{"count":3207,"next":"https://api-beta.open5e.com/v1/monsters/?format=json&ordering=-wisdom_save&page=15","previous":"https://api-beta.open5e.com/v1/monsters/?format=json&ordering=-wisdom_save&page=13","results":[{"slug":"young-void-dragon","desc":"_A dragon seemingly formed of the night sky has bright white stars for eyes. Lesser stars twinkle in the firmament of the dragon’s body._  \n**Children of the Stars.** Void dragons drift through the empty spaces beyond the boundaries of the mortal world, wanderers between the stars. They are aloof, mingling only with the otherworldly beings that live above and beyond the earth, including the incarnate forms of the stars themselves. When lesser creatures visit void dragons, the dragons themselves barely notice.  \n**Witnesses to the Void.** Void dragons are intensely knowledgeable creatures, but they have seen too much, lingering at the edge of the void itself. Gazing into the yawning nothing outside has taken a toll. The void dragons carry a piece of that nothing with them, and it slowly devours their being. They are all unhinged, and their madness is contagious. It flows out of them to break the minds of lesser beings when the dragons fly into a rage and lash out.  \n**Voracious Scholars.** Despite their removed existence and strange quirks, void dragons still hoard treasure. Gems that glitter like the stars of their home are particularly prized. Their crowning piece, however, is knowledge. Void dragons jealously hoard scraps of forbidden and forgotten lore of any kind and spend most of their time at home poring over these treasures. Woe to any who disturbs this collection, for nothing ignites their latent madness like a violation of their hoard.  \n\n## A Void Dragon’s Lair\n\n  \nThe true lair of a void dragon exists deep in the freezing, airless void between stars. Hidden away in caves on silently drifting asteroids or shimmering atop the ruins of a Star Citadel, the void dragon’s lair rests in the great void of space.  \nWhen a void dragon claims a home elsewhere, it forges a connection to its true lair. It prefers towering mountain peaks, valleys, or ruins at high elevation with a clear view of the sky. It can reach through space from this lair to reach its treasure hoard hidden in the void. That connection has repercussions, of course, and the most powerful void dragons leave their mark on the world around them when they roost. Intrusions from beyond and a thirst for proscribed knowledge are common near their lairs.  \nIf fought in its lair, its Challenge increases by 1, to 15 for an adult (13,000 XP) and 25 for an ancient void dragon (75,000 XP).  \n\n### Lair Actions\n\n  \nOn initiative count 20 (losing initiative ties), the dragon takes a lair action to generate one of the following effects; the dragon can’t use the same effect two rounds in a row:\n* The dragon negates natural gravity within its lair (an area affected by its gravitic breath is unaffected). Creatures drift 10 feet away from the ground over the course of a round and are restrained. Flying creatures can move at half speed, unless they have the (hover) tag or use magical flight, in which case they move normally. This effect persists until initiative count 20 on the following round.\n* The Void briefly overlaps the dragon’s lair in a 20-foot-radius sphere of blackness punctuated by deep blue streaks and pinpoints of light. The sphere is centered on a point the dragon can see within 120 feet of the dragon. The area spreads around corners, is heavily obscured, and contains no air (creatures must hold their breath). Each creature in the sphere when it appears must make a DC 15 Constitution saving throw, taking 10 (3d6) cold damage on a failed save or half as much on a successful one. Any creature that ends its turn in the sphere takes 10 (3d6) cold damage. The sphere lasts until the dragon uses this lair action again or until the dragon dies.\n* The dragon rips the fabric of space, forcing two creatures it can see within 120 feet of it to suddenly exist in the same place. Space itself repels the creatures to their original positions. Each creature takes 16 (3d10) force damage and is knocked prone, or takes half as much damage and is not knocked prone with a successful DC 15 Strength saving throw.\n  \n### Regional Effects\n\n  \nThe region containing a legendary void dragon’s lair is warped by the dragon’s magic, which creates one or more of the following effects:\n* Secrets have a way of coming to light within 6 miles of the lair. Clues are inadvertently discovered, slips of the tongue hint at a hidden truth, and creatures become morbidly curious for forbidden knowledge.\n* Light is muted within 6 miles of the lair. Nonmagical illumination, including sunlight, can’t create bright light in this area.\n* Visitations from otherworldly beings occur and disembodied voices whisper in the night within 6 miles of the dragon’s lair. Celestials, fey, and fiends of CR 2 or lower can slip into the world in this area.\n  \nIf the dragon dies, these effects fade over the course of 1d10 days.","name":"Young Void Dragon","size":"Large","type":"Dragon","subtype":"","group":null,"alignment":"chaotic neutral","armor_class":18,"armor_desc":"natural armor","hit_points":157,"hit_dice":"15d10+75","speed":{"hover":true,"walk":40,"fly":80},"strength":20,"dexterity":10,"constitution":21,"intelligence":14,"wisdom":11,"charisma":19,"strength_save":null,"dexterity_save":4,"constitution_save":9,"intelligence_save":null,"wisdom_save":4,"charisma_save":8,"perception":8,"skills":{"arcana":10,"history":10,"perception":8,"persuasion":8,"stealth":4},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"cold","condition_immunities":"charmed, frightened","senses":"blindsight 30ft, darkvision 120ft, passive Perception 18","languages":"Common, Draconic, Void Speech","challenge_rating":"9","cr":9.0,"actions":[{"name":"Multiattack","desc":"The dragon makes three attacks: one with its bite and two with its claws."},{"name":"Bite","desc":"Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 16 (2d10 + 5) piercing damage plus 3 (1d6) cold damage.","attack_bonus":9,"damage_dice":"2d10"},{"name":"Claw","desc":"Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 12 (2d6 + 5) slashing damage.","attack_bonus":9,"damage_dice":"2d6"},{"name":"Breath Weapons (Recharge 5-6)","desc":"The dragon uses one of the following breath weapons:"},{"name":"Gravitic Breath","desc":"The dragon exhales a 30-foot cube of powerful localized gravity, originating from the dragon."},{"name":"Falling damage in the area increases to 1d10 per 10 feet fallen","desc":"When a creature starts its turn within the area or enters it for the first time in a turn, including when the dragon creates the field, it must make a DC 17 Dexterity saving throw. On a failure the creature is restrained. On a success the creature's speed is halved as long as it remains in the field. A restrained creature repeats the saving throw at the end of its turn. The field persists until the dragon's breath recharges, and it can't use gravitic breath twice consecutively."},{"name":"Stellar Flare Breath","desc":"The dragon exhales star fire in a 30- foot cone. Each creature in that area must make a DC 17 Dexterity saving throw, taking 28 (8d6) fire damage and 28 (8d6) radiant damage on a failed save, or half as much damage on a successful one."}],"bonus_actions":null,"reactions":[{"name":"Void Twist","desc":"When the dragon is hit by a ranged attack it can create a small rift in space to increase its AC by 4 against that attack. If the attack misses because of this increase the dragon can choose a creature within 30 feet to become the new target for that attack. Use the original attack roll to determine if the attack hits the new target."}],"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Chill of the Void","desc":"Cold damage dealt by the void dragon ignores resistance to cold damage, but not cold immunity."},{"name":"Void Dweller","desc":"As ancient void dragon."}],"spell_list":[],"page_no":140,"environments":[],"img_main":null,"document__slug":"tob","document__title":"Tome of Beasts","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/tome-of-beasts-for-5th-edition-print/","v2_converted_path":"/v2/creatures/tob_young-void-dragon/"},{"slug":"young-wind-dragon","desc":"_Howling wind encircles the white- and gray-scaled dragon, filling and pushing its wings without the need for them to beat._  \nWind dragons view anywhere touched by air as their property, and mortals point to them as the epitome of arrogance. Their narcissism is not without reason, for awe-inspiring power supports their claims of rightful control. To the dragons of the shifting gales, strength is the ultimate arbiter. Although wind dragon wyrmlings are the weakest of the newborn dragons, they grow in power rapidly, and few fully-grown dragons are seen as stronger.  \n_**Braggarts and Bullies.**_ Wind dragons number among the greatest bullies and worst tyrants among mortal creatures. The sometimes foolhardy creatures take personal offense at any perceived challenge and great pleasure in humiliating rivals. They claim great swathes of territory but care little for its governance, and they perceive the mortals in that territory as possessions. Vassals receive only dubious protection in exchange for unflinching loyalty. A wind dragon might seek bloody vengeance for the murder of a follower, but it’s unlikely to go to any length to prevent the loss of life in the first place.  \n_**Lords of the Far Horizons.**_ Some believe that the dragons of the winds claim much more than they are capable of controlling or patrolling. Because they so love altitude, they prefer to rule and meet with earth-bound supplicants at the highest point available: the summit of a great mountain or atop a towering monument erected by fearful slaves. But these dragons are also driven by wanderlust, and often travel far from their thrones. They always return eventually, ready to subjugate new generations and to press a tyrannical claw on the neck of anyone who questions their right to rule.  \n_**Perpetual Infighting.**_ These wandering tyrants are even more territorial among their own kind than they are among groundlings. Simple trespass by one wind dragon into the territory of another can lead to a battle to the death. Thus their numbers never grow large, and the weakest among them are frequently culled.  \nWind dragons’ hoards typically consist of only a few truly valuable relics. Other dragons might sleep on a bed of coins, but common things bore wind dragons quickly. While all true dragons desire and display great wealth, wind dragons concentrate their riches in a smaller number of notable trophies or unique historic items—often quite portable.  \n\n## Wind Dragon’s Lair\n\n  \nWind dragons make their lairs in locations where they can overlook and dominate the land they claim as theirs, but remote enough so the inhabitants can’t pester them with requests for protection or justice. They have little to fear from the elements, so a shallow cave high up on an exposed mountain face is ideal. Wind dragons enjoy heights dotted with rock spires and tall, sheer cliffs where the dragon can perch in the howling wind and catch staggering updrafts and downdrafts sweeping through the canyons and tearing across the crags. Non-flying creatures find these locations much less hospitable.  \n\n### Lair Actions\n\n  \nOn initiative count 20 (losing initiative ties), the dragon takes a lair action to generate one of the following effects; the dragon can’t use the same effect two rounds in a row.\n* Sand and dust swirls up from the floor in a 20-foot radius sphere within 120 feet of the dragon at a point the dragon can see. The sphere spreads around corners. The area inside the sphere is lightly obscured, and each creature in the sphere at the start of its turn must make a successful DC 15 Constitution saving throw or be blinded for 1 minute. A blinded creature repeats the saving throw at the start of each of its turns, ending the effect on itself with a success.\n* Fragments of ice and stone are torn from the lair’s wall by a blast of wind and flung along a 15-foot cone. Creatures in the cone take 18 (4d8) bludgeoning damage, or half damage with a successful DC 15 Dexterity saving throw.\n* A torrent of wind blasts outward from the dragon in a 60-foot radius, either racing just above the floor or near the ceiling. If near the floor, it affects all creatures standing in the radius; if near the ceiling, it affects all creatures flying in the radius. Affected creatures must make a successful DC 15 Strength saving throw or be knocked prone and stunned until the end of their next turn.","name":"Young Wind Dragon","size":"Large","type":"Dragon","subtype":"","group":null,"alignment":"chaotic neutral","armor_class":17,"armor_desc":"natural armor","hit_points":150,"hit_dice":"16d10+62","speed":{"walk":40,"fly":90},"strength":20,"dexterity":19,"constitution":18,"intelligence":14,"wisdom":13,"charisma":16,"strength_save":null,"dexterity_save":7,"constitution_save":7,"intelligence_save":null,"wisdom_save":4,"charisma_save":6,"perception":7,"skills":{"perception":7,"stealth":7},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"lightning","condition_immunities":"charmed, exhausted, paralyzed, restrained","senses":"blindsight 10 ft., darkvision 60 ft., passive Perception 17","languages":"Common, Draconic, Primordial","challenge_rating":"6","cr":6.0,"actions":[{"name":"Multiattack","desc":"The dragon makes three attacks: one with its bite and two with its claws."},{"name":"Bite","desc":"Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 16 (2d10 + 5) piercing damage.","attack_bonus":8,"damage_dice":"2d10"},{"name":"Claw","desc":"Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 12 (2d6 + 5) slashing damage.","attack_bonus":8,"damage_dice":"2d6"},{"name":"Breath of Gales (Recharge 5-6)","desc":"The dragon exhales a blast of wind in a 30-foot cone. Each creature in that cone takes 11 (2d10) bludgeoning damage and is pushed 25 feet away from the dragon and knocked prone; a successful DC 16 Strength saving throw halves the damage and prevents being pushed and knocked prone. Unprotected flames in the cone are extinguished, and sheltered flames (such as those in lanterns) have a 75 percent chance of being extinguished."}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Innate Spellcasting","desc":"the dragon's innate spellcasting ability is Charisma (spell save DC 14). It can innately cast the following spell, requiring no material components:\n\nat will: feather fall"},{"name":"Fog Vision","desc":"The dragon sees normally through light or heavy obscurement caused by fog, mist, clouds, or high wind."},{"name":"Uncontrollable","desc":"The dragon's movement is never impeded by difficult terrain, and its speed can't be reduced by spells or magical effects. It can't be restrained (per the condition), and it escapes automatically from any nonmagical restraints (such as chains, entanglement, or grappling) by spending 5 feet of movement. Being underwater imposes no penalty on its movement or attacks."}],"spell_list":[],"page_no":144,"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_young-wind-dragon/"},{"slug":"acolyte_bf","desc":"","name":"Acolyte","size":"medium","type":"Humanoid","subtype":"Any Lineage","group":"NPCs","alignment":"","armor_class":10,"armor_desc":null,"hit_points":15,"hit_dice":"","speed":{"walk":30},"strength":10,"dexterity":10,"constitution":10,"intelligence":10,"wisdom":18,"charisma":10,"strength_save":0,"dexterity_save":0,"constitution_save":0,"intelligence_save":0,"wisdom_save":4,"charisma_save":0,"perception":13,"skills":{},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"","condition_immunities":"","senses":"-","languages":"any one language (usually Common)","challenge_rating":"1/4","cr":0.25,"actions":[{"name":"Mace","desc":"_Melee Weapon Attack:_ +2 to hit, reach 5 ft., one target. _Hit:_ 3 (1d6) bludgeoning damage plus 3 (1d6) necrotic or radiant damage (the acolyte's choice)."},{"name":"Radiant Bolt","desc":"_Ranged Spell Attack:_ +6 to hit, range 60 ft., one target. _Hit:_ 6 (1d4+4) radiant damage."},{"name":"Spellcasting","desc":"The acolyte casts one of the following spells using WIS as the spellcasting ability (spell save DC 13).<br>At will: _light_, _thaumaturgy_<br>3/day each: _bless_, _cure wounds_, _sanctuary_"}],"bonus_actions":[],"reactions":[],"legendary_desc":null,"legendary_actions":[],"special_abilities":[{"name":"Divine Providence","desc":"Each friendly creature within 20 feet of the acolyte that isn't a Construct or Undead has advantage on death saves."}],"spell_list":[],"page_no":null,"environments":[],"img_main":null,"document__slug":"blackflag","document__title":"Black Flag SRD","document__license_url":"https://paizo.com/orclicense","document__url":"https://koboldpress.com/black-flag-reference-document/","v2_converted_path":"/v2/creatures/bfrd_acolyte/"},{"slug":"chain_devil_bf","desc":"","name":"Chain Devil","size":"medium","type":"Fiend","subtype":"Devil","group":"Devils","alignment":"","armor_class":16,"armor_desc":"natural armor","hit_points":138,"hit_dice":"","speed":{"walk":30},"strength":18,"dexterity":14,"constitution":24,"intelligence":10,"wisdom":18,"charisma":20,"strength_save":4,"dexterity_save":2,"constitution_save":7,"intelligence_save":0,"wisdom_save":4,"charisma_save":5,"perception":14,"skills":{},"damage_vulnerabilities":"","damage_resistances":"grappled,Devilish Resilience","damage_immunities":"Devilish Resilience","condition_immunities":"","senses":"darkvision 120 ft.","languages":"Infernal,telepathy 120 ft.","challenge_rating":"8","cr":8.0,"actions":[{"name":"Multiattack","desc":"The devil makes four Chain attacks."