{"count":3207,"next":"https://api-beta.open5e.com/v1/monsters/?format=json&ordering=alignment&page=64","previous":"https://api-beta.open5e.com/v1/monsters/?format=json&ordering=alignment&page=62","results":[{"slug":"stygian-fat-tailed-scorpion","desc":"_The black carapace gleams in the desert sun, and its tail drips translucent venom. Even the largest lion avoids this scorpion._  \n**Highly Venomous.** Known for its small size and aggressive behavior, the Stygian fat-tailed scorpion brings a swift death to those who feel its toxic sting.  \n**Pit Traps.** A Stygian fat-tailed scorpion is no more than a foot long, with a tail about the same length. It weighs no more than 5 pounds for the largest specimens—they make excellent guard animals that require little food or care, and are often kept at the bottom of pits or in rarely used tunnels.  \n**Valuable Venom.** A dose of fat-tailed scorpion venom can be worth 4,000 gp or more to the right buyer.","name":"Stygian Fat-Tailed Scorpion","size":"Tiny","type":"Beast","subtype":"","group":null,"alignment":"unaligned","armor_class":14,"armor_desc":"natural armor","hit_points":10,"hit_dice":"4d4","speed":{"walk":30,"climb":20},"strength":3,"dexterity":16,"constitution":10,"intelligence":1,"wisdom":10,"charisma":2,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":null,"skills":{},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"","condition_immunities":"","senses":"darkvision 60 ft., passive Perception 10","languages":"-","challenge_rating":"3","cr":3.0,"actions":[{"name":"Multiattack","desc":"The scorpion makes three attacks: two with its claws and one with its sting."},{"name":"Claw","desc":"Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 1 bludgeoning damage.","attack_bonus":5,"damage_dice":"1"},{"name":"Sting","desc":"Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 1 piercing damage, plus 21 (6d6) poison damage and the target is poisoned until it completes a short or long rest. A successful DC 10 Constitution saving throw reduces the poison damage to half and prevents the poisoned condition. If the target fails this saving throw while already poisoned, it gains one level of exhaustion in addition to the other effects.","attack_bonus":5,"damage_dice":"6d6+1"}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":null,"spell_list":[],"page_no":340,"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_stygian-fat-tailed-scorpion/"},{"slug":"suturefly","desc":"_These darting creatures resemble dragonflies, but with three pairs of gossamer wings and a body made from splintered wood. Flashes of bright colors run along their bodies._  \n**Sew Mouths Shut.** Forest folk rarely speak when sutureflies dart through the trees, because these creatures listen for lies and sew any offender’s mouth, nose, and eyes shut. Some say the old woods hide nothing but liars, and that is why the deepest forest is shrouded in silence. Others say that the forest uses sutureflies to smother those who break its covenants or reveal its secrets.  \nAdventurers see a suturefly’s handiwork more often than they glimpse one of the creatures directly: corpses with mouths and noses stitched shut lie in the underbrush, mysterious children whose mouths are ringed with black puncture marks observe intruders from afar, and dryads step from trees, their eyes sewn shut against the evils of civilization.  \n**Seek Out Curses.** Numerous suturefly varieties exist. Some attack based on verbal triggers other than lies. Black‑banded sutureflies, for instance, detect curses and religious blasphemies.  \nWhen attacking, sutureflies dart from hiding to gain surprise. Once they sew someone’s mouth closed, they target the same victim’s nose, unless threatened by another opponent. Sutureflies attack until they have sewn all of their opponents’ mouths, eyes and noses closed or until they’re destroyed.","name":"Suturefly","size":"Tiny","type":"Beast","subtype":"","group":null,"alignment":"unaligned","armor_class":14,"armor_desc":"","hit_points":7,"hit_dice":"3d4","speed":{"hover":true,"walk":10,"fly":40},"strength":1,"dexterity":19,"constitution":10,"intelligence":1,"wisdom":12,"charisma":4,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":null,"skills":{"stealth":6},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"","condition_immunities":"","senses":"darkvision 60 ft., passive Perception 11","languages":"-","challenge_rating":"1/4","cr":0.25,"actions":[{"name":"Sew","desc":"Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 1 piercing damage, and the suturefly sews the target's mouth, nose, or eye closed. With supernatural speed, the suturefly repeatedly pierces the target's face, each time threading a loop of the target's own skin through the previous hole. These skin loops rapidly blacken, shrink, and draw the orifice tightly closed. It takes two actions and a sharp blade to sever the loops and reopen the orifice, and the process causes intense pain and 2 slashing damage. A victim whose mouth and nose have been sewn shut begins suffocating at the start of his or her next turn.","attack_bonus":6,"damage_dice":"1"}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Camouflage","desc":"A suturefly in forest surroundings has advantage on Dexterity (Stealth) checks."},{"name":"Detect Blasphemy","desc":"The most common variety of suturefly attacks any creature that blasphemes aloud, which it can detect at a range of 100 feet unless the blasphemer makes a successful DC 13 Charisma saving throw."}],"spell_list":[],"page_no":372,"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_suturefly/"},{"slug":"swamp-adder","desc":"_A vicious snake with a squat, diamond-shaped head, a puffed neck, and a peculiar yellow band around its body, the swamp adder is a stout, somewhat lethargic hunter._  \n_**Marsh Hunter.**_ This venomous snake—sometimes known as the “speckled band”—is native to the marshes of southern realms, where it devours waterfowl and incautious halflings.  \n_**Bred for Venom.**_ The swamp adder is simultaneously feared and prized for its potent paralytic venom. A swamp adder is quite thin, though it may grow up to 12 feet long and the largest weigh as much as 50 pounds. A dose of paralytic swamp adder venom is worth 3,000 gp or more on the black market.","name":"Swamp Adder","size":"Small","type":"Beast","subtype":"","group":null,"alignment":"unaligned","armor_class":13,"armor_desc":"","hit_points":18,"hit_dice":"4d6+4","speed":{"walk":30},"strength":4,"dexterity":16,"constitution":12,"intelligence":1,"wisdom":10,"charisma":4,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":null,"skills":{},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"","condition_immunities":"","senses":"blindsight 10 ft., passive Perception 10","languages":"-","challenge_rating":"1/4","cr":0.25,"actions":[{"name":"Bite","desc":"Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 1 piercing damage, and the target must make a successful DC 11 saving throw or become poisoned. While poisoned this way, the target is paralyzed and takes 3(1d6) poison damage at the start of each of its turns. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself with a success.","attack_bonus":5,"damage_dice":"1d6"}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Swamp Camouflage","desc":"The swamp adder has advantage on Dexterity (Stealth) checks while in swamp terrain."}],"spell_list":[],"page_no":354,"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_swamp-adder/"},{"slug":"titanoboa","desc":"_A This titanic green serpent can raise its enormous head high above, as much as 20 feet high. Its body extends in seemingly endless coils._  \n**Territorial and Aggressive.** Territorial and voracious, the rare titanoboa devours all trespassers in its domain. Stronger and faster than the giant anaconda, the true king of the rainforest is also more stubborn, fighting off entire groups of hunters and poachers. When stalking prey, these great serpents strike from ambush, swallowing even many dinosaurs in one bite.  \n**Blinding Scales.** Against groups of foes, titanoboas trust in their ability to dazzle their enemies with the light reflected from their scales, using this distraction to entwine the stunned foes in crushing coils.  \n**Slow to Mate.** Titanoboas mate rarely. They live for hundreds of years and never stop growing, which makes the need for propagation less urgent. When two titanoboas nest, the result is a brood of a half-dozen smaller snakes (giant constrictor snakes). An adult titanoboa is at least 80 feet long and weighs 6,000 lb. or more.","name":"Titanoboa","size":"Gargantuan","type":"Beast","subtype":"","group":null,"alignment":"unaligned","armor_class":14,"armor_desc":"natural armor","hit_points":232,"hit_dice":"15d20+75","speed":{"walk":40,"climb":40,"swim":40},"strength":26,"dexterity":10,"constitution":20,"intelligence":3,"wisdom":10,"charisma":3,"strength_save":null,"dexterity_save":5,"constitution_save":null,"intelligence_save":null,"wisdom_save":5,"charisma_save":null,"perception":5,"skills":{"perception":5},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"","condition_immunities":"","senses":"blindsight 10 ft., passive Perception 15","languages":"-","challenge_rating":"12","cr":12.0,"actions":[{"name":"Multiattack","desc":"The titanoboa makes one bite attack and one constrict attack."},{"name":"Bite","desc":"Melee Weapon Attack: +13 to hit, reach 10 ft., one target. Hit: 21 (3d8 + 8) piercing damage. If the target is a Huge or smaller creature, it must succeed on a DC 18 Dexterity saving throw or be swallowed by the titanoboa. A swallowed creature is blinded and restrained, has total cover against attacks and other effects outside the snake, and takes 21 (6d6) acid damage at the start of each of the titanoboa's turns. If the titanoboa takes 30 damage or more on a single turn from a creature inside it, the titanoboa must succeed on a DC 15 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 titanoboa. If the titanoboa dies, a swallowed creature is no longer restrained by it and can escape from the corpse by using 20 feet of movement, exiting prone.","attack_bonus":13,"damage_dice":"3d8+8"},{"name":"Constrict","desc":"Melee Weapon Attack: +13 to hit, reach 15 ft., one target. Hit: 27 (3d12 + 8) bludgeoning damage, and the target is grappled (escape DC 18). Until this grapple ends, the target is restrained, and the titanoboa can't constrict another target.","attack_bonus":13,"damage_dice":"3d12"}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Slither","desc":"If the titanoboa hasn't eaten a Huge creature in the last 24 hours, it can move through a space as narrow as 10 feet wide without squeezing, or 5 feet while squeezing."