null,"alignment":"","armor_class":18,"armor_desc":"","hit_points":136,"hit_dice":"16d10+48","speed":{"walk":40,"swim":40},"strength":16,"dexterity":18,"constitution":16,"intelligence":16,"wisdom":18,"charisma":18,"strength_save":null,"dexterity_save":8,"constitution_save":7,"intelligence_save":7,"wisdom_save":8,"charisma_save":8,"perception":null,"skills":{},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"poison","condition_immunities":"charmed, poisoned","senses":"darkvision 60 ft., passive Perception 14","languages":"Abyssal, Celestial, Common","challenge_rating":"12","cr":12.0,"actions":[{"name":"Bite","desc":"Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) piercing damage. The target makes a DC 15 Constitution saving throw  taking 35 (10d6) poison damage on a failure or half damage on a success."},{"name":"Spit Poison","desc":"Melee Weapon Attack: +8 to hit, range 20/60 ft., one creature. Hit: The target makes a DC 15 Constitution saving throw  taking 35 (10d6) poison damage on a failure or half damage on a success."},{"name":"Command (1st-Level; V)","desc":"One living creature within 60 feet that the naga can see and that can hear and understand it makes a DC 16 Wisdom saving throw. On a failure  the target uses its next turn to move as far from the naga as possible  avoiding hazardous terrain."},{"name":"Hold Person (2nd-Level; V, Concentration)","desc":"One humanoid the naga can see within 60 feet makes a DC 16 Wisdom saving throw. On a failure  the target is paralyzed for 1 minute. It repeats the saving throw at the end of each of its turns  ending the effect on a success."},{"name":"Flame Strike (5th-Level; V)","desc":"A column of divine flame fills a 10-foot-radius  40-foot-high cylinder within 60 feet. Creatures in the area make a DC 16 Dexterity saving throw  taking 14 (4d6) fire damage and 14 (4d6) radiant damage on a failure or half damage on a success."},{"name":"Multiattack","desc":"The naga casts a spell and uses its vampiric bite."},{"name":"Vampiric Bite","desc":"The naga attacks with its bite. If it hits and the target fails its saving throw against poison  the naga magically gains temporary hit points equal to the poison damage dealt."}],"bonus_actions":[{"name":"Shapeshift","desc":"The naga changes its form to that of a specific Medium humanoid, a Medium snake-human hybrid with the lower body of a snake, or its true form, which is a Large snake. While shapeshifted, its statistics are unchanged except for its size. It reverts to its true form if it dies."}],"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Amphibious","desc":"The naga can breathe air and water."},{"name":"Forbiddance","desc":"The nagas lair is under the forbiddance spell. Until it is dispelled, creatures in the lair can't teleport or use planar travel. Fiends and undead that are not the nagas allies take 27 (5d10) radiant damage when they enter or start their turn in the lair."},{"name":"Magic Resistance","desc":"The naga has advantage on saving throws against spells and magical effects."},{"name":"Spellcasting","desc":"The naga is an 11th level spellcaster. Its spellcasting ability is Wisdom (spell save DC 16). The naga has the following cleric spells prepared\n which it can cast with only vocalized components:\n Cantrips (at will): mending\n thaumaturgy\n 1st-level (4 slots): command\n cure wounds\n false life\n 2nd-level (3 slots): calm emotions\n hold person\n locate object\n 3rd-level (3 slots) clairvoyance\n create food and water\n 4th-level (3 slots): divination\n freedom of movement\n 5th-level (2 slots): flame strike\n geas\n scrying\n 6th-level (1 slot): forbiddance"}],"spell_list":[],"page_no":343,"environments":[],"img_main":null,"document__slug":"menagerie","document__title":"Level Up Advanced 5e Monstrous Menagerie","document__license_url":"http://open5e.com/legal","document__url":"https://www.levelup5e.com","v2_converted_path":"/v2/creatures/a5e-mm_accursed-guardian-naga/"},{"slug":"dread-knight-a5e","desc":"","name":"Dread Knight","size":"Medium","type":"Undead","subtype":"","group":null,"alignment":"","armor_class":18,"armor_desc":"","hit_points":262,"hit_dice":"25d8+150","speed":{"walk":30},"strength":22,"dexterity":16,"constitution":22,"intelligence":14,"wisdom":18,"charisma":20,"strength_save":null,"dexterity_save":9,"constitution_save":12,"intelligence_save":8,"wisdom_save":10,"charisma_save":11,"perception":null,"skills":{"history":8,"intimidation":11,"perception":10},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"cold, fire, necrotic, poison","condition_immunities":"charmed, fatigue, frightened, poisoned, stunned","senses":"truesight 60 ft., passive Perception 20","languages":"the languages it knew in life","challenge_rating":"19","cr":19.0,"actions":[{"name":"Cursed Greatsword","desc":"Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 13 (2d6 + 6) slashing damage plus 14 (4d6) necrotic damage  and the targets hit point maximum is reduced by an amount equal to the necrotic damage taken. This reduction lasts until the target finishes a long rest. The target dies if its hit point maximum is reduced to 0."},{"name":"Fire Blast (1/Day)","desc":"A fiery mote streaks from the dread knights finger to a point within 120 feet and blossoms into a 20-foot-radius sphere of black fire which spreads around corners. Each creature within the area makes a DC 16 Dexterity saving throw  taking 63 (18d6) fire damage on a failed saving throw or half damage on a success. This damage ignores fire resistance and treats immunity to fire damage as fire resistance."},{"name":"Ice Wall (1/Day)","desc":"The dread knight magically creates a wall of ice on a solid surface it can see within 60 feet. The wall is flat  1 foot thick  and can be up to 50 feet long and 15 feet high. The wall lasts for 1 minute or until destroyed. Each 10-foot section has AC 12  30 hit points  vulnerability to fire damage  and immunity to cold  necrotic  poison  and psychic damage."},{"name":"If the wall enters a creatures space when it appears, the creature is pushed to one side of the wall (creatures choice)","desc":"The creature then makes a DC 16 Dexterity saving throw  taking 49 (14d6) cold damage on a successful save or half damage on a success."},{"name":"Soul Wrack (1/Day)","desc":"A creature within 60 feet makes a DC 16 Constitution saving throw  taking 70 (20d6) necrotic damage and falling prone on a failed save or taking half damage on a success."},{"name":"Summon Fiendish Steed (1/Day)","desc":"A fell nightmare or wyvern magically appears in an empty space within 5 feet. The steed follows the dread knights commands and acts on its turn. It may attack on the turn on which it is summoned. It remains until the dread knight dismisses it as an action or it is killed."}],"bonus_actions":[{"name":"Cursed Greatsword","desc":"The dread knight makes a cursed greatsword attack."},{"name":"Break Magic","desc":"The dread knight ends all spell effects created by a 5th-level or lower spell slot on a creature, object, or point within 30 feet."}],"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Undead Nature","desc":"A dread knight doesnt require air, sustenance, or sleep."},{"name":"Unholy Aura","desc":"The dread knight and allies within 30 feet have advantage on saving throws against spells and other magic effects and against features that turn undead. Other creatures of the dread knights choice within 30 feet have disadvantage on saving throws against spells and other magic effects."}],"spell_list":[],"page_no":184,"environments":[],"img_main":null,"document__slug":"menagerie","document__title":"Level Up Advanced 5e Monstrous Menagerie","document__license_url":"http://open5e.com/legal","document__url":"https://www.levelup5e.com","v2_converted_path":"/v2/creatures/a5e-mm_dread-knight/"},{"slug":"dread-knight-champion-a5e","desc":"","name":"Dread Knight Champion","size":"Medium","type":"Undead","subtype":"","group":null,"alignment":"","armor_class":18,"armor_desc":"","hit_points":346,"hit_dice":"33d8+198","speed":{"walk":30},"strength":22,"dexterity":16,"constitution":22,"intelligence":14,"wisdom":18,"charisma":20,"strength_save":null,"dexterity_save":9,"constitution_save":12,"intelligence_save":8,"wisdom_save":10,"charisma_save":11,"perception":null,"skills":{"history":8,"intimidation":11,"perception":10},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"cold, fire, necrotic, poison","condition_immunities":"charmed, fatigue, frightened, poisoned, stunned","senses":"truesight 60 ft., passive Perception 20","languages":"the languages it knew in life","challenge_rating":"23","cr":23.0,"actions":[{"name":"Cursed Greatsword","desc":"Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 13 (2d6 + 6) slashing damage plus 14 (4d6) necrotic damage  and the targets hit point maximum is reduced by an amount equal to the necrotic damage taken. This reduction lasts until the target finishes a long rest. The target dies if its hit point maximum is reduced to 0."},{"name":"Fire Blast (1/Day)","desc":"A fiery mote streaks from the dread knights finger to a point within 120 feet and blossoms into a 20-foot-radius sphere of black fire which spreads around corners. Each creature within the area makes a DC 16 Dexterity saving throw  taking 63 (18d6) fire damage on a failed saving throw or half damage on a success. This damage ignores fire resistance and treats immunity to fire damage as fire resistance."},{"name":"Ice Wall (1/Day)","desc":"The dread knight magically creates a wall of ice on a solid surface it can see within 60 feet. The wall is flat  1 foot thick  and can be up to 50 feet long and 15 feet high. The wall lasts for 1 minute or until destroyed. Each 10-foot section has AC 12  30 hit points  vulnerability to fire damage  and immunity to cold  necrotic  poison  and psychic damage."},{"name":"If the wall enters a creatures space when it appears, the creature is pushed to one side of the wall (creatures choice)","desc":"The creature then makes a DC 16 Dexterity saving throw  taking 49 (14d6) cold damage on a successful save or half damage on a success."},{"name":"Soul Wrack (1/Day)","desc":"A creature within 60 feet makes a DC 16 Constitution saving throw  taking 70 (20d6) necrotic damage and falling prone on a failed save or taking half damage on a success."},{"name":"Summon Fiendish Steed (1/Day)","desc":"A fell nightmare or wyvern magically appears in an empty space within 5 feet. The steed follows the dread knights commands and acts on its turn. It may attack on the turn on which it is summoned. It remains until the dread knight dismisses it as an action or it is killed."}],"bonus_actions":[{"name":"Cursed Greatsword","desc":"The dread knight makes a cursed greatsword attack."},{"name":"Break Magic","desc":"The dread knight ends all spell effects created by a 5th-level or lower spell slot on a creature, object, or point within 30 feet."}],"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Undead Nature","desc":"A dread knight doesnt require air, sustenance, or sleep."},{"name":"Unholy Aura","desc":"The dread knight and allies within 30 feet have advantage on saving throws against spells and other magic effects and against features that turn undead. Other creatures of the dread knights choice within 30 feet have disadvantage on saving throws against spells and other magic effects."},{"name":"Legion","desc":"The dread knights sword is a +3 greatsword that grants a +3 bonus to attack and damage rolls when it attacks with its cursed greatsword. A humanoid killed by damage from this sword rises the next dusk as a zombie. While attuned to the sword, the dread knight can use a bonus action to command zombies created in this way."}],"spell_list":[],"page_no":185,"environments":[],"img_main":null,"document__slug":"menagerie","document__title":"Level Up Advanced 5e Monstrous Menagerie","document__license_url":"http://open5e.com/legal","document__url":"https://www.levelup5e.com","v2_converted_path":"/v2/creatures/a5e-mm_dread-knight-champion/"},{"slug":"glabrezu-a5e","desc":"","name":"Glabrezu","size":"Large","type":"Fiend","subtype":"","group":null,"alignment":"","armor_class":17,"armor_desc":"","hit_points":157,"hit_dice":"15d10+75","speed":{"walk":40},"strength":20,"dexterity":16,"constitution":20,"intelligence":18,"wisdom":18,"charisma":18,"strength_save":9,"dexterity_save":null,"constitution_save":9,"intelligence_save":null,"wisdom_save":8,"charisma_save":8,"perception":null,"skills":{"deception":8,"stealth":7},"damage_vulnerabilities":"","damage_resistances":"cold, fire, lightning; damage from nonmagical weapons","damage_immunities":"poison","condition_immunities":"poisoned","senses":"truesight 120 ft., passive Perception 14","languages":"Abyssal, telepathy 120 ft.","challenge_rating":"10","cr":10.0,"actions":[{"name":"Multiattack","desc":"The glabrezu makes two pincer attacks."},{"name":"Pincer","desc":"Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 16 (2d10 + 5) bludgeoning damage. If the target is a Medium or smaller creature  it is grappled (escape DC 17). The glabrezu has two pincers  each of which can grapple one target. While grappling a target  a pincer can't attack a different target. If the same creature is grappled by both of the glabrezus pincers  it must escape from each of them separately."},{"name":"Wish","desc":"Once per 30 days  the glabrezu can cast wish for a mortal  using no material components. Before doing so  it will demand that the mortal commit a terribly evil act or make a painful sacrifice."}],"bonus_actions":[{"name":"Fists","desc":"Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 10 (2d4 + 5) bludgeoning damage."},{"name":"Rend","desc":"If grappling the same target with both pincers, the glabrezu rips at the target, ending both grapples and dealing 27 (4d10 + 5) slashing damage. If this damage reduces a creature to 0 hit points, it dies and is torn in half."},{"name":"Darkness","desc":"Magical darkness spreads from a point within 30 feet, filling a 15-foot-radius sphere and spreading around corners. It remains for 1 minute, until the glabrezu dismisses it, or until the glabrezu uses this ability again. A creature with darkvision can't see through this darkness, and nonmagical light can't illuminate it."},{"name":"Confusion (1/Day)","desc":"The glabrezu targets up to three creatures within 90 feet. Each target makes a DC 16 Wisdom saving throw, becoming confused for 1 minute on a failure. A target repeats this saving throw at the end of each of its turns, ending the effect on itself on a success."}],"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Chaotic Evil","desc":"The glabrezu radiates a Chaotic and Evil aura."},{"name":"Magic Resistance","desc":"The glabrezu has advantage on saving throws against spells and magical effects."