},{"name":"Chain","desc":"_Melee Weapon Attack:_ +7 to hit, reach 10 ft., one target. _Hit:_ 8 (1d8+4) slashing damage plus 7 (2d6) piercing damage, and the target is grappled (escape DC 15). Until the grapple ends, the target is restrained and takes 14 (4d6) piercing damage at the start of each of its turns, and the chain devil can't use the same Chain on another target."}],"bonus_actions":[{"name":"Animate Chains","desc":"The chain devil commands chains it can see within 60 feet of it that aren't being worn or carried to grab up to two creatures it can see within 10 feet of at least one commanded chain. Each creature must succeed on a DC 15 DEX save or be restrained. A creature, including the restrained creature, can take its action to free the restrained creature by succeeding on a DC 15 STR check. The devil can have up to two creatures restrained in this way at a time. If it uses this bonus action to restrain a third, the effect ends on one of the previous targets (the devil's choice)."}],"reactions":[{"name":"Unnerving Mask","desc":"When a creature the devil can see starts its turn within 30 feet of the devil, the devil can command its mask to shift to look like one of the creature's departed loved ones or bitter enemies. If the creature can see the mask, it must succeed on a DC 15 WIS save or be frightened until the end of its turn."}],"legendary_desc":null,"legendary_actions":[],"special_abilities":[{"name":"Devil's Sight","desc":"Magical darkness doesn't impede the devil's darkvision."},{"name":"Devilish Resilience","desc":"The devil is resistant to cold damage and to bludgeoning, piercing, and slashing damage from nonmagical attacks. In addition, it is immune to fire damage and poison damage and to the poisoned condition."},{"name":"Magic Resistance","desc":"The devil has advantage on saves against spells and other magical effects."}],"spell_list":[],"page_no":null,"environments":[],"img_main":null,"document__slug":"blackflag","document__title":"Black Flag SRD","document__license_url":"https://paizo.com/orclicense","document__url":"https://koboldpress.com/black-flag-reference-document/","v2_converted_path":"/v2/creatures/bfrd_chain-devil/"},{"slug":"dryad_bf","desc":"","name":"Dryad","size":"medium","type":"Fey","subtype":"","group":null,"alignment":"","armor_class":15,"armor_desc":"natural armor","hit_points":38,"hit_dice":"","speed":{"walk":30},"strength":10,"dexterity":14,"constitution":10,"intelligence":14,"wisdom":18,"charisma":18,"strength_save":0,"dexterity_save":2,"constitution_save":0,"intelligence_save":2,"wisdom_save":4,"charisma_save":4,"perception":14,"skills":{},"damage_vulnerabilities":"","damage_resistances":"Fey Resilience","damage_immunities":"","condition_immunities":"","senses":"darkvision 60 ft.","languages":"Elvish,Sylvan","challenge_rating":"1","cr":1.0,"actions":[{"name":"Multiattack","desc":"The dryad makes two Vine Whip or Blast of Pollen attacks. If both Vine Whip attacks hit one creature, the target must succeed on a DC 14 STR save or be restrained by vines until the end of its next turn."},{"name":"Vine Whip","desc":"_Melee Weapon Attack:_ +4 to hit, reach 10 ft., one target. _Hit:_ 6 (1d8+2) slashing damage."},{"name":"Blast of Pollen","desc":"_Ranged Spell Attack:_ +6 to hit, range 60 ft., one target. _Hit:_ 7 (1d6+4) poison damage."}],"bonus_actions":[{"name":"Charming Scent","desc":"The dryad emits an alluring, floral scent toward one Beast or Humanoid it can see within 30 feet of it. The target must succeed on a DC 14 WIS save or be charmed for 1 minute. While charmed, the target views the dryad as an ally and views the dryad's requests favorably, though it isn't under the dryad's control. The charmed creature can repeat the save at the end of each of its turns, ending the effect on itself on a success. The dryad can have up to two creatures charmed in this way at a time."},{"name":"Forest's Aid (21 HP or Fewer, 1/Day)","desc":"The dryad magically calls a horde of squirrels, rabbits, mice, and other small animals native to the forest. The horde uses the statistics of 1 swarm of rats. The called creatures arrive on initiative count 20 of the next round, acting as allies of the dryad and obeying its spoken commands. They remain for 1 hour, until the dryad dies, or until the dryad dismisses them as a bonus action."}],"reactions":[],"legendary_desc":null,"legendary_actions":[],"special_abilities":[{"name":"Fey Resilience","desc":"The dryad is resistant to the charmed and unconscious conditions."},{"name":"Magic Resistance","desc":"The dryad has advantage on saves against spells and other magical effects."},{"name":"One with the Forest","desc":"While in a forest, the dryad can't be surprised, and it leaves behind no tracks or other traces of its passage."},{"name":"Speak with Beasts and Plants","desc":"The dryad can communicate with Beasts and Plants as if they shared a language."},{"name":"Tree Stride","desc":"Once on its turn, the dryad can use 10 feet of its movement to step magically into one living tree within its reach and emerge from a second living tree within 60 feet of the first tree, appearing in an unoccupied space within 5 feet of the second tree. Both trees must be Large or larger."}],"spell_list":[],"page_no":null,"environments":[],"img_main":null,"document__slug":"blackflag","document__title":"Black Flag SRD","document__license_url":"https://paizo.com/orclicense","document__url":"https://koboldpress.com/black-flag-reference-document/","v2_converted_path":"/v2/creatures/bfrd_dryad/"},{"slug":"hezrou_bf","desc":"","name":"Hezrou","size":"large","type":"Fiend","subtype":"Demon","group":"Demons","alignment":"","armor_class":16,"armor_desc":"natural armor","hit_points":138,"hit_dice":"","speed":{"walk":30,"swim":30},"strength":24,"dexterity":16,"constitution":26,"intelligence":4,"wisdom":18,"charisma":12,"strength_save":7,"dexterity_save":3,"constitution_save":8,"intelligence_save":-3,"wisdom_save":4,"charisma_save":1,"perception":14,"skills":{},"damage_vulnerabilities":"","damage_resistances":"bludgeoning,piercing,and slashing damage from nonmagical attacks,Demonic Resilience","damage_immunities":"Demonic Resilience","condition_immunities":"","senses":"darkvision 120 ft.","languages":"Abyssal,telepathy 120 ft.","challenge_rating":"8","cr":8.0,"actions":[{"name":"Multiattack","desc":"The hezrou makes one Sticky Tongue attack, one Bite attack, and two Claw attacks."},{"name":"Bite","desc":"_Melee Weapon Attack:_ +7 to hit, reach 5 ft., one target. _Hit:_ 15 (2d10+4) piercing damage."},{"name":"Claw","desc":"_Melee Weapon Attack:_ +7 to hit, reach 5 ft., one target. _Hit:_ 17 (3d8+4) slashing damage."},{"name":"Sticky Tongue","desc":"_Melee Weapon Attack:_ +7 to hit, reach 20 ft., one target. _Hit:_ 11 (2d6+4) bludgeoning damage, and the target must succeed on a DC 16 STR save or be pulled up to 15 feet toward the hezrou."}],"bonus_actions":[{"name":"Quick Leap","desc":"The hezrou jumps horizontally up to 20 feet to an unoccupied space it can see without provoking opportunity attacks."}],"reactions":[],"legendary_desc":null,"legendary_actions":[],"special_abilities":[{"name":"Amphibious","desc":"The hezrou can breathe air and water."},{"name":"Demonic Resilience","desc":"The hezrou is resistant to cold, fire, and lightning damage. In addition, it is immune to poison damage and to the poisoned condition."},{"name":"Magic Resistance","desc":"The hezrou has advantage on saving throws against spells and other magical effects."},{"name":"Speak with Frogs and Toads","desc":"The hezrou can communicate with frogs and toads as if they shared a language."},{"name":"Standing Leap","desc":"The hezrou's long jump is up to 20 feet and its high jump is up to 10 feet, with or without a running start."},{"name":"Stench","desc":"A creature that starts its turn within 10 feet of the hezrou must succeed on a DC 16 CON save or be poisoned until the start of its next turn. On a success, the creature is immune to the hezrou's Stench for the next 24 hours."}],"spell_list":[],"page_no":null,"environments":[],"img_main":null,"document__slug":"blackflag","document__title":"Black Flag SRD","document__license_url":"https://paizo.com/orclicense","document__url":"https://koboldpress.com/black-flag-reference-document/","v2_converted_path":"/v2/creatures/bfrd_hezrou/"},{"slug":"mycolid_spore_lord_bf","desc":"","name":"Mycolid Spore Lord","size":"medium","type":"Plant","subtype":"","group":"Mycolids","alignment":"","armor_class":14,"armor_desc":"natural armor","hit_points":68,"hit_dice":"","speed":{"walk":15},"strength":16,"dexterity":14,"constitution":12,"intelligence":8,"wisdom":18,"charisma":8,"strength_save":3,"dexterity_save":2,"constitution_save":1,"intelligence_save":-1,"wisdom_save":4,"charisma_save":-1,"perception":14,"skills":{},"damage_vulnerabilities":"","damage_resistances":"Plant Resilience","damage_immunities":"poison","condition_immunities":"","senses":"keensense 120 ft. (can't sense beyond this radius)","languages":"understands Druidic and Sylvan but can't speak,telepathy 60 ft.","challenge_rating":"3","cr":3.0,"actions":[{"name":"Multiattack","desc":"The spore lord makes two Fungal Staff attacks or uses Hurl Sap twice."},{"name":"Fungal Staff","desc":"_Melee Weapon Attack:_ +5 to hit, reach 5 ft., one target. _Hit:_ 6 (1d6+3) bludgeoning damage plus 9 (2d8) poison damage."},{"name":"Hurl Sap","desc":"_Ranged Weapon Attack:_ +4 to hit, range 30/120 ft., one target. _Hit:_ 11 (2d8+2) poison damage, and the sap sticks to the target. While the sap is stuck, the target takes 4 (1d8) poison damage at the start of each of its turns. A creature can use an action to scrape away the sap, ending the effect."},{"name":"Mushroom Ring (Recharge 5-6)","desc":"The spore lord causes fungal growth to erupt from a point on the ground it can sense within 120 feet of it. A ring of mushrooms sprouts in a 15-foot radius around that point. Each creature that isn't a mycolid within that ring must make a DC 14 CON save, taking 13 (3d8) poison damage on a failed save, or half as much damage on a successful one. Each mycolid within that ring gains 5 (2d4) temporary HP."},{"name":"Slumber Spores (Recharge 5-6)","desc":"The spore lord ejects sleep-inducing spores from its body. Each creature that isn't a mycolid within 10 feet of the spore lord must make a DC 14 WIS save. On a failure, a creature takes 9 (2d8) poison damage and falls unconscious for 1 minute. On a success, a creature takes half the damage and doesn't fall unconscious. The unconscious creature wakes if it takes damage or if a creature uses an action to wake it."}],"bonus_actions":[{"name":"Fetid Feast","desc":"The spore lord draws sustenance from a Medium or larger pile of carrion or rotting vegetation within 5 feet of it. It regains 7 (2d6) HP. The spore lord can't use Fetid Feast on a pile of carrion or vegetation if it or another mycolid has already used Fetid Feast on that pile."}],"reactions":[],"legendary_desc":null,"legendary_actions":[],"special_abilities":[{"name":"Fungal Toxicity","desc":"A creature that hits the mycolid with a melee attack while within 5 feet of it must succeed on a DC 13 CON save or be poisoned for 5 hours. If the poison isn't neutralized before 5 hours have passed, the creature must succeed on a DC 14 CON save, taking 9 (2d8) poison damage on a failed save, or half as much damage on a successful one."},{"name":"Mycolid Connection","desc":"The spore lord can pinpoint the location of each friendly mycolid within 1 mile of it. In addition, its telepathy range increases to 1 mile when communicating with other mycolids."},{"name":"Plant Resilience","desc":"The mycolid is resistant to exhaustion and to the paralyzed, petrified, and unconscious conditions."}],"spell_list":[],"page_no":null,"environments":[],"img_main":null,"document__slug":"blackflag","document__title":"Black Flag SRD","document__license_url":"https://paizo.com/orclicense","document__url":"https://koboldpress.com/black-flag-reference-document/","v2_converted_path":"/v2/creatures/bfrd_mycolid-spore-lord/"},{"slug":"oni_bf","desc":"","name":"Oni","size":"large","type":"Giant","subtype":"Outsider","group":null,"alignment":"","armor_class":16,"armor_desc":"chain mail","hit_points":134,"hit_dice":"","speed":{"walk":30,"fly":30,"hover":true},"strength":18,"dexterity":16,"constitution":22,"intelligence":14,"wisdom":18,"charisma":22,"strength_save":4,"dexterity_save":3,"constitution_save":6,"intelligence_save":2,"wisdom_save":4,"charisma_save":6,"perception":14,"skills":{},"damage_vulnerabilities":"","damage_resistances":"Giant Attributes","damage_immunities":"prone","condition_immunities":"","senses":"darkvision 60 ft.","languages":"Common,Giant","challenge_rating":"7","cr":7.0,"actions":[{"name":"Multiattack","desc":"The oni makes two Claw or Glaive attacks, or it makes three Arcane Bolt attacks. It can replace one attack with a use of Spellcasting."},{"name":"Claw (True Form Only)","desc":"_Melee Weapon Attack:_ +7 to hit, reach 5 ft., one target. _Hit:_ 13 (2d8+4) slashing damage plus 10 (3d6) force damage."},{"name":"Glaive","desc":"_Melee Weapon Attack:_ +7 to hit, reach 10 ft., one target. _Hit:_ 15 (2d10+4) slashing damage, or 9 (1d10+4) slashing damage in a Medium or smaller form, plus 10 (3d6) force damage."},{"name":"Arcane Bolt","desc":"_Ranged Spell Attack:_ +6 to hit, range 60 ft., one target. _Hit:_ 17 (4d6+3) force damage."},{"name":"Whirling Glaive (Recharge 5-6)","desc":"The oni channels its magic into its twirling glaive, creating magical wind in a 30-foot cone. Each creature in the area must make a DC 14 STR save. On a failure, a creature takes 31 (9d6) cold damage and is pushed up to 15 feet away from the oni. On a success, a creature takes half the damage and isn't pushed."},{"name":"Spellcasting","desc":"The oni casts one of the following spells, requiring no material components and using CHA as the spellcasting ability (spell save DC 14).<br>At will: _darkness_, _invisibility_ (self only)<br>1/day each: _charm_, _gaseous form_, _sleep_"}],"bonus_actions":[{"name":"Change Shape","desc":"The oni magically transforms into a Small or Medium Humanoid, a Large ogre, or back into its true form, which is Giant. Its statistics, other than its size, are the same in each form. Any equipment it is wearing or carrying transforms with it, except for its glaive, which adjusts to fit its new form. If the oni dies, it reverts to its true form, and the glaive reverts to its normal size."}],"reactions":[],"legendary_desc":null,"legendary_actions":[],"special_abilities":[{"name":"Empowered Weapons","desc":"The oni's weapon attacks are magical. When the oni hits with any weapon, the weapon deals an extra 3d6 force damage (included in the attack)."},{"name":"Giant Attributes","desc":"The oni is resistant to the stunned condition."},{"name":"Regeneration","desc":"The oni regains 10 HP at the start of its turn if it has at least 1 HP."}],"spell_list":[],"page_no":null,"environments":[],"img_main":null,"document__slug":"blackflag","document__title":"Black Flag SRD","document__license_url":"https://paizo.com/orclicense","document__url":"https://koboldpress.com/black-flag-reference-document/","v2_converted_path":"/v2/creatures/bfrd_oni/"},{"slug":"purple_worm_bf","desc":"","name":"Purple Worm","size":"gargantuan","type":"Monstrosity","subtype":"","group":null,"alignment":"","armor_class":18,"armor_desc":"natural armor","hit_points":255,"hit_dice":"","speed":{"walk":50,"burrow":30},"strength":28,"dexterity":6,"constitution":32,"intelligence":1,"wisdom":18,"charisma":4,"strength_save":9,"dexterity_save":-2,"constitution_save":11,"intelligence_save":-5,"wisdom_save":4,"charisma_save":-3,"perception":14,"skills":{},"damage_vulnerabilities":"","damage_resistances":"Monstrosity Resilience","damage_immunities":"prone","condition_immunities":"","senses":"keensense 60 ft., tremorsense 60 ft.","languages":"","challenge_rating":"15","cr":15.0,"actions":[{"name":"Multiattack","desc":"The worm makes one Bite attack and one Tail Stinger attack."},{"name":"Bite","desc":"_Melee Weapon Attack:_ +14 to hit, reach 10 ft., one target. _Hit:_ 22 (3d8+9) piercing damage. If the target is a Large or smaller creature, it must succeed on a DC 19 DEX save or be swallowed by the purple worm.<br>A swallowed creature is blinded and restrained, it has total cover against attacks and other effects outside of the worm, and it takes 21 (6d6) acid damage at the start of each of the worm's turns. If the worm takes 30 damage or more on a single turn from a creature inside it, the worm must succeed on a DC 21 CON save at the end of that turn or regurgitate all swallowed creatures, which fall prone in a space within 10 feet of the worm. If the worm dies, a swallowed creature is no longer restrained by it and can escape from the corpse by using 20 feet of movement, exiting prone."},{"name":"Tail Stinger","desc":"_Melee Weapon Attack:_ +14 to hit, reach 10 ft., one creature. _Hit:_ 19 (3d6+9) piercing damage, and the target must make a DC 19 CON save, taking 42 (12d6) poison damage on a failed save, or half as much damage on a successful one."