},{"name":"Sparkling Scales","desc":"The titanoboa's scales refract light in iridescent cascades that are hypnotic to gaze upon. If the titanoboa is in bright light, a creature within 30 feet that looks at it must make a successful DC 17 Wisdom saving throw or be stunned until the end of its next turn. Unless surprised, a creature can avoid the saving throw by choosing to avert its eyes at the start of its turn. A creature that averts its eyes can't see the titanoboa until the start of its next turn, when it can choose to avert its eyes again. If the creature looks at the titanoboa in the meantime, it must immediately make the saving throw."}],"spell_list":[],"page_no":382,"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_titanoboa/"},{"slug":"treacle","desc":"_A curious bunny, an abandoned infant, or a delicate songbird can spell slow and agonizing death for the unprepared. Beneath any of these facades may lurk a treacle waiting to feed on a gullible victim, mewling and cooing all the while. Whether by natural selection or arcane tampering, these compact oozes prey on kindness._  \n**Diet of Blood.** Treacles feed on blood but lack the natural weapons or acid of larger slimes. To survive, prey must welcome and embrace them, unaware of the threat. The treacles’ soft bodies absorb psychic impressions and take the shape of unthreatening creatures. In the wild, treacles assume the form of an animal’s offspring to lie close for several hours.  \n**Pet Polymorph.** Among humanoids, treacles transform into pets, infants, or injured animals. In the most horrific cases, these oozes resemble children’s toys. Treacles don’t choose their forms consciously, but instead rely on a primitive form of telepathy to sense which shapes a potential victim finds least threatening or most enticing. They can hold a new shape for several hours, even if the intended victim is no longer present.  \n**Slow Drain.** Once they have assumed a nonthreatening form, treacles mewl, sing, or make pitiful noises to attract attention. Once they’re in contact with a potential victim, treacles drain blood slowly, ideally while their prey sleeps or is paralyzed. If threatened or injured, treacles flee. A sated treacle detaches from its victim host and seeks a cool, dark place to rest and digest. With enough food and safety, a treacle divides into two fully-grown oozes. Rarely, a mutation prevents this division, so that the sterile treacle instead grows in size. The largest can mimic human children and the elderly.  \nTreacles are small, weighing less than six lb. Their natural forms are pale and iridescent, like oil on fresh milk, but they’re seldom seen this way.","name":"Treacle","size":"Tiny","type":"Ooze","subtype":"","group":null,"alignment":"unaligned","armor_class":13,"armor_desc":"natural armor","hit_points":22,"hit_dice":"4d4+12","speed":{"walk":15,"climb":10},"strength":4,"dexterity":6,"constitution":17,"intelligence":1,"wisdom":1,"charisma":10,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":null,"skills":{"deception":4},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"","condition_immunities":"","senses":"blindsight 60 ft., passive Perception 10","languages":"-","challenge_rating":"1/4","cr":0.25,"actions":[{"name":"Reshape","desc":"The treacle assumes the shape of any tiny creature or object. A reshaped treacle gains the movement of its new form but no other special qualities."},{"name":"Blood Drain (1/hour)","desc":"A treacle touching the skin of a warm-blooded creature inflicts 4 (1d8) necrotic damage per hour of contact, and the victim's maximum hit points are reduced by the same number. Blood is drained so slowly that the victim doesn't notice the damage unless he or she breaks contact with the treacle (sets it down or hands it to someone else, for example). When contact is broken, the victim notices blood on his or her skin or clothes with a successful DC 13 Wisdom (Perception) check."}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Amorphous","desc":"The treacle can move through a space as narrow as 1 inch wide without squeezing."},{"name":"Charming Presence","desc":"The treacle has an uncanny ability to sense and to play off of another creature's emotions. It uses Charisma (Deception) to oppose Wisdom (Insight or Perception) skill checks made to see through its ruse, and it has advantage on its check."}],"spell_list":[],"page_no":387,"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_treacle/"},{"slug":"ushabti","desc":"_The eye sockets in a large, ornate death mask suddenly ignite with a golden radiance. With the creak of long-unused limbs, this towering figure in ancient armor raises a khopesh and scepter once more._  \n**Tomb Servants.** Ushabtis were placed in ancient tombs as servants for the tomb’s chief occupants in the afterlife. They are long-lasting constructs that can tend to physical work and maintenance inside sealed tombs where flesh-and-blood laborers couldn’t survive.  \n**Slaughter Tomb Robbers.** Ushabtis are most commonly encountered in their roles as guardians—a function they fulfill very effectively. An ushabti is sometimes obvious from the blood of its victims, staining its form. Some tombs are littered with bones of tomb robbers an ushabti has dispatched.  \n**Khopesh and Scepter.** Most ushabtis have human faces and proportions, with features resembling a death mask. When at rest, they stand or lie with arms folded across their chests, clutching their scepter and khopesh. Many variations have been found, however, including some that are completely inhuman, animal‑headed, or that have abstract or fanciful designs such as a sun sphere head or a body made entirely of papyrus scrolls.  \n**Constructed Nature.** An ushabti doesn’t require air, food, drink, or sleep.","name":"Ushabti","size":"Large","type":"Construct","subtype":"","group":null,"alignment":"unaligned","armor_class":18,"armor_desc":"natural armor","hit_points":105,"hit_dice":"10d10+50","speed":{"walk":30},"strength":21,"dexterity":17,"constitution":20,"intelligence":11,"wisdom":19,"charisma":9,"strength_save":null,"dexterity_save":null,"constitution_save":7,"intelligence_save":null,"wisdom_save":null,"charisma_save":3,"perception":8,"skills":{"arcana":4,"history":4,"perception":8},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"poison; bludgeoning, piercing, and slashing from nonmagical attacks","condition_immunities":"charmed, exhaustion, frightened, paralyzed, petrified, poisoned","senses":"darkvision 60 ft., passive Perception 18","languages":"Ancient language of DM's choice","challenge_rating":"9","cr":9.0,"actions":[{"name":"Multiattack","desc":"The ushabti makes one attack with Medjai's scepter and one with its khopesh."},{"name":"Medjai's Scepter","desc":"Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 12 (2d6 + 5) bludgeoning damage plus 10 (3d6) poison damage.","attack_bonus":9,"damage_dice":"2d6"},{"name":"Khopesh","desc":"Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 12 (2d6 + 5) slashing damage.","attack_bonus":9,"damage_dice":"2d6"}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Dynastic Aura","desc":"A creature that starts its turn within 15 feet of the ushabti must make a DC 17 Constitution saving throw, unless the ushabti is incapacitated. On a failed save, the creature has its breath stolen; it takes 9 (2d8) necrotic damage, and until the end of the ushabti's next turn, can't cast spells that require a verbal component or speak louder than a whisper. If a creature's saving throw is successful, the creature is immune to this ushabti's Dynastic Aura for the next 24 hours."},{"name":"Healing Leech","desc":"If a creature within 30 feet of the ushabti regains hit points from a spell or a magical effect, the creature gains only half the normal number of hit points and the ushabti gains the other half."},{"name":"Immutable Form","desc":"The ushabti is immune to any spell or effect that would alter its form."},{"name":"Magic Resistance","desc":"The ushabti has advantage on saving throws against spells and other magical effects."},{"name":"Magic Weapons","desc":"The ushabti's weapon attacks are magical."}],"spell_list":[],"page_no":394,"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_ushabti/"},{"slug":"vesiculosa","desc":"_This glittering pool stands among lush and verdant fruiting plants._  \n**Underground Oasis.** A vesiculosa is a huge, burrowing pitcher plant that dwells in oases, spurring nearby growth and luring in prey with soporific scents and tainted water. A vesiculosa’s body is buried in the ground, with only its rootlets swarming in the open in ropy tangles. It catches meals with these rootlets and drags them to its mouth. Usually these morsels are unconscious, but the rootlets can put up a fight if they must.  \n**Rich Sapphire Heartvine.** A vesiculosa’s heartvine resembles a lump of sapphire and is highly prized by alchemists (worth 1,000 gp). It can be reached with an hour or two of hard digging.","name":"Vesiculosa","size":"Gargantuan","type":"Plant","subtype":"","group":null,"alignment":"unaligned","armor_class":15,"armor_desc":"natural armor","hit_points":203,"hit_dice":"14d20+56","speed":{"walk":0,"burrow":5},"strength":20,"dexterity":10,"constitution":19,"intelligence":2,"wisdom":14,"charisma":2,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":6,"skills":{"perception":6},"damage_vulnerabilities":"","damage_resistances":"fire, bludgeoning, piercing","damage_immunities":"","condition_immunities":"charmed, blinded, deafened, frightened, prone","senses":"tremorsense 60 ft., passive Perception 16","languages":"-","challenge_rating":"11","cr":11.0,"actions":[{"name":"Multiattack","desc":"The vesiculosa uses Entrap 4 times, and uses Reel and Engulf once each. It loses one Entrap attack for each rootlet swarm that's been destroyed."