{"count":3207,"next":"https://api-beta.open5e.com/v1/monsters/?format=json&ordering=-wisdom_save&page=5","previous":"https://api-beta.open5e.com/v1/monsters/?format=json&ordering=-wisdom_save&page=3","results":[{"slug":"hundun","desc":"_A toothless mouth adorns the headless shoulders of this oversized, four-armed, doughy humanoid. Colors and half-formed phantasmal shapes appear and vanish around it, to the creature’s obvious delight._  \n**Creative Chaos.** Wise yet child-like creatures of chaos, hunduns are four-armed, headless humanoids that embody spontaneous creation and the confusion that precedes enlightenment. Taking delight in creation of all kinds, they bring change to the staid and stagnant, spin revelation from confusion, and inspire moments of great creation—from works of art to new nations and faiths, and even the formation of planets and planes.  \n**Nonsense Speech.** Although not mindless, hunduns rarely seem to act out of conscious thought, yet their actions seem wise and usually benevolent. They communicate only in nonsense words, but have no trouble communicating among themselves or acting in coordination with other hunduns.  \n**Flesh of Creation.** Hundun blood is a powerful catalyst, and their spittle a potent drug. Each hundun’s heart is an Egg of Worlds—an artifact that can give birth to new concepts, powers, or even worlds. Obviously, the hundun must die for its heart to be used this way, but this is a sacrifice one might make willingly under the right circumstances.","name":"Hundun","size":"Large","type":"Celestial","subtype":"","group":null,"alignment":"chaotic good","armor_class":18,"armor_desc":"natural armor","hit_points":153,"hit_dice":"18d10+54","speed":{"walk":40,"fly":40},"strength":20,"dexterity":14,"constitution":16,"intelligence":4,"wisdom":20,"charisma":18,"strength_save":null,"dexterity_save":null,"constitution_save":7,"intelligence_save":null,"wisdom_save":9,"charisma_save":8,"perception":9,"skills":{"athletics":9,"insight":9,"perception":9},"damage_vulnerabilities":"","damage_resistances":"lightning, thunder; bludgeoning, piercing, and slashing from nonmagical attacks","damage_immunities":"acid, psychic","condition_immunities":"blinded, charmed, deafened, exhaustion, frightened, stunned, unconscious","senses":"blindsight 60 ft., passive Perception 20","languages":"understands Celestial and Primordial, but cannot speak intelligibly","challenge_rating":"10","cr":10.0,"actions":[{"name":"Multiattack","desc":"The hundun makes four slam attacks."},{"name":"Slam","desc":"Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 15 (3d6 + 5) bludgeoning damage.","attack_bonus":9,"damage_dice":"3d6"}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Brainless","desc":"Hunduns are immune to any spell or effect that allows an Intelligence, Wisdom, or Charisma saving throw. Trying to contact or read a Hundun's mind confuses the caster as the spell for 1 round."},{"name":"Dance of Creation","desc":"Hunduns can perform an act of magical creation almost unlimited in scope every 1d8 days. The effect is equivalent to a wish spell, but it must create something."},{"name":"Enlightening Befuddlement","desc":"when a hundun's confusion spell affects a target, it can elect to use the following table rather than the standard one:\n\n1d100 Result"},{"name":"01-10 Inspired:","desc":"Advantage on attack rolls, ability checks, and saving throws"},{"name":"11-20 Distracted:","desc":"Disadvantage on attack rolls, ability checks, and saving throws"},{"name":"21-50 Incoherent:","desc":"The target does nothing but babble or scribble incoherent notes on a new idea"},{"name":"51-75 Obsessed:","desc":"Target is recipient of geas to create a quality magical object"},{"name":"76-100 Suggestible:","desc":"Target receives a suggestion from the hundun"},{"name":"Innate Spellcasting","desc":"the hundun's innate spellcasting ability is Wisdom (spell save DC 17). It can cast the following spells, requiring no material components:\n\nconstant: confusion (always centered on the hundun), detect thoughts\n\nat will: create or destroy water, dancing lights, mending, prestidigitation\n\n3/day each: compulsion, dimension door, black tentacles, irresistible dance\n\n1/day each: awaken, creation, heroes' feast, magnificent mansion, plant growth, reincarnate, stone shape"},{"name":"Magic Weapons","desc":"The hundun's weapon attacks are magical."}],"spell_list":[],"page_no":253,"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_hundun/"},{"slug":"iaaffrat","desc":"","name":"Ia'affrat","size":"Large","type":"Elemental","subtype":"Swarm","group":null,"alignment":"lawful evil","armor_class":17,"armor_desc":"natural armor","hit_points":170,"hit_dice":"20d10+60","speed":{"hover":true,"walk":5,"fly":40},"strength":3,"dexterity":21,"constitution":16,"intelligence":20,"wisdom":18,"charisma":23,"strength_save":null,"dexterity_save":10,"constitution_save":8,"intelligence_save":null,"wisdom_save":9,"charisma_save":11,"perception":9,"skills":{"arcana":10,"deception":11,"insight":9,"perception":9,"persuasion":11},"damage_vulnerabilities":"cold","damage_resistances":"","damage_immunities":"fire, poison; bludgeoning, piercing, slashing","condition_immunities":"charmed, frightened, paralyzed, petrified, prone, poisoned, restrained, stunned","senses":"blindsight 10 ft., darkvision 120 ft., passive Perception 19","languages":"Common, Draconic, Infernal, Primordial","challenge_rating":"15","cr":15.0,"actions":[{"name":"Bites","desc":"Melee Weapon Attack: +10 to hit, reach 0 ft., one creature in the swarm's space. Hit: 21 (6d6) piercing damage plus 14 (4d6) fire damage plus 14 (4d6) poison damage, or 10 (3d6) piercing damage plus 7 (2d6) fire damage plus 7 (2d6) poison damage if Ia'Affrat has half of its hit points or fewer. The target must succeed on a DC 16 Constitution saving throw or be poisoned for 1 minute. A poisoned creature repeats the saving throw at the end of each of its turns, ending the effect on itself on a success.","attack_bonus":10,"damage_dice":"6d6"},{"name":"Smoke Jump","desc":"Ia'Affrat can travel instantly to a space in sight where there's smoke."},{"name":"Whirlwind (Recharge 4-6)","desc":"Each creature in Ia'Affrat's space must make a DC 18 Strength saving throw. Each creature that fails takes 28 (8d6) bludgeoning damage plus 14 (4d6) fire damage plus 14 (4d6) poison damage and is flung up 20 feet away from Ia'Affrat in a random direction and knocked prone. If the saving throw is successful, the target takes half the bludgeoning damage and isn't flung away or knocked prone. If a thrown target strikes an object, such as a wall or floor, the target takes 3 (1d6) bludgeoning damage for every 10 feet it traveled. If the target collides with another creature, that creature must succeed on a DC 18 Dexterity saving throw or take the same damage and be knocked prone."}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Elemental Swarm","desc":"Ia'Affrat can occupy another creature's space\n\nand vice versa, and the swarm can move through any opening\n\nlarge enough for a Tiny insect"},{"name":"Magic Resistance","desc":"Ia'Affrat has advantage on saving throws against spells and other magical effects"},{"name":"Innate Spellcasting","desc":"Ia'Affrat's spellcasting ability is Charisma (spell save DC 19, +11 to hit with spell attacks). Ia'Affrat can innately cast the following spells, requiring no material components:\n\nat will: fire bolt, poison spray\n\n3/day each: burning hands, invisibility, ray of enfeeblement, ray of sickness\n\n1/day each: bestow curse, contagion, harm, insect plague, fireball"},{"name":"Inhabit","desc":"Ia'Affrat can enter the body of an incapacitated or dead creature by crawling into its mouth and other orifices. Inhabiting requires 1 minute, and the victim must be Small, Medium, or Large. If Ia'Affrat inhabits a dead body, it can animate it and control its movements, effectively becoming a zombie for as long as it remains inside. Ia'Affrat can abandon the body as an action. Attacks against the host deal half damage to Ia'Affrat as well, but Ia'Affrat's resistances and immunities still apply against this damage. In a living victim, Ia'Affrat can control the victim's movement and actions as if using dominate monster (save DC 19) on the victim. Ia'Affrat can consume a living victim; the target takes 5 (2d4) necrotic damage per hour while Ia'Affrat inhabits its body, and Ia'Affrat regains hit points equal to the damage dealt. When inhabiting a body, Ia'Affrat can choose to have any spell it casts with a range of self, target the inhabited body rather than itself. The skin of a creature inhabited by Ia'Affrat crawls with the forms of the insects inside. Ia'Affrat can hide this telltale sign with a Charisma (Deception) check against a viewer's passive Insight. A greater restoration spell or comparable magic forces Ia'Affrat to abandon the host."},{"name":"Smoke Shroud","desc":"Ia'Affrat is shrouded in a 5-foot-radius cloud of dark smoke. This area is lightly obscured to creatures other than Ia'Affrat. Any creature that needs to breathe that begins its turn in the area must make a successful DC 16 Constitution saving throw or be stunned until the end of its turn."}],"spell_list":[],"page_no":98,"environments":[],"img_main":null,"document__slug":"tob","document__title":"Tome of Beasts","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/tome-of-beasts-for-5th-edition-print/","v2_converted_path":"/v2/creatures/tob_iaaffrat/"},{"slug":"star-spawn-of-cthulhu","desc":"The star-dwelling, octopoid servants and children of Cthulhu are enormous and strange, with clawed hands, powerful but distended brains, and winglike spines on their backs, with which they propel themselves through the frozen emptiness between stars.  \nThese masters of psychic communication and dimensional manipulation can transport themselves and others across enormous distances.  \n_**Mastery of Life and Destruction.**_ They’ve harnessed mysterious energies of life and destruction as well, to grow new life with remarkable speed (and some degree of wastage and cancerous tumors) and to turn living flesh into miasmic vapor through nothing more than focused attention.  \n_**Rituals to Cthulhu.**_ Their goals are simple: oppose the mi-go and aid dread Cthulhu. The star-spawn destroy creatures that will not yield and serve as slaves and sacrifices, rather than allowing them to serve another master. Above all, they insist that all creatures venerate great Cthulhu and sacrifice life and treasure in his name. Their ultimate aim is to bend the heavens themselves and ensure that the stars are rightly positioned in their orbits to herald Cthulhu’s inevitable return.","name":"Star Spawn Of Cthulhu","size":"Large","type":"Fiend","subtype":"","group":null,"alignment":"chaotic evil","armor_class":17,"armor_desc":"natural armor","hit_points":187,"hit_dice":"15d10+105","speed":{"walk":30,"swim":30,"fly":50},"strength":25,"dexterity":15,"constitution":24,"intelligence":30,"wisdom":18,"charisma":23,"strength_save":12,"dexterity_save":null,"constitution_save":12,"intelligence_save":15,"wisdom_save":9,"charisma_save":null,"perception":14,"skills":{"arcana":15,"perception":14},"damage_vulnerabilities":"","damage_resistances":"bludgeoning, piercing, slashing","damage_immunities":"cold, fire, lightning, poison, psychic","condition_immunities":"exhaustion, frightened, paralyzed, petrified, poisoned","senses":"darkvision 300 ft., passive Perception 24","languages":"Common, Infernal, Void Speech","challenge_rating":"15","cr":15.0,"actions":[{"name":"Multiattack","desc":"The star spawn can use disintegrating gaze if it's available, and also make one claws attack and one dimensional stomp attack."},{"name":"Crushing Claws","desc":"Melee Weapon Attack. +12 to hit, reach 10 ft., one target. Hit: 20 (2d12 + 7) bludgeoning damage plus 13 (3d8) necrotic damage."},{"name":"Disintegrating Gaze (Recharge 5-6)","desc":"Ranged Spell Attack: +15 to hit, range 60 ft., one target in line of sight. Hit: 32 (5d12) necrotic damage, and the target must make a successful DC 20 Constitution saving throw or dissipate into vapor as if affected by a gaseous form spell. An affected creature repeats the saving throw at the end of each of its turns; on a success, the effect ends on that creature, but on a failure, the creature takes another 32 (5d12) necrotic damage and remains gaseous. A creature reduced to 0 hit points by this necrotic damage is permanently disintegrated and can be restored only by a wish or comparable magic that doesn't require some portion of a corpse to work.","attack_bonus":15,"damage_dice":"5d12"},{"name":"Dimensional Stomp","desc":"Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 18 (2d20 + 7) bludgeoning damage, and the target must make a successful DC 15 Dexterity saving throw or be teleported to a new location as if affected by the dimension door spell. The destination is chosen by the star spawn, but it cannot be in the same space as another object or creature.","attack_bonus":12,"damage_dice":"2d20"}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Interdimensional Movement","desc":"A star spawn of Cthulhu can use misty step as a bonus action once per round."},{"name":"Psychic Tower","desc":"When an attack that causes psychic damage is directed against the spawn, the attack rebounds against the attacker. Resolve the attack as if the attacker were the original target and using the star spawn's ability modifiers and proficiency bonus rather than the original attacker's."},{"name":"Void Traveler","desc":"The star spawn of Cthulhu requires no air, warmth, ambient pressure, food, or water, enabling it to travel safely through interstellar space and similar voids."}],"spell_list":[],"page_no":368,"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_star-spawn-of-cthulhu/"},{"slug":"urochar-strangling-watcher","desc":"_This horrible gigantic crimson leech slithers upright on four muscular tentacles, each 30 feet long. At the top of its writhing trunk, a great lidless eye glows with baleful orange light, surrounded by quivering, feathered antennae fully 5 feet long._  \n_**Underworld Wanderers.**_ The urochar are among the most dreaded monsters of the underworld. They have long plagued the drow, morlocks, and other humanoid races of the deep paths. They seek out death and the dying all the way to the banks of the  \n_**River Styx.**_  \n_**Devour the Dying.**_ Urochars feast on the final moments of those caught in their crushing tentacles. Though they rival the terrible neothelids in power, urochars are quite passive, watching the life and death struggles of other creatures and taking action only to drink in a dying being’s final moments from a nearby crevice or overhang, and taste their final gasps of horror.  \n_**Immortal.**_ Strangling watchers are effectively immortal. Gargantuan specimens in the deepest reaches of the underworld are several millennia old.","name":"Urochar (Strangling Watcher)","size":"Huge","type":"Aberration","subtype":"","group":null,"alignment":"chaotic evil","armor_class":19,"armor_desc":"natural armor","hit_points":256,"hit_dice":"19d12+133","speed":{"walk":40,"climb":20},"strength":24,"dexterity":15,"constitution":24,"intelligence":14,"wisdom":14,"charisma":20,"strength_save":null,"dexterity_save":8,"constitution_save":13,"intelligence_save":null,"wisdom_save":9,"charisma_save":11,"perception":8,"skills":{"perception":8,"stealth":8},"damage_vulnerabilities":"","damage_resistances":"cold, lightning; bludgeoning, piercing, and slashing from nonmagical attacks not made with silvered weapons","damage_immunities":"thunder","condition_immunities":"frightened","senses":"truesight 120 ft., passive Perception 19","languages":"understands Darakhul and Void Speech","challenge_rating":"17","cr":17.0,"actions":[{"name":"Multiattack","desc":"The watcher makes four attacks with its tentacles."},{"name":"Tentacle","desc":"Melee Weapon Attack: +13 to hit, reach 20 ft., one target. Hit: 20 (3d8 + 7) bludgeoning damage, and the target is grappled (escape DC 17). Until this grapple ends, the target is restrained. Each of its four tentacles can grapple one target.","attack_bonus":13,"damage_dice":"3d8"},{"name":"Paralyzing Gaze (Recharge 5-6)","desc":"The watcher can target one creature within 60 feet with its eerie gaze. The target must succeed on a DC 19 Wisdom saving throw or become paralyzed for 1 minute. The paralyzed target can repeat the saving throw at the end of each of its turns, ending the effect on a success. If a target's saving throw is successful or the effect ends for it, the target is immune to the watcher's gaze for the next 24 hours."}],"bonus_actions":null,"reactions":null,"legendary_desc":"The urochar can take 3 legendary actions, choosing from the options below. Only one option can be used at a time and only at the end of another creature's turn. The strangling watcher regains spent legendary actions at the start of its turn.","legendary_actions":[{"name":"Crush Attack","desc":"The urochar crushes one creature grappled by its tentacle. The target takes 25 (4d8 + 7) bludgeoning damage."},{"name":"Tentacle Attack","desc":"The watcher makes one tentacle attack."},{"name":"Tentacle Leap (Costs 2 Actions)","desc":"Using a tentacle, the urochar moves up to 20 feet to an unoccupied space adjacent to a wall, ceiling, floor, or other solid surface. This move doesn't trigger reactions. The urochar must have at least one tentacle free (not grappling a creature) to use this action. Grappled creatures move with the urochar."}],"special_abilities":[{"name":"Death Throes","desc":"When a strangling watcher dies, it releases all the fear it consumed in its lifetime in a single, soul-rending wave. All creatures within 60 feet of it must succeed on a DC 19 Charisma saving throw or become frightened. A frightened creature takes 13 (2d12) psychic damage at the start of each of its turns from the centuries of accumulated dread. It can repeat the Charisma saving throw at the end of each of its turns, ending the effect on a success."},{"name":"Innate Spellcasting","desc":"the watcher's innate spellcasting ability is Charisma (spell save DC 19). It can cast the following spells, requiring no material components:\n\nat will: feather fall\n\n3/day each: blur, meld into stone, phantasmal killer\n\n1/day each: black tentacles, eyebite, greater invisibility"},{"name":"Spider Climb","desc":"The watcher can climb any surface, including upside down on ceilings, without making an ability check."},{"name":"Squeeze","desc":"Despite their size, strangling watchers have slender, boneless bodies, enabling them to squeeze through passages only a Small-sized creature could fit through, without affecting their movement or combat capabilities."}],"spell_list":[],"page_no":393,"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_urochar-strangling-watcher/"},{"slug":"adult-light-dragon","desc":"","name":"Adult Light Dragon","size":"Huge","type":"Dragon","subtype":"","group":null,"alignment":"neutral good","armor_class":17,"armor_desc":"natural armor","hit_points":212,"hit_dice":"17d12+102","speed":{"fly":80,"walk":40},"strength":22,"dexterity":10,"constitution":23,"intelligence":16,"wisdom":18,"charisma":17,"strength_save":null,"dexterity_save":5,"constitution_save":11,"intelligence_save":null,"wisdom_save":9,"charisma_save":8,"perception":9,"skills":{"arcana":8,"nature":8,"perception":9,"persuasion":8,"religion":8},"damage_vulnerabilities":"","damage_resistances":"fire; bludgeoning, piercing, and slashing from nonmagical attacks","damage_immunities":"radiant","condition_immunities":"blinded","senses":"blindsight 60 ft., darkvision 120 ft., passive Perception 19","languages":"Celestial, Draconic","challenge_rating":"16","cr":16.0,"actions":[{"desc":"The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws.","name":"Multiattack"},{"attack_bonus":11,"damage_dice":"2d10+6","desc":"Melee Weapon Attack: +11 to hit, reach 10 ft., one target. Hit: 17 (2d10 + 6) piercing damage.","name":"Bite"},{"attack_bonus":11,"damage_dice":"2d6+6","desc":"Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 13 (2d6 + 6) slashing damage.","name":"Claw"},{"attack_bonus":11,"damage_dice":"2d8+6","desc":"Melee Weapon Attack: +11 to hit, reach 15 ft., one target. Hit: 15 (2d8 + 6) bludgeoning damage.","name":"Tail"},{"desc":"Each creature of the dragon's choice that is within 120 feet of the dragon and aware of it must succeed on a DC 19 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the dragon's Frightful Presence for the next 24 hours.","name":"Frightful Presence"},{"desc":"The dragon uses one of the following breath weapons:\nRadiant Breath. The dragon exhales radiant energy in a 60-foot cone. Each creature in that area must make a DC 19 Dexterity saving throw, taking 55 (10d10) radiant damage on a failed save, or half as much damage on a successful one.\nFlaring Breath. The dragon emits a flash of dazzling light from its maw in a 60-foot cone. Each creature in that area must make a DC 19 Constitution saving throw or be blinded. Undead within the area of effect must also make a DC 19 Wisdom saving throw or be turned for 1 minute. Undead of CR 2 or lower who fail the saving throw are instantly destroyed.","name":"Breath Weapon (Recharge 5-6)"}],"bonus_actions":null,"reactions":null,"legendary_desc":"The dragon can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The dragon regains spent legendary actions at the start of its turn.","legendary_actions":[{"desc":"The dragon makes a Wisdom (Perception) check.","name":"Detect"},{"desc":"The dragon makes a tail attack.","name":"Tail Attack"},{"desc":"The dragon beats its wings. Each creature within 10 feet of the dragon must succeed on a DC 19 Dexterity saving throw or take 13 (2d6 + 6) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.","name":"Wing Attack (Costs 2 Actions)"}],"special_abilities":[{"desc":"The dragon can see 60 feet into the Ethereal Plane when it is on the Material Plane, and vice versa.","name":"Ethereal Sight"},{"desc":"The dragon sheds bright light in a 20-foot radius and dim light for an additional 20 feet.","name":"Illumination"},{"desc":"The dragon can move through other creatures and objects as if they were difficult terrain. It takes 5 (1d10) force damage if it ends its turn inside an object.","name":"Incorporeal Movement"},{"desc":"If the dragon fails a saving throw, it can choose to succeed instead.","name":"Legendary Resistance (3/ Day)"},{"desc":"The light dragon travels from star to star and does not require air, food, drink, or sleep. When flying between stars, the light dragon magically glides on solar winds, making the immense journey through the void in an impossibly short time.","name":"Void Traveler"}],"spell_list":[],"page_no":170,"environments":[],"img_main":null,"document__slug":"cc","document__title":"Creature Codex","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/creature-codex-for-5th-edition-dnd/","v2_converted_path":"/v2/creatures/ccdx_adult-light-dragon/"},{"slug":"ancient-wasteland-dragon","desc":"","name":"Ancient Wasteland Dragon","size":"Gargantuan","type":"Dragon","subtype":"","group":null,"alignment":"chaotic evil","armor_class":22,"armor_desc":"natural armor","hit_points":333,"hit_dice":"18d20+144","speed":{"burrow":30,"climb":40,"fly":80,"walk":40},"strength":28,"dexterity":10,"constitution":26,"intelligence":16,"wisdom":15,"charisma":19,"strength_save":null,"dexterity_save":7,"constitution_save":15,"intelligence_save":null,"wisdom_save":9,"charisma_save":11,"perception":9,"skills":{"perception":9,"stealth":7},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"force","condition_immunities":"","senses":"blindsight 60 ft., darkvision 120 ft., passive Perception 19","languages":"Common, Draconic","challenge_rating":"23","cr":23.0,"actions":[{"desc":"The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws.","name":"Multiattack"},{"attack_bonus":16,"damage_dice":"2d10+9","desc":"Melee Weapon Attack: +16 to hit, reach 10 ft., one target. Hit: 20 (2d10 + 9) piercing damage.","name":"Bite"},{"attack_bonus":16,"damage_dice":"2d6+9","desc":"Melee Weapon Attack: +16 to hit, reach 10 ft., one target. Hit: 16 (2d6 + 9) slashing damage.","name":"Claw"},{"attack_bonus":16,"damage_dice":"2d8+9","desc":"Melee Weapon Attack: +16 to hit, reach 15 ft., one target. Hit: 18 (2d8 + 9) bludgeoning damage.","name":"Tail"},{"desc":"Each creature of the dragon's choice that is within 120 feet of the dragon and aware of it must succeed on a DC 20 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the dragon's Frightful Presence for the next 24 hours.","name":"Frightful Presence"},{"desc":"The dragon blasts warped arcane