},{"name":"Thrash (Recharge 5-6)","desc":"The purple worm convulses its large body, smashing everything around it. Each creature within 20 feet of the worm must make a DC 19 STR save. On a failure, a creature takes 54 (12d8) bludgeoning damage and is stunned until the end of its next turn. On a success, a creature takes half the damage and isn't stunned."}],"bonus_actions":[{"name":"Rapid Digestion","desc":"The purple worm's digestive system absorbs some of the already digested material from creatures it has swallowed. If the purple worm has at least one swallowed creature inside it, the purple worm regains 9 (2d8) HP. This healing increases by 4 (1d8) for each creature currently inside the purple worm, to a maximum of 10d8."}],"reactions":[],"legendary_desc":null,"legendary_actions":[],"special_abilities":[{"name":"Monstrosity Resilience","desc":"The purple worm is resistant to exhaustion and to the frightened condition."},{"name":"Tunneler","desc":"The purple worm can burrow through solid rock at half its burrowing speed, and it leaves a 10-foot-diameter tunnel in its wake."}],"spell_list":[],"page_no":null,"environments":[],"img_main":null,"document__slug":"blackflag","document__title":"Black Flag SRD","document__license_url":"https://paizo.com/orclicense","document__url":"https://koboldpress.com/black-flag-reference-document/","v2_converted_path":"/v2/creatures/bfrd_purple-worm/"},{"slug":"roc_bf","desc":"","name":"Roc","size":"gargantuan","type":"Monstrosity","subtype":"Animal","group":null,"alignment":"","armor_class":15,"armor_desc":"natural armor","hit_points":235,"hit_dice":"","speed":{"walk":20,"fly":120},"strength":28,"dexterity":18,"constitution":28,"intelligence":2,"wisdom":18,"charisma":16,"strength_save":9,"dexterity_save":4,"constitution_save":9,"intelligence_save":-4,"wisdom_save":4,"charisma_save":3,"perception":14,"skills":{},"damage_vulnerabilities":"blinded","damage_resistances":"Monstrosity Resilience","damage_immunities":"","condition_immunities":"","senses":"-","languages":"-","challenge_rating":"11","cr":11.0,"actions":[{"name":"Multiattack","desc":"The roc makes one Beak attack and two Talon attacks. If both Talon attacks hit one Huge or Gargantuan creature, the target is grappled (escape DC 17). Until this grapple ends, the target is restrained, and the roc can't use its Talons on another target."},{"name":"Beak","desc":"_Melee Weapon Attack:_ +13 to hit, reach 10 ft., one target. _Hit:_ 27 (4d8+9) piercing damage."},{"name":"Talon","desc":"_Melee Weapon Attack:_ +13 to hit, reach 5 ft., one target. _Hit:_ 23 (4d6+9) slashing damage, and the target is grappled (escape DC 17) if it is a Large or smaller creature. Until this grapple ends, the target is restrained, and the roc can't use its Talons on another target."}],"bonus_actions":[{"name":"Territorial Shriek","desc":"The roc shrieks a territorial challenge at up to two creatures it can see within 60 feet of it. Each target must succeed on a DC 17 CHA save or be frightened until the end of its next turn. While frightened by this shriek, a creature must take the Dash action on its turn and move away from the roc by the safest available route, unless there is nowhere to move."}],"reactions":[],"legendary_desc":null,"legendary_actions":[],"special_abilities":[{"name":"Heightened Sight","desc":"The roc's Perception is 19 when perceiving by sight."},{"name":"Monstrosity Resilience","desc":"The roc is resistant to exhaustion and to the frightened condition."},{"name":"Seabird","desc":"The roc can swim up to 60 feet on its turn, but it must start and end its movement either flying or on a solid surface, such as a ship or beach. If it is swimming at the end of its turn, it must succeed on a DC 19 CON save or it immediately begins to sink and suffocate. A suffocating roc must succeed on a DC 19 STR check to fly out of the substance where it is sinking."}],"spell_list":[],"page_no":null,"environments":[],"img_main":null,"document__slug":"blackflag","document__title":"Black Flag SRD","document__license_url":"https://paizo.com/orclicense","document__url":"https://koboldpress.com/black-flag-reference-document/","v2_converted_path":"/v2/creatures/bfrd_roc/"},{"slug":"stone_giant_bf","desc":"","name":"Stone Giant","size":"huge","type":"Giant","subtype":"","group":"Giants","alignment":"","armor_class":17,"armor_desc":"natural armor","hit_points":156,"hit_dice":"","speed":{"walk":40},"strength":22,"dexterity":20,"constitution":26,"intelligence":10,"wisdom":18,"charisma":8,"strength_save":6,"dexterity_save":5,"constitution_save":8,"intelligence_save":0,"wisdom_save":4,"charisma_save":-1,"perception":14,"skills":{},"damage_vulnerabilities":"thunder,Giant Attributes","damage_resistances":"lightning,petrified,Giant Attributes","damage_immunities":"","condition_immunities":"","senses":"darkvision 60 ft.","languages":"Giant","challenge_rating":"7","cr":7.0,"actions":[{"name":"Multiattack","desc":"The giant makes two Stony Fist or Rock attacks."},{"name":"Stony Fist","desc":"_Melee Weapon Attack:_ +9 to hit, reach 10 ft., one target. _Hit:_ 24 (4d8+6) bludgeoning damage. The target is grappled (escape DC 17) if it is a Large or smaller creature and the stone giant isn't already grappling a creature."},{"name":"Rock","desc":"_Ranged Weapon Attack:_ +9 to hit, range 60/240 ft., one target. _Hit:_ 28 (4d10+6) bludgeoning damage. If the target is a creature, it must succeed on a DC 17 STR save or be knocked prone."}],"bonus_actions":[{"name":"Wrestle","desc":"The stone giant performs one of the following wrestling maneuvers against one creature it is grappling. The target must succeed on a DC 17 STR save or suffer the listed effect until the stone giant uses this bonus action again or until the grapple ends.\n- **Armbar.** The target has disadvantage on attack rolls and on checks made to escape the grapple.\n- **Chinlock.** The target can't speak and can't cast spells with verbal components.\n- **Takedown.** The target is knocked prone and restrained.\n- **Throw.** The target is thrown up to 30 feet in a random direction and knocked prone, ending the grapple. If a thrown target strikes a solid surface, the target takes 3 (1d6) bludgeoning damage for every 10 feet it was thrown. If the target is thrown at another creature, that creature must succeed on a DC 17 DEX save or take the same damage and be knocked prone."}],"reactions":[{"name":"Missile Deflection","desc":"If a creature the giant can see makes a ranged weapon attack against the giant, the giant can add 3 to its AC. If the attack misses, the giant can catch the missile, provided the attack included a projectile, and throw it back at the attacker, using the giant's normal ranged weapon attack bonus and the weapon's normal damage."}],"legendary_desc":null,"legendary_actions":[],"special_abilities":[{"name":"Giant Attributes","desc":"The stone giant is resistant to the stunned condition, and it is vulnerable to the prone condition."},{"name":"Stone Camouflage","desc":"The giant's Stealth is 20 while in rocky terrain."}],"spell_list":[],"page_no":null,"environments":[],"img_main":null,"document__slug":"blackflag","document__title":"Black Flag SRD","document__license_url":"https://paizo.com/orclicense","document__url":"https://koboldpress.com/black-flag-reference-document/","v2_converted_path":"/v2/creatures/bfrd_stone-giant/"},{"slug":"werebear_bf","desc":"","name":"Werebear","size":"medium","type":"Humanoid","subtype":"Lycanthrope","group":"Lycanthropes","alignment":"","armor_class":10,"armor_desc":"n humanoid form, 11 (natural armor) in bear and hybrid for","hit_points":126,"hit_dice":"","speed":{"walk":30,"climb":30},"strength":20,"dexterity":10,"constitution":16,"intelligence":10,"wisdom":18,"charisma":12,"strength_save":5,"dexterity_save":0,"constitution_save":3,"intelligence_save":0,"wisdom_save":4,"charisma_save":1,"perception":14,"skills":{},"damage_vulnerabilities":"","damage_resistances":"bludgeoning,piercing,and slashing damage from nonmagical attacks","damage_immunities":"","condition_immunities":"","senses":"-","languages":"Common (can't speak in bear form)","challenge_rating":"5","cr":5.0,"actions":[{"name":"Multiattack","desc":"The werebear makes three Claw or Greataxe attacks. It can replace one attack with a Bite attack, provided it is in the appropriate form. If two Claw attacks hit one creature, the target is grappled (escape DC 15). The werebear can grapple only one creature at a time."},{"name":"Bite (Bear or Hybrid Form Only)","desc":"_Melee Weapon Attack:_ +8 to hit, reach 5 ft., one target. _Hit:_ 16 (2d10+5) piercing damage. If the target is a Humanoid, it must succeed on a DC 14 CON save or be cursed with the werebear lycanthropy curse (see Curse of Lycanthropy sidebar)."},{"name":"Claw (Bear or Hybrid Form Only)","desc":"_Melee Weapon Attack:_ +8 to hit, reach 5 ft., one target. _Hit:_ 14 (2d8+5) slashing damage."},{"name":"Greataxe (Humanoid or Hybrid Form Only)","desc":"Melee Weapon Attack: +8 to hit, reach 5 ft., one target. _Hit:_ 11 (1d12+5) slashing damage."}],"bonus_actions":[{"name":"Change Shape","desc":"The werebear transforms into a Medum or Large bear, a Large bear-humanoid hybrid, or back into its true form, which is Humanoid. Its statistics, other than its size, speed, and AC, are the same in each form. Any equipment it is wearing or carrying isn't transformed. It reverts to its true form if it dies."},{"name":"Pin","desc":"One creature grappled by the werebear is knocked prone, and it is restrained until the grapple ends."}],"reactions":[],"legendary_desc":null,"legendary_actions":[],"special_abilities":[{"name":"Heightened Smell","desc":"The werebear's Perception is 19 when perceiving by smell."}],"spell_list":[],"page_no":null,"environments":[],"img_main":null,"document__slug":"blackflag","document__title":"Black Flag SRD","document__license_url":"https://paizo.com/orclicense","document__url":"https://koboldpress.com/black-flag-reference-document/","v2_converted_path":"/v2/creatures/bfrd_werebear/"},{"slug":"young_black_dragon_bf","desc":"","name":"Young Black Dragon","size":"large","type":"Dragon","subtype":"","group":"Dragons","alignment":"","armor_class":18,"armor_desc":"natural armor","hit_points":136,"hit_dice":"","speed":{"walk":40,"fly":80,"swim":40},"strength":20,"dexterity":20,"constitution":22,"intelligence":12,"wisdom":18,"charisma":20,"strength_save":5,"dexterity_save":5,"constitution_save":6,"intelligence_save":1,"wisdom_save":4,"charisma_save":5,"perception":17,"skills":{},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"acid,poisoned","condition_immunities":"","senses":"darkvision 120 ft., keensense 30 ft.","languages":"Common,Draconic","challenge_rating":"7","cr":7.0,"actions":[{"name":"Multiattack","desc":"The dragon makes one Bite attack and two Claw attacks."},{"name":"Bite","desc":"_Melee Weapon Attack:_ +7 to hit, reach 10 ft., one target. _Hit:_ 15 (2d10+4) piercing damage."},{"name":"Claw","desc":"_Melee Weapon Attack:_ +7 to hit, reach 5 ft., one target. _Hit:_ 11 (2d6+4) slashing damage."},{"name":"Acid Breath (Recharge 5-6)","desc":"The dragon exhales acid in a 3-foot line that is 5 feet wide. Each creature in that line must make a DC 15 DEX save, taking 49 (11d8) acid damage on a failed save, or half as much damage on a successful one."}],"bonus_actions":[],"reactions":[],"legendary_desc":null,"legendary_actions":[],"special_abilities":[{"name":"Acidic Vapors","desc":"After the black dragon uses its Acid Breath, acid clings to its mouth, throat, and nostrils for a time, evaporating as the dragon breathes. While the dragon's Acid Breath is unavailable, acidic vapors surround it, and each creature that starts its turn within 10 feet of the dragon must succeed on a DC 15 CON save or be poisoned until the start of its next turn."},{"name":"Amphibious","desc":"The dragon can breathe air and water."}],"spell_list":[],"page_no":null,"environments":[],"img_main":null,"document__slug":"blackflag","document__title":"Black Flag SRD","document__license_url":"https://paizo.com/orclicense","document__url":"https://koboldpress.com/black-flag-reference-document/","v2_converted_path":"/v2/creatures/bfrd_young-black-dragon/"},{"slug":"young_bronze_dragon_bf","desc":"","name":"Young Bronze Dragon","size":"large","type":"Dragon","subtype":"","group":"Dragons","alignment":"","armor_class":18,"armor_desc":"natural armor","hit_points":148,"hit_dice":"","speed":{"walk":40,"fly":80,"swim":40},"strength":20,"dexterity":16,"constitution":24,"intelligence":14,"wisdom":18,"charisma":22,"strength_save":5,"dexterity_save":3,"constitution_save":7,"intelligence_save":2,"wisdom_save":4,"charisma_save":6,"perception":17,"skills":{},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"lightning","condition_immunities":"","senses":"darkvision 120 ft., keensense 30 ft.","languages":"Common,Draconic","challenge_rating":"8","cr":8.0,"actions":[{"name":"Multiattack","desc":"The dragon makes one Bite attack and two Claw attacks. It can replace its Bite attack with a use of Repulsion Breath, if available."},{"name":"Bite","desc":"_Melee Weapon Attack:_ +8 to hit, reach 10 ft., one target. _Hit:_ 16 (2d10+5) piercing damage."},{"name":"Claw","desc":"_Melee Weapon Attack:_ +8 to hit, reach 5 ft., one target. _Hit:_ 12 (2d6+5) slashing damage."},{"name":"Lightning Breath (Recharge 5-6)","desc":"The dragon exhales lightning in a 60-foot line that is 5 feet wide. Each creature in that line must make a DC 15 DEX save, taking 49 (9d10) lightning damage on a failed save, or half as much damage on a successful one."},{"name":"Repulsion Breath (Recharge 6)","desc":"The dragon exhales repulsion energy in a 30-foot cone. Each creature in that area must succeed on a DC 15 STR save or be pushed up to 15 feet away from the dragon."}],"bonus_actions":[{"name":"Change Shape","desc":"The dragon magically transforms into a Beast or Humanoid that has a challenge rating no higher than its own, or back into its true form, which is Dragon. Any equipment it is wearing or carrying transforms with it or is borne by the new form (the dragon's choice). It reverts to its true form if it dies. In a new form, the dragon retains its HP, ability to speak, proficiencies, and INT, WIS, and CHA scores, as well as this bonus action. Its statistics and capabilities are otherwise replaced by those of the new form, except any class features or legendary actions of that form."}],"reactions":[],"legendary_desc":null,"legendary_actions":[],"special_abilities":[{"name":"Amphibious","desc":"The dragon can breathe air and water."},{"name":"Lightning Extraction","desc":"After the bronze dragon uses its Lightning Breath, its body begins recharging with lightning, pulling electricity from nearby creatures. While the dragon's Lightning Breath is unavailable, each creature that starts its turn within 10 feet of the dragon must make a DC 15 CON save. On a failure, a creature can use either an action or a bonus action on its turn, not both."}],"spell_list":[],"page_no":null,"environments":[],"img_main":null,"document__slug":"blackflag","document__title":"Black Flag SRD","document__license_url":"https://paizo.com/orclicense","document__url":"https://koboldpress.com/black-flag-reference-document/","v2_converted_path":"/v2/creatures/bfrd_young-bronze-dragon/"},{"slug":"young_copper_dragon_bf","desc":"","name":"Young Copper Dragon","size":"large","type":"Dragon","subtype":"","group":"Dragons","alignment":"","armor_class":17,"armor_desc":"natural armor","hit_points":144,"hit_dice":"","speed":{"walk":40,"climb":40,"fly":80},"strength":18,"dexterity":18,"constitution":22,"intelligence":16,"wisdom":18,"charisma":20,"strength_save":4,"dexterity_save":4,"constitution_save":6,"intelligence_save":3,"wisdom_save":4,"charisma_save":5,"perception":17,"skills":{},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"acid","condition_immunities":"","senses":"darkvision 120 ft., keensense 30 ft.","languages":"Common,Draconic","challenge_rating":"7","cr":7.0,"actions":[{"name":"Multiattack","desc":"The dragon makes one Bite attack and two Claw attacks. It can replace its Bite attack with a use of Slowing Breath, if available."},{"name":"Bite","desc":"_Melee Weapon Attack:_ +7 to hit, reach 10 ft., one target. _Hit:_ 15 (2d10+4) piercing damage."},{"name":"Claw","desc":"_Melee Weapon Attack:_ +7 to hit, reach 5 ft., one target. _Hit:_ 11 (2d6+4) slashing damage."},{"name":"Acid Breath (Recharge 5-6)","desc":"The dragon exhales acid in a 60-foot line that is 5 feet wide. Each creature in that line must make a DC 14 DEX save, taking 40 (9d8) acid damage on a failed save, or half as much damage on a successful one."},{"name":"Slowing Breath (Recharge 6)","desc":"As the **copper dragon wyrmling**, except it is a 30-foot cone, and the save DC is 14."}],"bonus_actions":[{"name":"Change Shape","desc":"The dragon magically transforms into a Beast or Humanoid that has a challenge rating no higher than its own, or back into its true form, which is Dragon. Any equipment it is wearing or carrying transforms with it or is borne by the new form (the dragon's choice). It reverts to its true form if it dies. In a new form, the dragon retains its HP, ability to speak, proficiencies, and INT, WIS, and CHA scores, as well as this bonus action. Its statistics and capabilities are otherwise replaced by those of the new form, except any class features or legendary actions of that form."