},{"name":"Entrap","desc":"The vesiculosa targets a Large or smaller creature within 5 feet of one of its rootlet swarms. The target takes 10 (4d4) piercing damage and is grappled (escape DC 15), or takes half damage and isn't grappled if it makes a successful DC 17 Dexterity saving throw. Until the grapple ends, the target is restrained, it has disadvantage on Strength checks and Strength saving throws, and that rootlet swarm can't entrap another target."},{"name":"Reel","desc":"Each rootlet swarm that has a creature grappled moves up to 20 feet toward the vesiculosa's main body. Rootlets wander up to 100 feet from the main body."},{"name":"Engulf","desc":"The vesiculosa engulfs all restrained or unconscious creatures within 5 feet of its main body (up to 2 Large, 4 Medium or 8 Small creatures). An engulfed creature is restrained, has total cover against attacks and other effects outside the vesiculosa, and takes 21 (6d6) acid damage at the start of each of the vesiculosa's turns. When the vesiculosa moves, the engulfed creature moves with it. An engulfed creature can try to escape by using an action to make a DC 15 Strength check. On a success, the creature escapes and enters a space of its choice within 5 feet of the vesiculosa's main body."}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"False Appearance","desc":"While the vesiculosa remains motionless, it is indistinguishable from a normal pool of water."},{"name":"Rich Sapphire Heartvine","desc":"A vesiculosa's heartvine resembles a lump of sapphire and is highly prized by alchemists (worth 1,000 gp). It can be reached with an hour or two of hard digging."},{"name":"Rootlet Swarms","desc":"The vesiculosa is surrounded at all times by four Medium swarms of Tiny rootlets that move as the vesiculosa directs. Each swarm has a speed of 30 feet, can be targeted independently, has 25 hit points, and (unlike the parent plant) quite vulnerable to fire damage. Other than that, they have the same statistics as the vesiculosa's main body. For each swarm that drops to 0 hit points, the vesiculosa loses one of its Entrap attacks. A destroyed swarm regrows in 24 hours."},{"name":"Sweet Water","desc":"The vesiculosa's pool emits a sweet fragrance that lures creatures to drink. Creatures that are neither undead nor constructs within 60 feet must succeed on a DC 16 Wisdom saving throw or be compelled to approach the vesiculosa and drink. The water is cool and refreshing but carries a sleeping poison: any creature (other than undead and constructs) that drinks from it regains 1d4 hp and recovers from 1 level of exhaustion, but must succeed on a DC 15 Constitution saving throw against poison or fall unconscious for 1 minute. If the saving throw fails by 5 or more, the creature is unconscious for 1 hour. An unconscious creature wakes up if it takes damage or if another creature uses an action to shake it awake."},{"name":"Verdant","desc":"The vesiculosa's sap seeps into the soil, promoting lush vegetation. At any given time, 3d6 beneficial fruits (fruit, nuts, figs, dates) can be found within 30 feet of the vesiculosa. These have the same effect as berries from a goodberry spell, but they retain their potency for one week after being picked or after the vesiculosa is killed."}],"spell_list":[],"page_no":399,"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_vesiculosa/"},{"slug":"vine-troll-skeleton","desc":"_These troll skeletons are completely covered in mold and wrapped in flowering vines, and lurk in the shadows of dead tree and profaned groves._  \n**Black Earth Magic.** Vine troll skeletons guard duskthorn dryad glades and the sacred circles of druids; others serve the vila or even moss lurker colonies as guardians. In each case, they were created by dark earth magic for a purpose, and that energy empowers great strength and endurance—but little in the way of wits.  \n**Constant Regrowth.** Their vines regenerate quickly, even after they die. Their powerful regeneration allows vine troll skeletons to reattach severed limbs. Only fire or acid can destroy them and render the living vines harmless.  \n**Bound to a Tree’s Heart.** Vine troll skeletons are direct offshoots of the main vine wrapped around a duskthorn dryad’s tree, a treant, or a weeping treant. Vine troll skeletons are mindless aside from a desire to defend their parent tree, and enchanted troll hearts inside the tree provide their power. Destroying the heart at the center of the tree kills the skeleton bound to that heart instantly.","name":"Vine Troll Skeleton","size":"Large","type":"Plant","subtype":"","group":null,"alignment":"unaligned","armor_class":16,"armor_desc":"natural armor","hit_points":119,"hit_dice":"14d10+42","speed":{"walk":30},"strength":20,"dexterity":12,"constitution":16,"intelligence":6,"wisdom":8,"charisma":5,"strength_save":null,"dexterity_save":null,"constitution_save":12,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":null,"skills":{},"damage_vulnerabilities":"","damage_resistances":"bludgeoning,","damage_immunities":"poison","condition_immunities":"deafened, exhaustion, poisoned","senses":"darkvision 60 ft., passive Perception 12","languages":"-","challenge_rating":"9","cr":9.0,"actions":[{"name":"Multiattack","desc":"The skeleton makes one bite attack and two claw attacks."},{"name":"Bite","desc":"Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 21 (3d10 + 5) piercing damage.","attack_bonus":8,"damage_dice":"3d10"},{"name":"Claw","desc":"Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 18 (3d8 + 5) slashing damage.","attack_bonus":8,"damage_dice":"3d8"}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Regeneration","desc":"The vine troll skeleton regains 5 hit points at the start of its turn if it is within 10 feet of the duskthorn dryad's vines and it hasn't taken acid or fire damage since its previous turn. The skeleton dies only if it starts its turn with 0 hit points and doesn't regenerate, or if the duskthorn dryad who created it dies, or if the troll's heart inside the dryad's or treant's tree is destroyed."}],"spell_list":[],"page_no":351,"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_vine-troll-skeleton/"},{"slug":"water-leaper","desc":"_The water leaper is a frogheaded, legless creature with wide batlike wings and a gaping maw. Its shrieks resemble those of a hawk. Its long, sinuous tail tapers and ends in a venomous barb._  \n**Gliding Wings.** The creature has no legs or arms, but sports a pair of wide, membranous wings. It uses the wings to glide beneath the water, as well as to soar through the air.  \n**Scourge of Waterways.** Water leapers plague fresh lakes and rivers. The creatures prey on animals that come to the water’s edge to drink, as well as on fishermen that ply their trade in the water leaper’s territory. Stories circulate among fishermen of fishing grounds notorious for broken lines and missing bait, and fishermen give these areas a wide berth for fear of water leapers. Desperate or unwary fishermen who ignore the warnings are never seen again; drifting, empty boats are the only sign of their passing.","name":"Water Leaper","size":"Large","type":"Monstrosity","subtype":"","group":null,"alignment":"unaligned","armor_class":14,"armor_desc":"natural armor","hit_points":97,"hit_dice":"13d10+26","speed":{"walk":5,"fly":50,"swim":40},"strength":16,"dexterity":14,"constitution":15,"intelligence":4,"wisdom":12,"charisma":5,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":null,"skills":{},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"","condition_immunities":"","senses":"darkvision 60 ft., passive Perception 11","languages":"-","challenge_rating":"4","cr":4.0,"actions":[{"name":"Multiattack","desc":"The water leaper uses its shriek and makes one bite attack and one stinger attack."},{"name":"Bite","desc":"Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) piercing damage and the target is grappled (escape DC 13). Until this grapple ends, the target is restrained and the water leaper can't bite another target.","attack_bonus":5,"damage_dice":"2d6+3"},{"name":"Shriek","desc":"The water leaper lets out a blood-curdling shriek. Every creature within 40 feet that can hear the water leaper must make a successful DC 12 Constitution saving throw or be frightened until the start of the water leaper's next turn. A creature that successfully saves against the shriek is immune to the effect for 24 hours."},{"name":"Stinger","desc":"Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) piercing damage and the target must make a successful DC 12 Constitution saving throw or be poisoned for 1 minute. While poisoned in this way, the creature takes 7 (2d6) poison damage at the start of its turn. A poisoned creature repeats the saving throw at the end of its turn, ending the effect on a success.","attack_bonus":5,"damage_dice":"1d6"},{"name":"Swallow","desc":"The water leaper makes a bite attack against a medium or smaller creature it is grappling. If the attack hits, the target is swallowed and the grapple ends. The swallowed target is blinded and restrained, and has total cover against attacks and other effects outside the water leaper. A swallowed target takes 10 (3d6) acid damage at the start of the water leaper's turn. The water leaper can have one creature swallowed at a time. If the water leaper dies, the swallowed creature is no longer restrained and can use 5 feet of movement to crawl, prone, out of the corpse."}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Amphibious","desc":"The water leaper can breathe both air and water."},{"name":"Camouflage","desc":"The water leaper has advantage on Dexterity (Stealth) checks when underwater."}],"spell_list":[],"page_no":406,"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_water-leaper/"},{"slug":"weaving-spider","desc":"This clockwork creature looks like a mechanical spider with long, spindly legs, including one equipped with a particularly sharp blade that’s disproportionately large for the creature’s body.  \n_**Cloth Makers.**_ These tiny but useful devices are a boon to weavers as they help produce clothing—and they also sometimes serve as spies and defenders, for nothing is so invisible as a simple machine making cloth, day in and day out. As their name implies, these devices resemble large spiders but with ten limbs instead of eight. Two of their legs are equipped with loops or crooks useful in guiding thread on a loom, six are for moving and climbing, one is for stitching and extremely fast needlework, and one has a razor-sharp blade used to trim thread or cloth (or for attacking foes).  \n_**Throw Poison.**_ Weaving spiders rarely initiate combat unless directed to by their owners, but they instinctively defend themselves, their masters, and other weavers. A weaving spider throws its poisoned shuttle at the nearest foe, then climbs along the strand to attack that foe. Weaving spiders fight until destroyed or ordered to stand down. When spying, they flee as soon as they are threatened, to preserve whatever information they have gathered.  \n_**Constructed Nature.**_ A clockwork weaving spider doesn’t require air, food, drink, or sleep.","name":"Weaving Spider","size":"Tiny","type":"Construct","subtype":"","group":null,"alignment":"unaligned","armor_class":15,"armor_desc":"natural armor","hit_points":25,"hit_dice":"10d4","speed":{"walk":40,"climb":40},"strength":10,"dexterity":16,"constitution":10,"intelligence":9,"wisdom":8,"charisma":8,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":null,"skills":{},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"poison","condition_immunities":"blinded, charmed, deafened, exhaustion, frightened, paralyzed, poisoned","senses":"darkvision 60 ft., passive Perception 14","languages":"understands Common","challenge_rating":"1","cr":1.0,"actions":[{"name":"Multiattack","desc":"The weaving spider makes two trimming blade attacks or two needle shuttle attacks."},{"name":"Trimming Blade","desc":"Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) slashing damage and possible unmaking.","attack_bonus":5,"damage_dice":"2d6"},{"name":"Poisoned Needle Shuttle","desc":"Ranged Weapon Attack: +5 to hit, range 30 ft., one target. Hit: 7 (1d8 + 3) piercing damage, and the target must succeed on a DC 13 Constitution saving throw or become paralyzed. The target repeats the saving throw at the end of each of its turns, ending the effect on itself with a success.","attack_bonus":5,"damage_dice":"1d8"},{"name":"Unmaking","desc":"The weaving spider's speed and its slim, sharp blade can slice cloth, leather, and paper into scraps very quickly. Whenever a weaving spider's trimming blade attack roll exceeds the target's armor class by 5 or more, the target must succeed on a DC 13 Dexterity saving throw or one of their possessions becomes unusable or damaged until repaired (DM's choice)"}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Immutable Form","desc":"The weaving spider is immune to any spell or effect that would alter its form."},{"name":"Magic Resistance","desc":"The weaving spider has advantage on saving throws against spells and other magical effects."}],"spell_list":[],"page_no":66,"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_weaving-spider/"},{"slug":"wharfling","desc":"_Hairless, ugly, and usually dripping water, the wharfling is a nocturnal raider and fond of stealing from fishmongers and jewelers alike._  \n**Waterborne Packs.** Wharflings have large, webbed hands and feet and oversized mouths. An adept fish catcher, wharflings establish dens near the shores of oceans, lakes, and rivers, and they often move in family groups of 3 or more.  \n**Thieving Gits.** Those who have been bitten by a wharfling rightly fear their needle-like teeth, but most coastal communities hate the animal more for its propensity for theft. Their lairs are invariably filled with stolen metal trinkets.","name":"Wharfling","size":"Tiny","type":"Beast","subtype":"","group":null,"alignment":"unaligned","armor_class":13,"armor_desc":"","hit_points":6,"hit_dice":"4d4 - 4","speed":{"walk":30,"climb":30,"swim":20},"strength":4,"dexterity":16,"constitution":8,"intelligence":2,"wisdom":12,"charisma":8,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":3,"skills":{"perception":3},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"","condition_immunities":"","senses":"darkvision 60 ft., passive Perception 13","languages":"-","challenge_rating":"1/8","cr":0.125,"actions":[{"name":"Bite","desc":"Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d4 + 3) piercing damage, and the target is grappled (escape DC 10). Until this grapple ends, the wharfling can't use its bite on another target. While the target is grappled, the wharfling's bite attack hits it automatically.","attack_bonus":5,"damage_dice":"1d4+3"},{"name":"Pilfer","desc":"A wharfling that has an opponent grappled at the start of its turn can make a Dexterity (Sleight of Hand) check as a bonus action. The DC for this check equals 10 plus the grappled target's Dexterity modifier. If the check is successful, the wharfling steals some small metallic object from the target, and the theft is unnoticed if the same result equals or exceeds the target's passive Perception. A wharfling flees with its treasure."}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":null,"spell_list":[],"page_no":407,"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_wharfling/"},{"slug":"wharfling-swarm","desc":"_An undulating mass of flesh and teeth, a wharfling swarm is a horrific sight by moonlight._  \n**Bloodthisty Mobs.** These masses of hairless bodies writhe along the coast in the moonlight, and often are mistaken for shoggoths or other much larger creatures. Squeals mingle with the screams of unfortunate fishermen caught in its path.  \n**Beach Swarms.** Periodically, wharflings congregate in huge numbers and tear along the shoreline for miles before finally returning to their dens. Why they gather this way is unknown, but most locals know to avoid the shore on these nights.","name":"Wharfling Swarm","size":"Large","type":"Beast","subtype":"Swarm","group":null,"alignment":"unaligned","armor_class":14,"armor_desc":"natural armor","hit_points":63,"hit_dice":"14d10 - 14","speed":{"walk":30,"climb":30,"swim":20},"strength":10,"dexterity":16,"constitution":8,"intelligence":2,"wisdom":12,"charisma":7,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":3,"skills":{"perception":3},"damage_vulnerabilities":"","damage_resistances":"bludgeoning, piercing, slashing","damage_immunities":"","condition_immunities":"charmed, frightened, paralyzed, petrified, prone, restrained, stunned","senses":"darkvision 60 ft., passive Perception 13","languages":"-","challenge_rating":"4","cr":4.0,"actions":[{"name":"Bites","desc":"Melee Weapon Attack: +5 to hit, reach 0 ft., one creature in the swarm's space. Hit: 21 (6d6) piercing damage, or 10 (3d6) piercing damage if the swarm has half of its hit points or fewer.","attack_bonus":5,"damage_dice":"6d6"},{"name":"Locking Bite","desc":"When a creature leaves a wharfling swarm's space, 1d3 wharflings remain grappled to them (escape DC 10). Each wharfling inflicts 5 (1d4 + 3) piercing damage at the start of the creature's turns until it escapes from the grapples."},{"name":"Pilfer","desc":"A wharfling swarm makes 1d6 Dexterity (Sleight of Hand) checks each round against every creature in the swarm's space. The DC for each check equals 10 plus the target creature's Dexterity modifier. For each successful check, the wharflings steal some small metallic object from the target, and the theft is unnoticed if the same result equals or exceeds the target's passive Perception."}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Swarm","desc":"The swarm can occupy another creature's space and vice versa, and the swarm can move through any opening large enough for a tiny wharfling. The swarm can't regain hit points or gain temporary hit points."}],"spell_list":[],"page_no":407,"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_wharfling-swarm/"},{"slug":"xanka","desc":"_This small metallic globe skitters about on many-jointed legs._  \n**Cleaning Constructs.** Created by gnomish tinkerers, xanka are constructs whose purpose is cleaning up their masters’ messy workshops. Most xanka are built from copper, brass, or bronze, but gold, silver, and platinum varieties have been seen in the houses of nobles and rich merchants.  \nXanka are not built for fighting— their instinct tells them to skitter for cover when danger threatens— but they will defend themselves when cornered.  \n**Follow Commands.** These constructs only obey simple commands that relate to the removal of garbage. They communicate with each other, but how they do it is unknown.  \n**Absorb Matter.** When a xanka touches matter with its globular body, it absorbs that matter into itself and breaks it down into energy, so that it can seek out more matter to absorb. Gnomes use them to keep the halls and streets clear of refuse. Xanka can absorb matter equaling half their body size every 6 seconds, but all this absorbing and converting doesn’t alter the xanka’s size.  \n**Constructed Nature.** A xanka doesn’t require air, food, drink, or sleep.","name":"Xanka","size":"Small","type":"Construct","subtype":"","group":null,"alignment":"unaligned","armor_class":15,"armor_desc":"natural armor","hit_points":18,"hit_dice":"4d6+4","speed":{"walk":25,"climb":15},"strength":10,"dexterity":15,"constitution":12,"intelligence":4,"wisdom":10,"charisma":7,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":null,"skills":{},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"","condition_immunities":"charmed, exhaustion, frightened,","senses":"blindsight 120 ft., passive Perception 10","languages":"Understands the languages of its creator but can't","challenge_rating":"1/4","cr":0.25,"actions":[{"name":"Absorb","desc":"Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) force damage, and the xanka regains hit points equal to the damage caused by its attack. In addition, a living creature hit by this attack must make a successful DC 12 Dexterity saving throw or suffer a gaping wound that causes 2 (1d4) necrotic damage at the end of each of the creature's turns until the wound is treated with magical healing or with a successful DC 10 Intelligence (Medicine) check. If a creature who fails this saving throw is wearing armor or using a shield, the creature can choose to prevent the necrotic damage by permanently reducing the AC of its armor or shield by 1 instead.","attack_bonus":4,"damage_dice":"1d8+2"}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Ingest Weapons","desc":"When the xanka is hit by a melee weapon and the final, adjusted attack roll is 19 or less, the weapon gains a permanent -1 penalty to damage rolls, after inflicting damage for this attack. If the penalty reaches -5, the weapon is destroyed. Even magic weapons are subject to this effect."