energy in a 90-foot line that is 5 feet wide. Each creature in that line must make a DC 20 Dexterity saving throw, taking 90 (20d8) force damage on a failed save, or half as much damage on a successful one.","name":"Warped Energy Breath (Recharge 5-6)"}],"bonus_actions":null,"reactions":null,"legendary_desc":"The dragon can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The dragon regains spent legendary actions at the start of its turn.","legendary_actions":[{"desc":"The dragon makes a Wisdom (Perception) check.","name":"Detect"},{"desc":"The dragon makes a tail attack.","name":"Tail Attack"},{"desc":"The dragon beats its wings. Each creature within 15 feet of the dragon must succeed on a DC 20 Dexterity saving throw or take 16 (2d6 + 9) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.","name":"Wing Attack (Costs 2 Actions)"}],"special_abilities":[{"desc":"If the dragon fails a saving throw, it can choose to succeed instead.","name":"Legendary Resistance (3/Day)"}],"spell_list":[],"page_no":118,"environments":[],"img_main":null,"document__slug":"cc","document__title":"Creature Codex","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/creature-codex-for-5th-edition-dnd/","v2_converted_path":"/v2/creatures/ccdx_ancient-wasteland-dragon/"},{"slug":"ecstatic-bloom","desc":"","name":"Ecstatic Bloom","size":"Huge","type":"Celestial","subtype":"","group":null,"alignment":"neutral good","armor_class":15,"armor_desc":"natural armor","hit_points":171,"hit_dice":"18d12+54","speed":{"walk":10},"strength":10,"dexterity":9,"constitution":16,"intelligence":20,"wisdom":19,"charisma":14,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":9,"wisdom_save":9,"charisma_save":null,"perception":9,"skills":{"insight":9,"perception":9},"damage_vulnerabilities":"fire","damage_resistances":"","damage_immunities":"radiant","condition_immunities":"charmed, frightened","senses":"truesight 120 ft. (blind beyond this radius), passive Perception 19","languages":"all, telepathy 120 ft.","challenge_rating":"11","cr":11.0,"actions":[{"desc":"The ecstatic bloom makes three gilded beam attacks.","name":"Multiattack"},{"attack_bonus":9,"damage_dice":"6d8","desc":"Ranged Spell Attack: +9 to hit, range 150 ft., one target. Hit: 27 (6d8) radiant damage.","name":"Gilded Beam"},{"desc":"The bloom summons a chorus of booming celestial voices that descend into the minds of nearby creatures. Each creature within 30 feet of the bloom must succeed on a DC 17 Wisdom saving throw or be stunned until the end of its next turn. Castigate only affects non-good-aligned creatures with an Intelligence of 5 or higher.","name":"Castigate (Recharges after a Short or Long Rest)"}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"desc":"When an undead creature starts its turn within 30 feet of the bloom, it must succeed on a DC 17 Wisdom saving throw or be turned until the end of its next turn.","name":"Aura of Life"},{"desc":"At the start of each of the ecstatic bloom's turns, the bloom and each good-aligned creature, including the bloom, within 10 feet of it regains 4 (1d8) hp. If the bloom takes fire damage, this trait doesn't function at the start of the bloom's next turn. The ecstatic bloom dies only if it starts its turn with 0 hp and doesn't regain hp from this trait.","name":"Blessed Regrowth"},{"desc":"Alabaster trees within 60 feet of the ecstatic bloom have advantage on all saving throws.","name":"Foster the Trees"},{"desc":"The ecstatic bloom knows if a creature within 120 feet of it is good-aligned or not.","name":"Like Calls to Like"}],"spell_list":[],"page_no":303,"environments":[],"img_main":null,"document__slug":"cc","document__title":"Creature Codex","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/creature-codex-for-5th-edition-dnd/","v2_converted_path":"/v2/creatures/ccdx_ecstatic-bloom/"},{"slug":"hierophant-lich","desc":"","name":"Hierophant Lich","size":"Medium","type":"Undead","subtype":"","group":null,"alignment":"any evil alignment","armor_class":14,"armor_desc":"natural armor","hit_points":91,"hit_dice":"14d8+28","speed":{"walk":30},"strength":12,"dexterity":13,"constitution":15,"intelligence":12,"wisdom":20,"charisma":17,"strength_save":null,"dexterity_save":null,"constitution_save":6,"intelligence_save":5,"wisdom_save":9,"charisma_save":null,"perception":9,"skills":{"insight":9,"perception":9,"religion":5},"damage_vulnerabilities":"","damage_resistances":"cold, lightning, necrotic","damage_immunities":"poison; bludgeoning, piercing, and slashing from nonmagical attacks","condition_immunities":"charmed, exhaustion, frightened, paralyzed, poisoned","senses":"truesight 60 ft., passive Perception 19","languages":"Common, Abyssal, Infernal, Void Speech","challenge_rating":"9","cr":9.0,"actions":[{"attack_bonus":5,"damage_dice":"2d6+1","desc":"Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 8 (2d6 + 1) bludgeoning plus 9 (2d8) necrotic damage. The target must succeed on a DC 17 Wisdom saving throw or be charmed for 1 minute. The charmed target must defend the hierophant. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. An undead target that fails is charmed for 24 hours and can only repeat the saving throw once every 24 hours.","name":"Unholy Smite"}],"bonus_actions":null,"reactions":null,"legendary_desc":"The hierophant lich can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The lich regains spent legendary actions at the start of its turn.","legendary_actions":[{"desc":"The hierophant lich casts a cantrip.","name":"Cantrip"},{"desc":"The heirophant lich uses its Unholy Smite.","name":"Unholy Smite (Costs 2 Actions)"},{"desc":"The hierophant lich threatens one creature within 10 feet of it with eternal suffering. The target must succeed on a DC 17 Wisdom saving throw or become frightened for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a target's saving throw is successful or the effect ends for it, the target is immune to the hierophant lich's Damnation for the next 24 hours.","name":"Damnation (Costs 2 Actions)"}],"special_abilities":[{"desc":"If the lich fails a saving throw, it can choose to succeed instead.","name":"Legendary Resistance (3/Day)"},{"desc":"As a bonus action, a hierophant lich can rise or descend vertically up to 20 feet and can remain suspended there. This trait works like the levitate spell, except there is no duration, and the lich doesn't need to concentrate to continue levitating each round.","name":"Levitate"},{"desc":"If it has a sacred vessel, a destroyed hierophant lich gains a new body in 1d10 days, regaining all its hp and becoming active again. The new body appears within 5 feet of the vessel.","name":"Rejuvenation"},{"desc":"The hierophant lich has advantage on saving throws against any effect that turns undead.","name":"Turn Resistance"},{"desc":"The lich is an 9th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 17, +9 to hit with spell attacks). The lich has the following cleric spells prepared:\nCantrips (at will): guidance, mending, sacred flame, thaumaturgy\n1st level (4 slots): command, detect magic, protection from evil and good, sanctuary\n2nd level (3 slots): blindness/deafness, hold person, silence\n3rd level (3 slots): animate dead, dispel magic, spirit guardians\n4th level (3 slots): banishment, freedom of movement, guardian of faith\n5th level (1 slot): flame strike","name":"Spellcasting"}],"spell_list":[],"page_no":252,"environments":[],"img_main":null,"document__slug":"cc","document__title":"Creature Codex","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/creature-codex-for-5th-edition-dnd/","v2_converted_path":"/v2/creatures/ccdx_hierophant-lich/"},{"slug":"whisperer-in-darkness","desc":"","name":"Whisperer in Darkness","size":"Medium","type":"Aberration","subtype":"","group":null,"alignment":"neutral evil","armor_class":17,"armor_desc":"natural armor","hit_points":142,"hit_dice":"15d8+75","speed":{"walk":30},"strength":15,"dexterity":19,"constitution":21,"intelligence":25,"wisdom":18,"charisma":16,"strength_save":null,"dexterity_save":null,"constitution_save":10,"intelligence_save":null,"wisdom_save":9,"charisma_save":8,"perception":9,"skills":{"arcana":17,"deception":13,"medicine":9,"perception":9,"stealth":9},"damage_vulnerabilities":"","damage_resistances":"cold, fire, lightning; bludgeoning, piercing, and slashing from nonmagical attacks not made with silver","damage_immunities":"psychic, poison","condition_immunities":"frightened, charmed, poisoned","senses":"truesight 120 ft., passive Perception 19","languages":"all, telepathy 60 ft.","challenge_rating":"15","cr":15.0,"actions":[{"desc":"The whisperer in the darkness makes two Grasp of the Void attacks.","name":"Multiattack"},{"attack_bonus":12,"damage_dice":"6d6","desc":"Melee Spell Attack: +12 to hit, reach 5 ft., one target. Hit: 21 (6d6) force damage, and the target must succeed on a DC 18 Constitution saving throw or be stunned for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.","name":"Grasp of the Void"}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"desc":"The whisperer is a highly advanced being that often carries pieces of powerful wands of fireballs shaped like staves with peculiar triggers, eyes of the eagle shaped as a pair of cylinders, or a helm of telepathy in the form of a glowing metal disc adhered to the side of the creature's head.","name":"Disquieting Technology"},{"desc":"The whisperer has advantage on saving throws against spells and other magical effects.","name":"Magic Resistance"},{"desc":"The whisperer's innate spellcasting ability is Intelligence (spell save DC 20). The whisperer can innately cast the following spells, requiring no material components:\nAt will: alter self, detect magic, detect thoughts, disguise self, fear, identify, invisibility (self only), misty step, sleep, suggestion\n3/day each: confusion, dimension door, disintegrate, dream, modify memory, plane shift, teleport\n1/day each: feeblemind, meteor swarm, mind blank, weird","name":"Innate Spellcasting"}],"spell_list":[],"page_no":378,"environments":[],"img_main":null,"document__slug":"cc","document__title":"Creature Codex","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/creature-codex-for-5th-edition-dnd/","v2_converted_path":"/v2/creatures/ccdx_whisperer-in-darkness/"},{"slug":"ancientvoiddragon-tob1-2023","desc":"False","name":"Ancient Void Dragon","size":"Gargantuan","type":"Dragon","subtype":"","group":"null","alignment":"Chaotic Neutral","armor_class":22,"armor_desc":"natural armor","hit_points":429,"hit_dice":"22d20 + 198","speed":{"walk":80,"fly":40},"strength":28,"dexterity":10,"constitution":29,"intelligence":18,"wisdom":15,"charisma":23,"strength_save":null,"dexterity_save":7,"constitution_save":16,"intelligence_save":null,"wisdom_save":9,"charisma_save":13,"perception":26,"skills":{"Arcana":18,"History":18,"Perception":16,"Stealth":7},"damage_vulnerabilities":"False","damage_resistances":"False","damage_immunities":"cold","condition_immunities":"charmed, frightened","senses":"blindsight 60 ft., darkvision 120 ft., passive Perception 26","languages":"Common, Draconic, Void Speech","challenge_rating":"24","cr":24.0,"actions":[{"name":"Multiattack","desc":"The dragon uses its Aura of Madness. It then makes one Bite attack and two Claw attacks."},{"name":"Bite","desc":"Melee Weapon Attack: +16 to hit, reach 15 ft., one target. Hit: 20 (2d10 + 9) piercing damage plus 14 (4d6) cold damage."},{"name":"Claw","desc":"Melee Weapon Attack: +16 to hit, reach 10 ft., one target. Hit: 16 (2d6 + 9) slashing damage."},{"name":"Tail","desc":"Melee Weapon Attack: +16 to hit, reach 20 ft., one target. Hit: 18 (2d8 + 9) bludgeoning damage."},{"name":"Aura of Madness","desc":"Each creature of the dragon's choice that is within 120 feet of the dragon and aware of it must succeed on a DC 18 Wisdom saving throw or suffer short-term madness for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the dragon's Aura of Madness for the next 24 hours."},{"name":"Breath Weapons (Recharge 5-6)","desc":"The dragon uses one of the following breath weapons."},{"name":"Gravitic Breath","desc":"The dragon exhales localized gravity in a 90-foot cube, originating from the dragon. When a creature ends a fall in the cube, it takes 1d10 bludgeoning damage for every 10 feet it fell, to a maximum of 20d10. A creature that enters the cube for the first time on a turn or starts its turn there must make a DC 24 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 cube. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. The cube lasts for 1 minute."},{"name":"Stellar Breath","desc":"The dragon exhales star fire in a 90-foot cone. Each creature in that area must make a DC 24 Dexterity saving throw, taking 42 (12d6) fire damage and 42 (12d6) radiant damage on a failed save, or half as much damage on a successful one."}],"bonus_actions":[],"reactions":[{"name":"Void Twist","desc":"The dragon adds 7 to its AC against one attack that would hit it, as it twists reality to open a small rift in space to protect itself. To do so, the dragon must be able to see the attacker. If the attack misses by 5 or more, the dragon can choose to open a second, connected rift next to another creature it can see within 30 feet of it to direct the attack at that creature instead, using the original attack roll result against the new target's AC."}],"legendary_desc":"The dragon can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. The dragon regains spent legendary actions at the start of its turn.","legendary_actions":[{"name":"Detect","desc":"The dragon makes a Wisdom (Perception) check."},{"name":"Tail Attack","desc":"The dragon makes a Tail attack."},{"name":"Void Slip (Costs 2 Actions)","desc":"The dragon twists the fabric of space around it, disappearing and reappearing in an unoccupied space it can see within 120 feet of it. Each creature within 15 feet of the dragon must succeed on a DC 21 Dexterity saving throw or take 17 (5d6) cold damage and be knocked prone."}],"special_abilities":[{"name":"Chill of the Void","desc":"Creatures with resistance to cold damage don't have resistance to the cold damage dealt by the Void dragon. A creature with immunity to cold damage is still immune to the dragon's cold damage."},{"name":"Collapsing Star","desc":"When the void dragon dies, it explodes in a swath of celestial destruction. Each creature within 1,000 feet of the dragon must make a DC 21 Constitution saving throw, taking 55 (10d10) bludgeoning damage and 55 (10d10) cold damage on a failed save, or half as much damage on a successful one. Objects in the area that aren't being worn or carried take half the bludgeoning damage. A creature that fails the saving throw by 5 or more is ejected to a random location on a random plane of existence or 5d100 miles away from its current location in a random direction (GM's choice)."},{"name":"Expert Void Traveler","desc":"The Void dragon doesn't require air, food, drink, sleep, or ambient pressure. While traveling in the Void, the dragon magically glides on solar winds, covering immense distances in short times."},{"name":"Legendary Resistance (3/Day)","desc":"If the dragon fails a saving throw, it can choose to succeed instead."}],"spell_list":[],"page_no":128,"environments":[],"img_main":"http://api-beta.open5e.com/","document__slug":"tob-2023","document__title":"Tome of Beasts 2023","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/tome-of-beasts-1-2023-edition/","v2_converted_path":"/v2/creatures/tob-2023_ancient-void-dragon/"},{"slug":"hraesvelgr-tob1-2023","desc":"False","name":"Hraesvelgr","size":"Huge","type":"Giant","subtype":"","group":"null","alignment":"Titan)","armor_class":19,"armor_desc":"natural armor","hit_points":241,"hit_dice":"21d12 + 105","speed":{"walk":120,"fly":20},"strength":25,"dexterity":10,"constitution":20,"intelligence":16,"wisdom":17,"charisma":20,"strength_save":null,"dexterity_save":6,"constitution_save":null,"intelligence_save":9,"wisdom_save":9,"charisma_save":11,"perception":19,"skills":{"Athletics":13,"Perception":9,"Survival":9},"damage_vulnerabilities":"False","damage_resistances":"lightning, thunder","damage_immunities":"cold; bludgeoning, piercing, and slashing from nonmagical attacks","condition_immunities":"exhaustion","senses":"passive Perception 19","languages":"Auran, Common, Giant (can’t speak in roc form)","challenge_rating":"19","cr":19.0,"actions":[{"name":"Multiattack","desc":"Hraesvelgr makes one Beak attack and two Talon attacks, or he makes three Fist attacks. Alternatively, he can make three Gale Blast attacks. If two Fist attacks hit one creature, the target must succeed on a DC 19 Constitution saving throw or be stunned until the end of its next turn."},{"name":"Beak (Roc Form Only)","desc":"Melee Weapon Attack: +13 to hit, reach 10 ft., one target. Hit: 25 (4d8 + 7) piercing damage."},{"name":"Fist (Giant Form Only)","desc":"Melee Weapon Attack: +13 to hit, reach 10 ft., one target. Hit: 20 (3d8 + 7) bludgeoning damage."},{"name":"Talons (Roc Form Only)","desc":"Melee Weapon Attack: +13 to hit, reach 5 ft., one target. Hit: 17 (3d6 + 7) slashing damage, and the target is grappled (escape DC 17). Until this grapple ends, the target is restrained. Hraesvelgr has two talons, each of which can grapple only one target."},{"name":"Gale Blast","desc":"Ranged Spell Attack: +11 to hit, range 120 ft., one target. Hit: 14 (2d8 + 5) bludgeoning damage plus 7 (2d6) cold damage."},{"name":"Swallow (Roc Form Only)","desc":"Hraesvelgr makes one Beak attack against a Large or smaller creature he is grappling. If the attack hits, the target is also swallowed, and the grapple ends. While swallowed, the creature is blinded and restrained, it has total cover against attacks and other effects outside Hraesvelgr, and it takes 17 (5d6) acid damage at the start of each of Hraesvelgr's turns. Hraesvelgr can have only one creature swallowed at a time."},{"name":"Sudden Gust (Recharge 5-6)","desc":"Hraesvelgr unleashes a powerful gust of wind in a 60-foot line that is 10 feet wide. Each creature in the line must make a DC 19 Strength saving throw. On a failure, a creature takes 63 (18d6) bludgeoning damage and is pushed up to 15 feet away from Hraesvelgr. On a success, a creature takes half the damage and isn't pushed."}],"bonus_actions":[{"name":"Change Shape","desc":"Hraesvelgr transforms into a roc or back into his true form, which is a Giant. His statistics, other than his speed, are the same in each form. Any equipment he is wearing or carrying isn't transformed. He reverts to his true form if he dies."},{"name":"Attack","desc":"Hraesvelgr makes a Fist or Talons attack."},{"name":"Move","desc":"Hraesvelgr moves up to his speed, or flies up to half his flying speed if in roc form, without provoking opportunity attacks."},{"name":"Ear-Splitting Screech (Costs 2 Actions; Roc Form Only)","desc":"Hraesvelgr lets out an ear-splitting screech. Each creature within 30 feet of Hraesvelgr must succeed on a DC 19 Constitution saving throw or take 14 (4d6) thunder damage and be deafened until the end of its next turn."}],"reactions":[],"legendary_desc":"Hraesvelgr can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. Hraesvelgr regains spent legendary actions at the start of his turn.","legendary_actions":[{"name":"Attack","desc":"Hraesvelgr makes a Fist or Talons attack."},{"name":"Move","desc":"Hraesvelgr moves up to his speed, or flies up to half his flying speed if in roc form, without provoking opportunity attacks."},{"name":"Ear-Splitting Screech (Costs 2 Actions; Roc Form Only)","desc":"Hraesvelgr lets out an ear-splitting screech. Each creature within 30 feet of Hraesvelgr must succeed on a DC 19 Constitution saving throw or take 14 (4d6) thunder damage and be deafened until the end of its next turn."}],"special_abilities":[{"name":"Keen Sight (Roc Form Only)","desc":"Hraesvelgr has advantage on Wisdom (Perception) checks that rely on sight."},{"name":"Influence Weather","desc":"Nearby weather responds to Hraesvelgr's desires. At the start of each minute, Hraesvelgr can choose to change the precipitation and wind within 3 miles of him by one stage, up or down (no action required). This effect works like the changing weather conditions aspect of the control weather spell, except Hraesvelgr can't change the temperature and the conditions change immediately."},{"name":"Legendary Resistance (3/Day)","desc":"If Hraesvelgr fails a saving throw, he can choose to succeed instead."}],"spell_list":[],"page_no":207,"environments":[],"img_main":"http://api-beta.open5e.com/","document__slug":"tob-2023","document__title":"Tome of Beasts 2023","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/tome-of-beasts-1-2023-edition/","v2_converted_path":"/v2/creatures/tob-2023_hraesvelgr/"},{"slug":"hundun-tob1-2023","desc":"False","name":"Hundun","size":"Large","type":"Celestial","subtype":"","group":"null","alignment":"Chaotic Good","armor_class":18,"armor_desc":"natural armor","hit_points":153,"hit_dice":"18d10 + 54","speed":{"walk":40,"fly":40},"strength":20,"dexterity":14,"constitution":16,"intelligence":4,"wisdom":20,"charisma":18,"strength_save":null,"dexterity_save":null,"constitution_save":7,"intelligence_save":null,"wisdom_save":9,"charisma_save":8,"perception":19,"skills":{"Athletics":9,"Insight":9,"Perception":9},"damage_vulnerabilities":"False","damage_resistances":"lightning, radiant, thunder; bludgeoning, piercing, and slashing from nonmagical attacks","damage_immunities":"acid, psychic","condition_immunities":"blinded, charmed, deafened, exhaustion, frightened, prone, stunned, unconscious","senses":"blindsight 60 ft. (blind beyond this radius), passive Perception 19","languages":"understands Celestial and Primordial, but can’t speak intelligibly","challenge_rating":"12","cr":12.0,"actions":[{"name":"Multiattack","desc":"The hundun can use its Motivating Babble. It then makes four Slam attacks."},{"name":"Slam","desc":"Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 12 (2d6 + 5) bludgeoning damage plus 7 (2d6) radiant damage."},{"name":"Motivating Babble","desc":"The hundun babbles incoherently at one creature it can see within 60 feet of it. The target must succeed on a DC 17 Wisdom saving throw or suffer one of the following effects until the end of its next turn. Roll a d4 to determine which effect happens."},{"name":"Spellcasting","desc":"The hundun casts one of the following spells, requiring no material components and using Wisdom as the spellcasting ability (spell save DC 17):\nAt will: create or destroy water, dancing lights, minor illusion, prestidigitation\n3/day each: black tentacles, fabricate (as an action), irresistible dance\n1/day each: creation (as an action), plant growth"}],"bonus_actions":[],"reactions":[],"legendary_desc":null,"legendary_actions":[],"special_abilities":[{"name":"Inscrutable","desc":"The hundun is immune to any effect that would sense its emotions or read its thoughts, as well as any divination spell that it refuses. Wisdom (Insight) checks made to ascertain the hundun's intentions or sincerity have disadvantage."},{"name":"Magic Resistance","desc":"The hundun has advantage on saving throws against spells and other magical effects."},{"name":"Radiant Fists","desc":"The hundun's Slam attacks are magical. When the hundun hits with a Slam attack, the attack deals an extra 2d6 radiant damage (included in the attack)."}],"spell_list":[],"page_no":237,"environments":[],"img_main":"http://api-beta.open5e.com/","document__slug":"tob-2023","document__title":"Tome of Beasts 2023","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/tome-of-beasts-1-2023-edition/","v2_converted_path":"/v2/creatures/tob-2023_hundun/"},{"slug":"iaaffrat-tob1-2023","desc":"False","name":"Ia’Affrat","size":"Large","type":"Swarm","subtype":"","group":"null","alignment":"Lawful Evil","armor_class":17,"armor_desc":"natural armor","hit_points":170,"hit_dice":"20d10 + 60","speed":{"walk":40,"fly":20},"strength":3,"dexterity":21,"constitution":16,"intelligence":20,"wisdom":18,"charisma":23,"strength_save":null,"dexterity_save":10,"constitution_save":8,"intelligence_save":null,"wisdom_save":9,"charisma_save":11,"perception":19,"skills":{"Arcana":10,"Deception":11,"Insight":9,"Perception":9,"Persuasion":11},"damage_vulnerabilities":"cold","damage_resistances":"False","damage_immunities":"bludgeoning, fire, piercing, poison, slashing","condition_immunities":"charmed, frightened, paralyzed, petrified, poisoned, prone, restrained, stunned","senses":"blindsight 10 ft., darkvision 120 ft., passive Perception 19","languages":"Common, Infernal, Primordial, telepathy 120 ft.","challenge_rating":"15","cr":15.0,"actions":[{"name":"Multiattack","desc":"Ia'Affrat makes three Bite or Burning Claw attacks, or he makes four Flaming Insect Bolt attacks."