}],"reactions":[],"legendary_desc":null,"legendary_actions":[],"special_abilities":[{"name":"Corrosive Scales","desc":"When the copper dragon hasn't spit its Acid Breath, the acid built up within the dragon causes the patina on its scales to spread to weapons that strike it. While the dragon's Acid Breath is available, any weapon made of metal that hits the dragon corrodes. After dealing damage, the weapon takes a permanent and cumulative -1 penalty to damage rolls. If a nonmagical weapon's penalty drops to -5, the weapon is destroyed. Nonmagical ammunition made of metal that hits the dragon is destroyed after dealing damage. A magical weapon can't have a penalty greater than -5, and a magical weapon removes this penalty after 24 hours or after its attuned wielder finishes a long rest."}],"spell_list":[],"page_no":null,"environments":[],"img_main":null,"document__slug":"blackflag","document__title":"Black Flag SRD","document__license_url":"https://paizo.com/orclicense","document__url":"https://koboldpress.com/black-flag-reference-document/","v2_converted_path":"/v2/creatures/bfrd_young-copper-dragon/"},{"slug":"young_green_dragon_bf","desc":"","name":"Young Green Dragon","size":"large","type":"Dragon","subtype":"","group":"Dragons","alignment":"","armor_class":18,"armor_desc":"natural armor","hit_points":148,"hit_dice":"","speed":{"walk":40,"fly":80,"swim":40},"strength":18,"dexterity":18,"constitution":22,"intelligence":20,"wisdom":18,"charisma":20,"strength_save":4,"dexterity_save":4,"constitution_save":6,"intelligence_save":5,"wisdom_save":4,"charisma_save":5,"perception":17,"skills":{},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"poison,poisoned","condition_immunities":"","senses":"darkvision 120 ft., keensense 30 ft.","languages":"Common,Draconic","challenge_rating":"8","cr":8.0,"actions":[{"name":"Multiattack","desc":"The dragon makes one Bite attack and two Claw attacks."},{"name":"Bite","desc":"_Melee Weapon Attack:_ +7 to hit, reach 10 ft., one target. _Hit:_ 15 (2d10+4) piercing damage plus 7 (2d6) poison damage."},{"name":"Claw","desc":"_Melee Weapon Attack:_ +7 to hit, reach 5 ft., one target. _Hit:_ 11 (2d6+4) slashing damage."},{"name":"Poison Breath (Recharge 5-6)","desc":"The dragon exhales poisonous gas in a 30-foot cone. Each creature in that area must make a DC 14 CON save, taking 42 (12d6) poison damage on a failed save, or half as much damage on a successful one."}],"bonus_actions":[],"reactions":[],"legendary_desc":null,"legendary_actions":[],"special_abilities":[{"name":"Amphibious","desc":"The dragon can breathe air and water."},{"name":"Hallucinogenic Gas","desc":"After the green dragon exhales its Poison Breath, wisps of poisonous gas laced with the alchemical taint that permeates the dragon's body linger around it. While the dragon's Poison Breath is unavailable, each creature that starts its turn within 10 feet of the dragon must succeed on a DC 14 WIS save or be terrified, as the gas causes the creature to experience frightful hallucinations. A terrified creature is frightened, and its speed is reduced to 0."}],"spell_list":[],"page_no":null,"environments":[],"img_main":null,"document__slug":"blackflag","document__title":"Black Flag SRD","document__license_url":"https://paizo.com/orclicense","document__url":"https://koboldpress.com/black-flag-reference-document/","v2_converted_path":"/v2/creatures/bfrd_young-green-dragon/"},{"slug":"young_red_dragon_bf","desc":"","name":"Young Red Dragon","size":"large","type":"Dragon","subtype":"","group":"Dragons","alignment":"","armor_class":18,"armor_desc":"natural armor","hit_points":193,"hit_dice":"","speed":{"walk":40,"climb":40,"fly":80},"strength":22,"dexterity":18,"constitution":28,"intelligence":14,"wisdom":18,"charisma":26,"strength_save":6,"dexterity_save":4,"constitution_save":9,"intelligence_save":2,"wisdom_save":4,"charisma_save":8,"perception":18,"skills":{},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"fire","condition_immunities":"","senses":"darkvision 120 ft., keensense 30 ft.","languages":"Common,Draconic","challenge_rating":"10","cr":10.0,"actions":[{"name":"Multiattack","desc":"The dragon makes one Bite attack and two Claw attacks."},{"name":"Bite","desc":"_Melee Weapon Attack:_ +10 to hit, reach 10 ft., one target. _Hit:_ 17 (2d10+6) piercing damage plus 3 (1d6) fire damage."},{"name":"Claw","desc":"_Melee Weapon Attack:_ +10 to hit, reach 5 ft., one target. _Hit:_ 13 (2d6+6) slashing damage."},{"name":"Fire Breath (Recharge 5-6)","desc":"The dragon exhales fire in a 30-foot cone. Each creature in that area must make a DC 17 DEX save, taking 56 (16d6) fire damage on a failed save, or half as much damage on a successful one."}],"bonus_actions":[],"reactions":[],"legendary_desc":null,"legendary_actions":[],"special_abilities":[{"name":"Boil Over","desc":"When the red dragon hasn't unleashed its Fire Breath, the heat builds and rolls outward from it. While the dragon's Fire Breath is available, it emits immense heat, and each creature that starts its turn within 10 feet of the dragon must succeed on a DC 17 CON save or take 7 (2d6) fire damage."}],"spell_list":[],"page_no":null,"environments":[],"img_main":null,"document__slug":"blackflag","document__title":"Black Flag SRD","document__license_url":"https://paizo.com/orclicense","document__url":"https://koboldpress.com/black-flag-reference-document/","v2_converted_path":"/v2/creatures/bfrd_young-red-dragon/"},{"slug":"young_white_dragon_bf","desc":"","name":"Young White Dragon","size":"large","type":"Dragon","subtype":"","group":"Dragons","alignment":"","armor_class":17,"armor_desc":"natural armor","hit_points":126,"hit_dice":"","speed":{"walk":40,"burrow":20,"fly":80,"swim":40},"strength":18,"dexterity":16,"constitution":24,"intelligence":6,"wisdom":18,"charisma":18,"strength_save":4,"dexterity_save":3,"constitution_save":7,"intelligence_save":-2,"wisdom_save":4,"charisma_save":4,"perception":17,"skills":{},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"cold","condition_immunities":"","senses":"darkvision 120 ft., keensense 30 ft.","languages":"Common,Draconic","challenge_rating":"6","cr":6.0,"actions":[{"name":"Multiattack","desc":"The dragon makes one Bite attack and two Claw attacks."},{"name":"Bite","desc":"_Melee Weapon Attack:_ +7 to hit, reach 10 ft., one target. _Hit:_ 15 (2d10+4) piercing damage plus 4 (1d8) cold damage."},{"name":"Claw","desc":"_Melee Weapon Attack:_ +7 to hit, reach 5 ft., one target. _Hit:_ 11 (2d6+4) slashing damage."},{"name":"Cold Breath (Recharge 5-6)","desc":"The dragon exhales an icy blast in a 30-foot cone. Each creature in that area must make a DC 15 CON save, taking 31 (7d8) cold damage on a failed save, or half as much damage on a successful one."}],"bonus_actions":[],"reactions":[],"legendary_desc":null,"legendary_actions":[],"special_abilities":[{"name":"Ice Walk","desc":"The dragon can move across and climb icy surfaces without needing to make an ability check. In addition, difficult terrain composed of ice or snow doesn’t cost it extra movement."},{"name":"Numbing Chill","desc":"When the white dragon hasn’t unleashed its Cold Breath, the cold builds up within it and ripples outward from it. While the dragon’s Cold Breath is available, it emits a numbing chill, and each creature that starts its turn within 10 feet of the dragon must succeed on a DC 15 CON save or its speed is reduced by 10 feet."}],"spell_list":[],"page_no":null,"environments":[],"img_main":null,"document__slug":"blackflag","document__title":"Black Flag SRD","document__license_url":"https://paizo.com/orclicense","document__url":"https://koboldpress.com/black-flag-reference-document/","v2_converted_path":"/v2/creatures/bfrd_young-white-dragon/"},{"slug":"assassin-a5e","desc":"","name":"Assassin","size":"Medium","type":"Humanoid","subtype":"","group":null,"alignment":"","armor_class":16,"armor_desc":"","hit_points":97,"hit_dice":"15d8+30","speed":{"walk":35},"strength":10,"dexterity":16,"constitution":14,"intelligence":12,"wisdom":12,"charisma":12,"strength_save":null,"dexterity_save":6,"constitution_save":null,"intelligence_save":4,"wisdom_save":4,"charisma_save":null,"perception":null,"skills":{"acrobatics":6,"deception":4,"perception":4,"stealth":6},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"","condition_immunities":"","senses":"blindsight 10 ft., darkvision 30 ft., passive Perception 14","languages":"any two","challenge_rating":"7","cr":7.0,"actions":[{"name":"Shortsword","desc":"Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) piercing damage plus 10 (3d6) poison damage."},{"name":"Hand Crossbow","desc":"Ranged Weapon Attack: +6 to hit, range 30/120 ft., one target. Hit: 6 (1d6 + 3) piercing damage plus 10 (3d6) poison damage."}],"bonus_actions":[{"name":"Cunning Action","desc":"The assassin takes the Dash, Disengage, Hide, or Use an Object action."},{"name":"Rapid Attack","desc":"The assassin attacks with their shortsword."},{"name":"Assassins specialize in dealing quiet","desc":"While some kill for pay, others do so for ideological or political reasons."}],"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Assassinate","desc":"During the first turn of combat, the assassin has advantage on attack rolls against any creature that hasnt acted. On a successful hit, each creature of the assassins choice that can see the assassins attack is rattled until the end of the assassins next turn."},{"name":"Dangerous Poison","desc":"As part of making an attack, the assassin can apply a dangerous poison to their weapon (included below). The assassin carries 3 doses of this poison. A single dose can coat one melee weapon or up to 5 pieces of ammunition."},{"name":"Evasion","desc":"When the assassin makes a Dexterity saving throw against an effect that deals half damage on a success, they take no damage on a success and half damage on a failure."},{"name":"Sneak Attack (1/Turn)","desc":"The assassin deals an extra 21 (6d6) damage when they hit with a weapon attack while they have advantage on the attack, or when the assassins target is within 5 feet of an ally of the assassin while the assassin doesnt have disadvantage on the attack."}],"spell_list":[],"page_no":467,"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_assassin/"},{"slug":"bunyip-a5e","desc":"","name":"Bunyip","size":"Huge","type":"Beast","subtype":"","group":null,"alignment":"","armor_class":14,"armor_desc":"","hit_points":150,"hit_dice":"12d12+72","speed":{"walk":20,"swim":50},"strength":23,"dexterity":15,"constitution":22,"intelligence":3,"wisdom":12,"charisma":8,"strength_save":null,"dexterity_save":5,"constitution_save":null,"intelligence_save":null,"wisdom_save":4,"charisma_save":null,"perception":null,"skills":{"athletics":9,"perception":4,"stealth":5,"survival":4},"damage_vulnerabilities":"","damage_resistances":"cold, thunder","damage_immunities":"","condition_immunities":"","senses":"darkvision 120 ft., passive Perception 16","languages":"","challenge_rating":"8","cr":8.0,"actions":[{"name":"Multiattack","desc":"The bunyip makes a bite attack and two slam attacks."},{"name":"Bite","desc":"Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 19 (2d12+6) piercing damage  and the target is grappled (escape DC 17). Until this grapple ends  the target is restrained  and the bunyip can't bite another target."},{"name":"Slam","desc":"Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 17 (2d10+6) bludgeoning damage."}],"bonus_actions":[{"name":"Terrifying Howl","desc":"The bunyip unleashes a terrifying howl. Each creature of its choice within 120 feet that can see and hear it makes a DC 17 Wisdom saving throw, becoming frightened for 1 minute on a failure. A creature repeats the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creatures saving throw is successful or the effect ends for it, the creature is immune to the bunyips Terrifying Howl for the next 24 hours."}],"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Brave","desc":"The bunyip has advantage on saving throws against being frightened."},{"name":"Hold Breath","desc":"The bunyip can hold its breath for 1 hour."},{"name":"Keen Hearing and Smell","desc":"The bunyip has advantage on Perception checks that rely on hearing or smell."}],"spell_list":[],"page_no":441,"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_bunyip/"},{"slug":"champion-warrior-a5e","desc":"","name":"Champion Warrior","size":"Medium","type":"Humanoid","subtype":"","group":null,"alignment":"","armor_class":16,"armor_desc":"","hit_points":90,"hit_dice":"12d8+36","speed":{"walk":40},"strength":18,"dexterity":18,"constitution":16,"intelligence":10,"wisdom":12,"charisma":14,"strength_save":7,"dexterity_save":7,"constitution_save":6,"intelligence_save":null,"wisdom_save":4,"charisma_save":null,"perception":null,"skills":{"athletics":7,"intimidation":5,"perception":4,"stealth":7,"survival":4},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"","condition_immunities":"","senses":"passive Perception 14","languages":"any one","challenge_rating":"5","cr":5.0,"actions":[{"name":"Multiattack","desc":"The warrior attacks twice."},{"name":"Greataxe","desc":"Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 10 (1d12 + 4) slashing damage. If the warrior has moved this turn, this attack is made with advantage."}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":null,"spell_list":[],"page_no":497,"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_champion-warrior/"},{"slug":"cloaker-a5e","desc":"","name":"Cloaker","size":"Large","type":"Aberration","subtype":"","group":null,"alignment":"","armor_class":13,"armor_desc":"","hit_points":97,"hit_dice":"13d10+26","speed":{"walk":10,"fly":50},"strength":18,"dexterity":16,"constitution":14,"intelligence":12,"wisdom":12,"charisma":12,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":4,"charisma_save":null,"perception":null,"skills":{"stealth":6},"damage_vulnerabilities":"","damage_resistances":"bludgeoning","damage_immunities":"","condition_immunities":"charmed, frightened","senses":"darkvision 60 ft., passive Perception 11","languages":"Deep Speech, Undercommon","challenge_rating":"8","cr":8.0,"actions":[{"name":"Bite","desc":"Melee Weapon Attack: +7 to hit, reach 5 ft., one creature. Hit: 11 (2d6 + 4) piercing damage  and the target is grappled (escape DC 15). If the cloaker has advantage against the target  the cloaker attaches to the targets head  and the target is blinded and suffocating. Until this grapple ends  the cloaker automatically hits the grappled creature with this attack. When the cloaker is dealt damage while grappling  it takes half the damage (rounded down) and the other half is dealt to the grappled target. The cloaker can have only one creature grappled at once."},{"name":"Tail","desc":"Melee Weapon Attack: +7 to hit, reach 10 ft., one creature. Hit: 7 (1d6 + 4) slashing damage plus 3 (1d6) poison damage  and the creature makes a DC 13 Constitution saving throw. On a failure  it is poisoned until the end of the cloakers next turn."},{"name":"Moan","desc":"Each non-aberration creature within 60 feet that can hear its moan makes a DC 13 Wisdom saving throw. On a failure  it is frightened until the end of the cloakers next turn. When a creature succeeds on this saving throw  it becomes immune to the cloakers moan for 24 hours."},{"name":"Phantasms (1/Day)","desc":"The cloaker magically creates flickering illusions of itself in its space. Attacks on it have disadvantage. This effect ends after 1 minute  when the cloaker enters an area of bright light  or when it successfully grapples a creature."}],"bonus_actions":null,"reactions":[{"name":"Reactive Tail","desc":"When hit or missed with a melee attack, the cloaker makes a tail attack against the attacker."},{"name":"Angry Moan","desc":"When the cloaker takes damage, it uses Moan."}],"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"False Appearance","desc":"When motionless, the cloaker is indistinguishable from a black cloak or similar cloth or leather article."},{"name":"Light Sensitivity","desc":"The cloaker has disadvantage on attack rolls and Perception checks while in bright light."}],"spell_list":[],"page_no":50,"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_cloaker/"},{"slug":"coven-green-hag-a5e","desc":"","name":"Coven Green Hag","size":"Medium","type":"Fey","subtype":"","group":null,"alignment":"","armor_class":14,"armor_desc":"","hit_points":97,"hit_dice":"15d8+30","speed":{"walk":30},"strength":16,"dexterity":14,"constitution":14,"intelligence":14,"wisdom":14,"charisma":16,"strength_save":null,"dexterity_save":null,"constitution_save":4,"intelligence_save":null,"wisdom_save":4,"charisma_save":null,"perception":null,"skills":{"arcana":4,"deception":5,"insight":4,"perception":4,"stealth":4},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"","condition_immunities":"","senses":"darkvision 60 ft., passive Perception 14","languages":"Common, Draconic, Sylvan","challenge_rating":"5","cr":5.0,"actions":[{"name":"Multiattack","desc":"The hag attacks twice with its claws and then uses Hex if not in beast form."