}],"spell_list":[],"page_no":68,"environments":[],"img_main":null,"document__slug":"menagerie","document__title":"Level Up Advanced 5e Monstrous Menagerie","document__license_url":"http://open5e.com/legal","document__url":"https://www.levelup5e.com","v2_converted_path":"/v2/creatures/a5e-mm_glabrezu/"},{"slug":"guardian-naga-a5e","desc":"","name":"Guardian Naga","size":"Large","type":"Monstrosity","subtype":"","group":null,"alignment":"","armor_class":18,"armor_desc":"","hit_points":136,"hit_dice":"16d10+48","speed":{"walk":40,"swim":40},"strength":16,"dexterity":18,"constitution":16,"intelligence":16,"wisdom":18,"charisma":18,"strength_save":null,"dexterity_save":8,"constitution_save":7,"intelligence_save":7,"wisdom_save":8,"charisma_save":8,"perception":null,"skills":{},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"poison","condition_immunities":"charmed, poisoned","senses":"darkvision 60 ft., passive Perception 14","languages":"Abyssal, Celestial, Common","challenge_rating":"10","cr":10.0,"actions":[{"name":"Bite","desc":"Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) piercing damage. The target makes a DC 15 Constitution saving throw  taking 35 (10d6) poison damage on a failure or half damage on a success."},{"name":"Spit Poison","desc":"Melee Weapon Attack: +8 to hit, range 20/60 ft., one creature. Hit: The target makes a DC 15 Constitution saving throw  taking 35 (10d6) poison damage on a failure or half damage on a success."},{"name":"Command (1st-Level; V)","desc":"One living creature within 60 feet that the naga can see and that can hear and understand it makes a DC 16 Wisdom saving throw. On a failure  the target uses its next turn to move as far from the naga as possible  avoiding hazardous terrain."},{"name":"Hold Person (2nd-Level; V, Concentration)","desc":"One humanoid the naga can see within 60 feet makes a DC 16 Wisdom saving throw. On a failure  the target is paralyzed for 1 minute. It repeats the saving throw at the end of each of its turns  ending the effect on a success."},{"name":"Flame Strike (5th-Level; V)","desc":"A column of divine flame fills a 10-foot-radius  40-foot-high cylinder within 60 feet. Creatures in the area make a DC 16 Dexterity saving throw  taking 14 (4d6) fire damage and 14 (4d6) radiant damage on a failure or half damage on a success."}],"bonus_actions":[{"name":"Shapeshift","desc":"The naga changes its form to that of a specific Medium humanoid, a Medium snake-human hybrid with the lower body of a snake, or its true form, which is a Large snake. While shapeshifted, its statistics are unchanged except for its size. It reverts to its true form if it dies."}],"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Amphibious","desc":"The naga can breathe air and water."},{"name":"Forbiddance","desc":"The nagas lair is under the forbiddance spell. Until it is dispelled, creatures in the lair can't teleport or use planar travel. Fiends and undead that are not the nagas allies take 27 (5d10) radiant damage when they enter or start their turn in the lair."},{"name":"Rejuvenation","desc":"If it dies, the naga gains a new body in 1d6 days, regaining all its hit points. This trait can be removed with a wish spell."},{"name":"Spellcasting","desc":"The naga is an 11th level spellcaster. Its spellcasting ability is Wisdom (spell save DC 16). The naga has the following cleric spells prepared\n which it can cast with only vocalized components:\n Cantrips (at will): mending\n thaumaturgy\n 1st-level (4 slots): command\n cure wounds\n 2nd-level (3 slots): calm emotions\n hold person\n 3rd-level (3 slots) clairvoyance\n create food and water\n 4th-level (3 slots): divination\n freedom of movement\n 5th-level (2 slots): flame strike\n geas\n 6th-level (1 slot): forbiddance"}],"spell_list":[],"page_no":342,"environments":[],"img_main":null,"document__slug":"menagerie","document__title":"Level Up Advanced 5e Monstrous Menagerie","document__license_url":"http://open5e.com/legal","document__url":"https://www.levelup5e.com","v2_converted_path":"/v2/creatures/a5e-mm_guardian-naga/"},{"slug":"high-priest-a5e","desc":"","name":"High Priest","size":"Medium","type":"Humanoid","subtype":"","group":null,"alignment":"","armor_class":18,"armor_desc":"","hit_points":82,"hit_dice":"11d8+33","speed":{"walk":30},"strength":14,"dexterity":10,"constitution":16,"intelligence":12,"wisdom":18,"charisma":16,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":4,"wisdom_save":7,"charisma_save":6,"perception":null,"skills":{"medicine":7,"insight":7,"persuasion":6,"religion":4},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"","condition_immunities":"","senses":"passive Perception 14","languages":"any three","challenge_rating":"6","cr":6.0,"actions":[{"name":"Mace","desc":"Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) bludgeoning damage. On a hit  the priest can expend a spell slot to deal 7 (2d6) radiant damage  plus an extra 3 (1d6) radiant damage for each level of the spell slot expended above 1st."},{"name":"Sacred Flame (Cantrip; V, S)","desc":"One creature the priest can see within 60 feet makes a DC 15 Dexterity saving throw  taking 13 (3d8) radiant damage on a failure. This spell ignores cover."},{"name":"Hold Person (2nd-Level; V, S, M, Concentration)","desc":"One humanoid the priest can see within 60 feet makes a DC 15 Wisdom saving throw. On a failure  the target is paralyzed for 1 minute. The target repeats the saving throw at the end of each of its turns  ending the effect on a success."},{"name":"Guardian of Faith (4th-Level; V)","desc":"A Large  indistinct spectral guardian appears in an unoccupied space within 30 feet and remains for 8 hours. Creatures of the priests choice that move to a space within 10 feet of the guardian for the first time on a turn make a DC 15 Dexterity saving throw  taking 20 radiant or necrotic damage (high priests choice) on a failed save or half damage on a success. The spell ends when the guardian has dealt 60 total damage."},{"name":"Flame Strike (5th-Level; V, S, M)","desc":"A column of divine flame fills a 10-foot-radius  40-foot-high cylinder within 60 feet. Creatures in the area make a DC 15 Dexterity saving throw  taking 14 (4d6) fire damage and 14 (4d6) radiant damage on a failure or half damage on a success."}],"bonus_actions":[{"name":"Healing Word (1st-Level; V)","desc":"The priest or a living creature within 60 feet regains 6 (1d4 + 4) hit points. The priest can't cast this spell and a 1st-level or higher spell on the same turn."}],"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Spellcasting","desc":"The priest is an 11th level spellcaster. Their spellcasting ability is Wisdom (spell save DC 15\n +7 to hit with spell attacks). They have the following cleric spells prepared:\n Cantrips (at will): light\n sacred flame\n thaumaturgy\n 1st-level (4 slots): ceremony\n detect evil and good\n healing word\n 2nd-level (3 slots): augury\n hold person\n zone of truth\n 3rd-level (3 slots): daylight\n remove curse\n 4th-level (3 slots): divination\n guardian of faith\n revivify\n 5th-level (2 slots): flame strike\n greater restoration\n raise dead\n 6th-level (1 slots): heal"}],"spell_list":[],"page_no":489,"environments":[],"img_main":null,"document__slug":"menagerie","document__title":"Level Up Advanced 5e Monstrous Menagerie","document__license_url":"http://open5e.com/legal","document__url":"https://www.levelup5e.com","v2_converted_path":"/v2/creatures/a5e-mm_high-priest/"},{"slug":"kraken-a5e","desc":"","name":"Kraken","size":"Gargantuan","type":"Monstrosity","subtype":"","group":null,"alignment":"","armor_class":20,"armor_desc":"","hit_points":444,"hit_dice":"24d20+192","speed":{"walk":20,"swim":60},"strength":30,"dexterity":10,"constitution":26,"intelligence":22,"wisdom":18,"charisma":18,"strength_save":18,"dexterity_save":8,"constitution_save":16,"intelligence_save":14,"wisdom_save":12,"charisma_save":null,"perception":null,"skills":{},"damage_vulnerabilities":"","damage_resistances":"cold, fire, thunder","damage_immunities":"lightning; damage from nonmagical weapons","condition_immunities":"","senses":"truesight 120 ft., passive Perception 14","languages":"understands Primordial but can't speak, telepathy 120 ft.","challenge_rating":"25","cr":25.0,"actions":[{"name":"Bite","desc":"Melee Weapon Attack: +18 to hit, reach 5 ft., one target. Hit: 36 (4d12 + 10) piercing damage. If the target is a Huge or smaller creature grappled by the kraken  the target is swallowed. A swallowed creature is blinded and restrained  its Speed is 0  it has total cover from attacks from outside the kraken  and it takes 42 (12d6) acid damage at the start of each of the krakens turns."},{"name":"If a swallowed creature deals 50 or more damage to the kraken in a single turn, or if the kraken dies, the kraken vomits up the creature","desc":""},{"name":"Ink Cloud","desc":"While underwater  the kraken exudes a cloud of ink in a 90-foot-radius sphere. The ink extends around corners  and the area is heavily obscured until the end of the krakens next turn or until a strong current dissipates the cloud. Each non-kraken creature in the area when the cloud appears makes a DC 24 Constitution saving throw. On a failure  it takes 27 (5d10) poison damage and is poisoned for 1 minute. On a success  it takes half damage. A poisoned creature can repeat the saving throw at the end of each of its turns. ending the effect on a success."},{"name":"Summon Storm (1/Day)","desc":"Over the next 10 minutes  storm clouds magically gather. At the end of 10 minutes  a storm rages for 1 hour in a 5-mile radius."},{"name":"Lightning (Recharge 5-6)","desc":"If the kraken is outside and the weather is stormy  three lightning bolts crack down from the sky  each of which strikes a different target within 120 feet of the kraken. A target makes a DC 24 Dexterity saving throw  taking 28 (8d6) lightning damage or half damage on a save."},{"name":"Tentacle","desc":"Melee Weapon Attack: +18 to hit, reach 30 ft., one target. Hit: 28 (4d8 + 10) bludgeoning damage  and the target is grappled (escape DC 26). Until this grapple ends  the target is restrained. A tentacle can be targeted individually by an attack. It shares the krakens hit points  but if 30 damage is dealt to the tentacle  it releases a creature it is grappling. The kraken can grapple up to 10 creatures."},{"name":"Fling","desc":"One Large or smaller object or creature grappled by the kraken is thrown up to 60 feet in a straight line. The target lands prone and takes 21 (6d6) bludgeoning damage. If the kraken throws the target at another creature  that creature makes a DC 26 saving throw  taking the same damage on a failure."}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":[{"name":"The kraken can take 3 legendary actions","desc":"Only one legendary action can be used at a time and only at the end of another creatures turn. It regains spent legendary actions at the start of its turn."},{"name":"Tentacle","desc":"The kraken makes one tentacle attack."},{"name":"Fling","desc":"The kraken uses Fling."},{"name":"Squeeze (Costs 2 Actions)","desc":"The kraken ends any magical effect that is restraining it or reducing its movement and then swims up to half its swim speed without provoking opportunity attacks. During this movement, it can fit through gaps as narrow as 10 feet wide without squeezing."}],"special_abilities":[{"name":"Immortal Nature","desc":"The kraken doesnt require air, sustenance, or sleep."},{"name":"Legendary Resistance (3/Day)","desc":"If the kraken fails a saving throw, it can choose to succeed instead. When it does so, it can use its reaction, if available, to attack with its tentacle."},{"name":"Magic Resistance","desc":"The kraken has advantage on saving throws against spells and magical effects."},{"name":"Siege Monster","desc":"The kraken deals double damage to objects and structures."}],"spell_list":[],"page_no":300,"environments":[],"img_main":null,"document__slug":"menagerie","document__title":"Level Up Advanced 5e Monstrous Menagerie","document__license_url":"http://open5e.com/legal","document__url":"https://www.levelup5e.com","v2_converted_path":"/v2/creatures/a5e-mm_kraken/"},{"slug":"marilith-a5e","desc":"","name":"Marilith","size":"Large","type":"Fiend","subtype":"","group":null,"alignment":"","armor_class":18,"armor_desc":"","hit_points":220,"hit_dice":"21d10+105","speed":{"walk":40},"strength":20,"dexterity":22,"constitution":20,"intelligence":20,"wisdom":18,"charisma":20,"strength_save":10,"dexterity_save":11,"constitution_save":10,"intelligence_save":null,"wisdom_save":9,"charisma_save":10,"perception":null,"skills":{},"damage_vulnerabilities":"","damage_resistances":"cold, fire, lightning; damage from nonmagical weapons","damage_immunities":"poison","condition_immunities":"poisoned","senses":"truesight 120 ft., passive Perception 14","languages":"Abyssal, telepathy 120 ft.","challenge_rating":"16","cr":16.0,"actions":[{"name":"Multiattack","desc":"The marilith makes six attacks with its longswords."},{"name":"Longsword","desc":"Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 14 (2d8 + 5) slashing damage."}],"bonus_actions":[{"name":"Tail","desc":"Melee Weapon Attack: +10 to hit, reach 10 ft., one creature. Hit: 10 (2d4 + 5) bludgeoning damage, and the target is grappled (escape DC 19)."},{"name":"Teleport","desc":"The marilith magically teleports up to 120 feet to an unoccupied space it can see."}],"reactions":[{"name":"Reactive Teleport","desc":"When the marilith is hit or missed by a ranged attack, it uses Teleport. If it teleports within 5 feet of a creature, it can attack with its tail."}],"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Chaotic Evil","desc":"The marilith radiates a Chaotic and Evil aura."},{"name":"Magic Resistance","desc":"The marilith has advantage on saving throws against spells and magical effects."}],"spell_list":[],"page_no":71,"environments":[],"img_main":null,"document__slug":"menagerie","document__title":"Level Up Advanced 5e Monstrous Menagerie","document__license_url":"http://open5e.com/legal","document__url":"https://www.levelup5e.com","v2_converted_path":"/v2/creatures/a5e-mm_marilith/"},{"slug":"mummy-lord-a5e","desc":"","name":"Mummy Lord","size":"Medium","type":"Undead","subtype":"","group":null,"alignment":"","armor_class":17,"armor_desc":"","hit_points":221,"hit_dice":"26d8+104","speed":{"walk":30},"strength":18,"dexterity":10,"constitution":18,"intelligence":12,"wisdom":18,"charisma":16,"strength_save":null,"dexterity_save":null,"constitution_save":9,"intelligence_save":6,"wisdom_save":9,"charisma_save":8,"perception":null,"skills":{"history":6,"religion":6},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"necrotic, poison; damage from nonmagical weapons","condition_immunities":"charmed, fatigue, frightened, paralyzed, poisoned","senses":"darkvision 60 ft., passive Perception 14","languages":"the languages it knew in life","challenge_rating":"15","cr":15.0,"actions":[{"name":"Multiattack","desc":"The mummy lord uses Dreadful Glare and then attacks with its rotting fist."