},{"name":"Bite (Shapeless Form Only)","desc":"Melee Weapon Attack: +10 to hit, reach 0 ft., one target in the swarm's space. Hit: 21 (6d6) piercing damage plus 14 (4d6) poison damage, or 10 (3d6) piercing damage plus 7 (2d6) poison damage if Ia'Affrat has half of its hp or fewer. If the target is a creature, it must succeed on a DC 18 Constitution saving throw or be poisoned until the end of its next turn."},{"name":"Burning Claw (Humanoid Form Only)","desc":"Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 23 (4d8 + 5) slashing damage plus 10 (3d6) fire damage."},{"name":"Flaming Insect Bolt","desc":"Ranged Spell Attack: +11 to hit, range 120 ft., one target. Hit: 16 (3d6 + 6) fire damage plus 10 (3d6) poison damage."},{"name":"Inhabit (Shapeless Form Only)","desc":"Ia'Affrat crawls into the body of a Humanoid, or a Humanoid corpse that has been dead no more than 7 days, that he can see within 5 feet of him. If the target is unwilling, the target must succeed on a DC 18 Constitution saving throw or the target loses control of its body, and Ia'Affrat takes control of the body. Ia'Affrat controls the body but doesn't deprive the target of awareness. Ia'Affrat can't be targeted by any attack, spell, or other effect, and he retains his alignment, his Intelligence, Wisdom, and Charisma scores, his Hurl Flame action and Teleport and Consume Host legendary actions, and his condition immunities. He otherwise uses the target's statistics, but doesn't gain access to the target's knowledge, class features, or proficiencies. If the target was a Humanoid corpse, he uses the statistics it had before it died."}],"bonus_actions":[{"name":"Shape Swarm","desc":"Ia'Affrat can shape himself into a Large or smaller Humanoid or back into a shapeless mass of Tiny insectoid Fiends. His statistics, other than his size, are the same in each form, and he can't regain hp or gain temporary hp, except for the Consume Host legendary action. He can't take on a Humanoid form if he is occupying the space of another creature."},{"name":"Teleport","desc":"Ia'Affrat teleports, along with any equipment he is wearing or carrying, up to 120 feet to an unoccupied space he can see."},{"name":"Vermin Breath (Costs 2 Actions; Humanoid Form Only)","desc":"Ia'Affrat exhales 1d4 swarms of insects in spaces he can see within 30 feet. The swarms take their turns immediately after Ia'Affrat, and they are allies of Ia'Affrat, obeying his telepathic commands. They remain for 1 minute, until Ia'Affrat dies, or until Ia'Affrat dismisses them as a bonus action. Ia'Affrat can have no more than five swarms of insects under his control at a time."},{"name":"Consume Host (Costs 3 Actions; Shapeless Form Only)","desc":"While inhabiting a Humanoid, Ia'Affrat consumes the host from the inside. The host takes 18 (4d8) necrotic damage, and Ia'Affrat regains hp equal to that amount."}],"reactions":[],"legendary_desc":"Ia’Affrat can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. Ia’Affrat regains spent legendary actions at the start of his turn.","legendary_actions":[{"name":"Teleport","desc":"Ia'Affrat teleports, along with any equipment he is wearing or carrying, up to 120 feet to an unoccupied space he can see."},{"name":"Vermin Breath (Costs 2 Actions; Humanoid Form Only)","desc":"Ia'Affrat exhales 1d4 swarms of insects in spaces he can see within 30 feet. The swarms take their turns immediately after Ia'Affrat, and they are allies of Ia'Affrat, obeying his telepathic commands. They remain for 1 minute, until Ia'Affrat dies, or until Ia'Affrat dismisses them as a bonus action. Ia'Affrat can have no more than five swarms of insects under his control at a time."},{"name":"Consume Host (Costs 3 Actions; Shapeless Form Only)","desc":"While inhabiting a Humanoid, Ia'Affrat consumes the host from the inside. The host takes 18 (4d8) necrotic damage, and Ia'Affrat regains hp equal to that amount."}],"special_abilities":[{"name":"Collective Mind","desc":"Ia'Affrat's individual Fiends are connected via a hive mind. He can telepathically communicate with any of his individual Fiends within 50 miles of him, and he can't be surprised. If he is reduced to half his hp or lower, his Intelligence score is reduced to 10, he immediately changes into his shapeless form, and he can't take on a Humanoid form again until he regains hp to be above half his hp or he finishes a long rest."},{"name":"Devil's Sight","desc":"Magical darkness doesn't impede Ia'Affrat's darkvision."},{"name":"Grasping Limbs (Humanoid Form Only)","desc":"Ia'Affrat can wield weapons and hold, grasp, push, pull, or interact with objects that might otherwise require a more Humanoid form to accomplish."},{"name":"Legendary Resistance (3/Day)","desc":"If Ia'Affrat fails a saving throw, he can choose to succeed instead."},{"name":"Magic Resistance","desc":"Ia'Affrat has advantage on saving throws against spells and other magical effects."},{"name":"Smoke Shroud","desc":"Ia'Affrat emits a cloud of dark smoke within 5 feet of himself. The area is lightly obscured to all except Ia'Affrat, and each non-devil creature that starts its turn in the smoke must succeed on a DC 18 Constitution saving throw or be blinded until the end of its turn. At the start of each of his turns, Ia'Affrat chooses whether this shroud is active."},{"name":"Swarm (Shapeless Form Only)","desc":"Ia'Affrat can occupy another creature's space and vice versa and can move through any opening large enough for a Tiny insect, but he can't grapple or be grappled."}],"spell_list":[],"page_no":91,"environments":[],"img_main":"http://api-beta.open5e.com/","document__slug":"tob-2023","document__title":"Tome of Beasts 2023","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/tome-of-beasts-1-2023-edition/","v2_converted_path":"/v2/creatures/tob-2023_iaaffrat/"},{"slug":"isonade-tob1-2023","desc":"False","name":"Isonade","size":"Gargantuan","type":"Monstrosity","subtype":"","group":"null","alignment":"Chaotic Neutral","armor_class":18,"armor_desc":"natural armor","hit_points":222,"hit_dice":"12d20 + 96","speed":{"walk":100},"strength":30,"dexterity":14,"constitution":26,"intelligence":6,"wisdom":18,"charisma":8,"strength_save":15,"dexterity_save":null,"constitution_save":13,"intelligence_save":null,"wisdom_save":9,"charisma_save":null,"perception":19,"skills":{"Athletics":15,"Perception":9},"damage_vulnerabilities":"False","damage_resistances":"False","damage_immunities":"cold","condition_immunities":"False","senses":"darkvision 90 ft., passive Perception 19","languages":"understands Aquan and Elvish, but can’t speak","challenge_rating":"14","cr":14.0,"actions":[{"name":"Multiattack","desc":"The isonade makes one Bite attack and two Tail Slap attacks."},{"name":"Bite","desc":"Melee Weapon Attack: +15 to hit, reach 15 ft., one target. Hit: 36 (4d12 + 10) piercing damage. If the target is a Large or smaller creature, it must succeed on a DC 18 Dexterity saving throw or be swallowed by the isonade. A swallowed creature is blinded and restrained, it has total cover against attacks and other effects outside the isonade, and it takes 21 (6d6) acid damage at the start of each of the isonade's turns. An isonade can have no more than four creatures swallowed at a time. If the isonade takes 30 damage or more on a single turn from a creature inside it, it must succeed on a DC 23 Constitution saving throw at the end of that turn or regurgitate all swallowed creatures, which fall prone in a space within 10 feet of the isonade. If the isonade 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 Slap","desc":"Melee Weapon Attack: +15 to hit, reach 15 ft., one target. Hit: 24 (4d6 + 10) bludgeoning damage."},{"name":"Breach","desc":"If the isonade swims at least 20 feet as part of its movement, it can use this action to emerge in a space on the surface of the water that contains one or more other creatures. Each of those creatures and each creature within 10 of the isonade's space must make a DC 18 Dexterity saving throw. On a failure, a creature takes 49 (14d6) bludgeoning damage and is knocked prone. On a success, a creature takes half the damage and is pushed up to 10 feet out of the isonade's space into an unoccupied space of the creature's choice. If no unoccupied space is within range, the creature instead falls prone in the isonade's space."}],"bonus_actions":[],"reactions":[],"legendary_desc":null,"legendary_actions":[],"special_abilities":[{"name":"Influence Weather","desc":"Nearby weather responds to the isonade's desires. At the start of each minute, the isonade can choose to change the precipitation and wind within 1 mile of it by one stage, up or down (no action required). This effect works like the changing weather conditions aspect of the control weather spell, except the isonade can't change the temperature and the conditions change immediately."},{"name":"Magic Resistance","desc":"The isonade has advantage on saving throws against spells and other magical effects."},{"name":"Siege Monster","desc":"The isonade deals double damage to objects and structures."},{"name":"Water Breathing","desc":"The isonade can breathe only underwater."}],"spell_list":[],"page_no":240,"environments":[],"img_main":"http://api-beta.open5e.com/","document__slug":"tob-2023","document__title":"Tome of Beasts 2023","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/tome-of-beasts-1-2023-edition/","v2_converted_path":"/v2/creatures/tob-2023_isonade/"},{"slug":"oozasis-tob1-2023","desc":"False","name":"Oozasis","size":"Gargantuan","type":"Ooze","subtype":"","group":"null","alignment":"Unaligned","armor_class":7,"armor_desc":"","hit_points":217,"hit_dice":"14d20 + 70","speed":{"walk":20,"burrow":20},"strength":18,"dexterity":5,"constitution":20,"intelligence":8,"wisdom":20,"charisma":13,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":3,"wisdom_save":9,"charisma_save":5,"perception":19,"skills":{"Deception":5,"History":3,"Insight":9,"Perception":9},"damage_vulnerabilities":"cold","damage_resistances":"fire; bludgeoning, piercing, and slashing from nonmagical attacks","damage_immunities":"acid","condition_immunities":"blinded, charmed, deafened, exhaustion, frightened, prone","senses":"blindsight 120 ft. (blind beyond this radius), passive Perception 19","languages":"understands all languages but can’t speak, telepathy 120 ft.","challenge_rating":"9","cr":9.0,"actions":[{"name":"Multiattack","desc":"The oozasis makes three Pseudopod attacks."},{"name":"Pseudopod","desc":"Melee Weapon Attack: +8 to hit, reach 15 ft., one target. Hit: 13 (2d8 + 4) bludgeoning damage plus 7 (2d6) acid damage. If the target is a Large or smaller creature, it is grappled (escape DC 16). Until this grapple ends, the target is restrained. The oozasis can have up to two creatures grappled at a time."},{"name":"Compelling Vapors (Recharge 5-6)","desc":"The oozasis emits mind-altering vapors. Each creature within 20 feet of the oozasis must make a DC 16 Constitution saving throw. On a failure, a creature takes 45 (10d8) psychic damage and suffers either tranquility or turmoil for minute. On a success, a creature takes half the damage and doesn't suffer tranquility or turmoil. A creature suffering tranquility is charmed and can't attack. A creature suffering turmoil is unable to distinguish friend from foe and must move to and attack the nearest creature other than the oozasis on each of its turns, stalking off in a random direction if no creature is in range. A creature suffering tranquility or turmoil can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success."}],"bonus_actions":[],"reactions":[],"legendary_desc":null,"legendary_actions":[],"special_abilities":[{"name":"Amorphous","desc":"The oozasis can move through a space as narrow as 1 foot wide without squeezing."},{"name":"Oasis Appearance","desc":"While the oozasis remains motionless and partially submerged on the surface of sand or soil, it is indistinguishable from a small oasis or pond. The oozasis's body provides enough water for plants to grow around it, provided the oozasis remains in the area for an extended period of time. A creature that eats a fruit from a plant growing in the oozasis's water is affected by the Waters of Unfathomable Compulsion trait as if it drank the water."},{"name":"Ooze Nature","desc":"The oozasis doesn't require sleep."},{"name":"Waters of Unfathomable Compulsion","desc":"A creature that drinks the water of an oozasis experiences a cryptic dream the next time it sleeps. When it wakes, it must succeed on a DC 16 Wisdom saving throw or be affected by the geas spell for 30 days. While under the geas, the affected creature must perform a specific, seemingly minor task that furthers the decades-long goals of the oozasis. Such a task could be planting a white rose in a specific garden, rescuing the next endangered young animal the target encounters, or standing in a specific spot at a certain time each day for three days."}],"spell_list":[],"page_no":290,"environments":[],"img_main":"http://api-beta.open5e.com/","document__slug":"tob-2023","document__title":"Tome of Beasts 2023","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/tome-of-beasts-1-2023-edition/","v2_converted_path":"/v2/creatures/tob-2023_oozasis/"},{"slug":"skeinwitch-tob1-2023","desc":"False","name":"Skein Witch","size":"Medium","type":"Celestial","subtype":"","group":"null","alignment":"Neutral","armor_class":20,"armor_desc":"natural armor","hit_points":162,"hit_dice":"25d8 +50","speed":{"walk":30,"fly":30},"strength":6,"dexterity":12,"constitution":14,"intelligence":16,"wisdom":20,"charisma":20,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":7,"wisdom_save":9,"charisma_save":9,"perception":23,"skills":{"History":7,"Insight":13,"Perception":13},"damage_vulnerabilities":"False","damage_resistances":"radiant","damage_immunities":"fire, lightning, psychic","condition_immunities":"False","senses":"truesight 60 ft., passive Perception 23","languages":"Celestial, telepathy 120 ft.","challenge_rating":"12","cr":12.0,"actions":[{"name":"Multiattack","desc":"The skein witch makes three Inexorable Thread attacks. If two Inexorable Thread attacks hit one creature, the target must succeed on a DC 17 Constitution saving throw or have disadvantage on the next death saving throw it makes before it finishes a short rest. If a creature fails this saving throw multiple times, these effects are cumulative, affecting up to three of the creature's next death saving throws before it finishes a short rest."},{"name":"Inexorable Thread","desc":"Melee or Ranged Spell Attack: +9 to hit, reach 5 ft. or range 60 ft., one creature. Hit: 27 (5d8 + 5) radiant damage."},{"name":"Destiny Distortion Wave (Recharge 5-6)","desc":"The skein witch frays the strands of fate in a 60-foot cone. Each creature in the area must make a DC 17 Wisdom saving throw, taking 55 (10d10) force damage on a failed save, or half as much damage on a successful one. If any creature that failed the saving throw is affected by a condition, such as incapacitated or poisoned, those conditions are randomly redistributed among all the creatures that failed the saving throw."},{"name":"Bind Fates (1/Day)","desc":"One creature within 60 feet of the skein witch must succeed on a DC 17 Wisdom saving throw or the target's fate is bound to one of its ally's (chosen at random). Any damage or condition the target suffers is inflicted on the individual to which they are bound instead, and vice versa. A creature can be bound to only one other creature at a time. This binding lasts until lifted by a heal or heroes' feast spell or similar magic."}],"bonus_actions":[{"name":"Fate's Step","desc":"The skein witch teleports, along with any equipment it is wearing or carrying, up to 30 feet to an unoccupied space it can see. A tiny hourglass shatters into a swirl of sand at the origin and destination when it uses this bonus action."}],"reactions":[{"name":"Parry Spell","desc":"If the skein witch succeeds on a saving throw against a spell of 4th level or lower that targets only the skein witch, the spell has no effect. If the skein witch succeeds on the saving throw by 5 or more, the spell is reflected back at the spellcaster, using the slot level, spell save DC, attack bonus, and spellcasting ability of the caster."}],"legendary_desc":null,"legendary_actions":[],"special_abilities":[{"name":"Fate's Resistance (3/Day)","desc":"If the skein witch fails a saving throw, it can choose to succeed instead."},{"name":"Magic Resistance","desc":"The skein witch has advantage on saving throws against spells and other magical effects."}],"spell_list":[],"page_no":328,"environments":[],"img_main":"http://api-beta.open5e.com/","document__slug":"tob-2023","document__title":"Tome of Beasts 2023","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/tome-of-beasts-1-2023-edition/","v2_converted_path":"/v2/creatures/tob-2023_skein-witch/"},{"slug":"starspawnofcthulhu-tob1-2023","desc":"False","name":"Star Spawn of Cthulhu","size":"Large","type":"Fiend","subtype":"","group":"null","alignment":"Chaotic Evil","armor_class":17,"armor_desc":"natural armor","hit_points":212,"hit_dice":"17d10 + 119","speed":{"walk":50,"fly":30},"strength":25,"dexterity":15,"constitution":24,"intelligence":30,"wisdom":18,"charisma":23,"strength_save":12,"dexterity_save":null,"constitution_save":12,"intelligence_save":null,"wisdom_save":9,"charisma_save":null,"perception":24,"skills":{"Arcana":15,"Perception":14},"damage_vulnerabilities":"False","damage_resistances":"bludgeoning, piercing, slashing","damage_immunities":"cold, fire, lightning, poison, psychic","condition_immunities":"exhaustion, frightened, paralyzed, petrified, poisoned","senses":"darkvision 300 ft., passive Perception 24","languages":"Abyssal, Common, Void Speech","challenge_rating":"15","cr":15.0,"actions":[{"name":"Multiattack","desc":"The star spawn of Cthulhu makes two Crushing Claws attacks and one Dimensional Stomp attack, or it makes three Void Bolt attacks. It can replace one attack with a use of Disintegrating Gaze, if available."},{"name":"Crushing Claws","desc":"Melee Weapon Attack: +12 to hit, reach 10 ft., one target. Hit: 20 (2d12 + 7) bludgeoning damage plus 13 (3d8) necrotic damage."},{"name":"Dimensional Stomp","desc":"Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 18 (2d20 + 7) bludgeoning damage plus 13 (3d8) necrotic damage, and the target must succeed on a DC 19 Charisma saving throw or be teleported to an unoccupied space the star spawn can see within 30 feet of it."},{"name":"Void Bolt","desc":"Ranged Spell Attack: +15 to hit, range 120 ft., one target. Hit: 32 (5d8 + 10) necrotic damage."},{"name":"Disintegrating Gaze (Recharge 5-6)","desc":"One creature the star spawn can see within 60 feet of it must succeed on a DC 19 Constitution saving throw or take 27 (6d8) necrotic damage and be transformed into a misty cloud for 1 minute. The transformed creature's only method of movement is a flying speed of 10 feet, and it can enter and occupy the space of another creature. In addition, the transformed target can't talk, attack, cast spells, or manipulate objects, and any objects it was carrying or holding can't be dropped, used, or otherwise interacted with. The transformed target can repeat the saving throw at the end of each of its turns, taking 13 (3d8) necrotic damage on a failed save, or ending the effect on itself on a successful one. A creature killed by this effect can be restored to life only by means of a true resurrection or a wish spell."}],"bonus_actions":[{"name":"Interdimensional Step","desc":"The star spawn of Cthulhu teleports, along with any equipment it is wearing or carrying, up to 30 feet to an unoccupied space it can see. Small tears in reality appear at the origin and destination when it uses this bonus action."}],"reactions":[],"legendary_desc":null,"legendary_actions":[],"special_abilities":[{"name":"Psychic Absorption","desc":"Whenever the star spawn is subjected to psychic damage, it takes no damage and instead regains a number of hp equal to the psychic damage dealt."},{"name":"Void Traveler","desc":"The star spawn of Cthulhu doesn't require air, food, drink, sleep, or ambient pressure."}],"spell_list":[],"page_no":348,"environments":[],"img_main":"http://api-beta.open5e.com/","document__slug":"tob-2023","document__title":"Tome of Beasts 2023","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/tome-of-beasts-1-2023-edition/","v2_converted_path":"/v2/creatures/tob-2023_star-spawn-of-cthulhu/"},{"slug":"ushabtiroyalguard-tob1-2023","desc":"False","name":"Ushabti Royal Guard","size":"Large","type":"Construct","subtype":"","group":"null","alignment":"Unaligned","armor_class":19,"armor_desc":"natural armor","hit_points":168,"hit_dice":"16d10 + 80","speed":{"walk":30},"strength":22,"dexterity":16,"constitution":20,"intelligence":11,"wisdom":19,"charisma":9,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":9,"charisma_save":4,"perception":19,"skills":{"Arcana":5,"History":5,"Perception":9},"damage_vulnerabilities":"False","damage_resistances":"False","damage_immunities":"poison, psychic; bludgeoning, piercing, and slashing from nonmagical attacks","condition_immunities":"charmed, exhaustion, frightened, paralyzed, petrified, poisoned","senses":"darkvision 60 ft., passive Perception 19","languages":"understands the languages of its creator but can’t speak","challenge_rating":"14","cr":14.0,"actions":[{"name":"Multiattack","desc":"The ushabti can use its Breath-Stealing Presence. It then makes two Khopesh attacks and one Medjai's Scepter attack."},{"name":"Khopesh","desc":"Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 13 (2d6 + 6) slashing damage plus 9 (2d8) necrotic damage."},{"name":"Medjai's Scepter","desc":"Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 15 (2d8 + 6) bludgeoning damage plus 9 (2d8) necrotic damage."},{"name":"Breath-Stealing Presence","desc":"Each creature of the ushabti's choice within 30 feet of the ushabti and aware of it must succeed on a DC 18 Constitution saving throw or take 9 (2d8) necrotic damage and be unable to speak or breathe for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the ushabti's Breath-Stealing Presence for the next 24 hours."},{"name":"Enervating Surge (Recharge 5-6)","desc":"The ushabti emits waves of necrotic energy. Each creature within 30 feet of the ushabti must make a DC 18 Constitution saving throw, taking 49 (11d8) necrotic damage on a failed save, or half as much damage on a successful one. A creature that can't breathe because of the ushabti's Breath-Stealing Presence has disadvantage on the saving throw. If the saving throw fails by 5 or more, the creature also suffers one level of exhaustion. A Humanoid slain by this effect rises 1d4 hours later as a mummy under the ushabti's control, unless the Humanoid is restored to life or its body is destroyed. The ushabti can have no more than five mummies under its control at one time."}],"bonus_actions":[],"reactions":[{"name":"Sudden Strike","desc":"When a creature more than 5 feet away from the ushabti moves to a space within 5 feet of the ushabti, the ushabti can make one Khopesh attack against it."}],"legendary_desc":"The ushabti can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. The ushabti regains spent legendary actions at the start of its turn.","legendary_actions":[{"name":"Move","desc":"The ushabti moves up to its speed without provoking opportunity attacks."},{"name":"Medjai's Scepter (Costs 2 Actions)","desc":"The ushabti makes one Medjai's Scepter attack."},{"name":"Telekinesis (Costs 2 Actions)","desc":"Up to two creatures the ushabti can see within 60 feet of it must succeed on a DC 18 Strength saving throw or the ushabti moves the creature up to 30 feet in any direction (including upward). A moved target is then restrained until the start of the ushabti's next turn."}],"special_abilities":[{"name":"Construct Nature","desc":"The ushabti doesn't require air, food, drink, or sleep."},{"name":"False Appearance","desc":"While the ushabti is motionless, it is indistinguishable from a normal funerary statue."},{"name":"Healing Leech","desc":"If a creature within 30 feet of the ushabti regains hp from a spell or magical effect, the creature regains only half the amount and the ushabti regains the other half."},{"name":"Immutable Form","desc":"The ushabti is immune to any spell or effect that would alter its form."},{"name":"Legendary Resistance (3/Day)","desc":"If the ushabti fails a saving throw, it can choose to succeed instead."},{"name":"Magic Resistance","desc":"The ushabti has advantage on saving throws against spells and other magical effects."