},{"name":"Beast Form","desc":"The hag magically transforms into a Large or smaller beast or back into its true form. While in beast form  it retains its game statistics can't cast spells can't use Hex  and can't speak. The hags Speed increases by 10 feet  and when appropriate to its beast form it gains a climb  fly  or swim speed of 40 feet. Any equipment the hag is wearing or wielding merges into its new form."},{"name":"Claws","desc":"Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 12 (2d8 + 3) slashing damage."},{"name":"Hex (Gaze)","desc":"A creature within 60 feet that is not already under a hags hex makes a DC 13 Wisdom saving throw. A creature under an obligation to the hag automatically fails this saving throw. On a failed saving throw  the target is cursed with a magical hex that lasts 30 days. The curse ends early if the target suffers harm from the hag or if the hag ends it as an action. Roll 1d4:"},{"name":"1","desc":"Charm Hex. The target is charmed by the hag."},{"name":"2","desc":"Fear Hex. The target is frightened of the hag."},{"name":"3","desc":"Ill Fortune Hex. The hag magically divines the targets activities. Whenever the target attempts a long-duration task such as a craft or downtime activity  the hag can cause the activity to fail."},{"name":"4","desc":"Sleep Hex. The target falls unconscious. The curse ends early if the target takes damage or if a creature uses an action to shake it awake."},{"name":"Invisibility (2nd-Level; V, S, Concentration)","desc":"The hag is invisible for 1 hour. The spell ends if the hag attacks  uses Hex  or casts a spell."}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Amphibious","desc":"The hag can breathe air and water."},{"name":"Innate Spellcasting","desc":"The hags innate spellcasting ability is Charisma (spell save DC 13). It can innately cast the following spells, requiring no material components: At will: dancing lights, disguise self, invisibility, minor illusion, 1/day: geas"}],"spell_list":[],"page_no":269,"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_coven-green-hag/"},{"slug":"cult-fanatic-a5e","desc":"","name":"Cult Fanatic","size":"Medium","type":"Humanoid","subtype":"","group":null,"alignment":"","armor_class":12,"armor_desc":"","hit_points":39,"hit_dice":"6d8+12","speed":{"walk":30},"strength":10,"dexterity":14,"constitution":14,"intelligence":10,"wisdom":14,"charisma":14,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":4,"charisma_save":null,"perception":null,"skills":{"deception":4,"persuasion":4,"religion":2},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"","condition_immunities":"","senses":"passive Perception 12","languages":"any one","challenge_rating":"2","cr":2.0,"actions":[{"name":"Dagger","desc":"Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 4 (1d4 + 2) piercing damage."},{"name":"Sacred Flame (Cantrip; V, S)","desc":"One creature the cult fanatic can see within 60 feet makes a DC 12 Dexterity saving throw  taking 4 (1d8) radiant damage on a failure. This spell ignores cover."},{"name":"Command (1st-Level; V)","desc":"One non-undead creature the cult fanatic can see within 60 feet that can hear and understand them makes a DC 12 Wisdom saving throw. On a failure  the target uses its next turn to grovel (falling prone and then ending its turn)."},{"name":"Inflict Wounds (1st-Level; V, S)","desc":"Melee Spell Attack: +4 to hit, reach 5 ft., one creature. Hit: 16 (3d10) necrotic damage."},{"name":"Blindness/Deafness (2nd-Level; V)","desc":"One creature the cult fanatic can see within 30 feet makes a DC 12 Constitution saving throw. On a failure  the creature is blinded or deafened (cult fanatics choice) for 1 minute. The creature repeats the saving throw at the end of each of its turns  ending the effect on a success."},{"name":"Hold Person (2nd-Level; V, S, M, Concentration)","desc":"One humanoid the cult fanatic can see within 60 feet makes a DC 12 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."}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Fanatic","desc":"The cult fanatic has advantage on saving throws against being charmed or frightened."},{"name":"Spellcasting","desc":"The cult fanatic is a 4th level spellcaster. Their spellcasting ability is Wisdom (spell save DC 12\n +4 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 command\n detect evil and good\n inflict wounds\n 2nd-level (3 slots): blindness/deafness\n hold person"}],"spell_list":[],"page_no":472,"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_cult-fanatic/"},{"slug":"cutthroat-a5e","desc":"","name":"Cutthroat","size":"Medium","type":"Humanoid","subtype":"","group":null,"alignment":"","armor_class":12,"armor_desc":"","hit_points":27,"hit_dice":"6d8","speed":{"walk":30},"strength":10,"dexterity":14,"constitution":10,"intelligence":12,"wisdom":14,"charisma":14,"strength_save":null,"dexterity_save":4,"constitution_save":null,"intelligence_save":null,"wisdom_save":4,"charisma_save":null,"perception":null,"skills":{"deception":4,"insight":4,"investigation":3,"perception":4,"persuasion":4,"sleight":0,"stealth":4},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"","condition_immunities":"","senses":"passive Perception 14","languages":"any two","challenge_rating":"1","cr":1.0,"actions":[{"name":"Shortsword","desc":"Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) piercing damage."},{"name":"Hand Crossbow","desc":"Ranged Weapon Attack: +4 to hit, range 30/120 ft., one target. Hit: 5 (1d6 + 2) piercing damage."}],"bonus_actions":[{"name":"Cunning Action","desc":"The cutthroat takes the Dash, Disengage, Hide, or Use an Object action."},{"name":"Rapid Attack","desc":"The cutthroat attacks with their shortsword."}],"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Sneak Attack (1/Turn)","desc":"The cutthroat deals an extra 7 (2d6) damage when they hit with a weapon attack while they have advantage on the attack, or when the cutthroats target is within 5 feet of an ally of the cutthroat while the cutthroat doesnt have disadvantage on the attack."}],"spell_list":[],"page_no":468,"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_cutthroat/"},{"slug":"dragon-cultist-a5e","desc":"","name":"Dragon Cultist","size":"Medium","type":"Humanoid","subtype":"","group":null,"alignment":"","armor_class":12,"armor_desc":"","hit_points":39,"hit_dice":"6d8+12","speed":{"walk":30},"strength":10,"dexterity":14,"constitution":14,"intelligence":10,"wisdom":14,"charisma":14,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":4,"charisma_save":null,"perception":null,"skills":{"deception":4,"persuasion":4,"religion":2},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"","condition_immunities":"","senses":"passive Perception 12","languages":"any one","challenge_rating":"2","cr":2.0,"actions":[{"name":"Dagger","desc":"Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 4 (1d4 + 2) piercing damage."},{"name":"Sacred Flame (Cantrip; V, S)","desc":"One creature the cult fanatic can see within 60 feet makes a DC 12 Dexterity saving throw  taking 4 (1d8) radiant damage on a failure. This spell ignores cover."},{"name":"Command (1st-Level; V)","desc":"One non-undead creature the cult fanatic can see within 60 feet that can hear and understand them makes a DC 12 Wisdom saving throw. On a failure  the target uses its next turn to grovel (falling prone and then ending its turn)."},{"name":"Inflict Wounds (1st-Level; V, S)","desc":"Melee Spell Attack: +4 to hit, reach 5 ft., one creature. Hit: 16 (3d10) necrotic damage."},{"name":"Blindness/Deafness (2nd-Level; V)","desc":"One creature the cult fanatic can see within 30 feet makes a DC 12 Constitution saving throw. On a failure  the creature is blinded or deafened (cult fanatics choice) for 1 minute. The creature repeats the saving throw at the end of each of its turns  ending the effect on a success."},{"name":"Hold Person (2nd-Level; V, S, M, Concentration)","desc":"One humanoid the cult fanatic can see within 60 feet makes a DC 12 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."}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Fanatic","desc":"The cult fanatic has advantage on saving throws against being charmed or frightened."},{"name":"Immunity","desc":"A dragon cultist is immune to one damage type dealt by their draconic masters breath weapon."},{"name":"Spellcasting","desc":"The cult fanatic is a 4th level spellcaster. Their spellcasting ability is Wisdom (spell save DC 12\n +4 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 command\n detect evil and good\n inflict wounds\n 2nd-level (3 slots): blindness/deafness\n hold person"}],"spell_list":[],"page_no":473,"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_dragon-cultist/"},{"slug":"druid-a5e","desc":"","name":"Druid","size":"Medium","type":"Humanoid","subtype":"","group":null,"alignment":"","armor_class":11,"armor_desc":"","hit_points":39,"hit_dice":"6d8+12","speed":{"walk":30},"strength":10,"dexterity":12,"constitution":14,"intelligence":12,"wisdom":14,"charisma":10,"strength_save":2,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":4,"charisma_save":null,"perception":null,"skills":{"animal":0,"medicine":4,"nature":3,"perception":4},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"","condition_immunities":"","senses":"passive Perception 14","languages":"Druidic plus any two","challenge_rating":"2","cr":2.0,"actions":[{"name":"Shillelagh (True Form Only)","desc":"Melee Spell Attack: +4 to hit, reach 5 ft  one target. Hit: 6 (1d8 + 2) magical bludgeoning damage."},{"name":"Bite (Medium or Large Beast Form Only)","desc":"Melee Weapon Attack: +4 to hit, reach 5 ft  one target. Hit: 11 (2d8 + 2) piercing damage."},{"name":"Beast Form","desc":"The druid magically transforms into a Large or smaller beast or back into their true form. While in beast form  they retain their game statistics can't cast spells  and can't speak. The druids Speed increases by 10 feet  and when appropriate to their beast form they gain climb  fly  or swim speeds of 40 feet. Any equipment the druid is wearing or wielding merges into their new form."},{"name":"Produce Flame (Cantrip; V, S)","desc":"Ranged Spell Attack: +4 to hit, range 30 ft  one target. Hit: 4 (1d8) fire damage."},{"name":"Entangle (1st-Level; V, S, Concentration)","desc":"Vines erupt in a 20-foot square centered on a spot on the ground within 120 feet. The area is difficult terrain for 1 minute. Each creature in the area when the spell is cast makes a DC 12 Strength saving throw. On a failure  it is restrained by vines. A creature restrained in this way can use its action to make a Strength check (DC 12)  freeing itself on a success."},{"name":"Thunderwave (1st-Level; V, S)","desc":"Thunder rolls from the druid in a 15-foot cube. Each creature in the area makes a DC 12 Constitution saving throw. On a failure  a creature takes 9 (2d8) thunder damage and is pushed 10 feet from the druid. On a success  a creature takes half damage and is not pushed."}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Spellcasting","desc":"The druid is a 4th level spellcaster. Their spellcasting ability is Wisdom (spell save DC 12\n +4 to hit with spell attacks). They have the following druid spells prepared:\n Cantrips (at will): druidcraft\n produce flame\n shillelagh\n 1st-level (4 slots): entangle\n longstrider\n speak with animals\n thunderwave\n 2nd-level (3 slots): animal messenger\n barkskin"}],"spell_list":[],"page_no":473,"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_druid/"},{"slug":"duelist-a5e","desc":"","name":"Duelist","size":"Medium","type":"Humanoid","subtype":"","group":null,"alignment":"","armor_class":16,"armor_desc":"","hit_points":90,"hit_dice":"12d8+36","speed":{"walk":40},"strength":18,"dexterity":18,"constitution":16,"intelligence":10,"wisdom":12,"charisma":14,"strength_save":7,"dexterity_save":7,"constitution_save":6,"intelligence_save":null,"wisdom_save":4,"charisma_save":null,"perception":null,"skills":{"athletics":7,"intimidation":5,"perception":4,"stealth":7,"survival":4},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"","condition_immunities":"","senses":"passive Perception 14","languages":"any one","challenge_rating":"5","cr":5.0,"actions":[{"name":"Multiattack","desc":"The warrior attacks twice."},{"name":"Rapier","desc":"Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) piercing damage."}],"bonus_actions":null,"reactions":[{"name":"Riposte","desc":"When the duelist is missed by a melee attack by an attacker they can see within 5 feet, the duelist makes a rapier attack against the attacker with advantage."}],"legendary_desc":"","legendary_actions":null,"special_abilities":null,"spell_list":[],"page_no":497,"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_duelist/"},{"slug":"forest-gnome-illusionist-a5e","desc":"","name":"Forest Gnome Illusionist","size":"Medium","type":"Humanoid","subtype":"","group":null,"alignment":"","armor_class":12,"armor_desc":"","hit_points":67,"hit_dice":"9d8+27","speed":{"walk":30},"strength":10,"dexterity":14,"constitution":16,"intelligence":16,"wisdom":12,"charisma":10,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":6,"wisdom_save":4,"charisma_save":null,"perception":null,"skills":{"arcana":6,"history":6,"investigation":6,"perception":4},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"","condition_immunities":"","senses":"passive Perception 14","languages":"any three","challenge_rating":"6","cr":6.0,"actions":[{"name":"Dagger","desc":"Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 4 (1d4 + 2) piercing damage."},{"name":"Fire Bolt (Cantrip; V, S)","desc":"Ranged Spell Attack: +6 to hit, range 120 ft., one target. Hit: 11 (2d10) fire damage."},{"name":"Hypnotic Pattern (3rd-Level; S, M, Concentration)","desc":"A swirling pattern of light appears at a point within 120 feet. Each creature within 10 feet of the pattern that can see it makes a DC 17 Wisdom saving throw. On a failure  the creature is charmed for 1 minute. While charmed  the creature is incapacitated and its Speed is 0. The effect ends on a creature if it takes damage or if another creature uses an action to shake it out of its daze."},{"name":"Fireball (3rd-Level; V, S, M)","desc":"Fire streaks from the mage to a point within 120 feet and explodes in a 20-foot radius  spreading around corners. Each creature in the area makes a DC 14 Dexterity saving throw  taking 21 (6d6) fire damage on a failed save or half damage on a success."},{"name":"Dimension Door (4th-Level; V)","desc":"The mage teleports to a location within 500 feet. They can bring along one willing Medium or smaller creature within 5 feet. If a creature would teleport to an occupied space  it takes 14 (4d6) force damage  and the spell fails."},{"name":"Greater Invisibility (4th-Level; V, S, Concentration)","desc":"The mage or a creature they touch is invisible for 1 minute."},{"name":"Cone of Cold (5th-Level; V, S, M)","desc":"Frost blasts from the mage in a 60-foot cone. Each creature in the area makes a DC 17 Constitution saving throw  taking 36 (8d8) cold damage on a failure or half damage on a success."}],"bonus_actions":[{"name":"Misty Step (2nd-Level; V)","desc":"The mage teleports to an unoccupied space they can see within 30 feet. The mage can't cast this spell and a 1st-level or higher spell on the same turn."}],"reactions":[{"name":"Counterspell (3rd-Level; S)","desc":"When a creature the mage can see within 60 feet casts a spell, the mage attempts to interrupt it. If the creature is casting a 2nd-level spell or lower, the spell fails. If the creature is casting a 3rd-level or higher spell, the mage makes an Intelligence check against a DC of 10 + the spells level. On a success, the spell fails, and the spellcasting creature can use its reaction to try to cast a second spell with the same casting time so long as it uses a spell slot level equal to or less than half the original spell slot. If the mage casts counterspell with a higher spell slot, the interrupted spell fails if its level is less than that of counterspell."},{"name":"Shield (1st-Level; V","desc":"When the mage is hit by an attack or targeted by magic missile, they gain a +5 bonus to AC (including against the triggering attack) and immunity to magic missile. These benefits last until the start of their next turn."}],"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Forest Ways","desc":"The illusionist can communicate with Small and Tiny beasts, and can innately cast blur, disguise self, and major image once each per long rest with no material components."},{"name":"Spellcasting","desc":"The mage is a 9th level spellcaster. Their spellcasting ability is Intelligence (spell save DC 14\n +6 to hit with spell attacks). They have the following wizard spells prepared:\n Cantrips (at will): fire bolt\n light\n mage hand\n prestidigitation\n 1st-level (4 slots): detect magic\n identify\n mage armor\n shield\n 2nd-level (3 slots): alter self\n misty step\n 3rd-level (3 slots): hypnotic pattern\n counterspell\n fireball\n 4th-level (3 slots): dimension door\n greater invisibility\n 5th-level (1 slot): cone of cold"}],"spell_list":[],"page_no":482,"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_forest-gnome-illusionist/"},{"slug":"frost-giant-a5e","desc":"","name":"Frost Giant","size":"Huge","type":"Giant","subtype":"","group":null,"alignment":"","armor_class":15,"armor_desc":"","hit_points":138,"hit_dice":"12d12+60","speed":{"walk":40},"strength":22,"dexterity":8,"constitution":20,"intelligence":10,"wisdom":10,"charisma":12,"strength_save":10,"dexterity_save":null,"constitution_save":9,"intelligence_save":null,"wisdom_save":4,"charisma_save":5,"perception":null,"skills":{"athletics":10,"perception":4,"survival":4},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"cold","condition_immunities":"","senses":"passive Perception 14","languages":"Common, Giant","challenge_rating":"9","cr":9.0,"actions":[{"name":"Multiattack","desc":"The giant makes two melee weapon attacks."