},{"name":"Dreadful Glare (Gaze)","desc":"The mummy lord targets a creature within 60 feet. The target makes a DC 16 Wisdom saving throw. On a failure  it is magically frightened until the end of the mummy lords next turn. If the target fails the save by 5 or more  it is paralyzed for the same duration. A target that succeeds on the saving throw is immune to the Dreadful Glare of mummies and mummy lords for 24 hours."},{"name":"Rotting Fist","desc":"Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 14 (3d6 + 4) bludgeoning damage plus 21 (6d6) necrotic damage. If the target is a creature  it makes a DC 17 Constitution saving throw. On a failure  it is cursed with Mummy Rot."},{"name":"Dispel Magic (3rd-Level; V, S)","desc":"The mummy lord scours the magic from one creature  object  or magical effect it can see within 120 feet. A spell ends if it was cast with a 3rd-level or lower spell slot. For spells using a 4th-level or higher spell slot  the mummy lord makes a Wisdom ability check (DC 10 + the spells level) for each one  ending the effect on a success."},{"name":"Guardian of Faith (4th-Level; V)","desc":"A Large  indistinct spectral guardian appears within an unoccupied space within 30 feet and remains for 8 hours. Creatures of the mummy lords choice that move to a space within 10 feet of the guardian for the first time on a turn make a DC 17 Dexterity saving throw  taking 20 radiant or necrotic damage (mummy lords choice) on a failed save or half damage on a success. The spell ends when the guardian has dealt 60 total damage."},{"name":"Contagion (5th-Level; V, S)","desc":"Melee Spell Attack: +9 to hit, reach 5 ft., one creature. Hit: The target contracts a flesh-rotting disease. It has disadvantage on Charisma ability checks and becomes vulnerable to all damage. The target makes a DC 17 Constitution saving throw at the end of each of its turns. After 3 failures  the target stops making saving throws and the disease lasts for 7 days. After 3 successes  the effect ends."},{"name":"Harm (6th-Level; V, S)","desc":"The mummy lord targets a creature within 60 feet. The target makes a DC 17 Constitution saving throw. On a failure  the creature is diseased  taking 49 (14d6) necrotic damage. Its hit point maximum is reduced by the same amount for 1 hour or until the effect is removed with a spell that removes diseases. On a successful save  the creature takes half the damage. The spells damage can't reduce a target to less than 1 hit point."}],"bonus_actions":null,"reactions":[{"name":"Blasphemous Counterspell","desc":"When the mummy lord is targeted by a spell using a 4th-level or lower spell slot, the attacker makes a DC 16 Constitution saving throw. On a failure, the spell is wasted, and the caster takes 3 (1d6) necrotic damage per level of the spell slot."}],"legendary_desc":"","legendary_actions":[{"name":"The mummy lord can take 3 legendary actions","desc":"Only one legendary action can be used at a time and only at the end of another creatures turn. It regains spent legendary actions at the start of its turn."},{"name":"Channel Negative Energy","desc":"A 60-foot-radius aura of magical negative energy surrounds the mummy lord until the end of its next turn, spreading around corners. Creatures in the aura can't regain hit points."},{"name":"Whirlwind of Sand","desc":"The mummy lord, along with its equipment, magically transforms into a whirlwind of sand and moves up to 60 feet without provoking opportunity attacks, and then reverts to its normal form."},{"name":"Attack (Costs 2 Actions)","desc":"The mummy lord uses Dreadful Glare or attacks with its rotting fist."},{"name":"Blasphemous Word (Costs 2 Actions)","desc":"Each non-undead creature within 10 feet of the mummy lord that can hear its magical imprecation makes a DC 16 Constitution saving throw. On a failure, a creature is stunned until the end of the mummy lords next turn."},{"name":"Dispel Magic (Costs 2 Actions)","desc":"The mummy lord casts dispel magic."}],"special_abilities":[{"name":"Curse: Mummy Rot","desc":"A mummys touch inflicts a dreadful curse called mummy rot. A cursed creature can't regain hit points, and its hit point maximum decreases by an amount equal to the creatures total number of Hit Dice for every 24 hours that elapse. If this curse reduces the targets hit point maximum to 0, the target dies and crumbles to dust. Remove curse and similar magic ends the curse."},{"name":"Flammable","desc":"After taking fire damage, the mummy lord catches fire and takes 11 (2d10) ongoing fire damage if it isnt already suffering ongoing fire damage. A creature can use an action or legendary action to extinguish this fire."},{"name":"Legendary Resistance (1/Day)","desc":"If the mummy lord fails a saving throw while wearing its scarab amulet, it can choose to succeed instead. When it does so, the scarab amulet shatters. The mummy lord can create a new amulet when it finishes a long rest."},{"name":"Magic Resistance","desc":"The mummy lord has advantage on saving throws against spells and magical effects."},{"name":"Rejuvenation","desc":"If its heart is intact, a destroyed mummy lord gains a new body in 1d4 days, regaining all its hit points. The new body forms within 10 feet of the heart."},{"name":"Spellcasting","desc":"The mummy lord is an 11th level spellcaster. Its spellcasting ability is Wisdom (spell save DC 17\n +9 to hit with spell attacks). The mummy lord has the following cleric spells prepared\n which it can cast without material components:\n Cantrips (at will): guidance\n thaumaturgy\n 1st-level (4 slots): create or destroy water\n detect magic\n 2nd-level (3 slots): augury\n gentle repose\n 3rd-level (3 slots): animate dead\n dispel magic\n 4th-level (3 slots): divination\n guardian of faith\n 5th-level (2 slots): contagion\n 6th-level (1 slot): harm"}],"spell_list":[],"page_no":339,"environments":[],"img_main":null,"document__slug":"menagerie","document__title":"Level Up Advanced 5e Monstrous Menagerie","document__license_url":"http://open5e.com/legal","document__url":"https://www.levelup5e.com","v2_converted_path":"/v2/creatures/a5e-mm_mummy-lord/"},{"slug":"pit-fiend-a5e","desc":"","name":"Pit Fiend","size":"Large","type":"Fiend","subtype":"","group":null,"alignment":"","armor_class":19,"armor_desc":"","hit_points":300,"hit_dice":"24d10+168","speed":{"walk":30,"fly":60},"strength":26,"dexterity":16,"constitution":24,"intelligence":22,"wisdom":18,"charisma":24,"strength_save":null,"dexterity_save":9,"constitution_save":13,"intelligence_save":12,"wisdom_save":10,"charisma_save":13,"perception":null,"skills":{"athletics":14,"insight":10,"perception":10},"damage_vulnerabilities":"","damage_resistances":"cold; damage from nonmagical, non-silvered weapons","damage_immunities":"fire, poison","condition_immunities":"poisoned","senses":"truesight 120 ft., passive Perception 21","languages":"Infernal, telepathy 120 ft.","challenge_rating":"20","cr":20.0,"actions":[{"name":"Multiattack","desc":"The pit fiend attacks with its bite and mace."},{"name":"Bite","desc":"Melee Weapon Attack: +14 to hit, reach 5 ft., one target. Hit: 22 (4d6 + 8) piercing damage. If the target is a creature  it makes a DC 20 Constitution saving throw. On a failure  it is poisoned for 1 minute. While poisoned in this way  the target can't regain hit points and takes 21 (6d6) ongoing poison damage at the start of each of its turns. The target can repeat this saving throw at the end of each of its turns  ending the effect on a success."},{"name":"Mace","desc":"Melee Weapon Attack: +14 to hit, reach 10 ft., one target. Hit: 22 (4d6 + 8) bludgeoning damage plus 21 (6d6) fire damage. If the target is a Medium or smaller creature  it makes a DC 22 Strength saving throw. On a failure  it is pushed 15 feet away from the pit fiend and knocked prone."},{"name":"Circle of Fire (1/Day, While Bloodied)","desc":"A 15-foot-tall  1-foot-thick  20-foot-diameter ring of fire appears around the pit fiend  with the pit fiend at the center. The fire is opaque to every creature except the pit fiend. When the ring of fire appears  each creature it intersects makes a DC 18 Dexterity saving throw  taking 22 (5d8) fire damage on a failed save or half damage on a successful one. A creature takes 22 (5d8) damage the first time each turn it enters the area or when it ends its turn there. The fire lasts 1 minute or until the pit fiend dismisses it  becomes incapacitated  or leaves its area."},{"name":"Fireball (3rd-Level; V, S)","desc":"Fire streaks from the pit fiend to a point within 120 feet and explodes in a 20-foot radius  spreading around corners. Each creature in the area makes a DC 18 Dexterity saving throw  taking 21 (6d6) fire damage on a failed save or half damage on a success."},{"name":"Hold Monster (5th-Level; V, S, Concentration)","desc":"A creature within 60 feet that the pit fiend can see makes a DC 18 Wisdom saving throw. On a failure  it is paralyzed for 1 minute. The creature repeats the save at the end of each of its turns  ending the effect on a success."}],"bonus_actions":[{"name":"Claw","desc":"Melee Weapon Attack: +14 to hit, reach 10 ft., one creature. Hit: 19 (2d10 + 8) slashing damage, and the target is grappled (escape DC 22). While the target is grappled, the pit fiend can't use its claw against a different creature."},{"name":"Tail","desc":"Melee Weapon Attack: +14 to hit, reach 10 ft., one target. Hit: 24 (3d10 + 8) bludgeoning damage."}],"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Fear Aura","desc":"A creature hostile to the pit fiend that starts its turn within 20 feet of it makes a DC 18 Wisdom saving throw. On a failure, it is frightened until the start of its next turn. On a success, it is immune to this pit fiends Fear Aura for 24 hours."},{"name":"Innate Spellcasting","desc":"The pit fiends spellcasting ability is Wisdom (spell save DC 18). It can innately cast the following spells, requiring no material components: At will: detect magic, fireball, 3/day each: hold monster, sending"}],"spell_list":[],"page_no":86,"environments":[],"img_main":null,"document__slug":"menagerie","document__title":"Level Up Advanced 5e Monstrous Menagerie","document__license_url":"http://open5e.com/legal","document__url":"https://www.levelup5e.com","v2_converted_path":"/v2/creatures/a5e-mm_pit-fiend/"},{"slug":"pit-fiend-general-a5e","desc":"","name":"Pit Fiend General","size":"Huge","type":"Fiend","subtype":"","group":null,"alignment":"","armor_class":19,"armor_desc":"","hit_points":600,"hit_dice":"48d10+336","speed":{"walk":30,"fly":60},"strength":26,"dexterity":16,"constitution":24,"intelligence":22,"wisdom":18,"charisma":24,"strength_save":null,"dexterity_save":9,"constitution_save":13,"intelligence_save":12,"wisdom_save":10,"charisma_save":13,"perception":null,"skills":{"athletics":14,"insight":10,"perception":10},"damage_vulnerabilities":"","damage_resistances":"cold; damage from nonmagical, non-silvered weapons","damage_immunities":"fire, poison","condition_immunities":"poisoned","senses":"truesight 120 ft., passive Perception 21","languages":"Infernal, telepathy 120 ft.","challenge_rating":"20","cr":20.0,"actions":[{"name":"Multiattack","desc":"The pit fiend attacks with its bite and mace."},{"name":"Bite","desc":"Melee Weapon Attack: +14 to hit, reach 5 ft., one target. Hit: 22 (4d6 + 8) piercing damage. If the target is a creature  it makes a DC 20 Constitution saving throw. On a failure  it is poisoned for 1 minute. While poisoned in this way  the target can't regain hit points and takes 21 (6d6) ongoing poison damage at the start of each of its turns. The target can repeat this saving throw at the end of each of its turns  ending the effect on a success."},{"name":"Mace","desc":"Melee Weapon Attack: +14 to hit, reach 10 ft., one target. Hit: 22 (4d6 + 8) bludgeoning damage plus 21 (6d6) fire damage. If the target is a Medium or smaller creature  it makes a DC 22 Strength saving throw. On a failure  it is pushed 15 feet away from the pit fiend and knocked prone."},{"name":"Circle of Fire (1/Day, While Bloodied)","desc":"A 15-foot-tall  1-foot-thick  20-foot-diameter ring of fire appears around the pit fiend  with the pit fiend at the center. The fire is opaque to every creature except the pit fiend. When the ring of fire appears  each creature it intersects makes a DC 18 Dexterity saving throw  taking 22 (5d8) fire damage on a failed save or half damage on a successful one. A creature takes 22 (5d8) damage the first time each turn it enters the area or when it ends its turn there. The fire lasts 1 minute or until the pit fiend dismisses it  becomes incapacitated  or leaves its area."},{"name":"Fireball (3rd-Level; V, S)","desc":"Fire streaks from the pit fiend to a point within 120 feet and explodes in a 20-foot radius  spreading around corners. Each creature in the area makes a DC 18 Dexterity saving throw  taking 21 (6d6) fire damage on a failed save or half damage on a success."},{"name":"Hold Monster (5th-Level; V, S, Concentration)","desc":"A creature within 60 feet that the pit fiend can see makes a DC 18 Wisdom saving throw. On a failure  it is paralyzed for 1 minute. The creature repeats the save at the end of each of its turns  ending the effect on a success."}],"bonus_actions":[{"name":"Claw","desc":"Melee Weapon Attack: +14 to hit, reach 10 ft., one creature. Hit: 19 (2d10 + 8) slashing damage, and the target is grappled (escape DC 22). While the target is grappled, the pit fiend can't use its claw against a different creature."},{"name":"Tail","desc":"Melee Weapon Attack: +14 to hit, reach 10 ft., one target. Hit: 24 (3d10 + 8) bludgeoning damage."}],"reactions":[],"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Fear Aura","desc":"A creature hostile to the pit fiend that starts its turn within 20 feet of it makes a DC 18 Wisdom saving throw. On a failure, it is frightened until the start of its next turn. On a success, it is immune to this pit fiends Fear Aura for 24 hours."},{"name":"Innate Spellcasting","desc":"The pit fiends spellcasting ability is Wisdom (spell save DC 18). It can innately cast the following spells, requiring no material components: At will: detect magic, fireball, 3/day each: hold monster, sending"}],"spell_list":[],"page_no":88,"environments":[],"img_main":null,"document__slug":"menagerie","document__title":"Level Up Advanced 5e Monstrous Menagerie","document__license_url":"http://open5e.com/legal","document__url":"https://www.levelup5e.com","v2_converted_path":"/v2/creatures/a5e-mm_pit-fiend-general/"},{"slug":"shadow-elf-high-priest-a5e","desc":"","name":"Shadow Elf High Priest","size":"Medium","type":"Humanoid","subtype":"","group":null,"alignment":"","armor_class":18,"armor_desc":"","hit_points":82,"hit_dice":"11d8+33","speed":{"walk":30},"strength":14,"dexterity":10,"constitution":16,"intelligence":12,"wisdom":18,"charisma":16,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":4,"wisdom_save":7,"charisma_save":6,"perception":null,"skills":{"medicine":7,"insight":7,"persuasion":6,"religion":4},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"","condition_immunities":"","senses":"passive Perception 14, darkvision 120 ft.","languages":"any three","challenge_rating":"6","cr":6.0,"actions":[{"name":"Mace","desc":"Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) bludgeoning damage. On a hit  the priest can expend a spell slot to deal 7 (2d6) radiant damage  plus an extra 3 (1d6) radiant damage for each level of the spell slot expended above 1st."