},{"name":"Necrotic Weapons","desc":"The ushabti's weapon attacks are magical. When the ushabti hits with any weapon, the weapon deals an extra 2d8 necrotic damage (included in the attack)."}],"spell_list":[],"page_no":377,"environments":[],"img_main":"http://api-beta.open5e.com/","document__slug":"tob-2023","document__title":"Tome of Beasts 2023","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/tome-of-beasts-1-2023-edition/","v2_converted_path":"/v2/creatures/tob-2023_ushabti-royal-guard/"},{"slug":"ancient_black_dragon_bf","desc":"","name":"Ancient Black Dragon","size":"gargantuan","type":"Dragon","subtype":"","group":"Dragons","alignment":"","armor_class":21,"armor_desc":"natural armor","hit_points":355,"hit_dice":"","speed":{"walk":40,"fly":80,"swim":40},"strength":28,"dexterity":26,"constitution":36,"intelligence":16,"wisdom":28,"charisma":30,"strength_save":9,"dexterity_save":8,"constitution_save":13,"intelligence_save":3,"wisdom_save":9,"charisma_save":10,"perception":25,"skills":{},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"acid,poisoned","condition_immunities":"","senses":"darkvision 120 ft., keensense 60 ft.","languages":"Common,Draconic","challenge_rating":"20","cr":20.0,"actions":[{"name":"Multiattack","desc":"The dragon uses its Frightful Presence. It then makes one Bite attack and two Claw attacks."},{"name":"Bite","desc":"_Melee Weapon Attack:_ +15 to hit, reach 15 ft., one target. _Hit:_ 20 (2d10+9) piercing damage plus 9 (2d8) acid damage."},{"name":"Claw","desc":"_Melee Weapon Attack:_ +15 to hit, reach 10 ft., one target. _Hit:_ 16 (2d6+9) slashing damage."},{"name":"Tail","desc":"_Melee Weapon Attack:_ +15 to hit, reach 20 ft., one target. _Hit:_ 18 (2d8+9) bludgeoning damage."},{"name":"Frightful Presence","desc":"Each creature of the dragon's choice that is within 120 feet of the dragon and aware of it must succeed on a DC 18 WIS save or be frightened for 1 minute. A creature can repeat the save at the end of each of its turns, ending the effect on itself on a success. If a creature's save is successful or the effect ends for it, the creature is immune to the dragon's Frightful Presence for the next 24 hours."},{"name":"Acid Breath (Recharge 5-6)","desc":"The dragon exhales acid in a 90-foot line that is 10 feet wide. Each creature in that line must make a DC 21 DEX save, taking 67 (15d8) acid damage on a failed save, or half as much damage on a successful one."}],"bonus_actions":[],"reactions":[],"legendary_desc":"The dragon can take 3 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature's turn. The dragon regains spent legendary actions at the start of its turn.","legendary_actions":[{"name":"Detect","desc":"The dragon automatically detects every creature and trap within 30 feet of it, pinpointing the current location of each."},{"name":"Tail Attack","desc":"The dragon makes a Tail attack."},{"name":"Elemental Roar (Costs 2 Actions)","desc":"The dragon roars at up to two creatures of its choice within 120 feet of it. Each target must succeed on a DC 18 CHA save or be vulnerable to acid damage until the end of its next turn. A target resistant to acid damage isn't resistant to it for the duration. A target immune to acid damage is still immune to it, even if the target fails the save."},{"name":"Wing Attack (Costs 2 Actions)","desc":"The dragon beats its wings. Each creature within 15 feet of the dragon must succeed on a DC 23 DEX save or take 16 (2d6+9) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed without provoking opportunity attacks."}],"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 30 feet of the dragon must succeed on a DC 21 CON save or be poisoned until the start of its next turn."},{"name":"Amphibious","desc":"The dragon can breathe air and water."},{"name":"Legendary Resistance (3/Day)","desc":"If the dragon fails a save, it can choose to succeed instead."}],"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_ancient-black-dragon/"},{"slug":"ancient_blue_dragon_bf","desc":"","name":"Ancient Blue Dragon","size":"gargantuan","type":"Dragon","subtype":"","group":"Dragons","alignment":"","armor_class":21,"armor_desc":"natural armor","hit_points":355,"hit_dice":"","speed":{"walk":40,"burrow":40,"fly":80},"strength":28,"dexterity":22,"constitution":38,"intelligence":18,"wisdom":28,"charisma":32,"strength_save":9,"dexterity_save":6,"constitution_save":14,"intelligence_save":4,"wisdom_save":9,"charisma_save":11,"perception":27,"skills":{},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"lightning","condition_immunities":"","senses":"darkvision 120 ft., keensense 60 ft.","languages":"Common,Draconic","challenge_rating":"20","cr":20.0,"actions":[{"name":"Multiattack","desc":"The dragon uses its Frightful Presence. It then makes one Bite attack and two Claw attacks."},{"name":"Bite","desc":"_Melee Weapon Attack:_ +15 to hit, reach 15 ft., one target. _Hit:_ 20 (2d10+9) piercing damage plus 11 (2d10) lightning damage."},{"name":"Claw","desc":"_Melee Weapon Attack:_ +15 to hit, reach 10 ft., one target. _Hit:_ 16 (2d6+9) slashing damage."},{"name":"Tail","desc":"_Melee Weapon Attack:_ +15 to hit, reach 20 ft., one target. _Hit:_ 18 (2d8+9) bludgeoning damage."},{"name":"Frightful Presence","desc":"Each creature of the dragon's choice that is within 120 feet of the dragon and aware of it must succeed on a DC 19 WIS save or be frightened for 1 minute. A creature can repeat the save at the end of each of its turns, ending the effect on itself on a success. If a creature's save is successful or the effect ends for it, the creature is immune to the dragon's Frightful Presence for the next 24 hours."},{"name":"Lightning Breath (Recharge 5-6)","desc":"The dragon exhales lightning in a 120-foot line that is 10 feet wide. Each creature in that line must make a DC 22 DEX save, taking 99 (18d10) lightning damage on a failed save, or half as much damage on a successful one."}],"bonus_actions":[],"reactions":[],"legendary_desc":"The dragon can take 3 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature's turn. The dragon regains spent legendary actions at the start of its turn.","legendary_actions":[{"name":"Detect","desc":"The dragon automatically detects every creature and trap within 30 feet of it, pinpointing the current location of each."},{"name":"Tail Attack","desc":"The dragon makes a Tail attack."},{"name":"Elemental Roar (Costs 2 Actions)","desc":"The dragon roars at up to two creatures of its choice within 120 feet of it. Each target must succeed on a DC 19 CHA save or be vulnerable to lightning damage until the end of its next turn. A target resistant to lightning damage isn't resistant to it for the duration. A target immune to lightning damage is still immune to it, even if the target fails the save."},{"name":"Wing Attack (Costs 2 Actions)","desc":"The dragon beats its wings. Each creature within 15 feet of the dragon must succeed on a DC 23 DEX save or take 16 (2d6+9) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed without provoking opportunity attacks."}],"special_abilities":[{"name":"Charged Hide","desc":"When the blue dragon hasn't exhaled its Lightning Breath, the electric charge builds up across its body. While the dragon's Lightning Breath is available, it emits wild sparks of electricity, and each creature that starts its turn within 30 feet of the dragon must succeed on a DC 22 CON save or be incapacitated until the start of its next turn."},{"name":"Legendary Resistance (3/Day)","desc":"If the dragon fails a save, it can choose to succeed instead."}],"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_ancient-blue-dragon/"},{"slug":"ancient_bronze_dragon_bf","desc":"","name":"Ancient Bronze Dragon","size":"gargantuan","type":"Dragon","subtype":"","group":"Dragons","alignment":"","armor_class":21,"armor_desc":"natural armor","hit_points":314,"hit_dice":"","speed":{"walk":40,"fly":80,"swim":40},"strength":28,"dexterity":22,"constitution":38,"intelligence":18,"wisdom":28,"charisma":32,"strength_save":9,"dexterity_save":6,"constitution_save":14,"intelligence_save":4,"wisdom_save":9,"charisma_save":11,"perception":27,"skills":{},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"lightning","condition_immunities":"","senses":"darkvision 120 ft., keensense 60 ft.","languages":"Common,Draconic","challenge_rating":"19","cr":19.0,"actions":[{"name":"Multiattack","desc":"The dragon uses its Frightful Presence. It then 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:_ +15 to hit, reach 15 ft., one target. _Hit:_ 20 (2d10+9) piercing damage."},{"name":"Claw","desc":"_Melee Weapon Attack:_ +15 to hit, reach 10 ft., one target. _Hit:_ 16 (2d6+9) slashing damage."},{"name":"Tail","desc":"_Melee Weapon Attack:_ +15 to hit, reach 20 ft., one target. _Hit:_ 18 (2d8+9) bludgeoning damage."},{"name":"Frightful Presence","desc":"Each creature of the dragon's choice that is within 120 feet of the dragon and aware of it must succeed on a DC 19 WIS save or be frightened for 1 minute. A creature can repeat the save at the end of each of its turns, ending the effect on itself on a success. If a creature's save is successful or the effect ends for it, the creature is immune to the dragon's Frightful Presence for the next 24 hours."},{"name":"Lightning Breath (Recharge 5-6)","desc":"The dragon exhales lightning in a 120-foot line that is 10 feet wide. Each creature in that line must make a DC 22 DEX save, taking 88 (16d10) 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 90-foot cone. Each creature in that area must succeed on a DC 22 STR save or be pushed up to 45 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 Legendary Resistance trait and 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":"The dragon can take 3 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature's turn. The dragon regains spent legendary actions at the start of its turn.","legendary_actions":[{"name":"Detect","desc":"The dragon automatically detects every creature and trap within 30 feet of it, pinpointing the current location of each."},{"name":"Tail Attack","desc":"The dragon makes a Tail attack."},{"name":"Elemental Roar (Costs 2 Actions)","desc":"The dragon roars at up to two creatures of its choice within 120 feet of it. Each target must succeed on a DC 19 CHA save or be vulnerable to lightning damage until the end of its next turn. A target resistant to lightning damage isn't resistant to it for the duration. A target immune to lightning damage is still immune to it, even if the target fails the save."},{"name":"Wing Attack (Costs 2 Actions)","desc":"The dragon beats its wings. Each creature within 15 feet of the dragon must succeed on a DC 23 DEX save or take 16 (2d6+9) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed without provoking opportunity attacks."}],"special_abilities":[{"name":"Amphibious","desc":"The dragon can breathe air and water."},{"name":"Legendary Resistance (3/Day)","desc":"If the dragon fails a save, it can choose to succeed instead."},{"name":"Lightning Extraction","desc":"As the **young bronze dragon**, except it affects creatures within 30 feet of the dragon, and the save DC is 22."}],"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_ancient-bronze-dragon/"},{"slug":"ancient_copper_dragon_bf","desc":"","name":"Ancient Copper Dragon","size":"gargantuan","type":"Dragon","subtype":"","group":"Dragons","alignment":"","armor_class":21,"armor_desc":"natural armor","hit_points":297,"hit_dice":"","speed":{"walk":40,"climb":40,"fly":80},"strength":26,"dexterity":22,"constitution":36,"intelligence":20,"wisdom":28,"charisma":30,"strength_save":8,"dexterity_save":6,"constitution_save":13,"intelligence_save":5,"wisdom_save":9,"charisma_save":10,"perception":27,"skills":{},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"acid","condition_immunities":"","senses":"darkvision 120 ft., keensense 60 ft.","languages":"Common,Draconic","challenge_rating":"18","cr":18.0,"actions":[{"name":"Multiattack","desc":"The dragon uses its Frightful Presence. It then 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:_ +15 to hit, reach 15 ft., one target. _Hit:_ 19 (2d10+8) piercing damage."},{"name":"Claw","desc":"_Melee Weapon Attack:_ +15 to hit, reach 10 ft., one target. _Hit:_ 15 (2d6+8) slashing damage."},{"name":"Tail","desc":"_Melee Weapon Attack:_ +15 to hit, reach 20 ft., one target. _Hit:_ 17 (2d8+8) bludgeoning damage."},{"name":"Frightful Presence","desc":"Each creature of the dragon's choice that is within 120 feet of the dragon and aware of it must succeed on a DC 18 WIS save or be frightened for 1 minute. A creature can repeat the save at the end of each of its turns, ending the effect on itself on a success. If a creature's save is successful or the effect ends for it, the creature is immune to the dragon's Frightful Presence for the next 24 hours."},{"name":"Acid Breath (Recharge 5-6)","desc":"The dragon exhales acid in a 120-foot line that is 10 feet wide. Each creature in that line must make a DC 21 DEX save, taking 76 (17d8) 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 90-foot cone, and the save DC is 21."}],"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 Legendary Resistance trait and 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":"The dragon can take 3 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature's turn. The dragon regains spent legendary actions at the start of its turn.","legendary_actions":[{"name":"Detect","desc":"The dragon automatically detects every creature and trap within 30 feet of it, pinpointing the current location of each."},{"name":"Tail Attack","desc":"The dragon makes a Tail attack."},{"name":"Elemental Roar (Costs 2 Actions)","desc":"The dragon roars at up to two creatures of its choice within 120 feet of it. Each target must succeed on a DC 18 CHA save or be vulnerable to acid damage until the end of its next turn. A target resistant to acid damage isn't resistant to it for the duration. A target immune to acid damage is still immune to it, even if the target fails the save."},{"name":"Wing Attack (Costs 2 Actions)","desc":"The dragon beats its wings. Each creature within 15 feet of the dragon must succeed on a DC 22 DEX save or take 15 (2d6+8) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed without provoking opportunity attacks."}],"special_abilities":[{"name":"Corrosive Scales","desc":"As the **young copper dragon**."},{"name":"Legendary Resistance (3/Day)","desc":"If the dragon fails a save, it can choose to succeed instead."}],"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_ancient-copper-dragon/"},{"slug":"ancient_green_dragon_bf","desc":"","name":"Ancient Green Dragon","size":"gargantuan","type":"Dragon","subtype":"","group":"Dragons","alignment":"","armor_class":21,"armor_desc":"natural armor","hit_points":333,"hit_dice":"","speed":{"walk":40,"fly":80,"swim":40},"strength":26,"dexterity":24,"constitution":36,"intelligence":24,"wisdom":28,"charisma":30,"strength_save":8,"dexterity_save":7,"constitution_save":13,"intelligence_save":7,"wisdom_save":9,"charisma_save":10,"perception":25,"skills":{},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"poison,poisoned","condition_immunities":"","senses":"darkvision 120 ft., keensense 60 ft.","languages":"Common,Draconic","challenge_rating":"19","cr":19.0,"actions":[{"name":"Multiattack","desc":"The dragon uses its Frightful Presence. It then makes one Bite attack and two Claw attacks."},{"name":"Bite","desc":"_Melee Weapon Attack:_ +15 to hit, reach 15 ft., one target. _Hit:_ 19 (2d10+8) piercing damage plus 10 (3d6) poison damage."},{"name":"Claw","desc":"_Melee Weapon Attack:_ +15 to hit, reach 10 ft., one target. _Hit:_ 15 (2d6+8) slashing damage."},{"name":"Tail","desc":"_Melee Weapon Attack:_ +15 to hit, reach 20 ft., one target. _Hit:_ 17 (2d8+8) bludgeoning damage."},{"name":"Frightful Presence","desc":"Each creature of the dragon's choice that is within 120 feet of the dragon and aware of it must succeed on a DC 18 WIS save or be frightened for 1 minute. A creature can repeat the save at the end of each of its turns, ending the effect on itself on a success. If a creature's save is successful or the effect ends for it, the creature is immune to the dragon's Frightful Presence for the next 24 hours."},{"name":"Poison Breath (Recharge 5-6)","desc":"The dragon exhales poisonous gas in a 90-foot cone. Each creature in that area must make a DC 21 CON save, taking 84 (24d6) poison damage on a failed save, or half as much damage on a successful one."}],"bonus_actions":[],"reactions":[],"legendary_desc":"The dragon can take 3 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature's turn. The dragon regains spent legendary actions at the start of its turn.","legendary_actions":[{"name":"Detect","desc":"The dragon automatically detects every creature and trap within 30 feet of it, pinpointing the current location of each."},{"name":"Tail Attack","desc":"The dragon makes a Tail attack."},{"name":"Elemental Roar (Costs 2 Actions)","desc":"The dragon roars at up to two creatures of its choice within 120 feet of it. Each target must succeed on a DC 18 CHA save or be vulnerable to poison damage until the end of its next turn. A target resistant to poison damage isn't resistant to it for the duration. A target immune to poison damage is still immune to it, even if the target fails the save."},{"name":"Wing Attack (Costs 2 Actions)","desc":"The dragon beats its wings. Each creature within 15 feet of the dragon must succeed on a DC 22 DEX save or take 15 (2d6+8) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed without provoking opportunity attacks."}],"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 30 feet of the dragon must succeed on a DC 21 WIS save or be terrified until the start of the creature's next turn, as the gas causes the creature to experience frightful hallucinations. A terrified creature is frightened, and its speed is reduced to 0."},{"name":"Legendary Resistance (3/Day)","desc":"If the dragon fails a save, it can choose to succeed instead."}],"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_ancient-green-dragon/"},{"slug":"ancient_red_dragon_bf","desc":"","name":"Ancient Red Dragon","size":"gargantuan","type":"Dragon","subtype":"","group":"Dragons","alignment":"","armor_class":22,"armor_desc":"natural armor","hit_points":382,"hit_dice":"","speed":{"walk":40,"climb":40,"fly":80},"strength":30,"dexterity":24,"constitution":42,"intelligence":18,"wisdom":28,"charisma":36,"strength_save":10,"dexterity_save":7,"constitution_save":16,"intelligence_save":4,"wisdom_save":9,"charisma_save":13,"perception":26,"skills":{},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"fire","condition_immunities":"","senses":"darkvision 120 ft., keensense 60 ft.","languages":"Common,Draconic","challenge_rating":"21","cr":21.0,"actions":[{"name":"Multiattack","desc":"The dragon uses its Frightful Presence. It then makes one Bite attack and two Claw attacks."},{"name":"Bite","desc":"_Melee Weapon Attack:_ +17 to hit, reach 15 ft., one target. _Hit:_ 21 (2d10+10) piercing damage plus 14 (4d6) fire damage."},{"name":"Claw","desc":"_Melee Weapon Attack:_ +17 to hit, reach 10 ft., one target. _Hit:_ 17 (2d6+10) slashing damage."},{"name":"Tail","desc":"_Melee Weapon Attack:_ +17 to hit, reach 20 ft., one target. _Hit:_ 19 (2d8+10) bludgeoning damage."},{"name":"Frightful Presence","desc":"Each creature of the dragon's choice that is within 120 feet of the dragon and aware of it must succeed on a DC 21 WIS save or be frightened for 1 minute. A creature can repeat the save at the end of each of its turns, ending the effect on itself on a success. If a creature's save is successful or the effect ends for it, the creature is immune to the dragon's Frightful Presence for the next 24 hours."},{"name":"Fire Breath (Recharge 5-6)","desc":"The dragon exhales fire in a 90-foot cone. Each creature in that area must make a DC 24 DEX save, taking 105 (30d6) fire damage on a failed save, or half as much damage on a successful one."}],"bonus_actions":[],"reactions":[],"legendary_desc":"The dragon can take 3 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature's turn. The dragon regains spent legendary actions at the start of its turn.","legendary_actions":[{"name":"Detect","desc":"The dragon automatically detects every creature and trap within 30 feet of it, pinpointing the current location of each."},{"name":"Tail Attack","desc":"The dragon makes a Tail attack."},{"name":"Elemental Roar (Costs 2 Actions)","desc":"The dragon roars at up to two creatures of its choice within 120 feet of it. Each target must succeed on a DC 21 CHA save or be vulnerable to fire damage until the end of its next turn. A target resistant to fire damage isn't resistant to it for the duration. A target immune to fire damage is still immune to it, even if the target fails the save."},{"name":"Wing Attack (Costs 2 Actions)","desc":"The dragon beats its wings. Each creature within 15 feet of the dragon must succeed on a DC 25 DEX save or take 17 (2d6+10) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed without provoking opportunity attacks."}],"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 30 feet of the dragon must succeed on a DC 24 CON save or take 7 (2d6) fire damage. A creature that fails this save by 5 or more also suffers one level of exhaustion."},{"name":"Legendary Resistance (3/Day)","desc":"If the dragon fails a save, it can choose to succeed instead."}],"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_ancient-red-dragon/"},{"slug":"ancient_silver_dragon_bf","desc":"","name":"Ancient Silver Dragon","size":"gargantuan","type":"Dragon","subtype":"","group":"Dragons","alignment":"","armor_class":21,"armor_desc":"natural armor","hit_points":355,"hit_dice":"","speed":{"walk":40,"fly":80},"strength":30,"dexterity":22,"constitution":40,"intelligence":18,"wisdom":28,"charisma":32,"strength_save":10,"dexterity_save":6,"constitution_save":15,"intelligence_save":4,"wisdom_save":9,"charisma_save":11,"perception":25,"skills":{},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"cold","condition_immunities":"","senses":"darkvision 120 ft., keensense 60 ft.","languages":"Common,Draconic","challenge_rating":"20","cr":20.0,"actions":[{"name":"Multiattack","desc":"The dragon uses its Frightful Presence. It then makes one Bite attack and two Claw attacks. It can replace its Bite attack with a use of Paralyzing Breath, if available."},{"name":"Bite","desc":"_Melee Weapon Attack:_ +17 to hit, reach 15 ft., one target. _Hit:_ 21 (2d10+10) piercing damage."},{"name":"Claw","desc":"_Melee Weapon Attack:_ +17 to hit, reach 10 ft., one target. _Hit:_ 17 (2d6+10) slashing damage."},{"name":"Tail","desc":"_Melee Weapon Attack:_ +17 to hit, reach 20 ft., one target. _Hit:_ 19 (2d8+10) bludgeoning damage."},{"name":"Frightful Presence","desc":"Each creature of the dragon's choice that is within 120 feet of the dragon and aware of it must succeed on a DC 19 WIS save or be frightened for 1 minute. A creature can repeat the save at the end of each of its turns, ending the effect on itself on a success. If a creature's save is successful or the effect ends for it, the creature is immune to the dragon's Frightful Presence for the next 24 hours."},{"name":"Cold Breath (Recharge 5-6)","desc":"The dragon exhales an icy blast in a 90-foot cone. Each creature in that area must make a DC 23 CON save, taking 99 (22d8) cold damage on a failed save, or half as much damage on a successful one."},{"name":"Paralyzing Breath (Recharge 6)","desc":"As the **silver dragon wyrmling**, except it is a 90-foot cone, and the save DC is 23."}],"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 Legendary Resistance trait and 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":"The dragon can take 3 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature's turn. The dragon regains spent legendary actions at the start of its turn.","legendary_actions":[{"name":"Detect","desc":"The dragon automatically detects every creature and trap within 30 feet of it, pinpointing the current location of each."},{"name":"Tail Attack","desc":"The dragon makes a Tail attack."},{"name":"Elemental Roar (Costs 2 Actions)","desc":"The dragon roars at up to two creatures of its choice within 120 feet of it. Each target must succeed on a DC 19 CHA save or be vulnerable to cold damage until the end of its next turn. A target resistant to cold damage isn't resistant to it for the duration. A target immune to cold damage is still immune to it, even if the target fails the save."