},{"name":"Battleaxe","desc":"Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 22 (3d10 + 6) slashing damage. If the target is a Large or smaller creature  it makes a DC 18 Strength saving throw  falling prone on a failure."},{"name":"Rock","desc":"Ranged Weapon Attack: +10 to hit, range 60/240 ft., one target. Hit: 37 (9d6 + 6) bludgeoning damage. If the target is a Large or smaller creature  it makes a DC 18 Strength saving throw  falling prone on a failure. In lieu of a rock  the giant can throw a grappled Medium or smaller creature up to 40 feet. On a hit  the target and the thrown creature both take 19 (4d6 + 5) bludgeoning damage. On a miss  only the thrown creature takes the damage. The thrown creature falls prone in an unoccupied space 5 feet from the target."}],"bonus_actions":[{"name":"Grab","desc":"One creature within 5 feet makes a DC 11 Dexterity saving throw. On a failure, it is grappled (escape DC 18). Until this grapple ends, the giant can't grab another target, and it makes battleaxe attacks with advantage against the grappled target."},{"name":"Stomp (1/Day)","desc":"Melee Weapon Attack: +10 to hit, reach 10 ft., one prone target. Hit: 13 (3d4 + 6) bludgeoning damage."}],"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Fire Fear","desc":"When the giant takes fire damage, it is rattled until the end of its next turn."}],"spell_list":[],"page_no":236,"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_frost-giant/"},{"slug":"frost-giant-jarl-a5e","desc":"","name":"Frost Giant Jarl","size":"Huge","type":"Giant","subtype":"","group":null,"alignment":"","armor_class":15,"armor_desc":"","hit_points":184,"hit_dice":"16d12+80","speed":{"walk":40},"strength":22,"dexterity":8,"constitution":20,"intelligence":10,"wisdom":10,"charisma":12,"strength_save":10,"dexterity_save":null,"constitution_save":9,"intelligence_save":null,"wisdom_save":4,"charisma_save":5,"perception":null,"skills":{"athletics":10,"perception":4,"survival":4},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"cold","condition_immunities":"","senses":"passive Perception 14","languages":"Common, Giant","challenge_rating":"12","cr":12.0,"actions":[{"name":"Multiattack","desc":"The giant makes two melee weapon attacks."},{"name":"Battleaxe","desc":"Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 22 (3d10 + 6) slashing damage. If the target is a Large or smaller creature  it makes a DC 18 Strength saving throw  falling prone on a failure."},{"name":"Rock","desc":"Ranged Weapon Attack: +10 to hit, range 60/240 ft., one target. Hit: 37 (9d6 + 6) bludgeoning damage. If the target is a Large or smaller creature  it makes a DC 18 Strength saving throw  falling prone on a failure. In lieu of a rock  the giant can throw a grappled Medium or smaller creature up to 40 feet. On a hit  the target and the thrown creature both take 19 (4d6 + 5) bludgeoning damage. On a miss  only the thrown creature takes the damage. The thrown creature falls prone in an unoccupied space 5 feet from the target."}],"bonus_actions":[{"name":"Grab","desc":"One creature within 5 feet makes a DC 11 Dexterity saving throw. On a failure, it is grappled (escape DC 18). Until this grapple ends, the giant can't grab another target, and it makes battleaxe attacks with advantage against the grappled target."},{"name":"Stomp (1/Day)","desc":"Melee Weapon Attack: +10 to hit, reach 10 ft., one prone target. Hit: 13 (3d4 + 6) bludgeoning damage."},{"name":"Icy Gaze","desc":"One creature the giant can see within 60 feet makes a DC 17 Constitution saving throw. On a failure, it takes 21 (6d6) cold damage, and its Speed is halved until the end of its next turn. On a success, it takes half as much damage."}],"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Fire Fear","desc":"When the giant takes fire damage, it is rattled until the end of its next turn."}],"spell_list":[],"page_no":237,"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_frost-giant-jarl/"},{"slug":"green-hag-a5e","desc":"","name":"Green Hag","size":"Medium","type":"Fey","subtype":"","group":null,"alignment":"","armor_class":14,"armor_desc":"","hit_points":71,"hit_dice":"11d8+22","speed":{"walk":30},"strength":16,"dexterity":14,"constitution":14,"intelligence":14,"wisdom":14,"charisma":16,"strength_save":null,"dexterity_save":null,"constitution_save":4,"intelligence_save":null,"wisdom_save":4,"charisma_save":null,"perception":null,"skills":{"arcana":4,"deception":5,"insight":4,"perception":4,"stealth":4},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"","condition_immunities":"","senses":"darkvision 60 ft., passive Perception 14","languages":"Common, Draconic, Sylvan","challenge_rating":"3","cr":3.0,"actions":[{"name":"Multiattack","desc":"The hag attacks with its claws and uses Hex."},{"name":"Claws","desc":"Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 12 (2d8 + 3) slashing damage."},{"name":"Hex (Gaze)","desc":"A creature within 60 feet that is not already under a hags hex makes a DC 13 Wisdom saving throw. A creature under an obligation to the hag automatically fails this saving throw. On a failed saving throw  the target is cursed with a magical hex that lasts 30 days. The curse ends early if the target suffers harm from the hag or if the hag ends it as an action. Roll 1d4:"},{"name":"1","desc":"Charm Hex. The target is charmed by the hag."},{"name":"2","desc":"Fear Hex. The target is frightened of the hag."},{"name":"3","desc":"Ill Fortune Hex. The hag magically divines the targets activities. Whenever the target attempts a long-duration task such as a craft or downtime activity  the hag can cause the activity to fail."},{"name":"4","desc":"Sleep Hex. The target falls unconscious. The curse ends early if the target takes damage or if a creature uses an action to shake it awake."},{"name":"Invisibility (2nd-Level; V, S, Concentration)","desc":"The hag is invisible for 1 hour. The spell ends if the hag attacks  uses Hex  or casts a spell."}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Amphibious","desc":"The hag can breathe air and water."},{"name":"Innate Spellcasting","desc":"The hags innate spellcasting ability is Charisma (spell save DC 13). It can innately cast the following spells, requiring no material components: At will: dancing lights, disguise self, invisibility, minor illusion, 1/day: geas"}],"spell_list":[],"page_no":268,"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_green-hag/"},{"slug":"half-shadow-dragon-assassin-a5e","desc":"","name":"Half-Shadow Dragon Assassin","size":"Medium","type":"Humanoid","subtype":"","group":null,"alignment":"","armor_class":16,"armor_desc":"","hit_points":97,"hit_dice":"15d8+30","speed":{"walk":35},"strength":10,"dexterity":16,"constitution":14,"intelligence":12,"wisdom":12,"charisma":12,"strength_save":null,"dexterity_save":6,"constitution_save":null,"intelligence_save":4,"wisdom_save":4,"charisma_save":null,"perception":null,"skills":{"acrobatics":6,"deception":4,"perception":4,"stealth":6},"damage_vulnerabilities":"","damage_resistances":"necrotic","damage_immunities":"","condition_immunities":"","senses":"blindsight 10 ft., darkvision 60 ft., passive Perception 14","languages":"Draconic plus any two","challenge_rating":"7","cr":7.0,"actions":[{"name":"Shortsword","desc":"Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) piercing damage plus 10 (3d6) poison damage."},{"name":"Hand Crossbow","desc":"Ranged Weapon Attack: +6 to hit, range 30/120 ft., one target. Hit: 6 (1d6 + 3) piercing damage plus 10 (3d6) poison damage."},{"name":"Anguished Breath (Recharge 5-6)","desc":"The assassin exhales a shadowy maelstrom of anguish in a 15-foot cone. Each creature in that area makes a DC 12 Wisdom saving throw  taking 22 (4d8) necrotic damage on a failed save or half damage on a success."}],"bonus_actions":[{"name":"Cunning Action","desc":"The assassin takes the Dash, Disengage, Hide, or Use an Object action."},{"name":"Rapid Attack","desc":"The assassin attacks with their shortsword."}],"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Assassinate","desc":"During the first turn of combat, the assassin has advantage on attack rolls against any creature that hasnt acted. On a successful hit, each creature of the assassins choice that can see the assassins attack is rattled until the end of the assassins next turn."},{"name":"Dangerous Poison","desc":"As part of making an attack, the assassin can apply a dangerous poison to their weapon (included below). The assassin carries 3 doses of this poison. A single dose can coat one melee weapon or up to 5 pieces of ammunition."},{"name":"Evasion","desc":"When the assassin makes a Dexterity saving throw against an effect that deals half damage on a success, they take no damage on a success and half damage on a failure."},{"name":"Sneak Attack (1/Turn)","desc":"The assassin deals an extra 21 (6d6) damage when they hit with a weapon attack while they have advantage on the attack, or when the assassins target is within 5 feet of an ally of the assassin while the assassin doesnt have disadvantage on the attack."}],"spell_list":[],"page_no":274,"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_half-shadow-dragon-assassin/"},{"slug":"hezrou-a5e","desc":"","name":"Hezrou","size":"Large","type":"Fiend","subtype":"","group":null,"alignment":"","armor_class":16,"armor_desc":"","hit_points":136,"hit_dice":"13d10+65","speed":{"walk":40},"strength":18,"dexterity":16,"constitution":20,"intelligence":8,"wisdom":12,"charisma":12,"strength_save":7,"dexterity_save":null,"constitution_save":8,"intelligence_save":2,"wisdom_save":4,"charisma_save":null,"perception":null,"skills":{},"damage_vulnerabilities":"","damage_resistances":"cold, fire, lightning; damage from nonmagical weapons","damage_immunities":"poison","condition_immunities":"poisoned","senses":"darkvision 120 ft., passive Perception 11","languages":"Abyssal, telepathy 120 ft.","challenge_rating":"10","cr":10.0,"actions":[{"name":"Multiattack","desc":"The hezrou makes one attack with its bite and one with its claws."},{"name":"Bite","desc":"Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 15 (2d10 + 4) piercing damage. If the target is a Medium or smaller creature  it is grappled (escape DC 15). Until this grapple ends  the target is restrained  and the hezrou can't bite another target."},{"name":"Claws","desc":"Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 22 (4d8 + 4) slashing damage."},{"name":"Swallow","desc":"The hezrou makes a bite attack against a Medium or smaller creature it is grappling. If the attack hits and the hezrou has not swallowed another creature  the target is swallowed and the grapple ends. A swallowed creature has total cover from attacks from outside the hezrou  it is blinded and restrained  and it takes 17 (5d6) ongoing acid damage while swallowed."},{"name":"If a swallowed creature deals 25 or more damage to the hezrou in a single turn, or if the hezrou dies, the hezrou vomits up the creature","desc":""},{"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 hezrou dismisses it  or until the hezrou uses this ability again. A creature with darkvision can't see through this darkness and nonmagical light can't illuminate it."}],"bonus_actions":null,"reactions":[{"name":"Stench (1/Day)","desc":"When hit by a melee attack, the hezrou emits a cloud of foul-smelling poison gas in a 20-foot radius. Each creature in the area makes a DC 14 Constitution saving throw. On a failure, a creature is poisoned for 1 minute. A creature can repeat this saving throw at the end of each of its turns, ending the effect on itself on a success"}],"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Chaotic Evil","desc":"The hezrou radiates a Chaotic and Evil aura."},{"name":"Magic Resistance","desc":"The hezrou has advantage on saving throws against spells and magical effects."}],"spell_list":[],"page_no":69,"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_hezrou/"},{"slug":"intellect-devourer-a5e","desc":"","name":"Intellect Devourer","size":"Tiny","type":"Aberration","subtype":"","group":null,"alignment":"","armor_class":14,"armor_desc":"","hit_points":36,"hit_dice":"8d4+16","speed":{"walk":40},"strength":6,"dexterity":16,"constitution":14,"intelligence":16,"wisdom":14,"charisma":14,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":5,"wisdom_save":4,"charisma_save":4,"perception":null,"skills":{"deception":4,"insight":4,"stealth":5},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"","condition_immunities":"","senses":"blindsight 60 ft. (blind beyond this radius), passive Perception 12","languages":"understands Deep Speech but can't speak, telepathy 120 ft.","challenge_rating":"3","cr":3.0,"actions":[{"name":"Claws","desc":"Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 8 (2d4 + 3) slashing damage."},{"name":"Ego Whip","desc":"The intellect devourer targets a creature with a brain within 60 feet. The target makes a DC 13 Intelligence saving throw. On a failure  it takes 14 (4d6) psychic damage and is rattled for 1 minute. If it is already rattled by Ego Whip  it is also stunned. The target repeats the saving throw at the end of each of its turns  ending both effects on a success."},{"name":"Body Thief","desc":"The intellect devourer enters the nose and mouth of an incapacitated humanoid within 5 feet. The target must be Small or larger  have a brain  and have an Intelligence of 4 or higher. The intellect devourer eats the targets brain and takes control of the target. The intellect devourer leaves the body if the target is reduced to 0 hit points  if the target is affected by dispel evil and good or another effect that ends possession  or voluntarily as a bonus action. A creature killed by the intellect devourer can be restored to life by resurrection or similar magic."},{"name":"While the intellect devourer is in control of the target, the intellect devourer retains its own Intelligence, Wisdom, and Charisma, its telepathy, and its knowledge of Deep Speech","desc":"It otherwise uses the targets statistics  including proficiencies  languages  class features  and spells. It has vague knowledge about the targets life but must make a DC 15 Intelligence check to recall specific facts."}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":null,"spell_list":[],"page_no":287,"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_intellect-devourer/"},{"slug":"khalkos-spawn-a5e","desc":"","name":"Khalkos Spawn","size":"Tiny","type":"Aberration","subtype":"","group":null,"alignment":"","armor_class":16,"armor_desc":"","hit_points":27,"hit_dice":"6d4+12","speed":{"walk":30,"fly":30},"strength":6,"dexterity":16,"constitution":14,"intelligence":18,"wisdom":14,"charisma":12,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":5,"wisdom_save":4,"charisma_save":3,"perception":null,"skills":{},"damage_vulnerabilities":"","damage_resistances":"fire, psychic, radiant","damage_immunities":"","condition_immunities":"charmed","senses":"darkvision 60 ft., passive Perception 12","languages":"telepathy 120 ft.","challenge_rating":"2","cr":2.0,"actions":[{"name":"Chaos Pheromones","desc":"The khalkos emits a cloud of pheromones into the air in a 10-foot radius. The cloud spreads around corners. Each non-khalkos creature in the area makes a DC 12 Intelligence saving throw. On a failure  the creature is confused for 1 minute. It repeats the saving throw at the end of each of its turns  ending the effect on itself on a success. If the creature makes its saving throw or the condition ends for it  it is immune to the chaos pheromones of khalkos spawn for the next 24 hours."},{"name":"Sting","desc":"Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. Hit: 5 (1d4 + 3) piercing damage plus 3 (1d6) poison damage."}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Detect Alignment","desc":"The khalkos can detect the presence of creatures within 30 feet that have an alignment trait, and knows the alignment of such creatures."}],"spell_list":[],"page_no":294,"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_khalkos-spawn/"},{"slug":"mage-a5e","desc":"","name":"Mage","size":"Medium","type":"Humanoid","subtype":"","group":null,"alignment":"","armor_class":12,"armor_desc":"","hit_points":67,"hit_dice":"9d8+27","speed":{"walk":30},"strength":10,"dexterity":14,"constitution":16,"intelligence":16,"wisdom":12,"charisma":10,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":6,"wisdom_save":4,"charisma_save":null,"perception":null,"skills":{"arcana":6,"history":6,"investigation":6,"perception":4},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"","condition_immunities":"","senses":"passive Perception 14","languages":"any three","challenge_rating":"6","cr":6.0,"actions":[{"name":"Dagger","desc":"Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 4 (1d4 + 2) piercing damage."},{"name":"Fire Bolt (Cantrip; V, S)","desc":"Ranged Spell Attack: +6 to hit, range 120 ft., one target. Hit: 11 (2d10) fire damage."