},{"name":"Magic Weapons","desc":"The xanka's weapon attacks are magical."},{"name":"Constructed Nature","desc":"A xanka doesn't require air, food, drink, or sleep."}],"spell_list":[],"page_no":411,"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_xanka/"},{"slug":"ychen-bannog","desc":"_Ychen bannogs are massive, ox-like beasts with thick, wooly coats and great horns like the gods’ battering rams. They stand over 40 feet tall at the shoulder and weigh hundreds of tons. Despite their awe-inspiring size, these towering creatures are peaceful wanderers in the wilderness, where their calls echo for miles._  \n**Strongest Beasts in the World.** Legends are built on their sturdy backs. Capable of pulling 670 tons (or carrying 134 tons on their backs), ychen bannogs are the strongest beasts of burden in the known world. Tamed ychen bannogs can haul entire communities, or even small castles, and a clever dwarf with a ychen bannog at her disposal can carve out enormous riverbeds, haul enormous stones, or reshape entire valleys with ease.  \n**Ychen Warships.** Giants have a particular affinity with the ychen bannogs. In times of war, giants sometimes build complex siege platforms atop these beasts, making effective transport for small armies of giants. Thankfully, ychen bannogs are rare enough that even seeing one in an army is a tale to be told for generations.  \n**Louder Than Thunder.** When riled, a ychen bannog can bellow loudly enough to shatter stones and knock down walls.","name":"Ychen Bannog","size":"Gargantuan","type":"Beast","subtype":"","group":null,"alignment":"unaligned","armor_class":17,"armor_desc":"natural armor","hit_points":231,"hit_dice":"14d20+84","speed":{"walk":50},"strength":28,"dexterity":10,"constitution":23,"intelligence":3,"wisdom":12,"charisma":10,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":null,"skills":{},"damage_vulnerabilities":"","damage_resistances":"bludgeoning","damage_immunities":"","condition_immunities":"exhaustion","senses":"passive Perception 11","languages":"-","challenge_rating":"11","cr":11.0,"actions":[{"name":"Multiattack","desc":"The ychen bannog makes one gore attack and one stomp attack."},{"name":"Gore","desc":"Melee Weapon Attack: +13 to hit, reach 10 ft., one target. Hit: 27 (4d8 + 9) piercing damage.","attack_bonus":13,"damage_dice":"4d8"},{"name":"Stomp","desc":"Melee Weapon Attack: +13 to hit, reach 10 ft., one target. Hit: 31 (4d10 + 9) bludgeoning damage. If the target is a creature, it must succeed on a DC 21 Strength saving throw or be knocked prone.","attack_bonus":13,"damage_dice":"4d10"},{"name":"Destroying Bellow (Recharge 5-6)","desc":"The ychen bannog delivers a fearsome bellow that can be heard up to ten miles away. Structures and unattended objects in a 60-foot cone take 55 (10d10) thunder damage. Creatures in the cone take 27 (5d10) thunder damage and are deafened for 1 hour, or take half damage and aren't deafened with a successful DC 18 Constitution saving throw."}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Ever-Sharp Horns","desc":"The ychen bannog deals triple damage dice when it scores a critical hit with a gore attack."},{"name":"Overrun","desc":"When the ychen bannog takes the Dash action, it can move through the space of a Large or smaller creature, treating the creature's space as difficult terrain. As it moves through the creature's space, the ychen bannog can make a stomp attack as a bonus action."},{"name":"Peaceful Creature","desc":"The ychen bannog abhors combat and flees from it if possible. If unable to flee, the ychen bannog can attack a foe or obstacle to clear a path to safety. As an action, a driver or handler mounted on the ychen bannog or adjacent to it can make a DC 16 Wisdom (Animal Handling) check. On a success, the ychen bannog moves and attacks as directed by the driver. On a failure, the beast flees. The driver or handler must have proficiency in Animal Handling to attempt this check."}],"spell_list":[],"page_no":413,"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_ychen-bannog/"},{"slug":"young-spinosaurus","desc":"_A spinosaurus is a land and riverine predator capable of carrying a platoon of lizardfolk long distances on raids. Often called a river king or river dragon, they are worshipped by bullywugs and other primitive humanoids._  \n_**Friend to Lizardfolk.**_ The spinosaurus is a special saurian bred for size and loyalty by lizardfolk. Lizardfolk prize them like prime warhorses, and lavish them with food and care.  \n_**Enormous Size and Color.**_ This immense saurian has a long tooth-filled maw, powerful claws, and colorful spines running the length of its spine. An adult dire spinosaurus is 70 feet long and weighs 35,000 pounds or more, and a young spinosaurus is 20 feet long and weighs 6,000 pounds or more.  \n_**Swift Predator.**_ A spinosaurus is quick on both land and water.","name":"Young Spinosaurus","size":"Huge","type":"Beast","subtype":"","group":null,"alignment":"unaligned","armor_class":14,"armor_desc":"natural armor","hit_points":105,"hit_dice":"10d12+40","speed":{"walk":50,"swim":30},"strength":23,"dexterity":11,"constitution":19,"intelligence":2,"wisdom":11,"charisma":8,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":3,"skills":{"perception":3},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"","condition_immunities":"","senses":"passive Perception 13","languages":"-","challenge_rating":"5","cr":5.0,"actions":[{"name":"Multiattack","desc":"The spinosaurus makes one bite attack and two claw attacks."},{"name":"Bite","desc":"Melee Weapon Attack: +9 to hit, reach 10ft., one target. Hit: 25 (3d12 + 6) piercing damage. If the target is a Medium or smaller creature, it is grappled (escape DC 16). Until this grapple ends, the target is restrained and the spinosaurus can't bite another target.","attack_bonus":9,"damage_dice":"3d12"},{"name":"Claw","desc":"Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 13 (2d6 + 6) slashing damage.","attack_bonus":9,"damage_dice":"2d6"}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Tamed","desc":"The spinosaurus never willingly attacks any reptilian humanoid, and if forced or magically compelled to do so it suffers disadvantage on attack rolls. Up to three Medium or one Large creatures can ride the spinosaurus. This trait disappears if the spinosaurus spends a month away from any reptilian humanoid."}],"spell_list":[],"page_no":116,"environments":[],"img_main":null,"document__slug":"tob","document__title":"Tome of Beasts","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/tome-of-beasts-for-5th-edition-print/","v2_converted_path":"/v2/creatures/tob_young-spinosaurus/"},{"slug":"zanskaran-viper","desc":"Greenish liquid drips from the dagger-length fangs of this 20-foot-long monstrosity. They show little fear.  \n_**Human Hunters.**_ This giant venomous snake is known as one of the most lethal serpents, and one of the few that will attack an adult human. One bite from the Zanskaran viper can kill a healthy human in seconds, and its tough hide makes it difficult to dispatch quickly.  \n_**Jungle Bred.**_ A Zanskaran viper grows quickly in its jungle home, and some even venture into the savannah to terrorize antelopes and young giraffes. A full-grown Zanskaran viper is up to 30 feet long and weighs up to 400 pounds.  \n_**Famous but Rare Venom.**_ A dose of its viscous green venom is known to fetch as much as 2,500 gp on the black market, but it is rarely available.","name":"Zanskaran Viper","size":"Large","type":"Beast","subtype":"","group":null,"alignment":"unaligned","armor_class":14,"armor_desc":"natural armor","hit_points":38,"hit_dice":"4d10+16","speed":{"walk":30,"climb":10,"swim":30},"strength":12,"dexterity":11,"constitution":18,"intelligence":2,"wisdom":13,"charisma":2,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":null,"skills":{},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"","condition_immunities":"","senses":"darkvision 60 ft., passive Perception 11","languages":"-","challenge_rating":"1","cr":1.0,"actions":[{"name":"Bite","desc":"Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 10 (2d8 + 1) piercing damage, and the target must make a successful DC 14 Constitution saving throw or become poisoned. While poisoned this way, the target is blind and takes 7 (2d6) poison damage at the start of each of its turns. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself with a success.","attack_bonus":3,"damage_dice":"2d8"}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":null,"spell_list":[],"page_no":354,"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_zanskaran-viper/"},{"slug":"zaratan","desc":"_One of the rocks suddenly lurches, and rises out of the water. A great eye glides open in the side of what seemed to be a boulder, and a massive, beaklike mouth gapes in the surf._  \n**Island Reefs.** The zaratan is an impossibly huge sea turtle so large that entire ecosystems develop and grow on its stony, mountainous shell. Drifting on warm ocean currents or settled on shoals, they are often mistaken for small tropical islands. The creature’s head is at least 100 feet in diameter, with a ridge in the center like a tall hill. Its head resembles a massive boulder, and its 200-foot long flippers are mistaken for reefs.  \n**Ageless Slumber.** Zaratans spend their millennia-long lives in slumber. They drift on the surface of the ocean, their mouths slightly open, and reflexively swallow larger creatures that explore the “cave.” They spend centuries at a time asleep. A zaratan may know secrets long lost to the world, if only it can be awakened and bargained with.  \n**Deep Divers.