},{"name":"Web (2nd-Level; V, S, M, Concentration)","desc":"Thick  sticky webs fill a 20-foot cube within 60 feet  lightly obscuring it and making it difficult terrain. The webs must either be anchored between two solid masses (such as walls) or layered 5 feet deep over a flat surface. Each creature that starts its turn in the webs or that enters them during its turn makes a DC 15 Dexterity saving throw. On a failure  it is restrained. A creature can escape by making a DC 15 Strength check. Any 5-foot cube of webs exposed to fire burns away in 1 round  dealing 5 (2d4) fire damage to any creature that starts its turn in the fire. The webs remain for 1 hour."},{"name":"Guardian of Faith (4th-Level; V)","desc":"A Large  indistinct spectral guardian appears in an unoccupied space within 30 feet and remains for 8 hours. Creatures of the priests choice that move to a space within 10 feet of the guardian for the first time on a turn make a DC 15 Dexterity saving throw  taking 20 radiant or necrotic damage (high priests choice) on a failed save or half damage on a success. The spell ends when the guardian has dealt 60 total damage."},{"name":"Insect Plague (5th-Level; V, S, M, Concentration)","desc":"A 20-foot-radius sphere of biting and stinging insects appears centered on a point the priest can see within 300 feet and remains for 10 minutes. The cloud spreads around corners  and the area is lightly obscured and difficult terrain. Each creature in the area when the cloud appears  and each creature that enters it for the first time on a turn or ends its turn there  makes a DC 15 Constitution saving throw  taking 22 (4d10) piercing damage on a failed save or half damage on a success. The priest is immune to this damage."}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Shadow magic","desc":"The priestcan innately cast dancing lights as a cantrip and darkness and faerie fire once each per long rest with no material components, using Wisdom as their spellcasting ability."},{"name":"Spellcasting","desc":"The priest is an 11th level spellcaster. Their spellcasting ability is Wisdom (spell save DC 15\n +7 to hit with spell attacks). They have the following cleric spells prepared:\n Cantrips (at will): guidance\n spare the dying\n thaumaturgy\n 1st-level (4 slots): animal friendship\n ceremony\n detect poison and disease\n 2nd-level (3 slots): augury\n lesser restoration\n web\n 3rd-level (3 slots): bestow curse\n remove curse\n 4th-level (3 slots): divination\n freedom of movement\n guardian of faith\n 5th-level (2 slots): greater restoration\n insect plague\n raise dead\n 6th-level (1 slots): word of recall"}],"spell_list":[],"page_no":489,"environments":[],"img_main":null,"document__slug":"menagerie","document__title":"Level Up Advanced 5e Monstrous Menagerie","document__license_url":"http://open5e.com/legal","document__url":"https://www.levelup5e.com","v2_converted_path":"/v2/creatures/a5e-mm_shadow-elf-high-priest/"},{"slug":"storm-giant-a5e","desc":"","name":"Storm Giant","size":"Huge","type":"Giant","subtype":"","group":null,"alignment":"","armor_class":16,"armor_desc":"","hit_points":230,"hit_dice":"20d12+100","speed":{"walk":50,"swim":50},"strength":29,"dexterity":14,"constitution":20,"intelligence":16,"wisdom":18,"charisma":18,"strength_save":14,"dexterity_save":null,"constitution_save":10,"intelligence_save":null,"wisdom_save":9,"charisma_save":9,"perception":null,"skills":{"arcana":8,"athletics":14,"history":8,"insight":9,"perception":9},"damage_vulnerabilities":"","damage_resistances":"cold","damage_immunities":"lightning, thunder","condition_immunities":"","senses":"passive Perception 19","languages":"Common, Giant","challenge_rating":"14","cr":14.0,"actions":[{"name":"Multiattack","desc":"The giant attacks twice with its greatsword."},{"name":"Greatsword","desc":"Melee Weapon Attack: +14 to hit, reach 10 ft., one target. Hit: 30 (6d6 + 9) slashing damage."},{"name":"Rock","desc":"Ranged Weapon Attack: +12 to hit, range 60/240 ft., one target. Hit: 44 (10d6 + 9) bludgeoning damage. If the target is a Large or smaller creature  it makes a DC 22 Strength saving throw  falling prone on a failure."},{"name":"Lightning Strike (Recharge 5-6)","desc":"The giant throws a lightning bolt at a point it can see within 500 feet. Each creature within 10 feet of that point makes a DC 18 Dexterity saving throw  taking 56 (16d6) lightning damage on a success or half the damage on a failure."},{"name":"Sword Sweep (While Bloodied)","desc":"The giant makes a greatsword attack against each creature within 10 feet. Each creature hit with this attack makes a DC 22 Strength saving throw  falling prone on a failure."}],"bonus_actions":[{"name":"Stomp","desc":"Melee Weapon Attack: +14 to hit, reach 5 ft., one Medium or smaller prone target. Hit: 19 (3d6 + 9) bludgeoning damage."}],"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Amphibious","desc":"The giant can breathe air and water."},{"name":"Innate Spellcasting","desc":"The giants spellcasting ability is Charisma (spell save DC 17). It can innately cast the following spells, requiring no material components: At will: detect magic, feather fall, levitate, light, 3/day each: control water, control weather, water breathing, 1/day: commune"}],"spell_list":[],"page_no":242,"environments":[],"img_main":null,"document__slug":"menagerie","document__title":"Level Up Advanced 5e Monstrous Menagerie","document__license_url":"http://open5e.com/legal","document__url":"https://www.levelup5e.com","v2_converted_path":"/v2/creatures/a5e-mm_storm-giant/"},{"slug":"storm-giant-monarch-a5e","desc":"","name":"Storm Giant Monarch","size":"Huge","type":"Giant","subtype":"","group":null,"alignment":"","armor_class":16,"armor_desc":"","hit_points":460,"hit_dice":"40d12+200","speed":{"walk":50,"swim":50},"strength":29,"dexterity":14,"constitution":20,"intelligence":16,"wisdom":18,"charisma":18,"strength_save":14,"dexterity_save":null,"constitution_save":10,"intelligence_save":null,"wisdom_save":9,"charisma_save":9,"perception":null,"skills":{"arcana":8,"athletics":14,"history":8,"insight":9,"perception":9},"damage_vulnerabilities":"","damage_resistances":"cold","damage_immunities":"lightning, thunder","condition_immunities":"","senses":"passive Perception 19","languages":"Common, Giant","challenge_rating":"14","cr":14.0,"actions":[{"name":"Multiattack","desc":"The giant attacks twice with its greatsword."},{"name":"Greatsword","desc":"Melee Weapon Attack: +14 to hit, reach 10 ft., one target. Hit: 30 (6d6 + 9) slashing damage."},{"name":"Rock","desc":"Ranged Weapon Attack: +12 to hit, range 60/240 ft., one target. Hit: 44 (10d6 + 9) bludgeoning damage. If the target is a Large or smaller creature  it makes a DC 22 Strength saving throw  falling prone on a failure."},{"name":"Lightning Strike (Recharge 5-6)","desc":"The giant throws a lightning bolt at a point it can see within 500 feet. Each creature within 10 feet of that point makes a DC 18 Dexterity saving throw  taking 56 (16d6) lightning damage on a success or half the damage on a failure."},{"name":"Sword Sweep (While Bloodied)","desc":"The giant makes a greatsword attack against each creature within 10 feet. Each creature hit with this attack makes a DC 22 Strength saving throw  falling prone on a failure."}],"bonus_actions":[{"name":"Stomp","desc":"Melee Weapon Attack: +14 to hit, reach 5 ft., one Medium or smaller prone target. Hit: 19 (3d6 + 9) bludgeoning damage."}],"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Amphibious","desc":"The giant can breathe air and water."},{"name":"Innate Spellcasting","desc":"The giants spellcasting ability is Charisma (spell save DC 17). It can innately cast the following spells, requiring no material components: At will: detect magic, feather fall, levitate, light, 3/day each: control water, control weather, water breathing, 1/day: commune"}],"spell_list":[],"page_no":243,"environments":[],"img_main":null,"document__slug":"menagerie","document__title":"Level Up Advanced 5e Monstrous Menagerie","document__license_url":"http://open5e.com/legal","document__url":"https://www.levelup5e.com","v2_converted_path":"/v2/creatures/a5e-mm_storm-giant-monarch/"},{"slug":"strider-a5e","desc":"","name":"Strider","size":"Medium","type":"Humanoid","subtype":"","group":null,"alignment":"","armor_class":16,"armor_desc":"","hit_points":90,"hit_dice":"12d8+36","speed":{"walk":30},"strength":12,"dexterity":18,"constitution":16,"intelligence":12,"wisdom":18,"charisma":12,"strength_save":null,"dexterity_save":7,"constitution_save":null,"intelligence_save":null,"wisdom_save":7,"charisma_save":null,"perception":null,"skills":{"nature":4,"perception":7,"stealth":7,"survival":7},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"","condition_immunities":"","senses":"passive Perception 20","languages":"any two","challenge_rating":"5","cr":5.0,"actions":[{"name":"Multiattack","desc":"The strider attacks twice."},{"name":"Shortsword","desc":"Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 14 (3d6 + 4) piercing damage."},{"name":"Shortbow","desc":"Ranged Weapon Attack: +7 to hit, range 80/320 ft., one target. Hit: 14 (3d6 + 4) piercing damage."}],"bonus_actions":[{"name":"Aimed Strike","desc":"The strider gains advantage on their next attack made before the end of their turn."},{"name":"Skirmish Step","desc":"The strider moves up to half their Speed without provoking opportunity attacks."}],"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Keen Hearing and Sight","desc":"The strider has advantage on Perception checks that rely on hearing or sight."},{"name":"Trackless Travel","desc":"The strider can't be tracked by nonmagical means."},{"name":"Trained Accuracy","desc":"The striders weapon attacks deal an extra 7 (2d6) damage (included below)."}],"spell_list":[],"page_no":491,"environments":[],"img_main":null,"document__slug":"menagerie","document__title":"Level Up Advanced 5e Monstrous Menagerie","document__license_url":"http://open5e.com/legal","document__url":"https://www.levelup5e.com","v2_converted_path":"/v2/creatures/a5e-mm_strider/"},{"slug":"titanic-kraken-a5e","desc":"","name":"Titanic Kraken","size":"Titanic","type":"Monstrosity","subtype":"","group":null,"alignment":"","armor_class":20,"armor_desc":"","hit_points":888,"hit_dice":"48d20+384","speed":{"walk":20,"swim":60},"strength":30,"dexterity":10,"constitution":26,"intelligence":22,"wisdom":18,"charisma":18,"strength_save":18,"dexterity_save":8,"constitution_save":16,"intelligence_save":14,"wisdom_save":12,"charisma_save":null,"perception":null,"skills":{},"damage_vulnerabilities":"","damage_resistances":"cold, fire, thunder","damage_immunities":"lightning; damage from nonmagical weapons","condition_immunities":"","senses":"truesight 120 ft., passive Perception 14","languages":"understands Primordial but can't speak, telepathy 120 ft.","challenge_rating":"25","cr":25.0,"actions":[{"name":"Bite","desc":"Melee Weapon Attack: +18 to hit, reach 5 ft., one target. Hit: 36 (4d12 + 10) piercing damage. If the target is a Huge or smaller creature grappled by the kraken  the target is swallowed. A swallowed creature is blinded and restrained  its Speed is 0  it has total cover from attacks from outside the kraken  and it takes 42 (12d6) acid damage at the start of each of the krakens turns."},{"name":"If a swallowed creature deals 50 or more damage to the kraken in a single turn, or if the kraken dies, the kraken vomits up the creature","desc":""},{"name":"Ink Cloud","desc":"While underwater  the kraken exudes a cloud of ink in a 90-foot-radius sphere. The ink extends around corners  and the area is heavily obscured until the end of the krakens next turn or until a strong current dissipates the cloud. Each non-kraken creature in the area when the cloud appears makes a DC 24 Constitution saving throw. On a failure  it takes 27 (5d10) poison damage and is poisoned for 1 minute. On a success  it takes half damage. A poisoned creature can repeat the saving throw at the end of each of its turns. ending the effect on a success."},{"name":"Summon Storm (1/Day)","desc":"Over the next 10 minutes  storm clouds magically gather. At the end of 10 minutes  a storm rages for 1 hour in a 5-mile radius."},{"name":"Lightning (Recharge 5-6)","desc":"If the kraken is outside and the weather is stormy  three lightning bolts crack down from the sky  each of which strikes a different target within 120 feet of the kraken. A target makes a DC 24 Dexterity saving throw  taking 28 (8d6) lightning damage or half damage on a save."},{"name":"Tentacle","desc":"Melee Weapon Attack: +18 to hit, reach 30 ft., one target. Hit: 28 (4d8 + 10) bludgeoning damage  and the target is grappled (escape DC 26). Until this grapple ends  the target is restrained. A tentacle can be targeted individually by an attack. It shares the krakens hit points  but if 30 damage is dealt to the tentacle  it releases a creature it is grappling. The kraken can grapple up to 10 creatures."},{"name":"Fling","desc":"One Large or smaller object or creature grappled by the kraken is thrown up to 60 feet in a straight line. The target lands prone and takes 21 (6d6) bludgeoning damage. If the kraken throws the target at another creature  that creature makes a DC 26 saving throw  taking the same damage on a failure."}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":[{"name":"The kraken can take 3 legendary actions","desc":"Only one legendary action can be used at a time and only at the end of another creatures turn. It regains spent legendary actions at the start of its turn."},{"name":"Tentacle","desc":"The kraken makes one tentacle attack."},{"name":"Fling","desc":"The kraken uses Fling."},{"name":"Squeeze (Costs 2 Actions)","desc":"The kraken ends any magical effect that is restraining it or reducing its movement and then swims up to half its swim speed without provoking opportunity attacks. During this movement, it can fit through gaps as narrow as 10 feet wide without squeezing."}],"special_abilities":[{"name":"Immortal Nature","desc":"The kraken doesnt require air, sustenance, or sleep."},{"name":"Legendary Resistance (3/Day)","desc":"If the kraken fails a saving throw, it can choose to succeed instead. When it does so, it can use its reaction, if available, to attack with its tentacle."},{"name":"Magic Resistance","desc":"The kraken has advantage on saving throws against spells and magical effects."},{"name":"Siege Monster","desc":"The kraken deals double damage to objects and structures."