},{"name":"Fireball (3rd-Level; V, S, M)","desc":"Fire streaks from the mage to a point within 120 feet and explodes in a 20-foot radius  spreading around corners. Each creature in the area makes a DC 14 Dexterity saving throw  taking 21 (6d6) fire damage on a failed save or half damage on a success."},{"name":"Dimension Door (4th-Level; V)","desc":"The mage teleports to a location within 500 feet. They can bring along one willing Medium or smaller creature within 5 feet. If a creature would teleport to an occupied space  it takes 14 (4d6) force damage  and the spell fails."},{"name":"Greater Invisibility (4th-Level; V, S, Concentration)","desc":"The mage or a creature they touch is invisible for 1 minute."},{"name":"Cone of Cold (5th-Level; V, S, M)","desc":"Frost blasts from the mage in a 60-foot cone. Each creature in the area makes a DC 17 Constitution saving throw  taking 36 (8d8) cold damage on a failure or half damage on a success."}],"bonus_actions":[{"name":"Misty Step (2nd-Level; V)","desc":"The mage teleports to an unoccupied space they can see within 30 feet. The mage can't cast this spell and a 1st-level or higher spell on the same turn."}],"reactions":[{"name":"Counterspell (3rd-Level; S)","desc":"When a creature the mage can see within 60 feet casts a spell, the mage attempts to interrupt it. If the creature is casting a 2nd-level spell or lower, the spell fails. If the creature is casting a 3rd-level or higher spell, the mage makes an Intelligence check against a DC of 10 + the spells level. On a success, the spell fails, and the spellcasting creature can use its reaction to try to cast a second spell with the same casting time so long as it uses a spell slot level equal to or less than half the original spell slot. If the mage casts counterspell with a higher spell slot, the interrupted spell fails if its level is less than that of counterspell."},{"name":"Shield (1st-Level; V","desc":"When the mage is hit by an attack or targeted by magic missile, they gain a +5 bonus to AC (including against the triggering attack) and immunity to magic missile. These benefits last until the start of their next turn."}],"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Spellcasting","desc":"The mage is a 9th level spellcaster. Their spellcasting ability is Intelligence (spell save DC 14\n +6 to hit with spell attacks). They have the following wizard spells prepared:\n Cantrips (at will): fire bolt\n light\n mage hand\n prestidigitation\n 1st-level (4 slots): detect magic\n identify\n mage armor\n shield\n 2nd-level (3 slots): alter self\n misty step\n 3rd-level (3 slots): clairvoyance\n counterspell\n fireball\n 4th-level (3 slots): dimension door\n greater invisibility\n 5th-level (1 slot): cone of cold"}],"spell_list":[],"page_no":482,"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_mage/"},{"slug":"necromancer-a5e","desc":"","name":"Necromancer","size":"Medium","type":"Humanoid","subtype":"","group":null,"alignment":"","armor_class":12,"armor_desc":"","hit_points":67,"hit_dice":"9d8+27","speed":{"walk":30},"strength":10,"dexterity":14,"constitution":16,"intelligence":16,"wisdom":12,"charisma":10,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":6,"wisdom_save":4,"charisma_save":null,"perception":null,"skills":{"arcana":6,"history":6,"investigation":6,"perception":4},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"","condition_immunities":"","senses":"passive Perception 14","languages":"any three","challenge_rating":"6","cr":6.0,"actions":[{"name":"Dagger","desc":"Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 4 (1d4 + 2) piercing damage."},{"name":"Fire Bolt (Cantrip; V, S)","desc":"Ranged Spell Attack: +6 to hit, range 120 ft., one target. Hit: 11 (2d10) fire damage."},{"name":"Fireball (3rd-Level; V, S, M)","desc":"Fire streaks from the mage to a point within 120 feet and explodes in a 20-foot radius  spreading around corners. Each creature in the area makes a DC 14 Dexterity saving throw  taking 21 (6d6) fire damage on a failed save or half damage on a success."},{"name":"Dimension Door (4th-Level; V)","desc":"The mage teleports to a location within 500 feet. They can bring along one willing Medium or smaller creature within 5 feet. If a creature would teleport to an occupied space  it takes 14 (4d6) force damage  and the spell fails."},{"name":"Greater Invisibility (4th-Level; V, S, Concentration)","desc":"The mage or a creature they touch is invisible for 1 minute."},{"name":"Cone of Cold (5th-Level; V, S, M)","desc":"Frost blasts from the mage in a 60-foot cone. Each creature in the area makes a DC 17 Constitution saving throw  taking 36 (8d8) cold damage on a failure or half damage on a success."}],"bonus_actions":[{"name":"Misty Step (2nd-Level; V)","desc":"The mage teleports to an unoccupied space they can see within 30 feet. The mage can't cast this spell and a 1st-level or higher spell on the same turn."}],"reactions":[{"name":"Counterspell (3rd-Level; S)","desc":"When a creature the mage can see within 60 feet casts a spell, the mage attempts to interrupt it. If the creature is casting a 2nd-level spell or lower, the spell fails. If the creature is casting a 3rd-level or higher spell, the mage makes an Intelligence check against a DC of 10 + the spells level. On a success, the spell fails, and the spellcasting creature can use its reaction to try to cast a second spell with the same casting time so long as it uses a spell slot level equal to or less than half the original spell slot. If the mage casts counterspell with a higher spell slot, the interrupted spell fails if its level is less than that of counterspell."},{"name":"Shield (1st-Level; V","desc":"When the mage is hit by an attack or targeted by magic missile, they gain a +5 bonus to AC (including against the triggering attack) and immunity to magic missile. These benefits last until the start of their next turn."}],"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Spellcasting","desc":"The mage is a 9th level spellcaster. Their spellcasting ability is Intelligence (spell save DC 14\n +6 to hit with spell attacks). They have the following wizard spells prepared:\n Cantrips (at will): fire bolt\n light\n mage hand\n prestidigitation\n 1st-level (4 slots): detect magic\n identify\n mage armor\n shield\n 2nd-level (3 slots): alter self\n misty step\n 3rd-level (3 slots): animate dead\n counterspell\n fireball\n 4th-level (3 slots): dimension door\n greater invisibility\n 5th-level (1 slot): cone of cold"}],"spell_list":[],"page_no":483,"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_necromancer/"},{"slug":"pegasus-a5e","desc":"","name":"Pegasus","size":"Large","type":"Celestial","subtype":"","group":null,"alignment":"","armor_class":13,"armor_desc":"","hit_points":57,"hit_dice":"6d10+24","speed":{"walk":60,"fly":80},"strength":18,"dexterity":16,"constitution":18,"intelligence":10,"wisdom":14,"charisma":12,"strength_save":null,"dexterity_save":5,"constitution_save":null,"intelligence_save":null,"wisdom_save":4,"charisma_save":3,"perception":null,"skills":{"perception":4},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"","condition_immunities":"","senses":"passive Perception 17","languages":"understands Celestial, Common, Elvish, and Sylvan, but can't speak","challenge_rating":"2","cr":2.0,"actions":[{"name":"Hooves","desc":"Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) bludgeoning damage. If the target is a Large or smaller creature and the pegasus moves at least 20 feet toward it before the attack  the target makes a DC 14 Strength saving throw  falling prone on a failure."}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Good","desc":"The pegasus radiates a Good aura."},{"name":"Divine Mount","desc":"Over the course of a short rest, a willing pegasus can form a bond with a rider. Once this bond is formed, the rider suffers no penalties for riding the pegasus without a saddle. Additionally, if an effect forces both the pegasus and its rider to roll a saving throw, the pegasus automatically succeeds if the rider succeeds. If the pegasus bonds with a new rider, the previous bond ends."}],"spell_list":[],"page_no":358,"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_pegasus/"},{"slug":"remorhaz-spawn-a5e","desc":"","name":"Remorhaz Spawn","size":"Large","type":"Monstrosity","subtype":"","group":null,"alignment":"","armor_class":14,"armor_desc":"","hit_points":95,"hit_dice":"10d10+40","speed":{"walk":30,"burrow":20},"strength":18,"dexterity":14,"constitution":18,"intelligence":4,"wisdom":12,"charisma":5,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":0,"wisdom_save":4,"charisma_save":null,"perception":null,"skills":{},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"cold, fire","condition_immunities":"","senses":"darkvision 60 ft., tremorsense 60 ft., passive Perception 11","languages":"","challenge_rating":"5","cr":5.0,"actions":[{"name":"Multiattack","desc":"The remorhaz makes a bite attack and then a constrict attack."},{"name":"Bite","desc":"Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) piercing damage plus 3 (1d6) fire damage."},{"name":"Constrict","desc":"Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) bludgeoning damage  and the target is subjected to the remorhazs Heated Body trait. The target is grappled (escape DC 15) and restrained while grappled. Until this grapple ends  the remorhaz can't grapple another creature."}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Heated Body","desc":"A creature that starts its turn grappled by the remorhaz, touches it, or hits it with a melee attack while within 5 feet takes 3 (1d6) fire damage. A creature can take this damage only once on a turn. If the remorhaz has taken cold damage since the end of its last turn, this trait doesnt function."}],"spell_list":[],"page_no":369,"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_remorhaz-spawn/"},{"slug":"revenant-a5e","desc":"","name":"Revenant","size":"Medium","type":"Undead","subtype":"","group":null,"alignment":"","armor_class":13,"armor_desc":"","hit_points":110,"hit_dice":"13d8+52","speed":{"walk":30},"strength":18,"dexterity":16,"constitution":18,"intelligence":10,"wisdom":12,"charisma":18,"strength_save":7,"dexterity_save":null,"constitution_save":7,"intelligence_save":null,"wisdom_save":4,"charisma_save":7,"perception":null,"skills":{},"damage_vulnerabilities":"","damage_resistances":"necrotic, psychic","damage_immunities":"poison","condition_immunities":"charmed, fatigue, frightened, paralyzed, poisoned, stunned","senses":"darkvision 60 ft., passive Perception 11","languages":"the languages it knew in life","challenge_rating":"5","cr":5.0,"actions":[{"name":"Multiattack","desc":"The revenant makes two strangle attacks. It can replace one attack with Burning Hatred  if available."},{"name":"Strangle","desc":"Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) bludgeoning damage  and the target is grappled (escape DC 15) if its a Large or smaller creature. Until this grapple ends  the creature can't breathe  and the revenant can't strangle any other creature."},{"name":"Burning Hatred (Recharge 4-6)","desc":"The revenant targets the focus of its Fearsome Pursuit  assuming the creature is within 30 feet. The target makes a DC 15 Wisdom saving throw. On a failure  it takes 14 (4d6) psychic damage and is paralyzed until the end of its next turn. On a success  it takes half damage and is frightened until the end of its next turn."}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Fearsome Pursuit","desc":"The revenant can spend 1 minute focusing on a creature against which it has sworn vengeance. If the creature is dead or on another plane of existence, it learns that. Otherwise, after focusing, it knows the distance and direction to that creature, and so long as its moving in pursuit of that creature, it ignores difficult terrain. This effect ends if the revenant takes damage or ends its turn without moving for any reason."},{"name":"Magic Resistance","desc":"The revenant has advantage on saving throws against spells and other magical effects."},{"name":"Rapid Recovery","desc":"If the revenant goes 1 minute without taking damage, it regains all its missing hit points."},{"name":"Relentless","desc":"When the revenant is reduced to 0 hit points, its body turns to dust. One minute later, its spirit inhabits a recently-dead humanoid corpse of its choice on the same plane of existence, awakening with 1 hit point."}],"spell_list":[],"page_no":371,"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_revenant/"},{"slug":"roc-juvenile-a5e","desc":"","name":"Roc Juvenile","size":"Huge","type":"Beast","subtype":"","group":null,"alignment":"","armor_class":14,"armor_desc":"","hit_points":147,"hit_dice":"14d12+56","speed":{"walk":25,"fly":100},"strength":22,"dexterity":12,"constitution":18,"intelligence":3,"wisdom":12,"charisma":8,"strength_save":null,"dexterity_save":null,"constitution_save":7,"intelligence_save":null,"wisdom_save":4,"charisma_save":null,"perception":null,"skills":{"perception":4},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"","condition_immunities":"","senses":"passive Perception 14","languages":"","challenge_rating":"8","cr":8.0,"actions":[{"name":"Multiattack","desc":"The roc attacks once with its beak and once with its talons  or makes a beak attack and drops a grappled creature or held object."},{"name":"Beak","desc":"Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 16 (3d6+6) piercing damage."},{"name":"Talons","desc":"Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 16 (3d6+6) slashing damage  and the target is grappled (escape DC 17). Until this grapple ends  the target is restrained  and the roc can't attack a different target with its talons."}],"bonus_actions":null,"reactions":[{"name":"Retributive Strike","desc":"When a creature the roc can see hits it with a melee weapon attack, the roc makes a beak attack against its attacker."}],"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Keen Sight","desc":"The roc has advantage on Perception checks that rely on sight."}],"spell_list":[],"page_no":459,"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_roc-juvenile/"},{"slug":"sahuagin-champion-a5e","desc":"","name":"Sahuagin Champion","size":"Medium","type":"Humanoid","subtype":"","group":null,"alignment":"","armor_class":16,"armor_desc":"","hit_points":90,"hit_dice":"12d8+36","speed":{"walk":40,"swim":40},"strength":18,"dexterity":18,"constitution":16,"intelligence":10,"wisdom":12,"charisma":14,"strength_save":7,"dexterity_save":7,"constitution_save":6,"intelligence_save":null,"wisdom_save":4,"charisma_save":null,"perception":null,"skills":{"athletics":7,"intimidation":5,"perception":4,"stealth":7,"survival":4},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"","condition_immunities":"","senses":"darkvision 120 ft., passive Perception 14","languages":"Sahuagin","challenge_rating":"5","cr":5.0,"actions":[{"name":"Multiattack","desc":"The sahuagin attacks twice."},{"name":"Claw","desc":"Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) slashing damage."},{"name":"Trident","desc":"Melee or Ranged Weapon Attack: +7 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 7 (1d6 + 4) piercing damage  or 8 (1d8 + 4) if wielded in two hands in melee."}],"bonus_actions":[{"name":"Bite","desc":"Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 6 (1d4 + 4) piercing damage."}],"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Blood Frenzy","desc":"The sahuagin has advantage on melee attack rolls against creatures that dont have all their hit points."},{"name":"Limited Amphibiousness","desc":"The sahuagin can breathe air and water. When breathing air, it must immerse itself in water once every 4 hours or begin to suffocate."},{"name":"Shark Telepathy","desc":"The sahuagin can command any shark within 120 feet of it using magical telepathy."}],"spell_list":[],"page_no":377,"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_sahuagin-champion/"},{"slug":"sand-ray-a5e","desc":"","name":"Sand Ray","size":"Large","type":"Aberration","subtype":"","group":null,"alignment":"","armor_class":13,"armor_desc":"","hit_points":97,"hit_dice":"13d10+26","speed":{"walk":10,"fly":50},"strength":18,"dexterity":16,"constitution":14,"intelligence":12,"wisdom":12,"charisma":12,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":4,"charisma_save":null,"perception":null,"skills":{"stealth":6},"damage_vulnerabilities":"","damage_resistances":"bludgeoning","damage_immunities":"","condition_immunities":"charmed, frightened","senses":"darkvision 60 ft., passive Perception 11","languages":"Deep Speech, Undercommon","challenge_rating":"8","cr":8.0,"actions":[{"name":"Bite","desc":"Melee Weapon Attack: +7 to hit, reach 5 ft., one creature. Hit: 11 (2d6 + 4) piercing damage  and the target is grappled (escape DC 15). If the cloaker has advantage against the target  the cloaker attaches to the targets head  and the target is blinded and suffocating. Until this grapple ends  the cloaker automatically hits the grappled creature with this attack. When the cloaker is dealt damage while grappling  it takes half the damage (rounded down) and the other half is dealt to the grappled target. The cloaker can have only one creature grappled at once."