** Waking a zaratan is a dangerous proposition, as their usual response to any injury severe enough to waken them is to dive to the crushing black depths. Some zaratan commune with oceanic races in this time, such as deep ones, sahuagin, or aboleth.","name":"Zaratan","size":"Gargantuan","type":"Monstrosity","subtype":"titan","group":null,"alignment":"unaligned","armor_class":25,"armor_desc":"natural armor","hit_points":507,"hit_dice":"26d20+234","speed":{"walk":10,"swim":50},"strength":30,"dexterity":3,"constitution":28,"intelligence":10,"wisdom":11,"charisma":11,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":8,"wisdom_save":8,"charisma_save":8,"perception":null,"skills":{},"damage_vulnerabilities":"","damage_resistances":"fire, lightning, thunder; bludgeoning, piercing, slashing","damage_immunities":"cold, poison","condition_immunities":"frightened, paralyzed, poisoned","senses":"blindsight 120 ft., passive Perception 10","languages":"Aquan","challenge_rating":"26","cr":26.0,"actions":[{"name":"Multiattack","desc":"The zaratan makes one bite attack and two flipper attacks."},{"name":"Bite","desc":"Melee Weapon Attack: +18 to hit, reach 10 ft., one target. Hit: 26 (3d10 + 10) piercing damage and the target is grappled (escape DC 20). Until the grapple ends, the target is restrained and the zaratan can't bite another target.","attack_bonus":18,"damage_dice":"3d10"},{"name":"Flipper","desc":"Melee Weapon Attack: +18 to hit, reach 15 ft., one target. Hit: 19 (2d8 + 10) bludgeoning damage and the target must succeed on a DC 26 Strength saving throw or be pushed 10 feet away from the zaratan.","attack_bonus":18,"damage_dice":"2d8"},{"name":"Swallow","desc":"The zaratan makes one bite attack against a Huge or smaller creature it is grappling. If the attack hits, the target takes 26 (3d10 + 10) piercing damage, is swallowed, and the grapple ends. A swallowed creature is blinded and restrained, but has total cover against attacks and effects outside the zaratan. A swallowed creature takes 28 (8d6) acid damage at the start of each of the zaratan's turns. The zaratan can have any number of creatures swallowed at once. If the zaratan takes 40 damage or more on a single turn from a creature inside it, the zaratan must succeed on a DC 20 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 zaratan. If the zaratan dies, swallowed creatures are no longer restrained and can escape by using 30 feet of movement, exiting prone."}],"bonus_actions":null,"reactions":null,"legendary_desc":"The zaratan 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 zaratan regains spent legendary actions at the start of its turn.","legendary_actions":[{"name":"Move","desc":"The zaratan moves up to half its speed."},{"name":"Swipe","desc":"The zaratan makes one flipper attack."},{"name":"Consume (2 actions)","desc":"The zaratan makes one bite attack or uses Swallow."}],"special_abilities":[{"name":"Fortified Shell","desc":"The zaratan ignores any attack against its shell that doesn't do 30 points of damage or more. Attacking the zaratan's head or flippers bypasses this trait."},{"name":"Endless Breath","desc":"The zaratan breathes air, but it can hold its breath for years."},{"name":"False Appearance","desc":"While the zaratan remains motionless on the surface of the ocean (except for drifting) it is indistinguishable from a small island."},{"name":"Siege Monster","desc":"The zaratan does double damage to objects and structures."}],"spell_list":[],"page_no":414,"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_zaratan/"},{"slug":"acid-ant","desc":"","name":"Acid Ant","size":"Small","type":"Monstrosity","subtype":"","group":null,"alignment":"unaligned","armor_class":13,"armor_desc":"natural armor","hit_points":13,"hit_dice":"3d6+3","speed":{"walk":30},"strength":8,"dexterity":13,"constitution":12,"intelligence":1,"wisdom":7,"charisma":3,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":null,"skills":{},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"acid","condition_immunities":"","senses":"blindsight 60 ft., passive Perception 8","languages":"-","challenge_rating":"1/4","cr":0.25,"actions":[{"attack_bonus":3,"damage_dice":"2d4","desc":"Ranged Weapon Attack: +3 to hit, range 20/60 ft., one target. Hit: 5 (2d4) acid damage and the target takes 1 acid damage at the start of its next turn unless the target immediately uses its reaction to wipe off the spit.","name":"Acid Spit"},{"attack_bonus":3,"damage_dice":"1d4+1","desc":"Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 3 (1d4 + 1) piercing damage plus 2 (1d4) acid damage.","name":"Bite"}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"desc":"When the ant is reduced to 0 hp, it explodes in a burst of acid. Each creature within 5 feet of the ant must succeed on a DC 11 Dexterity saving throw or take 5 (2d4) acid damage.","name":"Explosive Death"},{"desc":"The ant has advantage on Wisdom (Perception) checks that rely on smell.","name":"Keen Smell"}],"spell_list":[],"page_no":8,"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_acid-ant/"},{"slug":"ahuizotl","desc":"","name":"Ahuizotl","size":"Small","type":"Monstrosity","subtype":"","group":null,"alignment":"unaligned","armor_class":14,"armor_desc":"natural armor","hit_points":71,"hit_dice":"13d6+26","speed":{"swim":30,"walk":30},"strength":16,"dexterity":15,"constitution":14,"intelligence":6,"wisdom":12,"charisma":6,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":3,"skills":{"perception":3},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"","condition_immunities":"","senses":"darkvision 60 ft., passive Perception 13","languages":"-","challenge_rating":"2","cr":2.0,"actions":[{"desc":"The ahuizotl can use its Tail Grab. It then makes two attacks: one with its bite and one with its claw.","name":"Multiattack"},{"attack_bonus":5,"damage_dice":"1d6+3","desc":"Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) piercing damage.","name":"Bite"},{"attack_bonus":5,"damage_dice":"1d6+3","desc":"Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) slashing damage.","name":"Claw"},{"desc":"The ahuizotl grabs a creature or item. If the target is a Medium or smaller creature, it must succeed on a DC 14 Strength saving throw or be grappled (escape DC 14). The ahuizotl can then move up to its speed as a bonus action. The grappled creature must succeed on a DC 14 Strength saving throw or be pulled along 5 feet behind the ahuizotl. A creature being dragged by the ahuizotl makes attack rolls and Dexterity saving throws with disadvantage.\n\nIf the target is an object or weapon being held by another creature, that creature must succeed on a DC 14 Strength saving throw, or the ahuizotl pulls the object away from the creature. After stealing an object or weapon, the ahuizotl can move up to its speed as a bonus action. The ahuizotl can only grapple one creature or hold one weapon or object at a time. If holding a weapon, it can use its Tail Grab action to make one attack with the weapon with no proficiency bonus","name":"Tail Grab"}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"desc":"The ahuizotl can breathe air and water.","name":"Amphibious"},{"desc":"A creature that touches the ahuizotl or hits it with a melee attack while within 5 feet of it must succeed on a DC 14 Dexterity saving throw or take 4 (1d8) piercing damage.","name":"Spiky Coat"}],"spell_list":[],"page_no":10,"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_ahuizotl/"},{"slug":"albino-death-weasel","desc":"","name":"Albino Death Weasel","size":"Large","type":"Beast","subtype":"","group":null,"alignment":"unaligned","armor_class":13,"armor_desc":"natural armor","hit_points":45,"hit_dice":"6d10+12","speed":{"burrow":30,"walk":50},"strength":16,"dexterity":14,"constitution":15,"intelligence":4,"wisdom":15,"charisma":5,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":4,"skills":{"perception":4,"stealth":4},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"","condition_immunities":"","senses":"darkvision 60 ft., passive Perception 14","languages":"-","challenge_rating":"1","cr":1.0,"actions":[{"attack_bonus":5,"damage_dice":"2d4+3","desc":"Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 8 (2d4 + 3) piercing damage.","name":"Bite"},{"attack_bonus":5,"damage_dice":"1d4+3","desc":"Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d4 + 3) slashing damage. The target is also grappled (escape DC 13) if it is a Medium or smaller creature and the albino weasel isn't already grappling a creature. Until this grapple ends, the target is restrained and the albino death weasel can't claw another target.","name":"Claw"},{"desc":"The weasel unleashes a spray of foul musk in a 20-foot cone. Each creature in that area must succeed on a DC 12 Constitution saving throw or be poisoned 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.","name":"Musk Spray (Recharge 5-6)"}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"desc":"The weasel has advantage on Wisdom (Perception) checks that rely on hearing or smell.","name":"Keen Hearing and Smell"},{"desc":"If the weasel moves at least 20 feet straight toward a creature and then hits it with a claw attack on the same turn, that target must succeed on a DC 13 Strength saving throw or be knocked prone. If the target is prone, the weasel can make one bite attack against it as a bonus action.","name":"Pounce"}],"spell_list":[],"page_no":374,"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_albino-death-weasel/"},{"slug":"alchemical-apprentice","desc":"","name":"Alchemical Apprentice","size":"Small","type":"Ooze","subtype":"","group":null,"alignment":"unaligned","armor_class":11,"armor_desc":"natural armor","hit_points":63,"hit_dice":"14d6+14","speed":{"climb":10,"walk":10},"strength":13,"dexterity":6,"constitution":13,"intelligence":16,"wisdom":6,"charisma":10,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":null,"skills":{"arcana":5},"damage_vulnerabilities":"","damage_resistances":"acid, cold, fire, poison","damage_immunities":"","condition_immunities":"blinded, charmed, deafened, frightened, poisoned, prone","senses":"blindsight 60 ft. (blind beyond this radius), passive Perception 8","languages":"understands Common but can't speak, telepathy 10 ft.","challenge_rating":"1","cr":1.0,"actions":[{"attack_bonus":3,"damage_dice":"2d8+1","desc":"Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 10 (2d8 + 1) bludgeoning damage.","name":"Pseudopod"},{"attack_bonus":5,"damage_dice":"3d6","desc":"Ranged Spell Attack: +5 to hit, range 60 ft., one target. Hit: 10 (3d6) acid, cold, fire, or poison damage.","name":"Magical