},{"name":"Bloodied Ichor","desc":"While the Kraken is bloodied and in the water, black ichor leaks from it in a 60-foot radius, spreading around corners but not leaving the water. The area is lightly obscured to all creatures except the Kraken. A creature that starts its turn in the area takes 10 (3d6) acid damage."}],"spell_list":[],"page_no":301,"environments":[],"img_main":null,"document__slug":"menagerie","document__title":"Level Up Advanced 5e Monstrous Menagerie","document__license_url":"http://open5e.com/legal","document__url":"https://www.levelup5e.com","v2_converted_path":"/v2/creatures/a5e-mm_titanic-kraken/"},{"slug":"wood-elf-sharpshooter-a5e","desc":"","name":"Wood Elf Sharpshooter","size":"Medium","type":"Humanoid","subtype":"","group":null,"alignment":"","armor_class":16,"armor_desc":"","hit_points":90,"hit_dice":"12d8+36","speed":{"walk":30},"strength":12,"dexterity":18,"constitution":16,"intelligence":12,"wisdom":18,"charisma":12,"strength_save":null,"dexterity_save":7,"constitution_save":null,"intelligence_save":null,"wisdom_save":7,"charisma_save":null,"perception":null,"skills":{"nature":4,"perception":7,"stealth":7,"survival":7},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"","condition_immunities":"","senses":"passive Perception 20","languages":"any two","challenge_rating":"5","cr":5.0,"actions":[{"name":"Multiattack","desc":"The strider attacks twice."},{"name":"Longsword","desc":"Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) slashing damage plus 7 (2d6) damage."},{"name":"Longbow","desc":"Ranged Weapon Attack: +7 to hit, range 150/600 ft., one target. Hit: 10 (1d8+4) piercing damage plus 7 (2d6) damage. This attack ignores half or three-quarters cover  and long range doesnt impose disadvantage on the attack roll."}],"bonus_actions":[{"name":"Aimed Strike","desc":"The strider gains advantage on their next attack made before the end of their turn."},{"name":"Skirmish Step","desc":"The strider moves up to half their Speed without provoking opportunity attacks."}],"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Keen Hearing and Sight","desc":"The strider has advantage on Perception checks that rely on hearing or sight."},{"name":"Trackless Travel","desc":"The strider can't be tracked by nonmagical means."},{"name":"Trained Accuracy","desc":"The striders weapon attacks deal an extra 7 (2d6) damage (included below)."}],"spell_list":[],"page_no":491,"environments":[],"img_main":null,"document__slug":"menagerie","document__title":"Level Up Advanced 5e Monstrous Menagerie","document__license_url":"http://open5e.com/legal","document__url":"https://www.levelup5e.com","v2_converted_path":"/v2/creatures/a5e-mm_wood-elf-sharpshooter/"},{"slug":"wraith-lord-a5e","desc":"","name":"Wraith Lord","size":"Medium","type":"Undead","subtype":"","group":null,"alignment":"","armor_class":15,"armor_desc":"","hit_points":171,"hit_dice":"18d8+90","speed":{"walk":40,"fly":60},"strength":14,"dexterity":20,"constitution":20,"intelligence":16,"wisdom":18,"charisma":18,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":null,"skills":{},"damage_vulnerabilities":"","damage_resistances":"acid, lightning, psychic, thunder; damage from nonmagical weapons","damage_immunities":"cold, necrotic, poison","condition_immunities":"charmed, fatigue, grappled, paralyzed, petrified, poisoned, prone, restrained, unconscious","senses":"truesight 120 ft., passive Perception 14","languages":"the languages it knew in life","challenge_rating":"13","cr":13.0,"actions":[{"name":"Multiattack","desc":"The wraith lord can use Paralyzing Terror. It then uses Life Drain twice. If in corporeal form  it then makes a greatsword attack."},{"name":"Life Drain","desc":"The wraith targets a creature within 5 feet  forcing it to make a DC 18 Constitution saving throw. On a failure  the creature takes 17 (5d6) necrotic damage  or 24 (7d6) necrotic damage if it is frightened or surprised  and its hit point maximum is reduced by an amount equal to the damage taken. This reduction lasts until the creature finishes a long rest. It dies if its hit point maximum is reduced to 0."},{"name":"Greatsword (Corporeal Form Only)","desc":"Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 12 (2d6 + 5) slashing damage plus 17 (5d6) poison damage  and the target makes a DC 18 Constitution saving throw. On a failure  the target is poisoned for 24 hours. While poisoned in this way  the target can't regain hit points. If a creature dies while poisoned in this way  its spirit rises as a wraith under the wraith lords control 1 minute after its death."},{"name":"Paralyzing Terror","desc":"The wraith lord targets a frightened creature within 60 feet  forcing it to make a DC 18 Wisdom saving throw. On a failure  the target is paralyzed for 1 minute. It repeats the saving throw at the end of each of its turns  ending the effect on itself on a success."},{"name":"Create Wraith","desc":"The wraith lord touches a humanoid corpse it killed up to 1 day ago. The creatures spirit rises as a wraith under the wraith lords control."},{"name":"Corporeal Form (1/Day)","desc":"The wraith lord takes on a material form. In material form  it loses its incorporeal trait  its fly speed  and its immunity to the grappled  prone  and restrained conditions. The wraith instantly reverts to its incorporeal form if it is bloodied  and it can do so voluntarily at any time as an action."}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Aura of Fear","desc":"A creature that starts its turn within 30 feet of a wraith lord makes a DC 17 Wisdom saving throw. On a failure, it is frightened until the start of its next turn. If a creatures saving throw is successful or the effect ends for it, it is immune to any wraith or wraith lords Aura of Fear for 24 hours."},{"name":"Evil","desc":"The wraith lord radiates an Evil aura."},{"name":"Incorporeal","desc":"The wraith lord can move through creatures and objects. It takes 5 (1d10) force damage if it ends its turn inside an object. If it takes radiant damage, it loses this trait until the end of its next turn."},{"name":"Light Sensitivity","desc":"While in sunlight or bright light cast by a fire, the wraith lord has disadvantage on attack rolls, as well as on Perception checks that rely on sight."},{"name":"Undead Nature","desc":"A wraith doesnt require air, food, drink, or sleep."}],"spell_list":[],"page_no":428,"environments":[],"img_main":null,"document__slug":"menagerie","document__title":"Level Up Advanced 5e Monstrous Menagerie","document__license_url":"http://open5e.com/legal","document__url":"https://www.levelup5e.com","v2_converted_path":"/v2/creatures/a5e-mm_wraith-lord/"},{"slug":"firetamer","desc":"Firetamers are the elite elementalists of the fire elemental wardens, using their attunement to the primordial forces of the world to not just create fire, not just command it, but tame it to their will. A firetamer is nothing like the manic pyromancers; while the latter recklessly wields fire as a weapon, firetamers use their talent to protect others from fire’s destructive power—or to use that same power to destroy those who threaten their people. Firetamers are almost always accompanied by a salamander, a fire elemental, or a small herd of magma or smoke mephits.","name":"Firetamer","size":"Medium","type":"Humanoid","subtype":"any race","group":"Elemental Wardens","alignment":"neutral good","armor_class":17,"armor_desc":"red dragon scale mail","hit_points":92,"hit_dice":"16d8+20","speed":{"walk":30},"strength":8,"dexterity":15,"constitution":14,"intelligence":12,"wisdom":18,"charisma":11,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":null,"skills":{},"damage_vulnerabilities":"","damage_resistances":"fire","damage_immunities":"","condition_immunities":"","senses":"passive Perception 14","languages":"Common, Druidic, Primordial (Ignan)","challenge_rating":"7","cr":7.0,"actions":[{"name":"Scimitar","desc":"Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) slashing damage plus 14 (4d6) fire damage. Flamecharm (Recharges after a Short or Long Rest). The firetamer can cast dominate monster (save DC 16) on a fire elemental or other fire elemental creature. If the elemental has 150 or more hit points, it has advantage on the saving throw.","attack_bonus":6,"damage_dice":"1d6+4d6","damage_bonus":2},{"name":"Flamecharm (Recharges after a Short or Long Rest)","desc":"The firetamer can cast _dominate monster_ (save DC 16) on a fire elemental or other fire elemental creature. If the elemental has 150 or more hit points, it has advantage on the saving throw."}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Flameform","desc":"As a bonus action, the firetamer can transform into a **fire elemental**. While in this form, the firetamer cannot cast spells, but can expend a spell slot as a bonus action to regain 1d8 hit points per level of the spell slot expended. When the firetamer is reduced to 0 hit points, falls unconscious, or dies in this form, it reverts to its humanoid form. It can remain in flameform for up to 5 hours, and can enter flameform twice, regaining expended uses after completing a short or long rest."},{"name":"Spellcasting","desc":"The firetamer is a 9th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 16, +8 to hit with spell attacks). It has the following druid spells prepared:\n\n* Cantrips (at will): druidcraft, mending, produce flame\n* 1st level (4 slots): cure wounds, faerie fire, longstrider, jump\n* 2nd level (3 slots): flame blade, heat metal, lesser restoration\n* 3rd level (3 slots): daylight, dispel magic, protection from energy\n* 4th level (3 slots): blight, freedom of movement, wall of fire 5th level (1 slot): conjure elemental"}],"spell_list":["https://api-beta.open5e.com/v2/spells/druidcraft/?format=json","https://api-beta.open5e.com/v2/spells/mending/?format=json","https://api-beta.open5e.com/v2/spells/produce-flame/?format=json","https://api-beta.open5e.com/v2/spells/cure-wounds/?format=json","https://api-beta.open5e.com/v2/spells/faerie-fire/?format=json","https://api-beta.open5e.com/v2/spells/longstrider/?format=json","https://api-beta.open5e.com/v2/spells/jump/?format=json","https://api-beta.open5e.com/v2/spells/flame-blade/?format=json","https://api-beta.open5e.com/v2/spells/heat-metal/?format=json","https://api-beta.open5e.com/v2/spells/lesser-restoration/?format=json","https://api-beta.open5e.com/v2/spells/daylight/?format=json","https://api-beta.open5e.com/v2/spells/dispel-magic/?format=json","https://api-beta.open5e.com/v2/spells/protection-from-energy/?format=json","https://api-beta.open5e.com/v2/spells/blight/?format=json","https://api-beta.open5e.com/v2/spells/freedom-of-movement/?format=json","https://api-beta.open5e.com/v2/spells/wall-of-fire/?format=json","https://api-beta.open5e.com/v2/spells/conjure-elemental/?format=json"],"page_no":128,"environments":[],"img_main":null,"document__slug":"taldorei","document__title":"Critical Role: Tal’Dorei Campaign Setting","document__license_url":"http://open5e.com/legal","document__url":"https://https://greenronin.com/blog/2017/09/25/ronin-round-table-integrating-wizards-5e-adventures-with-the-taldorei-campaign-setting/","v2_converted_path":"/v2/creatures/tdcs_firetamer/"},{"slug":"andrenjinyi","desc":"_A gigantic, black-headed snake is over 60 feet long and sheathed in brilliant scales, each andrenjinyi is splashed with vibrant patterns of every imaginable color. The air around these serpents is heavy, redolent of the quenched red desert after a torrential thunderstorm._  \nAndrenjinyi are the descendants of the Rainbow Serpent, the first and greatest spirit of the world’s beginning.The Rainbow Serpent’s children are dichotomous nature spirits of land and sky, sun and rain, male and female, and birth and destruction.  \n**Last of their Kind.** The Rainbow Serpent shed andrenjinyi like cast-off scales during her primordial wanderings, but she has created no more since she ascended to the stars. While andrenjinyi are ageless fertility spirits, they cannot themselves reproduce; each one is an irreplaceable link to primeval creation.  \n**Hunt and Transform.** Andrenjinyi are naturally aquatic, preferring to live in deep, fresh, life- giving rivers and lakes.The serpents usually attack intruders unless they approach with the correct rites or offerings, which require a successful DC 20 Intelligence (Religion) check.  \nAndrenjinyi hunt as other animals do, but they transform devoured prey into unique species with their Transmuting Gullet ability, creating mixed gender pairs. An andrenjinyi’s sacred pool and surroundings often shelters a menagerie of strange and beautiful animals.  \n**Demand Obedience and Ritual.** When offered rituals and obedience, andrenjinyi sometimes protect nearby communities with drought-breaking rains, cures for afflictions, or the destruction of rivals. Revered andrenjinyi take offense when their petitioners break fertility and familial edicts, such as prohibitions on incest, rape, and matricide, but also obscure obligations including soothing crying infants and the ritual sacrifice of menstrual blood. Punishments are malevolently disproportionate, often inflicted on the whole community and including baking drought, flooding rains, petrification, pestilence, and animalistic violence.Thus, tying a community’s well-being to an andrenjinyi is a double-edged sword.","name":"Andrenjinyi","size":"Gargantuan","type":"Celestial","subtype":"","group":null,"alignment":"neutral","armor_class":18,"armor_desc":"natural armor","hit_points":228,"hit_dice":"13d20+91","speed":{"walk":60,"burrow":20,"climb":20,"swim":60},"strength":30,"dexterity":17,"constitution":25,"intelligence":10,"wisdom":18,"charisma":23,"strength_save":null,"dexterity_save":null,"constitution_save":12,"intelligence_save":null,"wisdom_save":9,"charisma_save":11,"perception":9,"skills":{"arcana":5,"perception":9,"religion":5},"damage_vulnerabilities":"","damage_resistances":"acid, cold, fire, lightning","damage_immunities":"psychic","condition_immunities":"","senses":"darkvision 60 ft., tremorsense 120 ft., passive Perception 19","languages":"Common, Celestial, Giant, Sylvan","challenge_rating":"15","cr":15.0,"actions":[{"name":"Multiattack","desc":"The andrenjinyi makes two attacks, one with its bite and one with its constriction. If both attacks hit the same target, then the target is Swallowed Whole."},{"name":"Bite","desc":"Melee Weapon Attack: +15 to hit, reach 20 ft., one target. Hit: 36 (4d12 + 10) piercing damage.","attack_bonus":15,"damage_dice":"4d12"},{"name":"Constrict","desc":"Melee Weapon Attack: +15 to hit, reach 5 ft., one target. Hit: 36 (4d12 + 10) bludgeoning damage, and the target is grappled (escape DC 20). Until this grapple ends the target is restrained, and the andrenjinyi can't constrict another target.","attack_bonus":15,"damage_dice":"4d12"},{"name":"Rainbow Arch","desc":"The andrenjinyi can instantaneously teleport between sources of fresh water within 1 mile as an action. It can't move normally or take any other action on the turn when it uses this power. When this power is activated, a rainbow manifests between the origin and destination, lasting for 1 minute."