},{"name":"Tail","desc":"Melee Weapon Attack: +7 to hit, reach 10 ft., one creature. Hit: 7 (1d6 + 4) slashing damage plus 3 (1d6) poison damage  and the creature makes a DC 13 Constitution saving throw. On a failure  it is poisoned until the end of the cloakers next turn."},{"name":"Moan","desc":"Each non-aberration creature within 60 feet that can hear its moan makes a DC 13 Wisdom saving throw. On a failure  it is frightened until the end of the cloakers next turn. When a creature succeeds on this saving throw  it becomes immune to the cloakers moan for 24 hours."},{"name":"Phantasms (1/Day)","desc":"The cloaker magically creates flickering illusions of itself in its space. Attacks on it have disadvantage. This effect ends after 1 minute  when the cloaker enters an area of bright light  or when it successfully grapples a creature."}],"bonus_actions":null,"reactions":[{"name":"Reactive Tail","desc":"When hit or missed with a melee attack, the cloaker makes a tail attack against the attacker."},{"name":"Angry Moan","desc":"When the cloaker takes damage, it uses Moan."}],"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"False Appearance","desc":"When motionless, the ray is indistinguishable from a patch of sand."},{"name":"Light Sensitivity","desc":"The cloaker has disadvantage on attack rolls and Perception checks while in bright light."}],"spell_list":[],"page_no":50,"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_sand-ray/"},{"slug":"shadow-elf-champion-warrior-a5e","desc":"","name":"Shadow Elf Champion Warrior","size":"Medium","type":"Humanoid","subtype":"","group":null,"alignment":"","armor_class":16,"armor_desc":"","hit_points":90,"hit_dice":"12d8+36","speed":{"walk":40},"strength":18,"dexterity":18,"constitution":16,"intelligence":10,"wisdom":12,"charisma":14,"strength_save":7,"dexterity_save":7,"constitution_save":6,"intelligence_save":null,"wisdom_save":4,"charisma_save":null,"perception":null,"skills":{"athletics":7,"intimidation":5,"perception":4,"stealth":7,"survival":4},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"","condition_immunities":"","senses":"passive Perception 14, darkvision 120 ft.","languages":"any one","challenge_rating":"5","cr":5.0,"actions":[{"name":"Multiattack","desc":"The warrior attacks twice."},{"name":"Shortsword","desc":"Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) piercing damage. As part of this attack  the warrior can poison the blade  causing the attack to deal an extra 7 (2d6) poison damage."},{"name":"Hand Crossbow","desc":"Ranged Weapon Attack: +7 to hit, range 30/120 ft., one target. Hit: 7 (1d6 + 4) piercing damage. If the target is a creature  it makes a DC 13 Constitution saving throw. On a failure  the target is poisoned for 1 hour. If it fails the saving throw by 5 or more  it falls unconscious until it is no longer poisoned  it takes damage  or a creature takes an action to shake it awake."}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Shadow Elf Spellcasting","desc":"The warriors spellcasting ability is Charisma (spell save DC 13). The warrior can innately cast the following spells, requiring no material components:\n*At Will:* _dancing lights_ \n*1/day each:* _darkness, faerie fire_"}],"spell_list":[],"page_no":497,"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-champion-warrior/"},{"slug":"shadow-elf-mage-a5e","desc":"","name":"Shadow Elf Mage","size":"Medium","type":"Humanoid","subtype":"","group":null,"alignment":"","armor_class":12,"armor_desc":"","hit_points":67,"hit_dice":"9d8+27","speed":{"walk":30},"strength":10,"dexterity":14,"constitution":16,"intelligence":16,"wisdom":12,"charisma":10,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":6,"wisdom_save":4,"charisma_save":null,"perception":null,"skills":{"arcana":6,"history":6,"investigation":6,"perception":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":"Dagger","desc":"Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 4 (1d4 + 2) piercing damage."},{"name":"Fire Bolt (Cantrip; V, S)","desc":"Ranged Spell Attack: +6 to hit, range 120 ft., one target. Hit: 11 (2d10) fire damage."},{"name":"Lightning Bolt (3rd-Level; V, S, M)","desc":"A bolt of lightning 5 feet wide and 100 feet long arcs from the mage. Each creature in the area makes a DC 14 Dexterity saving throw  taking 28 (8d6) lightning damage on a failure or half damage on a success."},{"name":"Dimension Door (4th-Level; V)","desc":"The mage teleports to a location within 500 feet. They can bring along one willing Medium or smaller creature within 5 feet. If a creature would teleport to an occupied space  it takes 14 (4d6) force damage  and the spell fails."},{"name":"Greater Invisibility (4th-Level; V, S, Concentration)","desc":"The mage or a creature they touch is invisible for 1 minute."},{"name":"Cloudkill (5th-Level; V, S, Concentration)","desc":"A 20-foot-radius sphere of poisonous  sickly green fog appears centered on a point within 120 feet. It lasts for 10 minutes. It spreads around corners  heavily obscures the area  and can be dispersed by a strong wind  ending the spell early. Until the spell ends  when a creature starts its turn in the area or enters it for the first time on a turn  it makes a DC 17 Constitution saving throw  taking 22 (5d8) poison damage on a failure or half damage on a success. The fog moves away from the mage 10 feet at the start of each of its turns  sinking to the level of the ground in that space."}],"bonus_actions":[{"name":"Misty Step (2nd-Level; V)","desc":"The mage teleports to an unoccupied space they can see within 30 feet. The mage can't cast this spell and a 1st-level or higher spell on the same turn."}],"reactions":[{"name":"Counterspell (3rd-Level; S)","desc":"When a creature the mage can see within 60 feet casts a spell, the mage attempts to interrupt it. If the creature is casting a 2nd-level spell or lower, the spell fails. If the creature is casting a 3rd-level or higher spell, the mage makes an Intelligence check against a DC of 10 + the spells level. On a success, the spell fails, and the spellcasting creature can use its reaction to try to cast a second spell with the same casting time so long as it uses a spell slot level equal to or less than half the original spell slot. If the mage casts counterspell with a higher spell slot, the interrupted spell fails if its level is less than that of counterspell."},{"name":"Shield (1st-Level; V","desc":"When the mage is hit by an attack or targeted by magic missile, they gain a +5 bonus to AC (including against the triggering attack) and immunity to magic missile. These benefits last until the start of their next turn."}],"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Innate spells","desc":"The shadow elf magecan innately cast dancing lights as a cantrip and faerie fire and darkness once each per long rest with no material components, using Intelligence as their spellcasting ability."},{"name":"Spellcasting","desc":"The mage is a 9th level spellcaster. Their spellcasting ability is Intelligence (spell save DC 14\n +6 to hit with spell attacks). They have the following wizard spells prepared:\n Cantrips (at will): fire bolt\n light\n mage hand\n prestidigitation\n 1st-level (4 slots): detect magic\n identify\n mage armor\n shield\n 2nd-level (3 slots): alter self\n misty step\n 3rd-level (3 slots): clairvoyance\n counterspell\n lightning bolt\n 4th-level (3 slots): dimension door\n greater invisibility\n 5th-level (1 slot): cloudkill"}],"spell_list":[],"page_no":483,"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-mage/"},{"slug":"shroud-ray-a5e","desc":"","name":"Shroud Ray","size":"Large","type":"Aberration","subtype":"","group":null,"alignment":"","armor_class":13,"armor_desc":"","hit_points":97,"hit_dice":"13d10+26","speed":{"walk":10,"swim":50},"strength":18,"dexterity":16,"constitution":14,"intelligence":12,"wisdom":12,"charisma":12,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":4,"charisma_save":null,"perception":null,"skills":{"stealth":6},"damage_vulnerabilities":"","damage_resistances":"bludgeoning","damage_immunities":"","condition_immunities":"charmed, frightened","senses":"darkvision 60 ft., passive Perception 11","languages":"Deep Speech, Undercommon","challenge_rating":"8","cr":8.0,"actions":[{"name":"Bite","desc":"Melee Weapon Attack: +7 to hit, reach 5 ft., one creature. Hit: 11 (2d6 + 4) piercing damage  and the target is grappled (escape DC 15). If the cloaker has advantage against the target  the cloaker attaches to the targets head  and the target is blinded and suffocating. Until this grapple ends  the cloaker automatically hits the grappled creature with this attack. When the cloaker is dealt damage while grappling  it takes half the damage (rounded down) and the other half is dealt to the grappled target. The cloaker can have only one creature grappled at once."},{"name":"Tail","desc":"Melee Weapon Attack: +7 to hit, reach 10 ft., one creature. Hit: 7 (1d6 + 4) slashing damage plus 3 (1d6) poison damage  and the creature makes a DC 13 Constitution saving throw. On a failure  it is poisoned until the end of the cloakers next turn."},{"name":"Moan","desc":"Each non-aberration creature within 60 feet that can hear its moan makes a DC 13 Wisdom saving throw. On a failure  it is frightened until the end of the cloakers next turn. When a creature succeeds on this saving throw  it becomes immune to the cloakers moan for 24 hours."},{"name":"Phantasms (1/Day)","desc":"The cloaker magically creates flickering illusions of itself in its space. Attacks on it have disadvantage. This effect ends after 1 minute  when the cloaker enters an area of bright light  or when it successfully grapples a creature."}],"bonus_actions":null,"reactions":[{"name":"Reactive Tail","desc":"When hit or missed with a melee attack, the cloaker makes a tail attack against the attacker."},{"name":"Angry Moan","desc":"When the cloaker takes damage, it uses Moan."}],"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"False Appearance","desc":"When motionless, the ray is indistinguishable from a patch of sand."},{"name":"Light Sensitivity","desc":"The cloaker has disadvantage on attack rolls and Perception checks while in bright light."},{"name":"Aquatic","desc":"The shroud ray can only breathe underwater."}],"spell_list":[],"page_no":50,"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_shroud-ray/"},{"slug":"spy-a5e","desc":"","name":"Spy","size":"Medium","type":"Humanoid","subtype":"","group":null,"alignment":"","armor_class":12,"armor_desc":"","hit_points":27,"hit_dice":"6d8","speed":{"walk":30},"strength":10,"dexterity":14,"constitution":10,"intelligence":12,"wisdom":14,"charisma":14,"strength_save":null,"dexterity_save":4,"constitution_save":null,"intelligence_save":null,"wisdom_save":4,"charisma_save":null,"perception":null,"skills":{"deception":4,"insight":4,"investigation":3,"perception":4,"persuasion":4,"sleight":0,"stealth":4},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"","condition_immunities":"","senses":"passive Perception 14","languages":"any two","challenge_rating":"1","cr":1.0,"actions":[{"name":"Shortsword","desc":"Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) piercing damage."},{"name":"Hand Crossbow","desc":"Ranged Weapon Attack: +4 to hit, range 30/120 ft., one target. Hit: 5 (1d6 + 2) piercing damage."}],"bonus_actions":[{"name":"Cunning Action","desc":"The cutthroat takes the Dash, Disengage, Hide, or Use an Object action."},{"name":"Rapid Attack","desc":"The cutthroat attacks with their shortsword."}],"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Sneak Attack (1/Turn)","desc":"The cutthroat deals an extra 7 (2d6) damage when they hit with a weapon attack while they have advantage on the attack, or when the cutthroats target is within 5 feet of an ally of the cutthroat while the cutthroat doesnt have disadvantage on the attack."}],"spell_list":[],"page_no":468,"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_spy/"},{"slug":"spymaster-a5e","desc":"","name":"Spymaster","size":"Medium","type":"Humanoid","subtype":"","group":null,"alignment":"","armor_class":16,"armor_desc":"","hit_points":97,"hit_dice":"15d8+30","speed":{"walk":35},"strength":10,"dexterity":16,"constitution":14,"intelligence":12,"wisdom":12,"charisma":12,"strength_save":null,"dexterity_save":6,"constitution_save":null,"intelligence_save":4,"wisdom_save":4,"charisma_save":null,"perception":null,"skills":{"acrobatics":6,"deception":4,"perception":4,"stealth":6},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"","condition_immunities":"","senses":"blindsight 10 ft., darkvision 30 ft., passive Perception 14","languages":"any two","challenge_rating":"7","cr":7.0,"actions":[{"name":"Shortsword","desc":"Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) piercing damage."},{"name":"Hand Crossbow","desc":"Ranged Weapon Attack: +6 to hit, range 30/120 ft., one target. Hit: 6 (1d6 + 3) piercing damage."}],"bonus_actions":[{"name":"Cunning Action","desc":"The assassin takes the Dash, Disengage, Hide, or Use an Object action."},{"name":"Rapid Attack","desc":"The assassin attacks with their shortsword."},{"name":"Don Disguise","desc":"The spymaster uses a disguise kit, making a Deception check to create the disguise. While the spymaster is wearing a disguise, their true identity can't be determined even if the disguise fails."},{"name":"Study Adversary","desc":"The spymaster studies the defenses of a creature engaged in combat. The spymaster gains advantage on all attacks and contested ability checks against that creature for 24 hours or until they study a different creature."}],"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Assassinate","desc":"During the first turn of combat, the assassin has advantage on attack rolls against any creature that hasnt acted. On a successful hit, each creature of the assassins choice that can see the assassins attack is rattled until the end of the assassins next turn."},{"name":"Dangerous Poison","desc":"As part of making an attack, the assassin can apply a dangerous poison to their weapon (included below). The assassin carries 3 doses of this poison. A single dose can coat one melee weapon or up to 5 pieces of ammunition."},{"name":"Evasion","desc":"When the assassin makes a Dexterity saving throw against an effect that deals half damage on a success, they take no damage on a success and half damage on a failure."},{"name":"Sneak Attack (1/Turn)","desc":"The assassin deals an extra 21 (6d6) damage when they hit with a weapon attack while they have advantage on the attack, or when the assassins target is within 5 feet of an ally of the assassin while the assassin doesnt have disadvantage on the attack."}],"spell_list":[],"page_no":468,"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_spymaster/"},{"slug":"stone-giant-a5e","desc":"","name":"Stone Giant","size":"Huge","type":"Giant","subtype":"","group":null,"alignment":"","armor_class":17,"armor_desc":"","hit_points":126,"hit_dice":"11d12+55","speed":{"walk":40},"strength":23,"dexterity":14,"constitution":20,"intelligence":10,"wisdom":12,"charisma":10,"strength_save":9,"dexterity_save":5,"constitution_save":8,"intelligence_save":null,"wisdom_save":4,"charisma_save":null,"perception":null,"skills":{"athletics":9,"perception":4,"stealth":5},"damage_vulnerabilities":"","damage_resistances":"acid","damage_immunities":"","condition_immunities":"petrified","senses":"passive Perception 14","languages":"Giant","challenge_rating":"8","cr":8.0,"actions":[{"name":"Multiattack","desc":"The giant attacks twice with its greatclub or twice with rocks."},{"name":"Greatclub","desc":"Melee Weapon Attack: +9 to hit, reach 15 ft., one target. Hit: 19 (3d8 + 6) bludgeoning damage. If the target is a Large or smaller creature  it makes a DC 19 Strength saving throw  falling prone on a failure."},{"name":"Rock","desc":"Ranged Weapon Attack: +9 to hit, range 60/240 ft., one target. Hit: 20 (4d6 + 6) bludgeoning damage. If the target is a Large or smaller creature  it makes a DC 19 Strength saving throw. On a failure  it is pushed 10 feet away from the giant and knocked prone. In lieu of a rock  the giant can throw a grappled Medium or smaller creature up to 30 feet. On a hit  the target and the thrown creature both take 15 (3d6 + 5) bludgeoning damage. On a miss  only the thrown creature takes the damage. The thrown creature falls prone in an unoccupied space 5 feet from the target."}],"bonus_actions":[{"name":"Grab","desc":"One creature within 5 feet makes a DC 13 Dexterity saving throw. On a failure, it is grappled (escape DC 17). Until this grapple ends, the giant can't grab another target, and it makes greatclub attacks with advantage against the grappled target."}],"reactions":[{"name":"Rock Catching","desc":"If a rock or other Small or larger projectile is hurled or fired at the giant, the giant makes a DC 10 Dexterity saving throw. On a success, the giant catches the projectile, takes no bludgeoning or piercing damage from it, and is not pushed or knocked prone by it."}],"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Camouflage","desc":"The giant has advantage on Stealth checks made to hide in rocky terrain."}],"spell_list":[],"page_no":240,"environments":[],"img_main":null,"document__slug":"menagerie","document__title":"Level Up Advanced 5e Monstrous Menagerie","document__license_url":"http://open5e.com/legal","document__url":"https://www.levelup5e.com","v2_converted_path":"/v2/creatures/a5e-mm_stone-giant/"}]}