Burble"}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"desc":"The ooze can move through a space as narrow as 1 inch wide without squeezing.","name":"Amorphous"},{"desc":"The ooze can absorb any potion, oil, tincture, or alchemical draught that touches it, choosing to be affected by the substance or to nullify it.","name":"Absorb Potion"},{"desc":"These oozes don't fare well in sunlight and don't easily endure the rigors of travel. The creature dies if it is directly exposed to sunlight for more than 1 minute. Each day it is more than 1 mile from its “birth” place, the ooze must succeed on a DC 12 Constitution saving throw or die.","name":"Perishable"},{"desc":"The alchemical apprentice can produce one common potion, oil, tincture, or alchemical draught each day. If no creature is there to bottle, or otherwise collect, the substance when it is produced, it trickles away and is wasted.","name":"Produce Potion (1/Day)"}],"spell_list":[],"page_no":281,"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_alchemical-apprentice/"},{"slug":"alchemical-golem","desc":"","name":"Alchemical Golem","size":"Large","type":"Construct","subtype":"","group":null,"alignment":"unaligned","armor_class":15,"armor_desc":"natural armor","hit_points":147,"hit_dice":"14d10+70","speed":{"walk":20},"strength":18,"dexterity":7,"constitution":21,"intelligence":7,"wisdom":10,"charisma":1,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":null,"skills":{},"damage_vulnerabilities":"","damage_resistances":"acid, cold, fire, lightning","damage_immunities":"poison, psychic; bludgeoning, piercing, and slashing from nonmagical attacks not made with adamantine","condition_immunities":"charmed, exhaustion, frightened, paralyzed, petrified, poisoned","senses":"darkvision 60 ft., passive Perception 10","languages":"understands the languages of its creator but can't speak","challenge_rating":"9","cr":9.0,"actions":[{"desc":"The golem makes two slam attacks.","name":"Multiattack"},{"attack_bonus":8,"damage_dice":"2d8+4","desc":"Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) bludgeoning damage.","name":"Slam"},{"desc":"The golem exhales poisonous fumes in a 30-foot cone. Each creature in that area must make a DC 16 Dexterity saving throw, taking 31 (9d6) poison damage on a failed save, or half as much damage on a successful one.","name":"Poison Breath (Brimstone Infusion Only; Recharge 5-6)"}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"desc":"Syringes on the golem's back pierce its silver hide and infuse it with a powerful admixture. At the start of its turn, the alchemical golem can select one of the following infusions. Each infusion lasts until the start of its next turn. The golem can't use multiple infusions at once.\nBrimstone: The golem takes 7 (2d6) necrotic damage when it activates this infusion. The golem can breathe poison as an action. In addition, any creature that starts its turn within 5 feet of the golem must succeed on a DC 16 Constitution saving throw or be poisoned until the start of the creature's next turn.\nQuicksilver: The golem takes 14 (4d6) necrotic damage when it activates this infusion. The golem's silver hide turns to shifting quicksilver, increasing its speed to 40 feet and granting it resistance to damage to which it is not already immune. l\nSalt: The golem takes 17 (5d6) necrotic damage when it activates this infusion. The golem's silver hide is covered with salt crystals, increasing its AC by 3. The golem's slam attacks deal an extra 14 (4d6) piercing damage and the ground within 20 feet of the golem becomes difficult terrain for 1 hour. A creature can force an adamantine syringe into the golem's body with a successful DC 25 Strength check while grappling the golem, nullifying its current infusion and dealing 35 (10d6) piercing damage to it.","name":"Alchemical Infusion"},{"desc":"Whenever the golem takes acid, cold, fire, or lightning damage, all creatures within 20 feet of the golem must make a DC 16 Dexterity saving throw, taking damage equal to the damage the golem took on a failed save, or half as much damage on a successful one.","name":"Elemental Expulsion"},{"desc":"The golem is immune to any spell or effect that would alter its form.","name":"Immutable Form"},{"desc":"The golem has advantage on saving throws against spells and other magical effects.","name":"Magic Resistance"},{"desc":"The golem's weapon attacks are magical.","name":"Magic Weapons"}],"spell_list":[],"page_no":192,"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_alchemical-golem/"},{"slug":"arcanaphage","desc":"","name":"Arcanaphage","size":"Medium","type":"Monstrosity","subtype":"","group":null,"alignment":"unaligned","armor_class":14,"armor_desc":null,"hit_points":60,"hit_dice":"8d8+24","speed":{"fly":30,"hover":true,"walk":0},"strength":10,"dexterity":18,"constitution":16,"intelligence":2,"wisdom":10,"charisma":8,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":2,"skills":{"perception":2},"damage_vulnerabilities":"","damage_resistances":"bludgeoning, piercing, and slashing from magical weapons","damage_immunities":"","condition_immunities":"blinded, charmed, deafened, frightened, prone","senses":"blindsight 60 ft. (blind beyond this radius), passive Perception 12","languages":"-","challenge_rating":"4","cr":4.0,"actions":[{"desc":"The arcanaphage makes two tentacle attacks.","name":"Multiattack"},{"attack_bonus":6,"damage_dice":"2d8+4","desc":"Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) bludgeoning damage.","name":"Tentacle"}],"bonus_actions":null,"reactions":[{"desc":"The arcanaphage's tentacles glow when a spell is cast within 30 feet of it, countering the spell. This reaction works like the counterspell spell, except the arcanaphage must always make a spellcasting ability check, no matter the spell level. Its ability check for this is +5. If it successfully counters the spell, the arcanaphage feeds.","name":"Voracious"}],"legendary_desc":"","legendary_actions":null,"special_abilities":[{"desc":"When an arcanaphage dies, it explodes in a surge of partially-digested magical energy. Each creature within 5 feet per Feed score must make a DC 14 Dexterity saving throw, taking 3 (1d6) force damage per Feed score on a failed save, or half as much damage on a successful one. For 1 minute afterward, the affected area is awash with volatile magic. A creature that starts its turn in the affected area takes 7 (2d6) force damage.","name":"Arcane Discharge"},{"desc":"Each time it feeds in combat, it regains hp equal to twice the level of the spell it ate and increases its Feed score by 1. The arcanaphage can't have a Feed score higher than 8, and its Feed score reduces by 1 each time it finishes a long rest.","name":"Hunger"},{"desc":"At the start of each of the arcanaphage's turns, each creature within 30 feet of it that is currently maintaining concentration on a spell must make a DC 14 Constitution saving throw. On a failure, the creature's spell ends and the arcanaphage feeds.","name":"Ingest Magic"},{"desc":"The arcanaphage is immune to damage from spells. It has advantage on saving throws against all other magical effects.","name":"Magic Immunity"}],"spell_list":[],"page_no":42,"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_arcanaphage/"},{"slug":"archaeopteryx","desc":"","name":"Archaeopteryx","size":"Tiny","type":"Beast","subtype":"","group":null,"alignment":"unaligned","armor_class":12,"armor_desc":"natural armor","hit_points":7,"hit_dice":"3d4","speed":{"fly":50,"walk":5},"strength":6,"dexterity":13,"constitution":10,"intelligence":2,"wisdom":14,"charisma":6,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":null,"skills":{},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"","condition_immunities":"","senses":"passive Perception 12","languages":"-","challenge_rating":"1/4","cr":0.25,"actions":[{"desc":"The archaeopteryx makes two attacks: one with its beak and one with its talons.","name":"Multiattack"},{"attack_bonus":3,"damage_dice":"1d4+1","desc":"Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 3 (1d4 + 1) piercing damage.","name":"Beak"},{"attack_bonus":3,"damage_dice":"1d4+1","desc":"Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 3 (1d4 + 1) slashing damage.","name":"Talons"}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"desc":"The archaeopteryx doesn't provoke opportunity attacks when it flies out of an enemy's reach.","name":"Flyby"}],"spell_list":[],"page_no":25,"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_archaeopteryx/"},{"slug":"armory-golem","desc":"","name":"Armory Golem","size":"Large","type":"Construct","subtype":"","group":null,"alignment":"unaligned","armor_class":15,"armor_desc":"natural armor","hit_points":136,"hit_dice":"16d10+48","speed":{"walk":30},"strength":20,"dexterity":14,"constitution":16,"intelligence":10,"wisdom":10,"charisma":2,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":null,"skills":{},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"poison, psychic; bludgeoning, piercing, and slashing from nonmagical attacks not made with adamantine","condition_immunities":"charmed, exhaustion, frightened, paralyzed, petrified, poisoned","senses":"darkvision 60 ft., passive Perception 10","languages":"understands the languages of its creator but can't speak","challenge_rating":"7","cr":7.0,"actions":[{"desc":"The armory golem makes any two weapon attacks.","name":"Multiattack"},{"attack_bonus":8,"damage_dice":"1d12+5","desc":"Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 11 (1d12 + 5) bludgeoning damage.","name":"Slam"},{"attack_bonus":8,"damage_dice":"1d12+5","desc":"Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 11 (1d12 + 5) piercing damage.","name":"Polearm Strike"},{"attack_bonus":5,"damage_dice":"2d8+2","desc":"Ranged Weapon Attack: +5 to hit, range 80/320 ft., one target. Hit: 11 (2d8 + 2) piercing damage.","name":"Crossbow Barrage"},{"desc":"The golem reconfigures its construction, moving shields and armor to encase its body. It regains 10 hp, and its AC increases by 2 until the end of its next turn.","name":"Shield Wall (Recharge 4-6)"}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"desc":"The objects that make up the golem's body can be removed or destroyed. With the exception of the slam attack, an attacker