},{"name":"Swallow Whole","desc":"If the bite and constrict attacks hit the same target in one turn, the creature is swallowed whole. The target is blinded and restrained, and has total cover against attacks and other effects outside the andrenjinyi. The target takes no damage inside the andrenjinyi. The andrenjinyi can have three Medium-sized creatures or four Small-sized creatures swallowed at a time. If the andrenjinyi takes 20 damage or more in a single turn from a swallowed creature, the andrenjinyi must succeed on a DC 18 Constitution saving throw at the end of that turn or regurgitate all swallowed creatures, which fall prone in a space within 5 feet of the andrenjinyi. If the andrenjinyi is slain, a swallowed creature is no longer restrained by it and can escape from the andrenjinyi by using 15 feet of movement, exiting prone. The andrenjinyi can regurgitate swallowed creatures as a free action."},{"name":"Transmuting Gullet","desc":"When a creature is swallowed by an andrenjinyi, it must make a successful DC 19 Wisdom saving throw each round at the end of its turn or be affected by true polymorph into a new form chosen by the andrenjinyi. The effect is permanent until dispelled or ended with a wish or comparable magic."}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Amphibious","desc":"The andrenjinyi can breathe air and water."},{"name":"Innate Spellcasting","desc":"the andrenjinyi's spellcasting ability is Charisma (spell save DC 19, +11 to hit with spell attacks). It can innately cast the following spells, requiring only verbal components:\n\nat will: create water, speak with animals, stoneshape\n\n3/day each: control weather, dispel magic, reincarnate\n\n1/day each: blight, commune with nature, contagion, flesh to stone, plant growth"},{"name":"Magic Resistance","desc":"The andrenjinyi has advantage on saving throws against spells and other magical effects."},{"name":"Magic Weapons","desc":"The andrenjinyi's weapon attacks are magical."}],"spell_list":[],"page_no":18,"environments":[],"img_main":null,"document__slug":"tob","document__title":"Tome of Beasts","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/tome-of-beasts-for-5th-edition-print/","v2_converted_path":"/v2/creatures/tob_andrenjinyi/"},{"slug":"angel-chained","desc":"_Their wings are still feathered, but their soulless eyes betray a great rage and thirst for blood. They invariably wear chains, shackles, barbed flesh hooks, or manacles to show their captive state. Some have heavy chain leashes held by arch-devils or major demons. All chained angels have halos of pure black, and many have been flayed of their skin along one or more limbs._  \n**Broken and Chained.** These angels have been captured by fiends, tortured, and turned to serve darkness. A pack of chained angels is considered a status symbol among the servants of evil. A chained angel fights for the forces of evil as long as they remain chained, and this amuses demons and devils greatly.  \n**Chance at Redemption.** However, while their souls are tainted with the blood of innocents, in their hearts chained angels still hope to be redeemed, or at least to be given the solace of extinction. Any creature that kills a chained angel is given a gift of gratitude for the release of death, in the form of all the effects of a heroes' feast spell. If it cannot be redeemed, a chained angel is a storm of destruction.","name":"Angel, Chained","size":"Medium","type":"Celestial","subtype":"","group":null,"alignment":"neutral evil","armor_class":16,"armor_desc":"natural armor","hit_points":88,"hit_dice":"16d8+16","speed":{"walk":30,"fly":60},"strength":18,"dexterity":16,"constitution":12,"intelligence":12,"wisdom":18,"charisma":20,"strength_save":null,"dexterity_save":6,"constitution_save":null,"intelligence_save":null,"wisdom_save":7,"charisma_save":8,"perception":7,"skills":{"perception":7},"damage_vulnerabilities":"","damage_resistances":"piercing","damage_immunities":"fire, radiant","condition_immunities":"","senses":"darkvision 200 ft., passive Perception 17","languages":"Common, Celestial, Infernal","challenge_rating":"8","cr":8.0,"actions":[{"name":"Multiattack","desc":"The chained angel makes two fiery greatsword attacks."},{"name":"Fiery Greatsword","desc":"Melee Weapon Attack. +7 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) slashing damage plus 16 (3d10) fire damage."},{"name":"Fallen Glory (Recharge 5-6)","desc":"All creatures within 50 feet of the chained angel and in its line of sight take 19 (3d12) radiant damage and are knocked prone, or take half damage and aren't knocked prone with a successful DC 15 Strength saving throw."}],"bonus_actions":null,"reactions":[{"name":"Fiendish Cunning","desc":"When a creature within 60 feet casts a divine spell, the chained angel can counter the spell if it succeeds on a Charisma check against a DC of 10 + the spell's level."}],"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Redemption","desc":"Any caster brave enough to cast a knock spell on a chained angel can remove the creature's shackles, but this always exposes the caster to a blast of unholy flame as a reaction. The caster takes 16 (3d10) fire damage and 16 (3d10) radiant damage, or half as much with a successful DC 16 Dexterity saving throw. If the caster survives, the angel makes an immediate DC 20 Wisdom saving throw; if it succeeds, the angel's chains fall away and it is restored to its senses and to a Good alignment. If the saving throw fails, any further attempts to cast knock on the angel's chains fail automatically for one week."}],"spell_list":[],"page_no":20,"environments":[],"img_main":null,"document__slug":"tob","document__title":"Tome of Beasts","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/tome-of-beasts-for-5th-edition-print/","v2_converted_path":"/v2/creatures/tob_angel-chained/"},{"slug":"baba-yagas-horsemen-black-night","desc":"","name":"Baba Yaga's Horsemen, Black Night","size":"Medium","type":"Fey","subtype":"","group":null,"alignment":"lawful neutral","armor_class":20,"armor_desc":"plate and shield","hit_points":171,"hit_dice":"18d8+90","speed":{"walk":30},"strength":22,"dexterity":11,"constitution":21,"intelligence":16,"wisdom":18,"charisma":18,"strength_save":null,"dexterity_save":4,"constitution_save":null,"intelligence_save":null,"wisdom_save":8,"charisma_save":null,"perception":8,"skills":{"arcana":7,"athletics":10,"history":7,"perception":8},"damage_vulnerabilities":"","damage_resistances":"bludgeoning, piercing, and slashing from nonmagical attacks","damage_immunities":"cold, lightning, poison","condition_immunities":"exhaustion, paralyzed, poisoned","senses":"Devil sight 120ft, passive Perception 18","languages":"Celestial, Common, Infernal; telepathy 100 ft.","challenge_rating":"11","cr":11.0,"actions":[{"name":"Multiattack","desc":"The horseman makes three attacks with its lance or longsword. It can use Temporal Strike with one of these attacks when it is available."},{"name":"Lance","desc":"Melee Weapon Attack: +10 to hit, reach 10 ft. (disadvantage within 5 ft.), one target. Hit: 12 (1d12 + 6) piercing damage.","attack_bonus":10,"damage_dice":"1d12+6"},{"name":"Longsword","desc":"Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 10 (1d8 + 6) slashing damage.","attack_bonus":10,"damage_dice":"1d8"},{"name":"Temporal Strike (recharge 5-6)","desc":"When the horseman strikes a target with a melee attack, in addition to taking normal damage, the target must succeed on a DC 17 Constitution saving throw or instantly age 3d10 years. A creature that ages this way has disadvantage on attack rolls, ability checks, and saving throws based on Strength, Dexterity, and Constitution until the aging is reversed. A creature that ages beyond its lifespan dies immediately. The aging reverses automatically after 24 hours, or it can be reversed magically by greater restoration or comparable magic. A creature that succeeds on the save is immune to the temporal strike effect for 24 hours."}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Black Night","desc":"The horseman can see perfectly in normal and magical darkness"},{"name":"Innate Spellcasting","desc":"the horseman is a 12th-level spellcaster. Its spellcasting ability is Charisma (save DC 16, +8 to hit with spell attacks). It can innately cast the following spells, requiring no material components:\n\nat will: ray of frost\n\n1/day each: dimension door, fire shield, haste, slow\n\n2/day: darkness\n\n3/day each: ethereal jaunt, phantom steed (appears as a horse colored appropriately to the horseman), plane shift (self and steed only)"},{"name":"Magic Resistance","desc":"The horseman has advantage on saving throws against spells and other magical effects."},{"name":"Peerless Rider","desc":"Any attacks directed at the horseman's mount targets the horseman instead. Its mount gains the benefit of the rider's damage and condition immunities, and if the horseman passes a saving throw against an area effect, the mount takes no damage."},{"name":"Quick Draw","desc":"The horseman can switch between wielding its lance and longsword as a bonus action."}],"spell_list":[],"page_no":29,"environments":[],"img_main":null,"document__slug":"tob","document__title":"Tome of Beasts","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/tome-of-beasts-for-5th-edition-print/","v2_converted_path":"/v2/creatures/tob_baba-yagas-horsemen-black-night/"},{"slug":"baba-yagas-horsemen-bright-day","desc":"","name":"Baba Yaga's Horsemen, Bright Day","size":"Medium","type":"Fey","subtype":"","group":null,"alignment":"lawful neutral","armor_class":20,"armor_desc":"plate and shield","hit_points":171,"hit_dice":"18d8+90","speed":{"walk":30},"strength":22,"dexterity":11,"constitution":21,"intelligence":16,"wisdom":18,"charisma":18,"strength_save":null,"dexterity_save":4,"constitution_save":null,"intelligence_save":null,"wisdom_save":8,"charisma_save":null,"perception":8,"skills":{"arcana":7,"athletics":10,"history":7,"perception":8},"damage_vulnerabilities":"","damage_resistances":"cold, fire; bludgeoning, piercing, and slashing from nonmagical attacks","damage_immunities":"lightning, poison","condition_immunities":"exhaustion, paralyzed, poisoned","senses":"darkvision 60 ft., passive Perception 18","languages":"Celestial, Common, Infernal; telepathy 100 ft.","challenge_rating":"11","cr":11.0,"actions":[{"name":"Multiattack","desc":"The horseman makes three attacks with its lance or longsword. It can use Temporal Strike with one of these attacks when it is available."},{"name":"Lance","desc":"Melee Weapon Attack: +10 to hit, reach 10 ft. (disadvantage within 5 ft.), one target. Hit: 12 (1d12 + 6) piercing damage.","attack_bonus":0,"damage_dice":"1d12+6"},{"name":"Longsword","desc":"Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 10 (1d8 + 6) slashing damage.","attack_bonus":10,"damage_dice":"1d8"},{"name":"Temporal Strike (recharge 5-6)","desc":"When the horseman strikes a target with a melee attack, in addition to taking normal damage, the target must succeed on a DC 17 Constitution saving throw or instantly age 3d10 years. A creature that ages this way has disadvantage on attack rolls, ability checks, and saving throws based on Strength, Dexterity, and Constitution until the aging is reversed. A creature that ages beyond its lifespan dies immediately. The aging reverses automatically after 24 hours, or it can be reversed magically by greater restoration or comparable magic. A creature that succeeds on the save is immune to the temporal strike effect for 24 hours."}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Innate Spellcasting","desc":"the horseman is a 12th-level spellcaster. Its spellcasting ability is Charisma (save DC 16, +8 to hit with spell attacks). It can innately cast the following spells, requiring no material components:\n\nat will: sacred flame\n\n1/day each: dimension door, fire shield, haste, slow\n\n2/day: daylight\n\n3/day each: ethereal jaunt, phantom steed (appears as a horse colored appropriately to the horseman), plane shift (self and steed only)"},{"name":"Magic Resistance","desc":"The horseman has advantage on saving throws against spells and other magical effects."},{"name":"Peerless Rider","desc":"Any attacks directed at the horseman's mount targets the horseman instead. Its mount gains the benefit of the rider's damage and condition immunities, and if the horseman passes a saving throw against an area effect, the mount takes no damage."},{"name":"Quick Draw","desc":"The horseman can switch between wielding its lance and longsword as a bonus action."}],"spell_list":[],"page_no":29,"environments":[],"img_main":null,"document__slug":"tob","document__title":"Tome of Beasts","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/tome-of-beasts-for-5th-edition-print/","v2_converted_path":"/v2/creatures/tob_baba-yagas-horsemen-bright-day/"},{"slug":"baba-yagas-horsemen-red-sun","desc":"","name":"Baba Yaga's Horsemen, Red Sun","size":"Medium","type":"Fey","subtype":"","group":null,"alignment":"lawful neutral","armor_class":20,"armor_desc":"plate and shield","hit_points":171,"hit_dice":"18d8+90","speed":{"walk":30},"strength":22,"dexterity":11,"constitution":21,"intelligence":16,"wisdom":18,"charisma":18,"strength_save":null,"dexterity_save":4,"constitution_save":null,"intelligence_save":null,"wisdom_save":8,"charisma_save":null,"perception":8,"skills":{"arcana":7,"athletics":10,"history":7,"perception":8},"damage_vulnerabilities":"","damage_resistances":"bludgeoning, piercing, and slashing from nonmagical attacks","damage_immunities":"fire, lightning, poison","condition_immunities":"blinded, charmed, exhaustion, frightened, paralyzed, poisoned","senses":"passive Perception 18","languages":"Celestial, Common, Infernal; telepathy 100 ft.","challenge_rating":"11","cr":11.0,"actions":[{"name":"Multiattack","desc":"The horseman makes three attacks with its lance or longsword. It can use Temporal Strike with one of these attacks when it is available."},{"name":"Lance","desc":"Melee Weapon Attack: +10 to hit, reach 10 ft. (disadvantage within 5 ft.), one target. Hit: 12 (1d12 + 6) piercing damage.","attack_bonus":10,"damage_dice":"1d12+6"},{"name":"Longsword","desc":"Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 10 (1d8 + 6) slashing damage.","attack_bonus":10,"damage_dice":"1d8"},{"name":"Temporal Strike (recharge 5-6)","desc":"When the horseman strikes a target with a melee attack, in addition to taking normal damage, the target must succeed on a DC 17 Constitution saving throw or instantly age 3d10 years. A creature that ages this way has disadvantage on attack rolls, ability checks, and saving throws based on Strength, Dexterity, and Constitution until the aging is reversed. A creature that ages beyond its lifespan dies immediately. The aging reverses automatically after 24 hours, or it can be reversed magically by greater restoration or comparable magic. A creature that succeeds on the save is immune to the temporal strike effect for 24 hours."