},{"name":"Wing Attack (Costs 2 Actions)","desc":"The dragon beats its wings. Each creature within 15 feet of the dragon must succeed on a DC 24 DEX save or take 17 (2d6+10) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed without provoking opportunity attacks."}],"special_abilities":[{"name":"Freezing Fog","desc":"As the **young silver dragon**, except it affects creatures within 30 feet of the dragon, and the save DC is 23."},{"name":"Legendary Resistance (3/Day)","desc":"If the dragon fails a save, it can choose to succeed instead."}],"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_ancient-silver-dragon/"},{"slug":"ancient_white_dragon_bf","desc":"","name":"Ancient White Dragon","size":"gargantuan","type":"Dragon","subtype":"","group":"Dragons","alignment":"","armor_class":20,"armor_desc":"natural armor","hit_points":301,"hit_dice":"","speed":{"walk":40,"burrow":40,"fly":80,"swim":40},"strength":26,"dexterity":22,"constitution":38,"intelligence":10,"wisdom":28,"charisma":28,"strength_save":8,"dexterity_save":6,"constitution_save":14,"intelligence_save":0,"wisdom_save":9,"charisma_save":9,"perception":25,"skills":{},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"cold","condition_immunities":"","senses":"darkvision 120 ft., keensense 60 ft.","languages":"Common,Draconic","challenge_rating":"17","cr":17.0,"actions":[{"name":"Multiattack","desc":"The dragon uses its Frightful Presence. It then makes one Bite attack and two Claw attacks."},{"name":"Bite","desc":"_Melee Weapon Attack:_ +14 to hit, reach 15 ft., one target. _Hit:_ 19 (2d10+8) piercing damage plus 9 (2d8) cold damage."},{"name":"Claw","desc":"_Melee Weapon Attack:_ +14 to hit, reach 10 ft., one target. _Hit:_ 15 (2d6+8) slashing damage."},{"name":"Tail","desc":"_Melee Weapon Attack:_ +14 to hit, reach 20 ft., one target. _Hit:_ 17 (2d8+8) bludgeoning damage."},{"name":"Frightful Presence","desc":"Each creature of the dragon's choice that is within 120 feet of the dragon and aware of it must succeed on a DC 17 WIS save or be frightened for 1 minute. A creature can repeat the save at the end of each of its turns, ending the effect on itself on a success. If a creature's save is successful or the effect ends for it, the creature is immune to the dragon's Frightful Presence for the next 24 hours."},{"name":"Cold Breath (Recharge 5-6)","desc":"The dragon exhales an icy blast in a 90-foot cone. Each creature in that area must make a DC 22 CON save, taking 63 (14d8) cold damage on a failed save, or half as much damage on a successful one."}],"bonus_actions":[],"reactions":[],"legendary_desc":"The dragon can take 3 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature's turn. The dragon regains spent legendary actions at the start of its turn.","legendary_actions":[{"name":"Detect","desc":"The dragon automatically detects every creature and trap within 30 feet of it, pinpointing the current location of each."},{"name":"Tail Attack","desc":"The dragon makes a Tail attack."},{"name":"Elemental Roar (Costs 2 Actions)","desc":"The dragon roars at up to two creatures of its choice within 120 feet of it. Each target must succeed on a DC 17 CHA save or be vulnerable to cold damage until the end of its next turn. A target resistant to cold damage isn't resistant to it for the duration. A target immune to cold damage is still immune to it, even if the target fails the save."},{"name":"Wing Attack (Costs 2 Actions)","desc":"The dragon beats its wings. Each creature within 15 feet of the dragon must succeed on a DC 22 DEX save or take 15 (2d6+8) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed without provoking opportunity attacks."}],"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":"Legendary Resistance (3/Day)","desc":"If the dragon fails a save, it can choose to succeed instead."},{"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 30 feet of the dragon must succeed on a DC 22 CON save or its speed is halved."}],"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_ancient-white-dragon/"},{"slug":"archdruid_bf","desc":"","name":"Archdruid","size":"medium","type":"Humanoid","subtype":"Any Lineage","group":"NPCs","alignment":"","armor_class":17,"armor_desc":"Nature's Champion","hit_points":210,"hit_dice":"","speed":{"walk":30},"strength":16,"dexterity":14,"constitution":12,"intelligence":22,"wisdom":28,"charisma":12,"strength_save":3,"dexterity_save":2,"constitution_save":1,"intelligence_save":6,"wisdom_save":9,"charisma_save":1,"perception":19,"skills":{},"damage_vulnerabilities":"","damage_resistances":"Nature's Champion","damage_immunities":"","condition_immunities":"","senses":"-","languages":"Common,Druidic,plus any one language","challenge_rating":"12","cr":12.0,"actions":[{"name":"Multiattack","desc":"The archdruid makes three Thorned Staff or Nature's Wrath attacks. It can replace one attack with a use of Spellcasting."},{"name":"Thorned Staff","desc":"_Melee Weapon Attack:_+7 to hit, reach 5. ft., one target. _Hit:_ 10 (2d6+3) piercing damage plus 18 (4d8) cold, fire, lightning, poison, or thunder damage (the archdruid's choice)."},{"name":"Nature's Wrath","desc":"_Ranged Spell Attack:_+9 to hit, range 120 ft., one target. _Hit:_ 27 (5d8+5) cold, fire, lightning, poison, or thunder damage (the archdruid's choice)."},{"name":"Spellcasting","desc":"The archdruid casts one of the following spells, using WIS as the spellcasting ability (spell save DC 17).<br>At will: _animal friendship_, _druidcraft_, _entangle_, _speak with animals_<br>3/day each: _heat metal_, _spike growth_, _plant growth_, _speak with plants_<br>1/day each: _polymorph_, _insect plague_"}],"bonus_actions":[{"name":"Change Shape","desc":"The archdruid magically transforms into a Beast that has a challenge rating no higher than its own, or back into its true form, which is Humanoid. Any equipment it is wearing or carrying transforms with it. It reverts to its true form if it dies. In a new form, the archdruid retains its HP, ability to speak, proficiencies, and INT, WIS, and CHA modifiers, 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. The archdruid can choose to instead magically transform into an Elemental that has a challenge rating no higher than 6, or back into its true form. If it transforms into an Elemental, the archdruid can remain in that form for up to 6 hours then must finish a short or long rest before it can transform into an Elemental again."}],"reactions":[],"legendary_desc":null,"legendary_actions":[],"special_abilities":[{"name":"Nature's Champion","desc":"While the archdruid is conscious, wearing no armor, and in a natural environment or terrain, such as a desert, forest, or mountain, it adds its WIS modifier to its AC (included above). In addition, it is resistant to cold, fire, lightning, poison, and thunder damage."},{"name":"Nature's Weapons","desc":"When the archdruid hits with any weapon, the weapon deals an extra 4d8 cold, fire, lightning, poison, or thunder damage (included in the attack), the archdruid's choice."}],"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_archdruid/"},{"slug":"balor_bf","desc":"","name":"Balor","size":"huge","type":"Fiend","subtype":"Demon","group":"Demons","alignment":"","armor_class":19,"armor_desc":"natural armor","hit_points":292,"hit_dice":"","speed":{"walk":40,"fly":80},"strength":38,"dexterity":14,"constitution":34,"intelligence":20,"wisdom":28,"charisma":34,"strength_save":14,"dexterity_save":2,"constitution_save":12,"intelligence_save":5,"wisdom_save":9,"charisma_save":12,"perception":19,"skills":{},"damage_vulnerabilities":"","damage_resistances":"bludgeoning,piercing,and slashing damage from nonmagical attacks,Demonic Resilience","damage_immunities":"fire,Demonic Resilience","condition_immunities":"","senses":"truesight 120 ft.","languages":"Abyssal,telepathy 120 ft.","challenge_rating":"19","cr":19.0,"actions":[{"name":"Multiattack","desc":"The balor makes one Gore attack, one Longsword attack, and one Whip attack."},{"name":"Gore","desc":"_Melee Weapon Attack:_ +14 to hit, reach 10 ft., one target. _Hit:_ 15 (2d6+8) piercing damage plus 13 (3d8) fire damage."},{"name":"Longsword","desc":"_Melee Weapon Attack:_ +14 to hit, reach 10 ft., one target. _Hit:_ 21 (3d8+8) slashing damage, or 24 (3d10+8) slashing damage if used with two hands, plus 13 (3d8) fire damage. If the balor scores a critical hit, it rolls damage dice three times, instead of twice."},{"name":"Whip","desc":"_Melee Weapon Attack:_ +14 to hit, reach 30 ft., one target. _Hit:_ 15 (3d4+8) slashing damage plus 13 (3d8) fire damage, and the target must succeed on a DC 20 Strength saving throw or be pulled up to 25 feet toward the balor."}],"bonus_actions":[{"name":"Teleport","desc":"The balor magically teleports, along with any equipment it is wearing or carrying, up to 60 feet to an unoccupied space it can see."}],"reactions":[],"legendary_desc":null,"legendary_actions":[],"special_abilities":[{"name":"Demonic Flames","desc":"Creatures resistant to fire damage aren't resistant to fire damage dealt by the balor. Creatures immune to fire damage are still immune to the balor's fire damage."},{"name":"Demonic Resilience","desc":"The balor is resistant to cold and lightning damage. In addition, it is immune to poison damage and to the poisoned condition."},{"name":"Diving Assault","desc":"If the balor is flying and moves at least 30 feet straight toward a creature and then hits it with a Gore attack on the same turn, that target must succeed on a DC 20 STR save or be knocked prone. If the target is prone, the balor can make one Longsword attack against it as a bonus action."},{"name":"Flaming Weapons","desc":"The balor's weapon attacks are magical. When the balor hits with any weapon, the weapon deals an extra 3d8 fire damage (included in the attack)."},{"name":"Fire Aura","desc":"At the start of each of the balor's turns, each creature within 10 feet of it takes 13 (3d8) fire damage, and flammable objects in the aura that aren't being worn or carried ignite."},{"name":"Magic Resistance","desc":"The balor 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_balor/"},{"slug":"deva_bf","desc":"","name":"Deva","size":"medium","type":"Celestial","subtype":"Angel","group":"Angels","alignment":"","armor_class":17,"armor_desc":"natural armor","hit_points":165,"hit_dice":"","speed":{"walk":30,"fly":90},"strength":18,"dexterity":18,"constitution":18,"intelligence":16,"wisdom":28,"charisma":28,"strength_save":4,"dexterity_save":4,"constitution_save":4,"intelligence_save":3,"wisdom_save":9,"charisma_save":9,"perception":19,"skills":{},"damage_vulnerabilities":"","damage_resistances":"Angelic Resilience","damage_immunities":"Angelic Resilience","condition_immunities":"","senses":"darkvision 120 ft.","languages":"all,telepathy 120 ft.","challenge_rating":"10","cr":10.0,"actions":[{"name":"Multiattack","desc":"The deva makes three Mace attacks."},{"name":"Mace","desc":"_Melee Weapon Attack:_ +8 to hit, reach 5 ft., one target. _Hit:_ 7 (1d6+4) bludgeoning damage plus 18 (4d8) radiant damage."},{"name":"Healing Touch (3/Day)","desc":"The deva touches another creature. The target magically regains 20 (4d8+2) HP and is freed from any curse, disease, poison, blindness, or deafness."}],"bonus_actions":[{"name":"Change Shape","desc":"The deva magically transforms into a Large or smaller Beast or Humanoid that has a challenge rating no higher than its own, or back into its true form, which is Celestial. Any equipment it is wearing or carrying transforms with it or is borne by the new form (the deva's choice). It reverts to its true form if it dies. In a new form, the deva retains its Angelic Resilience, Angelic Senses, and Immortal Nature traits and its HP, HD, 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":"Angelic Resilience","desc":"The deva is resistant to radiant damage and to bludgeoning, piercing, and slashing damage from nonmagical attacks. In addition, it is immune to exhaustion and the charmed and frightened conditions."},{"name":"Angelic Senses","desc":"The deva can pinpoint the location of Aberrations, Celestials, Fiends, and Undead within 30 feet of it and knows if a place or object it can sense is consecrated or desecrated."},{"name":"Angelic Weapons","desc":"The deva's weapon attacks are magical. When the deva hits with any weapon, the weapon deals an extra 4d8 radiant damage (included in the attack)."},{"name":"Immortal Nature","desc":"The deva doesn't require food, drink, or sleep."},{"name":"Magic Resistance","desc":"The deva has advantage on saves against spells and other magical effects."},{"name":"Reviving Prayer","desc":"The deva spends 10 minutes praying to its deity for the safe return of the soul of a slain creature. At the end of the prayer, the deva touches a creature that has been dead no more than 24 hours and returns the creature to life with a number of HP equal to half its HP maximum. Reviving Prayer can't return to life a creature that has died of old age, nor can it restore any missing body parts. A creature restored to life in this way can't be returned to life by this deva again for 30 days."}],"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_deva/"},{"slug":"lich_bf","desc":"","name":"Lich","size":"medium","type":"Undead","subtype":"","group":"Liches","alignment":"","armor_class":17,"armor_desc":"natural armor","hit_points":314,"hit_dice":"","speed":{"walk":30},"strength":10,"dexterity":16,"constitution":30,"intelligence":34,"wisdom":28,"charisma":16,"strength_save":0,"dexterity_save":3,"constitution_save":10,"intelligence_save":12,"wisdom_save":9,"charisma_save":3,"perception":19,"skills":{},"damage_vulnerabilities":"","damage_resistances":"cold,lightning,necrotic","damage_immunities":"bludgeoning,piercing,and slashing damage from nonmagical attacks,charmed,frightened,paralyzed,Undead Resilience","condition_immunities":"","senses":"truesight 120 ft.","languages":"Common plus up to five other languages","challenge_rating":"21","cr":21.0,"actions":[{"name":"Multiattack","desc":"The lich uses Lich's Gaze. It then makes four Arcane Death Burst attacks, or it makes three Arcane Death Burst attacks and one Death-Infused Rod attack. It can replace one attack with a use of Spellcasting."},{"name":"Arcane Death Burst","desc":"_Melee or Ranged Spell Attack:_ +12 to hit, reach 5 ft. or range 120 ft., one target. _Hit:_ 23 (4d8+5) force damage plus 17 (5d6) necrotic damage."},{"name":"Death-Infused Rod","desc":"_Melee Weapon Attack:_ +10 to hit, reach 5 ft., one target. _Hit:_ 21 (4d8+3) bludgeoning damage plus 17 (5d6) necrotic damage, and the target must succeed on a DC 20 CON save or be paralyzed for 1 minute. The target can repeat the save at the end of each of its turns, ending the effect on itself on a success."},{"name":"Lich's Gaze","desc":"The lich fixes its gaze on one creature it can see within 30 feet of it. The target must succeed on a DC 20 CHA save or be charmed or frightened (the lich's choice) until the end of its next turn."},{"name":"Spellcasting","desc":"The lich casts one of the following spells, using INT as the spellcasting ability (spell save DC 20).<br>At will: _detect magic_, _disguise self_, _mage hand_, _message_, _prestidigitation_<br>3/day each: _charm_, _detect thoughts_, _dispel magic_, _invisibility_ (self only), _mirror image_<br>2/day each: _bestow curse_, _cloudkill_, _dimension door_, _greater hold_<br>1/day each: _plane shift_ (self only), _power word stun_, _wall of force_"}],"bonus_actions":[{"name":"Levitate","desc":"The lich can rise or descend vertically up to 20 feet and can remain suspended there. This bonus action works like the levitate spell, except there is no duration, and the lich doesn't need to concentrate to continue levitating each round."}],"reactions":[{"name":"Absorb Spell","desc":"When a creature the lich can see within 60 feet of it casts a spell, the lich can absorb the spell's energy, countering it. This works like the counterspell spell, except the lich must always make a spellcasting ability check, no matter the spell's circle. Its ability check for this is +12. If it successfully counters the spell, the lich gains 5 temporary HP for each level of the spell."}],"legendary_desc":"The lich can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The lich regains spent legendary actions at the start of its turn.","legendary_actions":[{"name":"Move","desc":"The lich moves up to its speed without provoking opportunity attacks. If the lich is levitating, it can use this legendary action to move horizontally, propelling itself with a blast of arcane power."},{"name":"Cast a Spell (Costs 2 Actions)","desc":"The lich uses Spellcasting."},{"name":"Disrupt Life (Costs 3 Actions)","desc":"Each creature within 20 feet of the lich that isn't Undead must make a DC 20 CON save, taking 21 (6d6) necrotic damage on a failed save, or half as much damage on a successful one. The lich regains HP equal to the single highest amount of necrotic damage dealt."}],"special_abilities":[{"name":"Arcane Mastery","desc":"The lich can concentrate on two spells simultaneously. If it casts a third spell that requires concentration, the lich loses concentration on the oldest spell. If the lich is concentrating on two spells and loses concentration because of taking damage, it loses concentration only on the oldest spell."},{"name":"Legendary Resistance (3/Day)","desc":"If the lich fails a save, it can choose to succeed instead."},{"name":"Rejuvenation","desc":"If it has a phylactery, a destroyed lich gains a new body in 1d10 days, regaining all its HP and becoming active again. The new body appears within 5 feet of the phylactery."},{"name":"Turn Resistance","desc":"The lich has advantage on saves against any effect that turns undead."},{"name":"Undead Nature","desc":"The lich doesn't require air, food, drink, or sleep."},{"name":"Undead Resilience","desc":"The lich is immune to poison damage, to exhaustion, and to the poisoned condition."}],"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_lich/"},{"slug":"mummy_lord_bf","desc":"","name":"Mummy Lord","size":"medium","type":"Undead","subtype":"","group":"Mummies","alignment":"","armor_class":17,"armor_desc":"natural armor","hit_points":270,"hit_dice":"","speed":{"walk":20},"strength":18,"dexterity":10,"constitution":26,"intelligence":20,"wisdom":28,"charisma":26,"strength_save":4,"dexterity_save":0,"constitution_save":8,"intelligence_save":5,"wisdom_save":9,"charisma_save":8,"perception":19,"skills":{},"damage_vulnerabilities":"fire","damage_resistances":"","damage_immunities":"necrotic; bludgeoning,piercing,and slashing damage from nonmagical attacks,charmed,frightened,paralyzed,Undead Resilience","condition_immunities":"","senses":"darkvision 60 ft.","languages":"the languages it knew in life","challenge_rating":"15","cr":15.0,"actions":[{"name":"Multiattack","desc":"The mummy makes two Blessed Khopesh attacks and one Rotting Fist attack, or it makes four Divine Bolt attacks. It can replace one attack with a use of Spellcasting."},{"name":"Blessed Khopesh","desc":"_Melee Weapon Attack:_ +9 to hit, reach 5 ft., one target. _Hit:_ 11 (2d6+4) slashing damage plus 14 (4d6) necrotic damage or radiant damage (the mummy lord's choice)."},{"name":"Rotting Fist","desc":"_Melee Weapon Attack:_ +9 to hit, reach 5 ft., one target. _Hit:_ 13 (2d8+4) bludgeoning damage plus 21 (6d6) necrotic damage, and the target must succeed on a DC 17 CON save or be cursed with mummy rot (see the Mummy Rot sidebar)."},{"name":"Divine Bolt","desc":"_Ranged Spell Attack:_ +9 to hit, range 120 ft., one target. _Hit:_ 21 (5d6+4) necrotic damage or radiant damage (the mummy lord's choice)."},{"name":"Undead Servitors","desc":"The mummy lord magically calls 2d6 **skeletons** or **zombies**, 1d4 **specters**, or 2 **mummies**. The called creatures arrive in 1d4 rounds, acting as allies of the mummy lord and obeying its spoken commands. The Undead remain for 1 hour, until the mummy lord dies, or until the mummy lord dismisses them as a bonus action. The mummy lord can have any number of Undead under its control at one time, provided the combined total CR of the Undead is no higher than 6."},{"name":"Spellcasting","desc":"The mummy lord casts one of the following spells, using WIS as the spellcasting ability (spell save DC 17).<br>At will: _command_, _guidance_, _thaumaturgy_<br>3/day each: _dispel magic_, _hold_, _silence_<br>1/day each: _contagion_, _insect plague_"}],"bonus_actions":[{"name":"Bolster Undead","desc":"The mummy lord sends necrotic power into up to three friendly Undead it can see, other than itself, within 30 feet of it. Each target regains 14 (4d6) HP and has advantage on the next attack roll it makes before the start of the mummy lord's next turn."},{"name":"Dreadful Glare","desc":"The mummy lord glares at up to two creatures it can see within 60 feet of it. Each target must succeed on a DC 17 WIS save or be frightened until the end of its next turn. If the target fails the save by 5 or more, it is also paralyzed for the same duration."}],"reactions":[],"legendary_desc":"The mummy lord can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The mummy lord regains spent legendary actions at the start of its turn.","legendary_actions":[{"name":"Detect Life","desc":"The mummy lord automatically detects every creature that isn't a Construct or Undead within 30 feet of it, pinpointing the current location of each."},{"name":"Sandy Teleport","desc":"The mummy lord transforms into loose sand and teleports up to 60 feet to an unoccupied space it can see, reforming in that space. Any equipment it is wearing or carrying transforms with it."},{"name":"Call Servitors (Costs 2 Actions)","desc":"The mummy lord uses Undead Servitors."},{"name":"Unleash Divine Energy (Costs 2 Actions)","desc":"The mummy lord unleashes a wave of divine energy. Each creature within 10 feet of it must make a DC 17 CON save. On a failure, a creature takes 14 (4d6) necrotic damage or radiant damage (the mummy lord's choice) and is stunned until the end of its next turn. On a success, a creature takes half the damage and isn't stunned."}],"special_abilities":[{"name":"Legendary Resistance (3/Day)","desc":"If the mummy lord fails a save, it can choose to succeed instead."},{"name":"Magic Resistance","desc":"The mummy lord has advantage on saves against spells and other magical effects."},{"name":"Rejuvenation","desc":"A destroyed mummy lord gains a new body in 24 hours if its heart is intact, regaining all its HP and becoming active again. The new body appears within 5 feet of the mummy lord's heart."},{"name":"Turning Defiance","desc":"The mummy lord and any friendly Undead within 30 feet of it have advantage on saves against effects that turn undead."},{"name":"Undead Nature","desc":"The mummy lord doesn't require air, food, drink, or sleep."},{"name":"Undead Resilience","desc":"The mummy lord is immune to poison damage, to exhaustion, and to the poisoned condition."}],"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_mummy-lord/"},{"slug":"storm_giant_bf","desc":"","name":"Storm Giant","size":"huge","type":"Giant","subtype":"","group":"Giants","alignment":"","armor_class":16,"armor_desc":"scale mail","hit_points":243,"hit_dice":"","speed":{"walk":50,"swim":50},"strength":38,"dexterity":14,"constitution":30,"intelligence":16,"wisdom":28,"charisma":28,"strength_save":14,"dexterity_save":2,"constitution_save":10,"intelligence_save":3,"wisdom_save":9,"charisma_save":9,"perception":19,"skills":{},"damage_vulnerabilities":"Giant Attributes","damage_resistances":"cold,Giant Attributes","damage_immunities":"lightning,thunder","condition_immunities":"","senses":"-","languages":"Common,Giant","challenge_rating":"13","cr":13.0,"actions":[{"name":"Multiattack","desc":"The giant makes three Greatsword attacks, or it makes four Lightning Bolt attacks."},{"name":"Greatsword","desc":"_Melee Weapon Attack:_ +14 to hit, reach 10 ft., one target. _Hit:_ 30 (6d6+9) slashing damage."},{"name":"Lightning Bolt","desc":"_Ranged Spell Attack:_ +9 to hit, range 150 ft., one target. _Hit:_ 22 (4d8+4) lightning damage. If the giant scores a critical hit, the target must succeed on a DC 17 CON save or be paralyzed until the end of its next turn."},{"name":"Thunderous Strike (Recharge 5-6)","desc":"The giant hurls a magical lightning bolt at a point it can see within 500 feet of it. Each creature within 10 feet of that point must make a DC 17 DEX save. On a failure, a creature takes 36 (8d8) lightning damage and 21 (6d6) thunder 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":[],"reactions":[{"name":"Stormy Rebuke","desc":"When a creature the storm giant can see hits it with a melee attack while within 5 feet of the giant, the giant can send a stormy blast at the creature. The attacker must succeed on a DC 17 STR save or be pushed up to 15 feet away from the giant and knocked prone."}],"legendary_desc":null,"legendary_actions":[],"special_abilities":[{"name":"Amphibious","desc":"The giant can breathe air and water."},{"name":"Giant Attributes","desc":"The giant is resistant to the stunned condition, and it is vulnerable to the prone condition."},{"name":"Influence Weather","desc":"Nearby weather responds to the storm giant's desires. At the start of each minute, the storm giant can choose to change the precipitation, temperature, and wind within 3 miles of it by one stage, up or down (no action required). This effect works like the changing weather conditions aspect of the control weather spell, except the conditions change immediately and the storm giant can't change the temperature by more than one stage up or down from the area's standard temperature."},{"name":"Stormsight","desc":"The storm giant can see through areas obscured by clouds, fog, rain, snow, and storms without penalty."},{"name":"Updraft","desc":"While in an area open to the sky, the storm giant has a flying speed of 30 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_storm-giant/"},{"slug":"tarrasque_bf","desc":"","name":"Tarrasque","size":"gargantuan","type":"Monstrosity","subtype":"","group":null,"alignment":"","armor_class":25,"armor_desc":"natural armor","hit_points":680,"hit_dice":"","speed":{"walk":40,"burrow":30},"strength":30,"dexterity":16,"constitution":30,"intelligence":20,"wisdom":28,"charisma":28,"strength_save":10,"dexterity_save":3,"constitution_save":10,"intelligence_save":5,"wisdom_save":9,"charisma_save":9,"perception":19,"skills":{},"damage_vulnerabilities":"thunder","damage_resistances":"Monstrosity Resilience","damage_immunities":"fire,poison; bludgeoning,piercing,and slashing damage from nonmagical attacks,charmed,frightened,paralyzed,poisoned","condition_immunities":"","senses":"keensense 120 ft.","languages":"-","challenge_rating":"30","cr":30.0,"actions":[{"name":"Multiattack","desc":"The tarrasque uses its Frightful Presence. It then makes one Bite attack, four Claw attacks, and one Spiked Tail attack, or it makes five Acid Spit attacks."},{"name":"Bite","desc":"_Melee Weapon Attack:_ +19 to hit, reach 10 ft., one target. _Hit:_ 36 (4d12+10) piercing damage. If the target is a creature, it must succeed on a DC 27 DEX save or be swallowed by the tarrasque. A swallowed creature is blinded and restrained, it has total cover against attacks and other effect outside of the tarrasque, and it takes 42 (12d6) acid damage at the start of each of the tarrasque's turns. If the tarrasque takes 60 damage or more on a single turn from a creature inside it, the tarrasque must succeed on a DC 20 CON save at the end of that turn or regurgitate all swallowed creatures, which fall prone in a space within 10 feet of the tarrasque. If the tarrasque dies, a swallowed creature is no longer restrained by it and can escape from the corpse using 20 feet of movement, exiting prone."},{"name":"Claw","desc":"_Melee Weapon Attack:_ +19 to hit, reach 15 ft., one target. _Hit:_ 28 (4d8+10) slashing damage."},{"name":"Spiked Tail","desc":"_Melee Weapon Attack:_ +19 to hit, reach 20 ft., one target. _Hit:_ 20 (3d6+10) bludgeoning damage and 13 (3d8) piercing damage. If the target is a creature, it must succeed on a DC 27 STR save or be knocked prone."},{"name":"Acid Spit","desc":"_Ranged Weapon Attack:_ +12 to hit, range 100/400 ft., one target. _Hit:_ 36 (6d10+3) acid damage."},{"name":"Frightful Presence","desc":"Each creature of the tarrasque's choice within 120 feet of it and aware of it must succeed on a DC 27 WIS save or be frightened for 1 minute. A creature can repeat the save at the end of each of its turns, ending the effect on itself on a success. If a creature's save is successful or the effect ends for it, the creature is immune to the tarrasque's Frightful Presence for the next 24 hours."}],"bonus_actions":[],"reactions":[],"legendary_desc":"The tarrasque can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The tarrasque regains spent legendary actions at the start of its turn.","legendary_actions":[{"name":"Detect","desc":"The tarrasque automatically detects every creature and trap within 60 feet of it, pinpointing the current location of each."},{"name":"Move","desc":"The tarrasque moves up to its speed without provoking opportunity attacks."},{"name":"Tail Attack","desc":"The tarrasque makes one Tail attack."},{"name":"Tail Swipe (Costs 2 Actions)","desc":"The tarrasque whips its spiked tail in a wide arc, flailing it in a 30-foot cone. Each creature in that area must make a DC 27 DEX save. On a failure, a creature takes 45 (10d8) piercing damage and is knocked prone. On a success, a creature takes half the damage and isn't knocked prone."}],"special_abilities":[{"name":"Legendary Resistance (3/Day)","desc":"If the tarrasque fails a save, it can choose to succeed instead."},{"name":"Magic Resistance","desc":"The tarrasque has advantage on saves against spells and other magical effects."},{"name":"Monstrosity Resilience","desc":"The tarrasque is resistant to exhaustion."},{"name":"Reflective Hide","desc":"Any time the tarrasque is targeted by a magic missile spell, a line spell, or a spell that requires a ranged attack roll, roll a d6. On a 1 to 5, the tarrasque is unaffected. On a 6, the tarrasque is unaffected, and the effect is reflected back at the caster as though it originated from the tarrasque, turning the caster into the target."},{"name":"Siege Behemoth","desc":"The tarrasque deals triple damage to objects and structures."}],"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_tarrasque/"},{"slug":"adult-gold-dragon","desc":"","name":"Adult Gold Dragon","size":"Huge","type":"Dragon","subtype":"","group":"Gold Dragon","alignment":"lawful good","armor_class":19,"armor_desc":"natural armor","hit_points":256,"hit_dice":"19d12+133","speed":{"walk":40,"fly":80,"swim":40},"strength":27,"dexterity":14,"constitution":25,"intelligence":16,"wisdom":15,"charisma":24,"strength_save":null,"dexterity_save":8,"constitution_save":13,"intelligence_save":null,"wisdom_save":8,"charisma_save":13,"perception":14,"skills":{"insight":8,"perception":14,"persuasion":13,"stealth":8},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"fire","condition_immunities":"","senses":"blindsight 60 ft., darkvision 120 ft., passive Perception 24","languages":"Common, Draconic","challenge_rating":"17","cr":17.0,"actions":[{"name":"Multiattack","desc":"The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws."},{"name":"Bite","desc":"Melee Weapon Attack: +14 to hit, reach 10 ft., one target. Hit: 19 (2d10 + 8) piercing damage.","attack_bonus":14,"damage_dice":"2d10","damage_bonus":8},{"name":"Claw","desc":"Melee Weapon Attack: +14 to hit, reach 5 ft., one target. Hit: 15 (2d6 + 8) slashing damage.","attack_bonus":14,"damage_dice":"2d6","damage_bonus":8},{"name":"Tail","desc":"Melee Weapon Attack: +14 to hit, reach 15 ft., one target. Hit: 17 (2d8 + 8) bludgeoning damage.","attack_bonus":14,"damage_dice":"2d8","damage_bonus":8},{"name":"Frightful Presence","desc":"Each creature of the dragon's choice that is within 120 feet of the dragon and aware of it must succeed on a DC 21 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the dragon's Frightful Presence for the next 24 hours."},{"name":"Breath Weapons (Recharge 5-6)","desc":"The dragon uses one of the following breath weapons.\n**Fire Breath.** The dragon exhales fire in a 60-foot cone. Each creature in that area must make a DC 21 Dexterity saving throw, taking 66 (12d10) fire damage on a failed save, or half as much damage on a successful one.\n**Weakening Breath.** The dragon exhales gas in a 60-foot cone. Each creature in that area must succeed on a DC 21 Strength saving throw or have disadvantage on Strength-based attack rolls, Strength checks, and Strength saving throws for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.","attack_bonus":0,"damage_dice":"12d10"},{"name":"Change Shape","desc":"The dragon magically polymorphs into a humanoid or beast that has a challenge rating no higher than its own, or back into its true form. It reverts to its true form if it dies. Any equipment it is wearing or carrying is absorbed or borne by the new form (the dragon's choice).\nIn a new form, the dragon retains its alignment, hit points, Hit Dice, ability to speak, proficiencies, Legendary Resistance, lair actions, and Intelligence, Wisdom, and Charisma scores, as well as this action. Its statistics and capabilities are otherwise replaced by those of the new form, except any class features or legendary actions of that form."}],"bonus_actions":null,"reactions":null,"legendary_desc":"The dragon can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The dragon regains spent legendary actions at the start of its turn.","legendary_actions":[{"name":"Detect","desc":"The dragon makes a Wisdom (Perception) check."},{"name":"Tail Attack","desc":"The dragon makes a tail attack."},{"name":"Wing Attack (Costs 2 Actions)","desc":"The dragon beats its wings. Each creature within 10 ft. of the dragon must succeed on a DC 22 Dexterity saving throw or take 15 (2d6 + 8) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed."}],"special_abilities":[{"name":"Amphibious","desc":"The dragon can breathe air and water."},{"name":"Legendary Resistance (3/Day)","desc":"If the dragon fails a saving throw, it can choose to succeed instead."}],"spell_list":[],"page_no":299,"environments":["Astral Plane","Grassland","Water","Ruin","Forest"],"img_main":null,"document__slug":"wotc-srd","document__title":"5e Core Rules","document__license_url":"http://open5e.com/legal","document__url":"http://dnd.wizards.com/articles/features/systems-reference-document-srd","v2_converted_path":"/v2/creatures/srd_adult-gold-dragon/"},{"slug":"ancient-brass-dragon","desc":"","name":"Ancient Brass Dragon","size":"Gargantuan","type":"Dragon","subtype":"","group":"Brass Dragon","alignment":"chaotic good","armor_class":20,"armor_desc":"natural armor","hit_points":297,"hit_dice":"17d20+119","speed":{"walk":40,"burrow":40,"fly":80},"strength":27,"dexterity":10,"constitution":25,"intelligence":16,"wisdom":15,"charisma":19,"strength_save":null,"dexterity_save":6,"constitution_save":13,"intelligence_save":null,"wisdom_save":8,"charisma_save":10,"perception":14,"skills":{"history":9,"perception":14,"persuasion":10,"stealth":6},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"fire","condition_immunities":"","senses":"blindsight 60 ft., darkvision 120 ft., passive Perception 24","languages":"Common, Draconic","challenge_rating":"20","cr":20.0,"actions":[{"name":"Multiattack","desc":"The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws."},{"name":"Bite","desc":"Melee Weapon Attack: +14 to hit, reach 15 ft., one target. Hit: 19 (2d10 + 8) piercing damage.","attack_bonus":14,"damage_dice":"2d10","damage_bonus":8},{"name":"Claw","desc":"Melee Weapon Attack: +14 to hit, reach 10 ft., one target. Hit: 15 (2d6 + 8) slashing damage.","attack_bonus":14,"damage_dice":"2d6","damage_bonus":8},{"name":"Tail","desc":"Melee Weapon Attack: +14 to hit, reach 20 ft., one target. Hit: 17 (2d8 + 8) bludgeoning damage.","attack_bonus":14,"damage_dice":"2d8","damage_bonus":8},{"name":"Frightful Presence","desc":"Each creature of the dragon's choice that is within 120 feet of the dragon and aware of it must succeed on a DC 18 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the dragon's Frightful Presence for the next 24 hours."},{"name":"Breath Weapons (Recharge 5-6)","desc":"The dragon uses one of the following breath weapons:\n**Fire Breath.** The dragon exhales fire in an 90-foot line that is 10 feet wide. Each creature in that line must make a DC 21 Dexterity saving throw, taking 56 (16d6) fire damage on a failed save, or half as much damage on a successful one.\n**Sleep Breath.** The dragon exhales sleep gas in a 90-foot cone. Each creature in that area must succeed on a DC 21 Constitution saving throw or fall unconscious for 10 minutes. This effect ends for a creature if the creature takes damage or someone uses an action to wake it.","attack_bonus":0,"damage_dice":"16d6"},{"name":"Change Shape","desc":"The dragon magically polymorphs into a humanoid or beast that has a challenge rating no higher than its own, or back into its true form. It reverts to its true form if it dies. Any equipment it is wearing or carrying is absorbed or borne by the new form (the dragon's choice).\nIn a new form, the dragon retains its alignment, hit points, Hit Dice, ability to speak, proficiencies, Legendary Resistance, lair actions, and Intelligence, Wisdom, and Charisma scores, as well as this action. Its statistics and capabilities are otherwise replaced by those of the new form, except any class features or legendary actions of that form."}],"bonus_actions":null,"reactions":null,"legendary_desc":"The dragon can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The dragon regains spent legendary actions at the start of its turn.","legendary_actions":[{"name":"Detect","desc":"The dragon makes a Wisdom (Perception) check."},{"name":"Tail Attack","desc":"The dragon makes a tail attack."},{"name":"Wing Attack (Costs 2 Actions)","desc":"The dragon beats its wings. Each creature within 15 ft. of the dragon must succeed on a DC 22 Dexterity saving throw or take 15 (2d6 + 8) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed."}],"special_abilities":[{"name":"Legendary Resistance (3/Day)","desc":"If the dragon fails a saving throw, it can choose to succeed instead."}],"spell_list":[],"page_no":290,"environments":["Desert"],"img_main":null,"document__slug":"wotc-srd","document__title":"5e Core Rules","document__license_url":"http://open5e.com/legal","document__url":"http://dnd.wizards.com/articles/features/systems-reference-document-srd","v2_converted_path":"/v2/creatures/srd_ancient-brass-dragon/"},{"slug":"guardian-naga","desc":"","name":"Guardian Naga","size":"Large","type":"Monstrosity","subtype":"","group":"Nagas","alignment":"lawful good","armor_class":18,"armor_desc":"natural armor","hit_points":127,"hit_dice":"15d10+45","speed":{"walk":40},"strength":19,"dexterity":18,"constitution":16,"intelligence":16,"wisdom":19,"charisma":18,"strength_save":null,"dexterity_save":8,"constitution_save":7,"intelligence_save":7,"wisdom_save":8,"charisma_save":8,"perception":null,"skills":{},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"poison","condition_immunities":"charmed, poisoned","senses":"darkvision 60 ft., passive Perception 14","languages":"Celestial, Common","challenge_rating":"10","cr":10.0,"actions":[{"name":"Bite","desc":"Melee Weapon Attack: +8 to hit, reach 10 ft., one creature. Hit: 8 (1d8 + 4) piercing damage, and the target must make a DC 15 Constitution saving throw, taking 45 (10d8) poison damage on a failed save, or half as much damage on a successful one.","attack_bonus":8,"damage_dice":"1d8","damage_bonus":4},{"name":"Spit Poison","desc":"Ranged Weapon Attack: +8 to hit, range 15/30 ft., one creature. Hit: The target must make a DC 15 Constitution saving throw, taking 45 (10d8) poison damage on a failed save, or half as much damage on a successful one.","attack_bonus":8,"damage_dice":"10d8"}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Rejuvenation","desc":"If it dies, the naga returns to life in 1d6 days and regains all its hit points. Only a wish spell can prevent this trait from functioning."},{"name":"Spellcasting","desc":"The naga is an 11th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 16, +8 to hit with spell attacks), and it needs only verbal components to cast its spells. It has the following cleric spells prepared:\n\n* Cantrips (at will): mending, sacred flame, thaumaturgy\n* 1st level (4 slots): command, cure wounds, shield of faith\n* 2nd level (3 slots): calm emotions, hold person\n* 3rd level (3 slots): bestow curse, clairvoyance\n* 4th level (3 slots): banishment, freedom of movement\n* 5th level (2 slots): flame strike, geas\n* 6th level (1 slot): true seeing"}],"spell_list":["https://api-beta.open5e.com/v2/spells/mending/?format=json","https://api-beta.open5e.com/v2/spells/sacred-flame/?format=json","https://api-beta.open5e.com/v2/spells/thaumaturgy/?format=json","https://api-beta.open5e.com/v2/spells/command/?format=json","https://api-beta.open5e.com/v2/spells/cure-wounds/?format=json","https://api-beta.open5e.com/v2/spells/shield-of-faith/?format=json","https://api-beta.open5e.com/v2/spells/calm-emotions/?format=json","https://api-beta.open5e.com/v2/spells/hold-person/?format=json","https://api-beta.open5e.com/v2/spells/bestow-curse/?format=json","https://api-beta.open5e.com/v2/spells/clairvoyance/?format=json","https://api-beta.open5e.com/v2/spells/banishment/?format=json","https://api-beta.open5e.com/v2/spells/freedom-of-movement/?format=json","https://api-beta.open5e.com/v2/spells/flame-strike/?format=json","https://api-beta.open5e.com/v2/spells/geas/?format=json","https://api-beta.open5e.com/v2/spells/true-seeing/?format=json"],"page_no":336,"environments":["Temple","Desert","Astral Plane","Mountains","Forest","Ruin","Jungle","Caverns"],"img_main":null,"document__slug":"wotc-srd","document__title":"5e Core Rules","document__license_url":"http://open5e.com/legal","document__url":"http://dnd.wizards.com/articles/features/systems-reference-document-srd","v2_converted_path":"/v2/creatures/srd_guardian-naga/"},{"slug":"marilith","desc":"","name":"Marilith","size":"Large","type":"Fiend","subtype":"demon","group":"Demons","alignment":"chaotic evil","armor_class":18,"armor_desc":"natural armor","hit_points":189,"hit_dice":"18d10+90","speed":{"walk":40},"strength":18,"dexterity":20,"constitution":20,"intelligence":18,"wisdom":16,"charisma":20,"strength_save":9,"dexterity_save":null,"constitution_save":10,"intelligence_save":null,"wisdom_save":8,"charisma_save":10,"perception":null,"skills":{},"damage_vulnerabilities":"","damage_resistances":"cold, fire, lightning; bludgeoning, piercing, and slashing from nonmagical attacks","damage_immunities":"poison","condition_immunities":"poisoned","senses":"truesight 120 ft., passive Perception 13","languages":"Abyssal, telepathy 120 ft.","challenge_rating":"16","cr":16.0,"actions":[{"name":"Multiattack","desc":"The marilith can make seven attacks: six with its longswords and one with its tail."},{"name":"Longsword","desc":"Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) slashing damage.","attack_bonus":9,"damage_dice":"2d8","damage_bonus":4},{"name":"Tail","desc":"Melee Weapon Attack: +9 to hit, reach 10 ft., one creature. Hit: 15 (2d10 + 4) bludgeoning damage. If the target is Medium or smaller, it is grappled (escape DC 19). Until this grapple ends, the target is restrained, the marilith can automatically hit the target with its tail, and the marilith can't make tail attacks against other targets.","attack_bonus":9,"damage_dice":"2d10","damage_bonus":4},{"name":"Teleport","desc":"The marilith magically teleports, along with any equipment it is wearing or carrying, up to 120 feet to an unoccupied space it can see."},{"name":"Variant: Summon Demon (1/Day)","desc":"The demon chooses what to summon and attempts a magical summoning.\nA marilith has a 50 percent chance of summoning 1d6 vrocks, 1d4 hezrous, 1d3 glabrezus, 1d2 nalfeshnees, or one marilith.\nA summoned demon appears in an unoccupied space within 60 feet of its summoner, acts as an ally of its summoner, and can't summon other demons. It remains for 1 minute, until it or its summoner dies, or until its summoner dismisses it as an action."}],"bonus_actions":null,"reactions":[{"name":"Parry","desc":"The marilith adds 5 to its AC against one melee attack that would hit it. To do so, the marilith must see the attacker and be wielding a melee weapon."}],"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Magic Resistance","desc":"The marilith has advantage on saving throws against spells and other magical effects."},{"name":"Magic Weapons","desc":"The marilith's weapon attacks are magical."},{"name":"Reactive","desc":"The marilith can take one reaction on every turn in combat."}],"spell_list":[],"page_no":272,"environments":["Abyss"],"img_main":null,"document__slug":"wotc-srd","document__title":"5e Core Rules","document__license_url":"http://open5e.com/legal","document__url":"http://dnd.wizards.com/articles/features/systems-reference-document-srd","v2_converted_path":"/v2/creatures/srd_marilith/"},{"slug":"baliri-demon","desc":"A muscular humanoid with gray-black skin and the oversized head of a donkey lumbers forward. The monster’s eyes and tongue loll from its head, and its arms end in crimson crab-like pincers that snap together with incredible strength._  \n**Tormented Killers.** A baliri demon is created when a humanoid suffers at the hands of family or peers and turns to one of the demon lords for succor and bloody retribution. The result is both catastrophic and deadly, and the victim of the abuse is often executed for their dark dealings. It is at this moment that the demon lord snatches up the victim’s soul and transforms it into a baliri demon, a savage and remorseless killer that seeks to spread misery in its wake.  \n**Braying Apostles.** A baliri demon is a devout servant of the demon lord that created it, stridently extolling the virtues of its demonic master even as it butchers and defiles anyone who stands in its way. The loud braying prayers and hymns of a baliri demon carry for miles across the blasted Abyssal landscape and fill the hearts of mortals and lesser demons alike with dread. Baliri demons are not picky when it comes to choosing their victims but have a preference for anyone who resembles an aggressor from their previous life.","name":"Baliri Demon","size":"Medium","type":"Fiend","subtype":"demon","group":null,"alignment":"chaotic evil","armor_class":17,"armor_desc":"natural armor","hit_points":190,"hit_dice":"20d8+100","speed":{"walk":30},"strength":22,"dexterity":16,"constitution":20,"intelligence":13,"wisdom":17,"charisma":14,"strength_save":11,"dexterity_save":8,"constitution_save":10,"intelligence_save":null,"wisdom_save":8,"charisma_save":null,"perception":8,"skills":{"perception":8,"persuasion":7,"religion":6,"stealth":8},"damage_vulnerabilities":"","damage_resistances":"cold, fire, lightning; bludgeoning, piercing, and slashing from nonmagical attacks","damage_immunities":"poison","condition_immunities":"poisoned","senses":"darkvision 90 ft., passive Perception 17","languages":"Abyssal, Common, telepathy 120 ft.","challenge_rating":"14","cr":14.0,"actions":[{"name":"Multiattack","desc":"The baliri demon makes three attacks: one with its bite and two with its pincers."},{"name":"Bite","desc":"Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 17 (2d10 + 6) piercing damage plus 10 (3d6) necrotic damage.","attack_bonus":11,"damage_dice":"2d10+6"},{"name":"Pincers","desc":"Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 15 (2d8 + 6) slashing damage. If the baliri demon scores a critical hit against a creature, roll a d6. On a 1-3, it severs the target's arm, and on a 4-6 it severs the target's leg. A creature missing an arm can't wield weapons that require two hands, and if a creature is missing a leg, its speed is halved. Creatures without limbs are unaffected.","attack_bonus":11,"damage_dice":"2d8+6"},{"name":"Blood Bray (Recharge 6)","desc":"The baliri demon unleashes an otherworldly braying that causes the internal organs of nearby creatures to twist and rupture. Each creature within 20 feet of the baliri that can hear it must make a DC 18 Constitution saving throw. On a failure, the creature takes 36 (8d8) necrotic damage and is stunned until the end of its next turn as it doubles over in agony. On a success, the creature takes half the damage and isn't stunned. The bray doesn't affect creatures without internal organs, such as constructs, elementals, and oozes."}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Magic Resistance","desc":"The baliri has advantage on saving throws against spells and other magical effects."},{"name":"Praising Brays","desc":"As a bonus action, the baliri brays praise to the demon lord that saved it from its previous life, channeling the demon lord's might. The baliri chooses up to three demons within 30 feet of it. Each target has advantage on the first ability check or attack roll it makes before the start of the baliri's next turn. In addition, the targets are unaffected by the baliri's Blood Bray."