}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Innate Spellcasting","desc":"the horseman is a 12th-level spellcaster. Its spellcasting ability is Charisma (save DC 16, +8 to hit with spell attacks). It can innately cast the following spells, requiring no material components:\n\n1/day each: dimension door, fire shield, haste, slow\n\n2/day each: continual flame, scorching ray\n\n3/day each: ethereal jaunt, phantom steed (appears as a horse colored appropriately to the horseman), plane shift (self and steed only)"},{"name":"Magic Resistance","desc":"The horseman has advantage on saving throws against spells and other magical effects."},{"name":"Peerless Rider","desc":"Any attacks directed at the horseman's mount targets the horseman instead. Its mount gains the benefit of the rider's damage and condition immunities, and if the horseman passes a saving throw against an area effect, the mount takes no damage."},{"name":"Quick Draw","desc":"The horseman can switch between wielding its lance and longsword as a bonus action."}],"spell_list":[],"page_no":29,"environments":[],"img_main":null,"document__slug":"tob","document__title":"Tome of Beasts","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/tome-of-beasts-for-5th-edition-print/","v2_converted_path":"/v2/creatures/tob_baba-yagas-horsemen-red-sun/"},{"slug":"buraq","desc":"_An aura of holiness surrounds this handsome human-headed equine with its short but strong feathered wings._  \n**Only the Worthy.** A buraq possesses astounding speed, determination, and resilience, among a host of noble qualities, but only pure-hearted humanoids can obtain a service from such a righteous and honorable creature.  \n**Angel Marked.** Every buraq wears a gilded band around its head or neck. These are said to be angelic seals or wardings, each different. The hide of every buraq is white, though their beards, lashes, manes, and tails vary from silver and dusty tan to deep brown or glossy black.  \n**Heavenly Steeds.** A buraq is smaller than a mule but bigger than a donkey, though their carrying capacity belies their size and apparent strength. Nevertheless, a buraq is the ultimate courier and a heavenly steed. Paladins and good-aligned clerics are the most likely candidates to ride a buraq, but other virtuous characters have had this privilege.","name":"Buraq","size":"Medium","type":"Celestial","subtype":"","group":null,"alignment":"lawful good","armor_class":17,"armor_desc":"","hit_points":152,"hit_dice":"16d8+80","speed":{"walk":60,"fly":90},"strength":15,"dexterity":18,"constitution":20,"intelligence":18,"wisdom":18,"charisma":20,"strength_save":null,"dexterity_save":null,"constitution_save":9,"intelligence_save":null,"wisdom_save":8,"charisma_save":9,"perception":null,"skills":{"history":8,"religion":8},"damage_vulnerabilities":"","damage_resistances":"radiant; bludgeoning, piercing, and slashing from nonmagical attacks","damage_immunities":"","condition_immunities":"charmed, exhaustion, frightened","senses":"truesight 120 ft., passive Perception 14","languages":"Celestial, Common, Primordial, telepathy 120 ft.","challenge_rating":"11","cr":11.0,"actions":[{"name":"Multiattack","desc":"The buraq makes two attacks with its hooves."},{"name":"Hooves","desc":"Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) bludgeoning damage plus 18 (4d8) radiant damage.","attack_bonus":8,"damage_dice":"2d6"},{"name":"Teleport (1/Day)","desc":"The buraq magically teleports itself and its rider, along with any equipment it is wearing or carrying, to a location the buraq is familiar with, up to 1 mile away."}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Angelic Weapons","desc":"The buraq's attacks are magical. When the buraq hits with its hooves, it deals an extra 4d8 radiant damage (included in the attack)."},{"name":"Innate Spellcasting","desc":"the buraq's innate spellcasting ability is Charisma (spell save DC 17). The buraq can innately cast the following spells, requiring no components:\n\nat will: comprehend languages, detect evil and good, holy aura, pass without trace\n\n3/day each: haste, longstrider\n\n1/day each: plane shift, wind walk"},{"name":"Magic Resistance","desc":"The buraq has advantage on saving throws against spells and other magical effects."},{"name":"Night Journey","desc":"When outdoors at night, a buraq's vision is not limited by nonmagical darkness. Once per month, the buraq can declare it is on a night journey; for the next 24 hours, it can use its Teleport once per round. Its destination must always be in an area of nonmagical darkness within its line of sight. At any point during the night journey, as a bonus action, the buraq can return itself and its rider to the location where it began the night journey."}],"spell_list":[],"page_no":48,"environments":[],"img_main":null,"document__slug":"tob","document__title":"Tome of Beasts","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/tome-of-beasts-for-5th-edition-print/","v2_converted_path":"/v2/creatures/tob_buraq/"},{"slug":"desert-giant","desc":"_The towering woman rises up from the desert sand. Her pale brown robe almost perfectly matches the gritty terrain, and her roughly textured skin is a rich walnut brown._  \nDesert giants live in arid wastelands that were once a thriving giant empire. Their rich brown skin is rough-textured, and they dress in light robes matching the color of the sand, accented (when they aren’t trying to blend in) with brightly colored head cloths and sashes. Beneath their robes, the desert giants paint or tattoo their skin with intricate designs in a riot of colors that outsiders rarely see.  \n**Wandering Legacy.** Desert giants subsist in the scorching wastes by moving from oasis to oasis. They follow herds of desert animals that they cultivate for milk, meat, and hides, and they shun most contact with settled people. They can survive the blazing heat of the high summer, because desert giants know secret ways with relatively plentiful water and the location of cool, shaded caverns.  \nWhile in ages past the desert giants lived in stationary settlements and cities, the fall of their ancient empire drove them into the dunes. The truth behind their nomadic lifestyle is a sore spot; should any outsider learn the truth, the desert giants stop at nothing to permanently silence the inquisitive soul.  \n**Keepers of the Past.** Over time, wandering desert giants amass vast knowledge of ruins and relics scattered across and beneath their homeland. On rare occasions that the tribes require something of outsiders, this information is their most valuable commodity. Relics of the past, or simply the location of unplundered ruins, can purchase great advantage for the tribe.  \nThe designs the giants painstakingly inscribe on their bodies tell a tale that, if woven together correctly, reveals an entire tribe’s collected discoveries. For this reason, the desert giants hold the bodies of their dead in sacred esteem. They go to extraordinary lengths to recover their dead, so they can divide the knowledge held on the deceased’s skin among other tribe members. In the cases of desert giant elders, this hidden writing may be equivalent to spell scrolls.","name":"Desert Giant","size":"Huge","type":"Giant","subtype":"","group":null,"alignment":"neutral","armor_class":17,"armor_desc":"natural armor","hit_points":175,"hit_dice":"14d12+84","speed":{"walk":40},"strength":27,"dexterity":10,"constitution":22,"intelligence":13,"wisdom":18,"charisma":15,"strength_save":12,"dexterity_save":null,"constitution_save":10,"intelligence_save":null,"wisdom_save":null,"charisma_save":6,"perception":8,"skills":{"perception":8,"stealth":4,"survival":8},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"fire","condition_immunities":"","senses":"passive Perception 18","languages":"Common, Giant","challenge_rating":"9","cr":9.0,"actions":[{"name":"Multiattack","desc":"The giant makes two falchion attacks."},{"name":"Falchion","desc":"Melee Weapon Attack: +12 to hit, reach 10 ft., one target. Hit: 23 (6d4 + 8) slashing damage.","attack_bonus":12,"damage_dice":"6d4"},{"name":"Rock","desc":"Ranged Weapon Attack: +12 to hit, range 60/240 ft., one target. Hit: 30 (4d10 + 8) bludgeoning damage.","attack_bonus":12,"damage_dice":"4d10"}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Sand Camouflage","desc":"The giant has advantage on Dexterity (Stealth) checks made to hide in sandy terrain."},{"name":"Wasteland Stride","desc":"The giant ignores difficult terrain caused by sand, gravel, or rocks."}],"spell_list":[],"page_no":222,"environments":[],"img_main":null,"document__slug":"tob","document__title":"Tome of Beasts","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/tome-of-beasts-for-5th-edition-print/","v2_converted_path":"/v2/creatures/tob_desert-giant/"},{"slug":"gilded-devil","desc":"_This tall, bronze-complexioned man is abnormally long-limbed and clad in armor of stained and battered coins. His wiry frame is festooned with mismatched bracelets, rings, and necklaces, each gaudier than the last. The easy smile on his face is cold with envy._  \n**Servants of Mammon.** Rarely seen in their natural form outside of Hell, gilded devils are the servitors of Mammon, archdevil of greed. They tempt and corrupt with promises of wealth, power, and fame, twisting mortal greed into sure damnation.  \n**Impression of Wisdom.** When pursuing a mortal of high standing, gilded devils prefer unassuming appearances, molding their flesh and gaudy trappings to make themselves look the parts of wise advisers, canny merchants, or sly confidants.  \n**Fond of Gold and Jewels.** Even in their humblest form, gilded devils always wear a piece of golden jewelry or a jeweled button or ornament.","name":"Gilded Devil","size":"Medium","type":"Fiend","subtype":"devil","group":null,"alignment":"lawful evil","armor_class":16,"armor_desc":"coin mail","hit_points":112,"hit_dice":"15d8+45","speed":{"walk":30},"strength":17,"dexterity":15,"constitution":17,"intelligence":15,"wisdom":18,"charisma":17,"strength_save":6,"dexterity_save":null,"constitution_save":6,"intelligence_save":null,"wisdom_save":7,"charisma_save":6,"perception":null,"skills":{"deception":9,"history":5,"insight":10,"persuasion":9},"damage_vulnerabilities":"","damage_resistances":"cold; bludgeoning, piercing, and slashing from nonmagical attacks not made with silvered weapons","damage_immunities":"fire, poison","condition_immunities":"poisoned","senses":"darkvision 60ft, passive Perception 14","languages":"Celestial, Common, Draconic, Infernal; telepathy (120 ft.)","challenge_rating":"7","cr":7.0,"actions":[{"name":"Multiattack","desc":"The gilded devil makes two heavy flail attacks."},{"name":"Heavy Flail (Scourge of Avarice)","desc":"Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 10 (1d10 + 5) bludgeoning damage.","attack_bonus":8,"damage_dice":"1d10+5"},{"name":"Betrayal of Riches (Recharge 5-6)","desc":"as a bonus action, a gilded devil can turn rings, necklaces, and other jewelry momentarily against their wearer. The devil can affect any visible item of jewelry on up to two creatures within 60 feet, twisting them into cruel barbs and spikes. Each target must succeed on a DC 15 Wisdom saving throw to halve the damage from this effect. If the saving throw fails, the victim takes 13 (3d8) piercing damage and an additional effect based on the item location targeted.\n\nan item is treated as jewelry if it is made of a precious material (such as silver, gold, ivory, or adamantine), adorned with gems, or both, and is worth at least 100 gp.\n\narms: STR Save or Melee Damage halved until a short rest\n\nhand: STR Save or Drop any held item\n\neyes: DEX Save or Permanently blinded\n\nhead: DEX Save Disadvantage on INT checks until long rest\n\nfeet: DEX Save or Speed halved for 24 hours\n\nneck: CON Save or Stunned, unable to breathe for 1 round\n\nother: No additional effects"},{"name":"Scorn Base Metals","desc":"A gilded devil's attacks ignore any protection provided by nonmagical armor made of bronze, iron, steel, or similar metals. Protection provided by valuable metals such as adamantine, mithral, and gold apply, as do bonuses provided by non-metallic objects."},{"name":"Scourge of Avarice","desc":"As a bonus action, a gilded devil wearing jewelry worth at least 1,000 gp can reshape it into a +2 heavy flail. A creature struck by this jeweled flail suffers disadvantage on all Wisdom saving throws until his or her next short rest, in addition to normal weapon damage. The flail reverts to its base components 1 minute after it leaves the devil's grasp, or upon the gilded devil's death."},{"name":"Voracious Greed","desc":"As an action, a gilded devil can consume nonmagical jewelry or coinage worth up to 1,000 gp. For each 200 gp consumed, it heals 5 hp of damage. A gilded devil can use this ability against the worn items of a grappled foe. The target must succeed on a DC 13 Dexterity saving throw to keep an item from being consumed."}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Devil's Sight","desc":"Magical darkness doesn't impede the devil's darkvision."},{"name":"Liar's Largesse","desc":"A gilded devil has influence over the recipient of a gift for as long as that creature retains the gift. The recipient receives a -2 penalty on saving throws against the gilded devil's abilities and a further -10 penalty against scrying attempts made by the gilded devil. A remove curse spell removes this effect."},{"name":"Magic Resistance","desc":"The devil has advantage on saving throws against spells and other magical effects."},{"name":"Magic Weapons","desc":"The gilded devil's weapon attacks are magical."},{"name":"Innate Spellcasting","desc":"the gilded devil's spellcasting ability is Wisdom (spell save DC 15, +7 to hit with spell attacks). The gilded devil can innately cast the following spells, requiring no material components:\n\nat will: detect thoughts, major image, suggestion\n\n3/day each: dominate person, polymorph, scorching ray (4 rays), scrying\n\n1/day: teleport (self plus 50 lb of objects only)"}],"spell_list":[],"page_no":106,"environments":[],"img_main":null,"document__slug":"tob","document__title":"Tome of Beasts","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/tome-of-beasts-for-5th-edition-print/","v2_converted_path":"/v2/creatures/tob_gilded-devil/"},{"slug":"gypsosphinx","desc":"_With black wings and a body pale as alabaster, the vulture-beaked gypsosphinx is easy to identify. As powerful servants of the gods of death and the desert, their riddles and obsessions all hinge on death and carrion. Their eyes can spot prey miles away, and the distance they climb into the sky hides their enormous size._  \nThe pale gypsosphinx shines in the desert sun and stands out in underground tombs and caverns, yet it can conceal itself when it flies in moonlit clouds. Gypsosphinxes are found anywhere bodies are buried or left to rot, and they harvest corpses from battlefields of warring desert tribes.  \n_**Gossips and Riddlers.**_ Gypsosphinxes converse with intelligent undead, priests of death gods, and with other sphinxes, but they rarely gather among their own kind. They guard their territory jealously, typically claiming a necropolis as the heart of their region.  \nLike all sphinxes, gypsosphinxes enjoy riddles. They rely on magic to solve challenging riddles they can’t solve on their own.  \n_**Night Flyers.**_ Unlike most of their cousins, gypsosphinxes are gifted fliers capable of diving steeply from the night sky to snatch carrion or a sleeping camel. The stroke of midnight has a special but unknown significance for the beasts.  \n_**Foretell Doom.**_ Occasionally, a paranoid noble seeks out a gypsosphinx and entreats the creature to reveal the time and place of his or her death, hoping to cheat fate. A gypsosphinx demands a high price for such a service, including payment in corpses of humans, unusual creatures, or near-extinct species. Even if paid, the gypsosphinx rarely honors its side of the bargain; instead, it turns its death magic against the supplicant, bringing about his or her death then and there.","name":"Gypsosphinx","size":"Large","type":"Monstrosity","subtype":"","group":null,"alignment":"neutral evil","armor_class":17,"armor_desc":"natural armor","hit_points":171,"hit_dice":"18d10+72","speed":{"walk":40,"fly":70},"strength":20,"dexterity":14,"constitution":18,"intelligence":18,"wisdom":18,"charisma":18,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":9,"skills":{"arcana":9,"history":9,"perception":9,"religion":9},"damage_vulnerabilities":"","damage_resistances":"bludgeoning, piercing, and slashing from nonmagical attacks","damage_immunities":"psychic, poison","condition_immunities":"poisoned","senses":"truesight 90 ft., passive Perception 19","languages":"Abyssal, Common, Darakhul, Sphinx","challenge_rating":"14","cr":14.0,"actions":[{"name":"Multiattack","desc":"The sphinx makes one bite attack and two claw attacks."},{"name":"Bite","desc":"Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 21 (3d10 + 5) piercing damage.","attack_bonus":10,"damage_dice":"3d10"},{"name":"Claws","desc":"Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 32 (6d8 + 5) slashing damage.","attack_bonus":10,"damage_dice":"6d8"},{"name":"Rake","desc":"If the sphinx succeeds with both claw attacks, it automatically follows up with a rake attack. If the target fails a DC 17 Dexterity check, it is knocked prone and takes 14 (2d8 + 5) slashing damage."}],"bonus_actions":null,"reactions":null,"legendary_desc":"The sphinx can take 3 legendary actions, choosing from the options below. Only one option can be used at a time and only at the end of another creature's turn. It regains spent legendary actions at the start of its turn.","legendary_actions":[{"name":"Bite Attack","desc":"The sphinx makes one bite attack."},{"name":"Teleport (Costs 2 Actions)","desc":"The sphinx magically teleports, along with any equipment it is wearing or carrying, up to 120 feet to an unoccupied space it can see."},{"name":"Cast a Spell (Costs 3 Actions)","desc":"The sphinx casts a spell from its list of prepared spells, using a spell slot as normal."}],"special_abilities":[{"name":"Inscrutable","desc":"The sphinx is immune to any effect that would sense its emotions or read its thoughts, as well as any divination spell that it refuses. Wisdom (Insight) checks made to ascertain the sphinx's intentions or sincerity have disadvantage."},{"name":"Magic Weapons","desc":"The sphinx's weapon attacks are magical."},{"name":"Mystic Sight","desc":"A gypsosphinx sees death coming and can foretell the manner of a person's death. This ability does not come with any urge to share that information. Gypsosphinxes are notorious for hinting, teasing, and even lying about a creature's death (\"If we fight, I will kill you and eat your heart. I have seen it,\"is a favorite bluff)."},{"name":"Spellcasting","desc":"the sphinx is a 9th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 17, +9 to hit with spell attacks). It requires no material components to cast its spells. The sphinx has the following wizard spells prepared:\n\ncantrips: (at will): mage hand, mending, minor illusion, poison spray\n\n1st level (4 slots): comprehend languages, detect magic, identify\n\n2nd level (3 slots): blur, darkness, locate object\n\n3rd level (3 slots): dispel magic, glyph of warding, major image\n\n4th level (3 slots): blight, greater invisibility\n\n5th level (1 slot): cloudkill"}],"spell_list":[],"page_no":359,"environments":[],"img_main":null,"document__slug":"tob","document__title":"Tome of Beasts","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/tome-of-beasts-for-5th-edition-print/","v2_converted_path":"/v2/creatures/tob_gypsosphinx/"},{"slug":"iaaffrat","desc":"","name":"Ia'affrat","size":"Large","type":"Elemental","subtype":"Swarm","group":null,"alignment":"lawful evil","armor_class":17,"armor_desc":"natural armor","hit_points":170,"hit_dice":"20d10+60","speed":{"hover":true,"walk":5,"fly":40},"strength":3,"dexterity":21,"constitution":16,"intelligence":20,"wisdom":18,"charisma":23,"strength_save":null,"dexterity_save":10,"constitution_save":8,"intelligence_save":null,"wisdom_save":9,"charisma_save":11,"perception":9,"skills":{"arcana":10,"deception":11,"insight":9,"perception":9,"persuasion":11},"damage_vulnerabilities":"cold","damage_resistances":"","damage_immunities":"fire, poison; bludgeoning, piercing, slashing","condition_immunities":"charmed, frightened, paralyzed, petrified, prone, poisoned, restrained, stunned","senses":"blindsight 10 ft., darkvision 120 ft., passive Perception 19","languages":"Common, Draconic, Infernal, Primordial","challenge_rating":"15","cr":15.0,"actions":[{"name":"Bites","desc":"Melee Weapon Attack: +10 to hit, reach 0 ft., one creature in the swarm's space. Hit: 21 (6d6) piercing damage plus 14 (4d6) fire damage plus 14 (4d6) poison damage, or 10 (3d6) piercing damage plus 7 (2d6) fire damage plus 7 (2d6) poison damage if Ia'Affrat has half of its hit points or fewer. The target must succeed on a DC 16 Constitution saving throw or be poisoned for 1 minute. A poisoned creature repeats the saving throw at the end of each of its turns, ending the effect on itself on a success.","attack_bonus":10,"damage_dice":"6d6"},{"name":"Smoke Jump","desc":"Ia'Affrat can travel instantly to a space in sight where there's smoke."},{"name":"Whirlwind (Recharge 4-6)","desc":"Each creature in Ia'Affrat's space must make a DC 18 Strength saving throw. Each creature that fails takes 28 (8d6) bludgeoning damage plus 14 (4d6) fire damage plus 14 (4d6) poison damage and is flung up 20 feet away from Ia'Affrat in a random direction and knocked prone. If the saving throw is successful, the target takes half the bludgeoning damage and isn't flung away or knocked prone. If a thrown target strikes an object, such as a wall or floor, the target takes 3 (1d6) bludgeoning damage for every 10 feet it traveled. If the target collides with another creature, that creature must succeed on a DC 18 Dexterity saving throw or take the same damage and be knocked prone."}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Elemental Swarm","desc":"Ia'Affrat can occupy another creature's space\n\nand vice versa, and the swarm can move through any opening\n\nlarge enough for a Tiny insect"},{"name":"Magic Resistance","desc":"Ia'Affrat has advantage on saving throws against spells and other magical effects"},{"name":"Innate Spellcasting","desc":"Ia'Affrat's spellcasting ability is Charisma (spell save DC 19, +11 to hit with spell attacks). Ia'Affrat can innately cast the following spells, requiring no material components:\n\nat will: fire bolt, poison spray\n\n3/day each: burning hands, invisibility, ray of enfeeblement, ray of sickness\n\n1/day each: bestow curse, contagion, harm, insect plague, fireball"},{"name":"Inhabit","desc":"Ia'Affrat can enter the body of an incapacitated or dead creature by crawling into its mouth and other orifices. Inhabiting requires 1 minute, and the victim must be Small, Medium, or Large. If Ia'Affrat inhabits a dead body, it can animate it and control its movements, effectively becoming a zombie for as long as it remains inside. Ia'Affrat can abandon the body as an action. Attacks against the host deal half damage to Ia'Affrat as well, but Ia'Affrat's resistances and immunities still apply against this damage. In a living victim, Ia'Affrat can control the victim's movement and actions as if using dominate monster (save DC 19) on the victim. Ia'Affrat can consume a living victim; the target takes 5 (2d4) necrotic damage per hour while Ia'Affrat inhabits its body, and Ia'Affrat regains hit points equal to the damage dealt. When inhabiting a body, Ia'Affrat can choose to have any spell it casts with a range of self, target the inhabited body rather than itself. The skin of a creature inhabited by Ia'Affrat crawls with the forms of the insects inside. Ia'Affrat can hide this telltale sign with a Charisma (Deception) check against a viewer's passive Insight. A greater restoration spell or comparable magic forces Ia'Affrat to abandon the host."},{"name":"Smoke Shroud","desc":"Ia'Affrat is shrouded in a 5-foot-radius cloud of dark smoke. This area is lightly obscured to creatures other than Ia'Affrat. Any creature that needs to breathe that begins its turn in the area must make a successful DC 16 Constitution saving throw or be stunned until the end of its turn."}],"spell_list":[],"page_no":98,"environments":[],"img_main":null,"document__slug":"tob","document__title":"Tome of Beasts","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/tome-of-beasts-for-5th-edition-print/","v2_converted_path":"/v2/creatures/tob_iaaffrat/"},{"slug":"isonade","desc":"_The isonade’s gargantuan thrashing tail is lined with cruelly hooked barbs, and it delights in destruction. When it approaches a coastal village, its tail shoots high into the air from beneath the waves, and it smashes all ships, docks, and nets in its path._  \n**Coastal Destroyer.** The isonade is a beast of destruction, sweeping away entire islands and villages. It wrecks seaside communities with battering winds and carves coastlines with its powerful magic. Though not very intelligent, it singles out a community and tries to lure residents into the waves with its animal messenger ability, sending gulls bearing confused riddles, grand promises, and eerie noises to the townsfolk.  \n**Ocean Sacrifices.** When coastal villagers suffered from a hurricane or tsunami, they fell back on folklore and blamed the stirrings of the dreaded isonade. To some, appeasing a leviathan such as this makes sense. Some say that a degenerate group seeks to draw the beast forth by sailing from sight of land and dumping a long chain of bound and screaming sacrifices into the lightless depths of the sea.  \n**Enormous Age and Size.** The isonade is more than 45 feet long. The beast’s age is unknown, and many coastal bards tell some version of the legend—some believe it is the last of its kind, others believe that a small group of isonade remains.","name":"Isonade","size":"Gargantuan","type":"Monstrosity","subtype":"","group":null,"alignment":"chaotic neutral","armor_class":18,"armor_desc":"natural armor","hit_points":222,"hit_dice":"12d20+96","speed":{"swim":100},"strength":30,"dexterity":14,"constitution":26,"intelligence":6,"wisdom":18,"charisma":8,"strength_save":14,"dexterity_save":null,"constitution_save":12,"intelligence_save":null,"wisdom_save":8,"charisma_save":null,"perception":8,"skills":{"athletics":14,"perception":8},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"ability damage/drain","condition_immunities":"","senses":"darkvision 90 ft., passive Perception 18","languages":"understands Aquan and Elvish, but cannot speak","challenge_rating":"14","cr":14.0,"actions":[{"name":"Multiattack","desc":"The isonade makes one tail slap attack and one bite attack."},{"name":"Bite","desc":"Melee Weapon Attack: +14 to hit, reach 15 ft., one target. Hit: 42 (5d12 + 10) piercing damage and the target is grappled (escape DC 20). If the target was already grappled from a previous bite, it's also swallowed whole (see below).","attack_bonus":14,"damage_dice":"5d12+10"},{"name":"Tail Slap","desc":"Melee Weapon Attack: +14 to hit, reach 15 ft., one target. Hit: 31 (6d6 + 10) bludgeoning damage.","attack_bonus":14,"damage_dice":"6d6"},{"name":"Breach","desc":"The isonade leaps out of the water to crash down onto a target with devastating effect. The isonade must move 30 feet in a straight line toward its target before jumping. When jumping, the isonade travels up to 30 feet through the air before landing. Any creature occupying the space where the isonade lands takes 76 (12d10 + 10) bludgeoning damage and becomes submerged 10 feet below the surface of the water. Targets that make a successful DC 20 Strength saving throw take half damage and are not submerged, but are moved to the nearest unoccupied space. Boats and structures are not immune to this attack."},{"name":"Swallow Whole","desc":"When the isonade's bite attack hits a target grappled from a previous bite attack, the target is also swallowed. The grapple ends, but the target is blinded and restrained, it has total cover against attacks and other effects outside the isonade, and it takes 36 (8d8) acid damage at the start of each of the isonade's turns. An isonade can have two Large, four Medium, or six Small creatures swallowed at a time. If the isonade takes 40 damage or more from a swallowed creature in a single turn, it must succeed on a DC 20 Constitution saving throw or regurgitate all swallowed creatures, which fall prone within 10 feet of the isonade. If the isonade dies, a swallowed creature is no longer restrained by it and can escape by using 20 feet of movement, exiting prone."}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Atmospheric Immunity","desc":"The isonade can comfortably exist at any level of the sea and suffers no penalties at any depth."},{"name":"Magic Resistance","desc":"The isonade has advantage on saving throws against spells and other magical effects."},{"name":"Water Breathing","desc":"The isonade can breathe only underwater."},{"name":"Innate Spellcasting","desc":"the isonade's innate spellcasting ability is Wisdom (spell save DC 16). It can innately cast the following spells, requiring no material components:\n\nat will: animal messenger\n\n3/day each: control water, earthquake\n\n1/day each: control weather, storm of vengeance, tsunami"}],"spell_list":[],"page_no":257,"environments":[],"img_main":null,"document__slug":"tob","document__title":"Tome of Beasts","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/tome-of-beasts-for-5th-edition-print/","v2_converted_path":"/v2/creatures/tob_isonade/"}]}