}],"spell_list":[],"page_no":140,"environments":[],"img_main":null,"document__slug":"tob2","document__title":"Tome of Beasts 2","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/tome-of-beasts-2-for-5th-edition/","v2_converted_path":"/v2/creatures/tob2_baliri-demon/"},{"slug":"bone-colossus","desc":"Necromancers, both living and dead, sometimes come together to make massive undead creatures known collectively as “necrotech”. In nations ruled by undead, these massive creations often act as siege weapons or powerful modes of transportation._  \n**Bone Colossuses.** In a tome of deranged ramblings, the writer theorized how “posthumes”— the tiny skeletal creatures used to make up the bone collectives—might be gathered in even greater numbers to form bigger, stronger creatures. Thus was born the Open Game License","name":"Bone Colossus","size":"Gargantuan","type":"Undead","subtype":"","group":null,"alignment":"chaotic evil","armor_class":16,"armor_desc":"natural armor","hit_points":181,"hit_dice":"11d20+66","speed":{"walk":30},"strength":24,"dexterity":11,"constitution":22,"intelligence":14,"wisdom":16,"charisma":16,"strength_save":null,"dexterity_save":null,"constitution_save":11,"intelligence_save":null,"wisdom_save":8,"charisma_save":null,"perception":8,"skills":{"intimidation":13,"perception":8},"damage_vulnerabilities":"","damage_resistances":"bludgeoning, piercing, and slashing from nonmagical attacks","damage_immunities":"necrotic, poison","condition_immunities":"charmed, exhaustion, frightened, paralyzed, poisoned","senses":"darkvision 120 ft., passive Perception 18","languages":"Common, Darakhul","challenge_rating":"13","cr":13.0,"actions":[{"name":"Multiattack","desc":"The bone colossus makes two attacks."},{"name":"Thunderous Slam (Colossus Form Only)","desc":"Melee Weapon Attack: +12 to hit, reach 15 ft., one target. Hit: 29 (4d10 + 7) bludgeoning damage plus 10 (3d6) thunder damage, and the target must succeed on a DC 18 Strength saving throw or be knocked prone.","attack_bonus":12,"damage_dice":"4d10+7"},{"name":"Razor Teeth (Swarm Form Only)","desc":"Melee Weapon Attack: +12 to hit, reach 0 ft., one target in the swarm's space. Hit: 21 (6d6) piercing damage, or 10 (3d6) piercing damage if the swarm has half its hp or fewer.","attack_bonus":12,"damage_dice":"6d6"}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Collective Mind","desc":"The bone colossus' individual posthumes are connected via a hive mind. It can telepathically communicate with any of its individual posthumes within 50 miles of it, and it can't be surprised. If the bone colossus is reduced to half its hp or fewer, its Intelligence score is reduced to 1."},{"name":"Siege Monster","desc":"The bone colossus deals double damage to objects and structures."},{"name":"Swarm Form","desc":"A bone colossus can use its action to split into four individual swarms of tiny bone posthumes. Each swarm has an hp total equal to the bone colossus' hp divided by 4 (rounded down), and all are affected by any conditions, spells, and other magical effects that affected the bone colossus. The swarms act on the same initiative count as the bone colossus did and occupy any unoccupied space that previously contained the bone colossus. A bone swarm can occupy another creature's space and vice versa, and the swarm can move through a space as narrow as 1 foot wide without squeezing. A swarm can't regain hp or gain temporary hp.\n\nAs an action, the swarms can reform into a single bone colossus as long as all surviving swarms are within 5 feet of each other. The reformed bone colossus' hp total is equal to the combined remaining hp of the swarms, and the bone colossus is affected by any conditions, spells, and other magical effects currently affecting any of the swarms. It occupies any unoccupied space that previously contained at least one of the swarms that formed it."},{"name":"Turn Resistance","desc":"The bone colossus has advantage on saving throws against any effect that turns undead."}],"spell_list":[],"page_no":267,"environments":[],"img_main":null,"document__slug":"tob2","document__title":"Tome of Beasts 2","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/tome-of-beasts-2-for-5th-edition/","v2_converted_path":"/v2/creatures/tob2_bone-colossus/"},{"slug":"butatsch","desc":"This horrific creature resembles an enormous, deflated cow’s stomach, studded with thousands of glaring eyes awash with flame._  \n**The Horror in the Lake.** In certain deep, still lakes located in secluded valleys and mountain glens there lives the butatsch, a terrible monster from the subterranean reaches of the earth. It occasionally rises from the deep underwater caves in which it lives to slaughter and devour any creature that comes within its reach. The butatsch’s amorphous body is easily as big as an elephant, and its countless eyes are frightening to behold. The butatsch burns or melts organic material before absorbing it and leaves nothing behind when it has finished eating.  \n**Unsettling Morality.** While the butatsch leaves a path of destruction wherever it goes, it is driven by a bizarre morality. It has been known to ignore and even protect weak or defenseless targets, such as farmers and cowherds, against other monsters and humanoids, slaughtering the weaker creatures’ persecutors before vanishing back into the lake from which it came.","name":"Butatsch","size":"Gargantuan","type":"Aberration","subtype":"","group":null,"alignment":"chaotic neutral","armor_class":17,"armor_desc":"natural armor","hit_points":248,"hit_dice":"16d20+80","speed":{"walk":20,"swim":50},"strength":23,"dexterity":14,"constitution":21,"intelligence":16,"wisdom":17,"charisma":14,"strength_save":null,"dexterity_save":null,"constitution_save":11,"intelligence_save":null,"wisdom_save":8,"charisma_save":null,"perception":13,"skills":{"perception":13},"damage_vulnerabilities":"","damage_resistances":"bludgeoning","damage_immunities":"acid, fire","condition_immunities":"grappled, paralyzed, prone, restrained","senses":"truesight 120 ft., passive Perception 23","languages":"Common, Deep Speech","challenge_rating":"14","cr":14.0,"actions":[{"name":"Multiattack","desc":"The butatsch can use its Immolating Gaze. It then makes two slam attacks. If both attacks hit a Large or smaller target, the target is grappled (escape DC 17), and the butatsch uses its Ingest on the target."},{"name":"Immolating Gaze","desc":"The butatsch chooses up to three creatures it can see within 60 feet of it. Each target must make a DC 18 Dexterity saving throw. On a failure, a creature takes 10 (3d6) fire damage and is immolated. On a success, a creature takes half the damage and isn't immolated. Until a creature takes an action to smother the fire, the immolated target takes 7 (2d6) fire damage at the start of each of its turns. Water doesn't douse fires set by the butatsch's Immolating Gaze."},{"name":"Slam","desc":"Melee Weapon Attack: +11 to hit, reach 10 ft., one target. Hit: 10 (1d8 + 6) bludgeoning damage plus 7 (2d6) fire damage.","attack_bonus":11,"damage_dice":"1d8+6"},{"name":"Ingest","desc":"The butatsch ingests a Large or smaller creature grappled by it, ending the grapple. While ingested, the target is blinded and restrained, it has total cover against attacks and other effects outside the butatsch, and it takes 17 (5d6) acid damage at the start of each of the butatsch's turns. A butatsch can have up to four Medium or smaller targets or up to two Large targets ingested at a time. If the butatsch takes 30 damage or more on a single turn from an ingested creature, the butatsch must succeed on a DC 21 Constitution saving throw at the end of that turn or regurgitate all ingested creatures, which fall prone in a space within 10 feet of the butatsch. If the butatsch dies, an ingested creature is no longer restrained by it and can escape from the corpse by using 20 feet of movement, exiting prone."}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Thousands of Eyes","desc":"The butatsch has advantage on Wisdom (Perception) checks that rely on sight and on saving throws against being blinded. In addition, if the butatsch isn't blinded, creatures attacking it can't benefit from traits and features that rely on a creature's allies distracting or surrounding the butatsch, such as the Pack Tactics or Sneak Attack traits."}],"spell_list":[],"page_no":54,"environments":[],"img_main":null,"document__slug":"tob2","document__title":"Tome of Beasts 2","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/tome-of-beasts-2-for-5th-edition/","v2_converted_path":"/v2/creatures/tob2_butatsch/"},{"slug":"galidroo","desc":"This horrid creature is larger than an ox, and its hairless, wrinkled skin is covered in foul warts and pustules. The creature has two rat-like heads and a heavy tentacular tail that lashes the air malevolently._  \n**Wasteland Monstrosity.** The galidroo dwells primarily in desolate badlands, ravaged ruins, and areas where magic has corrupted the landscape and the creatures within it. Though powerful monsters in their own right, they are rarely at the top of the food chain and have to watch out for other monsters like Open Game License","name":"Galidroo","size":"Huge","type":"Monstrosity","subtype":"","group":null,"alignment":"neutral evil","armor_class":17,"armor_desc":"natural armor","hit_points":172,"hit_dice":"15d12+75","speed":{"burrow":20,"walk":40},"strength":22,"dexterity":13,"constitution":20,"intelligence":11,"wisdom":18,"charisma":14,"strength_save":null,"dexterity_save":null,"constitution_save":9,"intelligence_save":null,"wisdom_save":8,"charisma_save":null,"perception":8,"skills":{"perception":8},"damage_vulnerabilities":"","damage_resistances":"bludgeoning, piercing, and slashing from nonmagical attacks","damage_immunities":"psychic","condition_immunities":"exhaustion","senses":"darkvision 90 ft., passive Perception 18","languages":"Deep Speech, telepathy 60 ft.","challenge_rating":"12","cr":12.0,"actions":[{"name":"Multiattack","desc":"The galidroo makes four attacks: two with its bite and two with its claws. It can make one tail attack in place of its two claw attacks."},{"name":"Bite","desc":"Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 17 (2d10 + 6) piercing damage.","attack_bonus":10,"damage_dice":"2d10+6"},{"name":"Claw","desc":"Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 13 (2d6 + 6) slashing damage.","attack_bonus":10,"damage_dice":"2d6+6"},{"name":"Tail","desc":"Melee Weapon Attack: +10 to hit, reach 15 ft., one target. Hit: 16 (3d6 + 6) bludgeoning damage. The target is grappled (escape DC 17) if it is a Large or smaller creature and the galidroo doesn't have another creature grappled. Until this grapple ends, the target is restrained, and the galidroo can't use its tail on another target.","attack_bonus":10,"damage_dice":"3d6+6"},{"name":"Prophetic Screech (Recharge 5-6)","desc":"The galidroo unleashes a burst of prophetic power in a 60-foot cone. Each creature in that area must make a DC 17 Intelligence saving throw. On a failure, a creature takes 35 (10d6) psychic damage and is incapacitated for 1 minute as its mind is bombarded with visions of its past and future. On a success, a creature takes half the damage and isn't incapacitated. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success."}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Aura of Lassitude","desc":"A creature that starts its turn within 30 feet of the galidroo must succeed on a DC 17 Constitution saving throw or feel lethargic until the start of its next turn. While lethargic, a creature can't use reactions, its speed is halved, and it can't make more than one melee or ranged attack on its turn. In addition, the creature can use either an action or a bonus action on its turn, but not both. On a successful saving throw, the creature is immune to the galidroo's Aura of Lassitude for the next 24 hours."},{"name":"Selective Precognition","desc":"The galidroo can see into the past, present, and future simultaneously. It can innately cast divination and legend lore once per day each, requiring no material components. Its innate spellcasting ability is Wisdom. The galidroo can't use these spells to gain information about itself or its personal future or past."},{"name":"Two-Headed","desc":"The galidroo has advantage on Wisdom (Perception) checks and on saving throws against being blinded, charmed, deafened, frightened, stunned, and knocked unconscious."}],"spell_list":[],"page_no":161,"environments":[],"img_main":null,"document__slug":"tob2","document__title":"Tome of Beasts 2","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/tome-of-beasts-2-for-5th-edition/","v2_converted_path":"/v2/creatures/tob2_galidroo/"},{"slug":"helashruu","desc":"An enormous looking glass floats forward, its enormous, warped frame composed of writhing purple tendrils, and its surface covered in dozens of hideous, swirling eyes. Several razor-sharp whips whirl through the air around it._  \n**Mirrors from Beyond.** The helashruu are bizarre and terrifying aberrations that travel the planes, spreading chaos and destruction. Resembling towering mirrors covered in tentacles and eyes, helashruu defy rational explanation. When they deem it necessary to communicate with other creatures, it is usually through a jumbled mishmash of thoughts with their telepathy, though making sense of what they say is often next to impossible.  \n**Trapping Gone Astray.** Sages versed in planar lore believe the helashruu were created when a mirror of life trapping swallowed a powerful, deity of chaos and shattered under the strain of the energies it tried to contain. The pieces then scattered across the planes before forming into the first helashruu. The helashruu sometimes trap creatures within themselves, giving credence to this belief. Some sages hypothesize that if all the helashruu were to gather together in one place, they would reform the original mirror, and the evil entity would be released from its confinement. Thankfully, these creatures are extremely rare and hold nothing but contempt for others of their own kind.","name":"Helashruu","size":"Huge","type":"Aberration","subtype":"","group":null,"alignment":"chaotic evil","armor_class":18,"armor_desc":"natural armor","hit_points":184,"hit_dice":"16d12+80","speed":{"fly":50,"walk":0,"hover":true},"strength":20,"dexterity":15,"constitution":20,"intelligence":14,"wisdom":17,"charisma":20,"strength_save":null,"dexterity_save":7,"constitution_save":null,"intelligence_save":null,"wisdom_save":8,"charisma_save":null,"perception":13,"skills":{"perception":13},"damage_vulnerabilities":"bludgeoning, thunder","damage_resistances":"acid, cold, fire, lightning, piercing, psychic","damage_immunities":"slashing","condition_immunities":"charmed, paralyzed, petrified, prone","senses":"truesight 90 ft., passive Perception 23","languages":"Void Speech, telepathy 120 ft.","challenge_rating":"13","cr":13.0,"actions":[{"name":"Multiattack","desc":"The helashruu uses Trap Life if it can. It then makes four shard whip attacks."},{"name":"Shard Whip","desc":"Melee Weapon Attack: +10 to hit, reach 15 ft., one target. Hit: 15 (3d6 + 5) slashing damage.","attack_bonus":10,"damage_dice":"3d6+5"},{"name":"Reflect Energy (Recharge 5-6)","desc":"The helashruu releases stored energy in a 60-foot cone. Each creature in that area must make a DC 18 Dexterity saving throw, taking 35 (10d6) damage of the most recent type dealt to the helashruu on a failed save, or half as much damage on a successful one. If the helashruu hasn't taken damage within the past 1 minute, the damage type is force."},{"name":"Trap Life (Recharge 6)","desc":"One creature of the helashruu's choice that is within 30 feet of the helashruu and that can see it must succeed on a DC 18 Wisdom saving throw or be trapped inside the helashruu's mirror. While trapped, the target is blinded and restrained, it has total cover against attacks and other effects outside the helashruu, and it takes 21 (6d6) force damage at the start of each of the helashruu's turns. The helashruu can have only one creature trapped at a time. A fragmented caricature of the trapped creature appears on the helashruu's surface while a creature is trapped inside it.\n\nIf the helashruu takes 30 or more bludgeoning or thunder damage on a single turn, the helashruu must succeed on a DC 15 Constitution saving throw or release the creature, which falls prone in a space within 10 feet of the helashruu. If the helashruu dies, a trapped creature is immediately released into a space within 10 feet of the helashruu."},{"name":"Teleport","desc":"The helashruu magically teleports, along with any equipment it is wearing or carrying, up to 120 feet to an unoccupied space it can see."},{"name":"Dimensional Hop (3/Day)","desc":"The helashruu can transport itself to a different plane of existence. This works like the plane shift spell, except the helashruu can affect only itself and can't use this action to banish an unwilling creature to another plane."}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Innate Spellcasting (1/Day)","desc":"The helashruu can innately cast gate, requiring no material components. Its innate spellcasting ability is Charisma."}],"spell_list":[],"page_no":197,"environments":[],"img_main":null,"document__slug":"tob2","document__title":"Tome of Beasts 2","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/tome-of-beasts-2-for-5th-edition/","v2_converted_path":"/v2/creatures/tob2_helashruu/"},{"slug":"massive-malleable","desc":"A pile of red, gooey flesh slurps along the ground. The meat climbs upon itself, squishing as it creates a formidable, hungry wall._  \nMalleables are malevolent, formless piles of flesh that absorb psychic energy and grow smarter and stronger when combined together.  \n**Consumers of Psychic Power.** Creatures that consume psychic energy can become so infused with it that their bodies implode. The power lingers in the grotesque mass of flesh, warping the creature’s mind even more than its body and creating a hunter that hungers to consume and grow. Malleables do not remember their personal lives before implosion, but they do retain facts and lore. They think themselves superior to all other creatures, which are simply prey. Their goals are simple: drain every creature they can of psychic energy and rule the world as a massive, roiling meat puddle. Malleables have infinite patience and can wait centuries until they feel the time is right to go on a psychic energy binge.  \n**Many Shapes.** Malleables have no set form, but they can stretch and alter their forms easily, moving on appendages or flowing like an ooze. They might form a face (or many faces at once) if they wish to convey an emotion to another creature, or take the shape of a truly terrifying beast (like a giant spider) if they wish to create panic. No matter the shape they take, malleables always appear to be a fleshy creature turned inside out.  \n**Our Powers Combined.** Malleables can join together, creating a larger, more powerful creature that shares the intellect of all the combined intelligences. These bigger malleables can separate into smaller aberrations when it suits them.  \n**Ancient Knowledge Hoarders.** It is said that malleables have perfect memories and the oldest of these creatures remember ancient lore other creatures have long forgotten. Many sages have tried and failed to capture malleables to prod their minds for secrets, but the creatures almost always find a way to escape. Adventurers are often given the dangerous tasks of capturing, guarding, or questioning a malleable.","name":"Massive Malleable","size":"Gargantuan","type":"Aberration","subtype":"","group":null,"alignment":"chaotic evil","armor_class":14,"armor_desc":"natural armor","hit_points":248,"hit_dice":"16d20+80","speed":{"climb":40,"walk":40},"strength":26,"dexterity":8,"constitution":20,"intelligence":21,"wisdom":17,"charisma":10,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":10,"wisdom_save":8,"charisma_save":5,"perception":null,"skills":{},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"psychic","condition_immunities":"blinded, prone","senses":"blindsight 120 ft. (blind beyond this radius), passive Perception 13","languages":"all, telepathy 120 ft.","challenge_rating":"16","cr":16.0,"actions":[{"name":"Multiattack","desc":"The malleable makes four flesh tendril attacks."},{"name":"Flesh Tendril","desc":"Melee Weapon Attack: +13 to hit, reach 15 ft., one target. Hit: 25 (5d6 + 8) bludgeoning damage. If the target is a creature, it is grappled (escape DC 18).","attack_bonus":13,"damage_dice":"5d6+8"},{"name":"Psychic Drain","desc":"One creature grappled by the malleable must make a DC 18 Intelligence saving throw, taking 72 (16d8) psychic damage on a failed save, or half as much damage on a successful one. The target's hp maximum is reduced by an amount equal to the damage taken. This reduction lasts until the target finishes a long rest. The target dies and becomes a minor malleable if this effect reduces its hp maximum to 0."},{"name":"Separate Malleables","desc":"The massive malleable can split into sixteen minor malleables, four moderate malleables, or two major malleables. The new malleables' hp totals are equal to the massive malleable's hp total divided by the number of malleables created (rounded down) and are affected by any conditions, spells, and other magical effects that affected the massive malleable. The new malleables act on the same initiative count as the massive malleable and occupy any unoccupied space that previously contained the massive malleable."}],"bonus_actions":null,"reactions":[{"name":"Sudden Separation","desc":"When the massive malleable takes 30 damage or more from a single attack, it can choose to immediately use Separate Malleables. If it does so, the damage is divided evenly among the separate malleables it becomes."}],"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Absorb Malleable","desc":"As a bonus action, the massive malleable absorbs one minor, moderate, or major malleable within 5 feet of it into its body, regaining a number of hp equal to the absorbed malleable's remaining hp. The massive malleable is affected by any conditions, spells, and other magical effects that were affecting the absorbed malleable."},{"name":"Amorphous","desc":"The malleable can move through a space as narrow as 1 inch wide without squeezing."},{"name":"Controlled Mutability","desc":"Any spell or effect that would alter the malleable's form only alters it until the end of the malleable's next turn. Afterwards, the malleable returns to its amorphous form. In addition, the malleable can use its action to change itself into any shape, but it always looks like an inside-out fleshy creature no matter the shape it takes. If it changes into the shape of a creature, it doesn't gain any statistics or special abilities of that creature; it only takes on the creature's basic shape and general appearance."},{"name":"Psychic Absorption","desc":"Whenever the malleable is subjected to psychic damage, it takes no damage and instead regains a number of hp equal to the psychic damage dealt."},{"name":"Spider Climb","desc":"The malleable can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check."}],"spell_list":[],"page_no":254,"environments":[],"img_main":null,"document__slug":"tob2","document__title":"Tome of Beasts 2","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/tome-of-beasts-2-for-5th-edition/","v2_converted_path":"/v2/creatures/tob2_massive-malleable/"},{"slug":"plague-spirit","desc":"A tight, leather coif underneath a cracked, black mask that resembles a long-beaked bird with hollow, black eyes obscures the face and head of this humanoid. Long, tattered, dark-green robes drape loosely over its form. An obsidian censer decorated in etchings of dead trees moves from hand to hand, green mist pouring forth with each swing as it performs a strange and eerie dance._  \nPlague spirits and their deadly mists have haunted the planes as long as life has existed. The path of death left in their wake is often mistaken as the result of a natural disaster. Many druids speculate that plague spirits are entropic forces that exist as the embodiment of the darker side of nature, curbing overgrowth and allowing new life to grow from the dead.  \n**Harbingers of Decay.** The presence of a plague spirit is always announced by a rolling front of sickly, green mist that spans several miles. The spirit can always be found at the center, performing an unsettling yet enchanting dance. As it dances, the censer it carries expels mist in all directions. Any living thing exposed to this mist slowly succumbs to decay. Whether turning a lush forest and its inhabitants into a dark, desiccated landscape or creating a silent ruin out of a bustling city, the presence of a plague spirit forewarns a massive loss of life.  \n**Drawn to Life.** Plague spirits are drawn to the densest collections of life in an area, and nothing seems to deter these spirits from their path.","name":"Plague Spirit","size":"Medium","type":"Fey","subtype":"","group":null,"alignment":"unaligned","armor_class":14,"armor_desc":null,"hit_points":150,"hit_dice":"20d8+60","speed":{"walk":40},"strength":10,"dexterity":18,"constitution":17,"intelligence":2,"wisdom":18,"charisma":16,"strength_save":null,"dexterity_save":8,"constitution_save":null,"intelligence_save":null,"wisdom_save":8,"charisma_save":null,"perception":null,"skills":{},"damage_vulnerabilities":"","damage_resistances":"bludgeoning, piercing, and slashing from nonmagical attacks","damage_immunities":"necrotic, poison","condition_immunities":"charmed, diseased, exhaustion, frightened, poisoned, unconscious","senses":"darkvision 120 ft., passive Perception 14","languages":"—","challenge_rating":"9","cr":9.0,"actions":[{"name":"Multiattack","desc":"The plague spirit makes three attacks: one with its enfeebling touch and two with its censer."},{"name":"Censer","desc":"Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 13 (2d8 + 4) bludgeoning damage plus 7 (2d6) necrotic damage.","attack_bonus":8,"damage_dice":"2d8+4"},{"name":"Enfeebling Touch","desc":"Melee Weapon Attack: +8 to hit, reach 5 ft., one creature. Hit: 14 (4d6) necrotic damage, and the target's Strength score is reduced by 1d6. The target dies if this reduces its Strength to 0. Otherwise, the reduction lasts until the target finishes a short or long rest.","attack_bonus":8,"damage_dice":"4d6"},{"name":"Dance of Death (Recharge 5-6)","desc":"The plague spirit dances and twirls its censer. Each creature within 20 feet of the plague spirit that can see it must make a DC 16 Constitution saving throw. On a failure, a creature takes 28 (8d6) necrotic damage and is frightened for 1 minute. On a success, a creature takes half the damage and isn't frightened. A frightened creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success."}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Decrepit Mist","desc":"A cloud of green mist with a diameter of 1 mile and height of 60 feet is centered on the spirit. For each day a creature spends in the mist, it must succeed on a DC 16 Constitution saving throw or increase in age by 5 percent of its total life span. The mist has no effect on undead or constructs."},{"name":"Hunter of the Living","desc":"The plague spirit can magically sense the general direction of the largest concentration of living flora and fauna within 50 miles of it."}],"spell_list":[],"page_no":296,"environments":[],"img_main":null,"document__slug":"tob2","document__title":"Tome of Beasts 2","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/tome-of-beasts-2-for-5th-edition/","v2_converted_path":"/v2/creatures/tob2_plague-spirit/"},{"slug":"arcane-leviathan","desc":"","name":"Arcane Leviathan","size":"Gargantuan","type":"Construct","subtype":"","group":null,"alignment":"unaligned","armor_class":17,"armor_desc":"natural armor","hit_points":279,"hit_dice":"18d20+90","speed":{"walk":10,"swim":60},"strength":26,"dexterity":5,"constitution":21,"intelligence":5,"wisdom":17,"charisma":8,"strength_save":1,"dexterity_save":null,"constitution_save":1,"intelligence_save":2,"wisdom_save":8,"charisma_save":4,"perception":3,"skills":{"perception":3},"damage_vulnerabilities":"","damage_resistances":"acid, thunder; nonmagic B/P/S attacks","damage_immunities":"lightning, poison, psychic","condition_immunities":"blinded, charmed, deafened, exhaustion, frightened, paralyzed, petrified, poisoned","senses":"truesight 120', passive Perception 13","languages":"understands creator's languages but can't speak","challenge_rating":"16","cr":16.0,"actions":[{"name":"Multiattack","desc":"One Slam and two Claws or four Lightning Bolts."},{"name":"Claw","desc":"Melee Weapon Attack: +13 to hit, 15 ft., one target, 26 (4d8+8) slashing damage. If target is Huge or smaller it is grappled (escape DC 19). Leviathan has two claws each of which can grapple only one target."},{"name":"Slam","desc":"Melee Weapon Attack: +13 to hit, 5 ft., one target, 18 (4d4+8) bludgeoning damage and target: DC 19 Str save or be knocked prone."},{"name":"Lightning Bolt","desc":"Ranged Spell Attack: +8 to hit 150/600' one target 17 (4d6+3) lightning."},{"name":"Pylon Discharge (Recharge 5-6)","desc":"Discharges energy surge at a point it can see within 200' of it. Each creature within 30' of that point: 45 (10d8) lightning and is blinded until the end of its next turn (DC 19 Dex half damage not blinded)."}],"bonus_actions":[{"name":"Arcane Barrage","desc":"Sends arcane energy toward a creature it can see within 120' of it. Target begins to glow with arcane energy and at end of target's next turn: 35 (10d6) radiant (DC 19 Con half). Damage is divided evenly between target and all creatures within 10 ft. of it except leviathan."}],"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Construct Nature","desc":"Doesn't require air food drink or sleep."},{"name":"Impregnable","desc":"If subjected to an effect that allows it to make a save to take only half damage it instead takes no damage if it succeeds on the save and only half damage if it fails."},{"name":"Siege Monster","desc":"Double damage to objects/structures."}],"spell_list":[],"page_no":40,"environments":[],"img_main":null,"document__slug":"tob3","document__title":"Tome of Beasts 3","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/tome-of-beasts-3-for-5th-edition/","v2_converted_path":"/v2/creatures/tob3_arcane-leviathan/"},{"slug":"gigantura","desc":"","name":"Gigantura","size":"Gargantuan","type":"Monstrosity","subtype":"","group":null,"alignment":"unaligned","armor_class":16,"armor_desc":"natural armor","hit_points":248,"hit_dice":"16d20+80","speed":{"walk":0,"swim":60},"strength":22,"dexterity":16,"constitution":20,"intelligence":6,"wisdom":16,"charisma":4,"strength_save":null,"dexterity_save":null,"constitution_save":1,"intelligence_save":null,"wisdom_save":8,"charisma_save":2,"perception":3,"skills":{"perception":3},"damage_vulnerabilities":"","damage_resistances":"cold","damage_immunities":"","condition_immunities":"stunned","senses":"darkvision 120', passive Perception 18","languages":"understands Aquan and Deep Speech, but can't speak","challenge_rating":"13","cr":13.0,"actions":[{"name":"Multiattack","desc":"Horrific Gaze. Then one Bite and two Tail Slaps."},{"name":"Bite","desc":"Melee Weapon Attack: +11 to hit, 10 ft., one target, 25 (3d12+6) piercing damage. If target is a Huge or smaller creature it must make DC 18 Dex save or be swallowed by gigantura. A swallowed creature is blinded and restrained has total cover vs. attacks and effects outside gigantura and takes 21 (6d6) acid at start of each of gigantura's turns. Gigantura can have up to 2 Huge 4 Large 6 Medium or 8 Small creatures swallowed at one time. If gigantura takes 30+ damage on a single turn from a creature inside it gigantura must make DC 20 Con save at end of that turn or regurgitate all swallowed creatures which fall prone in a space within 10 ft. of gigantura. If gigantura dies swallowed creature is no longer restrained by it and can escape from corpse by using 20' of move exiting prone."},{"name":"Tail Slap","desc":"Melee Weapon Attack: +11 to hit, 15 ft., one target, 17 (2d10+6) bludgeoning damage."},{"name":"Horrific Gaze","desc":"Its telescoping eyes swirl disconcertingly in direction of one creature it can see within 60' of it. If target can see gigantura target stunned until end of its next turn (DC 18 Con negates). A target that successfully saves is immune to this gigantura's Horrific Gaze for the next 24 hrs."}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Telescoping Eyes","desc":"Advantage on Wis (Perception) checks that rely on sight and magical darkness doesn't impede its darkvision. Also disadvantage on ability checks and saves vs. being blinded."},{"name":"Water Breathing","desc":"Can breathe only underwater."}],"spell_list":[],"page_no":208,"environments":[],"img_main":null,"document__slug":"tob3","document__title":"Tome of Beasts 3","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/tome-of-beasts-3-for-5th-edition/","v2_converted_path":"/v2/creatures/tob3_gigantura/"},{"slug":"shetani","desc":"","name":"Shetani","size":"Medium","type":"Fiend","subtype":"","group":null,"alignment":"neutral evil","armor_class":18,"armor_desc":"natural armor","hit_points":190,"hit_dice":"20d8+100","speed":{"walk":30,"fly":50},"strength":17,"dexterity":19,"constitution":20,"intelligence":18,"wisdom":17,"charisma":20,"strength_save":null,"dexterity_save":9,"constitution_save":null,"intelligence_save":null,"wisdom_save":8,"charisma_save":1,"perception":3,"skills":{"perception":3},"damage_vulnerabilities":"","damage_resistances":"cold; nonmagic B/P/S attacks not made w/silvered weapons","damage_immunities":"fire, poison","condition_immunities":"poisoned","senses":"darkvision 120', passive Perception 18","languages":"Abyssal, Common, Infernal, telepathy 120'","challenge_rating":"14","cr":14.0,"actions":[{"name":"Multiattack","desc":"3 Claws or Necrotic Bolts. Can replace 1 with Spellcasting."},{"name":"Claw","desc":"Melee Weapon Attack: +9 to hit, 5 ft., one target, 11 (2d6+4) slashing damage + 18 (4d8) necrotic."},{"name":"Necrotic Bolt","desc":"Ranged Spell Attack: +10 to hit, 120 ft., one target, 27 (5d8+5) necrotic."},{"name":"Desiccating Breath (Recharge 5-6)","desc":"Inhales drawing moisture from surrounding creatures. Each non-Construct/Undead creature within 15 ft. of shetani: 54 (12d8) necrotic (DC 18 Con half). If a creature fails the save by 5+ it suffers one level of exhaustion."},{"name":"Spellcasting","desc":"Cha (DC 18): At will: charm person silent image3/day ea: major image suggestion1/day ea: mirage arcane (as an action) programmed illusion"}],"bonus_actions":[{"name":"Change Shape","desc":"Transforms into a Large or smaller Beast or Humanoid or back into its true form which is a Fiend. Without wings it loses its flying speed. Its statistics other than size and speed are the same in each form. Items worn/carried transformed as desired by the shetani taking whatever color or shape it deems appropriate. Reverts on death."}],"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Devil's Sight","desc":"Magic darkness doesn't impede its darkvision."},{"name":"Magic Resistance","desc":"Advantage: spell/magic effect saves."},{"name":"Necrotic Weapons","desc":"Its weapon attacks are magical. When it hits with any weapon weapon deals+4d8 necrotic (included below)."}],"spell_list":[],"page_no":343,"environments":[],"img_main":null,"document__slug":"tob3","document__title":"Tome of Beasts 3","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/tome-of-beasts-3-for-5th-edition/","v2_converted_path":"/v2/creatures/tob3_shetani/"},{"slug":"accursed-guardian-naga-a5e","desc":"","name":"Accursed Guardian Naga","size":"Large","type":"Monstrosity","subtype":"","group":null,"alignment":"","armor_class":18,"armor_desc":"","hit_points":136,"hit_dice":"16d10+48","speed":{"walk":40,"swim":40},"strength":16,"dexterity":18,"constitution":16,"intelligence":16,"wisdom":18,"charisma":18,"strength_save":null,"dexterity_save":8,"constitution_save":7,"intelligence_save":7,"wisdom_save":8,"charisma_save":8,"perception":null,"skills":{},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"poison","condition_immunities":"charmed, poisoned","senses":"darkvision 60 ft., passive Perception 14","languages":"Abyssal, Celestial, Common","challenge_rating":"12","cr":12.0,"actions":[{"name":"Bite","desc":"Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) piercing damage. The target makes a DC 15 Constitution saving throw  taking 35 (10d6) poison damage on a failure or half damage on a success."},{"name":"Spit Poison","desc":"Melee Weapon Attack: +8 to hit, range 20/60 ft., one creature. Hit: The target makes a DC 15 Constitution saving throw  taking 35 (10d6) poison damage on a failure or half damage on a success."},{"name":"Command (1st-Level; V)","desc":"One living creature within 60 feet that the naga can see and that can hear and understand it makes a DC 16 Wisdom saving throw. On a failure  the target uses its next turn to move as far from the naga as possible  avoiding hazardous terrain."},{"name":"Hold Person (2nd-Level; V, Concentration)","desc":"One humanoid the naga can see within 60 feet makes a DC 16 Wisdom saving throw. On a failure  the target is paralyzed for 1 minute. It repeats the saving throw at the end of each of its turns  ending the effect on a success."},{"name":"Flame Strike (5th-Level; V)","desc":"A column of divine flame fills a 10-foot-radius  40-foot-high cylinder within 60 feet. Creatures in the area make a DC 16 Dexterity saving throw  taking 14 (4d6) fire damage and 14 (4d6) radiant damage on a failure or half damage on a success."},{"name":"Multiattack","desc":"The naga casts a spell and uses its vampiric bite."},{"name":"Vampiric Bite","desc":"The naga attacks with its bite. If it hits and the target fails its saving throw against poison  the naga magically gains temporary hit points equal to the poison damage dealt."}],"bonus_actions":[{"name":"Shapeshift","desc":"The naga changes its form to that of a specific Medium humanoid, a Medium snake-human hybrid with the lower body of a snake, or its true form, which is a Large snake. While shapeshifted, its statistics are unchanged except for its size. It reverts to its true form if it dies."}],"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Amphibious","desc":"The naga can breathe air and water."},{"name":"Forbiddance","desc":"The nagas lair is under the forbiddance spell. Until it is dispelled, creatures in the lair can't teleport or use planar travel. Fiends and undead that are not the nagas allies take 27 (5d10) radiant damage when they enter or start their turn in the lair."},{"name":"Magic Resistance","desc":"The naga has advantage on saving throws against spells and magical effects."},{"name":"Spellcasting","desc":"The naga is an 11th level spellcaster. Its spellcasting ability is Wisdom (spell save DC 16). The naga has the following cleric spells prepared\n which it can cast with only vocalized components:\n Cantrips (at will): mending\n thaumaturgy\n 1st-level (4 slots): command\n cure wounds\n false life\n 2nd-level (3 slots): calm emotions\n hold person\n locate object\n 3rd-level (3 slots) clairvoyance\n create food and water\n 4th-level (3 slots): divination\n freedom of movement\n 5th-level (2 slots): flame strike\n geas\n scrying\n 6th-level (1 slot): forbiddance"}],"spell_list":[],"page_no":343,"environments":[],"img_main":null,"document__slug":"menagerie","document__title":"Level Up Advanced 5e Monstrous Menagerie","document__license_url":"http://open5e.com/legal","document__url":"https://www.levelup5e.com","v2_converted_path":"/v2/creatures/a5e-mm_accursed-guardian-naga/"},{"slug":"adult-amethyst-dragon-a5e","desc":"","name":"Adult Amethyst Dragon","size":"Huge","type":"Dragon","subtype":"","group":null,"alignment":"","armor_class":18,"armor_desc":"","hit_points":220,"hit_dice":"21d12+84","speed":{"walk":40,"burrow":30,"fly":60},"strength":18,"dexterity":20,"constitution":18,"intelligence":22,"wisdom":14,"charisma":20,"strength_save":null,"dexterity_save":null,"constitution_save":10,"intelligence_save":12,"wisdom_save":8,"charisma_save":11,"perception":null,"skills":{"deception":11,"insight":8,"perception":8,"persuasion":11},"damage_vulnerabilities":"","damage_resistances":"force, psychic","damage_immunities":"","condition_immunities":"fatigue","senses":"darkvision 120 ft., passive Perception 18","languages":"Common, Deep Speech, Draconic, Undercommon, telepathy 120 ft.","challenge_rating":"17","cr":17.0,"actions":[{"name":"Multiattack","desc":"The dragon attacks once with its bite and twice with its claws. In place of its bite  it can use Psionic Wave."},{"name":"Bite","desc":"Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 20 (3d10 + 4) piercing damage plus 4 (1d8) force damage."},{"name":"Claws","desc":"Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 17 (3d8 + 4) slashing damage."},{"name":"Psionic Wave","desc":"The dragon psionically emits a wave of crushing mental pressure. Each creature within 20 feet makes a DC 19 Wisdom saving throw  taking 16 (3d10) psychic damage on a failed save or half damage on a success. Creatures charmed by the dragon make this saving throw with disadvantage."},{"name":"Concussive Breath (Recharge 5-6)","desc":"The dragon psionically unleashes telekinetic energy in a 60-foot cone. Each creature in that area makes a DC 18 Constitution saving throw  taking 60 (11d10) force damage on a failed save or half damage on a success."}],"bonus_actions":null,"reactions":[{"name":"Assume Control (While Bloodied)","desc":"When a creature charmed by the dragon begins its turn, the dragon telepathically commands the charmed creature until the end of the creatures turn. If the dragon commands the creature to take an action that would harm itself or an ally, the creature makes a DC 19 Wisdom saving throw. On a success, the creatures turn immediately ends."}],"legendary_desc":"","legendary_actions":[{"name":"The dragon can take 3 legendary actions","desc":"Only one legendary action can be used at a time and only at the end of another creatures turn. It regains spent legendary actions at the start of its turn."},{"name":"Charm","desc":"The dragon targets a creature within 60 feet, forcing it to make a DC 16 Wisdom saving throw. On a failure, the creature is charmed by the dragon for 24 hours, regarding it as a trusted friend to be heeded and protected. Although it isnt under the dragons control, it takes the dragons requests or actions in the most favorable way it can. At the end of each of the targets turns and at the end of any turn during which the dragon or its companions harmed the target, it repeats the saving throw, ending the effect on a success."},{"name":"Stupefy","desc":"The dragon targets a creature within 60 feet. If the target is concentrating on a spell, it must make a DC 19 Constitution saving throw or lose concentration."},{"name":"Psionic Wave (Costs 2 Actions)","desc":"The dragon uses Psionic Wave."},{"name":"Captivating Harmonics (1/Day)","desc":"Each creature of the dragons choice within 90 feet makes a DC 16 Wisdom saving throw. On a failure, it becomes psionically charmed by the dragon for 1 minute. A creature repeats the saving throw at the end of each of its turns, ending the effect on itself on a success."}],"special_abilities":[{"name":"Legendary Resistance (3/Day)","desc":"When the dragon fails a saving throw, it can choose to succeed instead. When it does, its scales dull briefly, and it can't use telepathy or psionic abilities until the end of its next turn."},{"name":"Psionic Powers","desc":"The dragons psionic abilities are considered both magical and psionic."},{"name":"Far Thoughts","desc":"The dragon is aware of any creature that uses a psionic ability or communicates telepathically within 100 miles of it. As an action, the dragon can psionically observe a creature, object, or location it is familiar with within 100 miles. While observing a subject in this way, the dragon can see, hear, and communicate telepathically, but it is blind and deaf in regard to its physical senses and does not require food or water. The dragon can psionically observe a subject indefinitely and can end this effect and return to its own senses as an action."},{"name":"Innate Spellcasting","desc":"The dragons spellcasting ability is Charisma (save DC 19). It can innately cast the following spells, requiring no material components. 3/day each:calm emotions, charm person, mass suggestion, modify memory"}],"spell_list":[],"page_no":141,"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_adult-amethyst-dragon/"},{"slug":"adult-blue-dragon-a5e","desc":"","name":"Adult Blue Dragon","size":"Huge","type":"Dragon","subtype":"","group":null,"alignment":"","armor_class":19,"armor_desc":"","hit_points":275,"hit_dice":"22d12+132","speed":{"walk":40,"burrow":30,"fly":80,"swim":30},"strength":24,"dexterity":10,"constitution":22,"intelligence":16,"wisdom":14,"charisma":18,"strength_save":null,"dexterity_save":6,"constitution_save":12,"intelligence_save":null,"wisdom_save":8,"charisma_save":10,"perception":null,"skills":{"perception":8,"stealth":6,"survival":8},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"lightning","condition_immunities":"","senses":"blindsight 60 ft., tremorsense 60 ft., darkvision 120 ft., passive Perception 21","languages":"Common, Draconic, one more","challenge_rating":"19","cr":19.0,"actions":[{"name":"Multiattack","desc":"The dragon attacks once with its bite and twice with its claws. In place of its bite attack  it can use Arc Lightning."},{"name":"Bite","desc":"Melee Weapon Attack: +13 to hit, reach 10 ft., one target. Hit: 23 (3d10 + 7) piercing damage plus 4 (1d8) lightning damage."},{"name":"Claw","desc":"Melee Weapon Attack: +13 to hit, reach 5 ft., one target. Hit: 20 (3d8 + 7) slashing damage."},{"name":"Tail","desc":"Melee Weapon Attack: +13 to hit, reach 15 ft., one target. Hit: 16 (2d8 + 7) bludgeoning damage  and the dragon pushes the target 10 feet away."},{"name":"Arc Lightning","desc":"The dragon targets a creature within 60 feet  forcing it to make a DC 20 Dexterity saving throw. The creature takes 16 (3d10) lightning damage on a failure or half damage on a success. Also on a failure  the lightning jumps. Choose a creature within 30 feet of the target that hasnt been hit by this ability on this turn  and repeat the effect against it  possibly causing the lightning to jump again."},{"name":"Lightning Breath (Recharge 5-6)","desc":"The dragon exhales a 90-foot-long  5-foot wide-line of lightning. Each creature in that area makes a DC 20 Dexterity saving throw  taking 77 (14d10) lightning damage on a failed save or half damage on a success. A creature that fails the save can't take reactions until the end of its next turn."},{"name":"Quake","desc":"While touching natural ground  the dragon sends pulses of thunder rippling through it. Creatures within 30 feet make a DC 20 Strength saving throw  taking 11 (2d10) bludgeoning damage and falling prone on a failure. If a Large or smaller creature that fails the save is standing on sand  it also sinks partially  becoming restrained as well. A creature restrained in this way can spend half its movement to escape."}],"bonus_actions":null,"reactions":[{"name":"Tail Attack","desc":"When a creature the dragon can see within 10 feet hits the dragon with a melee attack, the dragon makes a tail attack against it."}],"legendary_desc":"","legendary_actions":[{"name":"The dragon can take 3 legendary actions","desc":"Only one legendary action can be used at a time and only at the end of another creatures turn. It regains spent legendary actions at the start of its turn."},{"name":"Roar","desc":"Each creature of the dragons choice within 120 feet that can hear it makes a DC 18 Charisma saving throw. On a failure, it is frightened for 1 minute. A creature repeats the saving throw at the end of its turns, ending the effect on itself on a success. When it succeeds on a saving throw or the effect ends for it, it is immune to Roar for 24 hours."},{"name":"Wing Attack","desc":"The dragon beats its wings. Each creature within 15 feet makes a DC 20 Dexterity saving throw. On a failure, it is pushed 10 feet away and knocked prone. The dragon can then fly up to half its fly speed."},{"name":"Quake (Costs 2 Actions)","desc":"The dragon uses its Quake action."}],"special_abilities":[{"name":"Desert Farer","desc":"The dragon ignores difficult terrain or obscurement caused by sand or gravel, even while flying. Additionally, it ignores the effects of extreme heat."},{"name":"Dune Splitter","desc":"The dragon can remain submerged in sand and gravel for up to 4 hours. It has advantage on Stealth checks made to hide in this way."},{"name":"Legendary Resistance (3/Day)","desc":"When the dragon fails a saving throw, it can choose to succeed instead. When it does, it sheds some of its scales, which turn to sand. If it has no more uses of this ability, its Armor Class is reduced to 17 until it finishes a long rest."},{"name":"Innate Spellcasting","desc":"The dragons spellcasting ability is Charisma (save DC 18). It can innately cast the following spells, requiring no material components. 3/day each:blur, silent image, blight, hypnotic pattern"}],"spell_list":[],"page_no":107,"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_adult-blue-dragon/"}]}