can choose to disable one of the armory golem's attacks on a critical hit. Alternatively, the attacker can attempt to destroy the golem's focus instead of disabling one of its attacks.","name":"Armory Exploit"},{"desc":"A creature grappling the armory golem can take its action to remove the golem's focus by succeeding on a DC 15 Strength check. If its focus is removed or destroyed, the armory golem must make a DC 8 Constitution saving throw at the start of each of its turns. On a success, the golem continues working properly, but it repeats the saving throw the next round at 1 higher DC. On a failure, the golem dies, falling into a heap of armaments.","name":"Focus Weakness"},{"desc":"The golem is immune to any spell or effect that would alter its form.","name":"Immutable Form"},{"desc":"The golem has advantage on saving throws against spells and other magical effects.","name":"Magic Resistance"},{"desc":"The golem's weapon attacks are magical.","name":"Magic Weapons"}],"spell_list":[],"page_no":40,"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_armory-golem/"},{"slug":"bar-brawl","desc":"","name":"Bar Brawl","size":"Huge","type":"Humanoid","subtype":"","group":null,"alignment":"unaligned","armor_class":12,"armor_desc":"leather armor","hit_points":67,"hit_dice":"9d12+9","speed":{"walk":30},"strength":14,"dexterity":12,"constitution":13,"intelligence":11,"wisdom":10,"charisma":9,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":null,"skills":{},"damage_vulnerabilities":"bludgeoning","damage_resistances":"piercing, slashing","damage_immunities":"","condition_immunities":"charmed, frightened, paralyzed, petrified, prone, restrained, stunned","senses":"passive Perception 10","languages":"any two languages","challenge_rating":"3","cr":3.0,"actions":[{"desc":"The bar brawl makes two melee attacks or two darts attacks.","name":"Multiattack"},{"attack_bonus":4,"damage_dice":"4d6","desc":"Melee Weapon Attack: +4 to hit, range 0 ft., one target in the bar brawl's space. Hit: 14 (4d6) bludgeoning damage, or 7 (2d6) if the bar brawl has half its hit points or fewer.","name":"Barstool"},{"attack_bonus":4,"damage_dice":"4d4","desc":"Melee Weapon Attack: +4 to hit, range 0 ft., one target in the bar brawl's space. Hit: 10 (4d4) slashing damage, or 5 (2d4) if the bar brawl has half its hit points or fewer.","name":"Broken Bottles"},{"attack_bonus":3,"damage_dice":"4d4","desc":"Ranged Weapon Attack: +3 to hit, range 20/40 ft. Hit: 10 (4d4) piercing damage, or 5 (2d4) if the bar brawl has half its hit points or fewer.","name":"Darts"}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"desc":"As a bonus action, the bar brawl imbibes nearby alcohol to gain access to a hidden reservoir of audacity and grit. The bar brawl gains 7 (2d6) temporary hp for 1 minute.","name":"Liquid Courage (Recharge 5-6)"},{"desc":"The bar brawl can occupy another creature's space and vice versa, and the bar brawl can move through any opening large enough for a Medium humanoid. Except for Liquid Courage, the bar brawl can't regain hp or gain temporary hp.","name":"Swarm"}],"spell_list":[],"page_no":48,"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_bar-brawl/"},{"slug":"bearmit-crab","desc":"","name":"Bearmit Crab","size":"Large","type":"Monstrosity","subtype":"","group":null,"alignment":"unaligned","armor_class":14,"armor_desc":"natural armor","hit_points":59,"hit_dice":"7d10+21","speed":{"swim":20,"walk":30},"strength":18,"dexterity":13,"constitution":16,"intelligence":4,"wisdom":13,"charisma":6,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":3,"skills":{"perception":3},"damage_vulnerabilities":"","damage_resistances":"bludgeoning","damage_immunities":"","condition_immunities":"","senses":"Passive Perception 13","languages":"-","challenge_rating":"2","cr":2.0,"actions":[{"desc":"The bearmit crab makes two attacks: one claw attack and one bite attack or two claw attacks.","name":"Multiattack"},{"attack_bonus":6,"damage_dice":"1d6+4","desc":"Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) bludgeoning damage and the target is grappled (escape DC 13) if it is a Medium or smaller creature. Until this grapple ends, the target is restrained. The bearmit crab has two claws, each of which can grapple only one target.","name":"Claw"},{"attack_bonus":6,"damage_dice":"1d8+4","desc":"Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) piercing damage.","name":"Bite"}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"desc":"When a creature hits the bearmit crab with a slashing or piercing melee weapon, the creature must succeed on a DC 13 Strength saving throw, or its weapon becomes stuck to the bearmit crab's shell. While the weapon is stuck, it can't be used. A creature can pull the weapon free by taking an action to make a DC 13 Strength check and succeeding.","name":"Viscid Shell"},{"desc":"The bearmit crab has advantage on Wisdom (Perception) checks that rely on smell.","name":"Keen Smell"},{"desc":"While the bearmit crab remains motionless, it is indistinguishable from a normal pile of rocks.","name":"False Appearance"}],"spell_list":[],"page_no":52,"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_bearmit-crab/"},{"slug":"blood-ooze","desc":"","name":"Blood Ooze","size":"Large","type":"Ooze","subtype":"","group":null,"alignment":"unaligned","armor_class":8,"armor_desc":null,"hit_points":76,"hit_dice":"8d10+32","speed":{"climb":20,"walk":20},"strength":16,"dexterity":6,"constitution":18,"intelligence":1,"wisdom":8,"charisma":2,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":null,"skills":{},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"acid, fire, necrotic, slashing","condition_immunities":"blinded, charmed, deafened, exhaustion, frightened, prone","senses":"blindsight 60 ft. (blind beyond this radius), passive Perception 9","languages":"-","challenge_rating":"6","cr":6.0,"actions":[{"attack_bonus":5,"damage_dice":"1d6+3","desc":"Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) bludgeoning damage plus 16 (3d10) necrotic damage. The ooze gains temporary hp equal to the necrotic damage taken.","name":"Pseudopod"}],"bonus_actions":null,"reactions":[{"desc":"When the blood ooze is hit with a melee attack, it can drain blood from the attacker. The attacker must make a DC 15 Constitution saving throw, taking 11 (2d10) necrotic damage on a failed save, or half as much damage on a successful one. The ooze gains temporary hp equal to the necrotic damage taken.","name":"Overflow"}],"legendary_desc":"","legendary_actions":null,"special_abilities":[{"desc":"The ooze can move through a space as narrow as 1 inch wide without squeezing.","name":"Amorphous"},{"desc":"A creature that touches the ooze or hits it with a melee attack while within 5 feet of it takes 5 (1d10) necrotic damage and the ooze gains temporary hp equal to that amount as it drains blood from the victim. It can add temporary hp gained from this trait to temporary hp gained from its pseudopod attack and Overflow reaction. Its temporary hp can't exceed half its maximum hp. If the ooze takes radiant damage, this trait doesn't function at the start of the ooze's next turn, although it retains any temporary hp it previously gained.","name":"Blood Drain"},{"desc":"The ooze can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.","name":"Spider Climb"}],"spell_list":[],"page_no":282,"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_blood-ooze/"},{"slug":"bone-golem","desc":"","name":"Bone Golem","size":"Medium","type":"Construct","subtype":"","group":null,"alignment":"unaligned","armor_class":16,"armor_desc":"natural armor","hit_points":60,"hit_dice":"8d8+24","speed":{"walk":30},"strength":10,"dexterity":16,"constitution":17,"intelligence":3,"wisdom":10,"charisma":1,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":null,"skills":{},"damage_vulnerabilities":"","damage_resistances":"bludgeoning, piercing, and slashing from nonmagical attacks not made with adamantine","damage_immunities":"necrotic, poison, psychic","condition_immunities":"charmed, exhaustion, frightened, paralyzed, petrified, poisoned","senses":"darkvision 60 ft., passive Perception 10","languages":"understands the languages of its creator but can't speak","challenge_rating":"7","cr":7.0,"actions":[{"desc":"The bone golem makes two attacks.","name":"Multiattack"},{"attack_bonus":6,"damage_dice":"2d6+3","desc":"Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) slashing damage plus 7 (2d6) necrotic damage.","name":"Claw"},{"attack_bonus":6,"damage_dice":"1d8+3","desc":"Ranged Weapon Attack: +6 to hit, range 60/240 ft., one target. Hit: 7 (1d8 + 3) piercing damage plus 7 (2d6) necrotic damage.","name":"Bone Shard"}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"desc":"Whenever the bone golem starts its turn with 30 hp or fewer, roll a d6. On a 6, the golem goes berserk. On each of its turns while berserk, the golem attacks the nearest creature it can see. If no creature is near enough to move to and attack, the golem attacks an object, usually an object smaller than itself. Once the golem goes berserk, it continues to attack until it is destroyed or it regains all its hp. \n\nThe golem's creator, if within 60 feet of the berserk golem, can calm it by speaking firmly and persuasively. The golem must be able to hear its creator, who must take an action to make a DC 15 Charisma (Persuasion) check. If the check succeeds, the golem ceases being berserk. If it takes damage while still at 30 hp or fewer, the golem might go berserk again.","name":"Berserk"},{"desc":"While the bone golem remains motionless, it is indistinguishable from a pile of bones or ordinary, inanimate skeleton.","name":"False Appearance"},{"desc":"The bone golem is immune to any spell or effect that would alter its form.","name":"Immutable Form"},{"desc":"The bone golem has advantage on saving throws against spells and other magical effects.","name":"Magic Resistance"},{"desc":"The bone golem's weapon attacks are magical.","name":"Magic Weapons"},{"desc":"Whenever the bone golem is subjected to necrotic damage, it takes no damage and instead regains a number of hp equal to the necrotic damage dealt.","name":"Necrotic Absorption"}],"spell_list":[],"page_no":201,"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_bone-golem/"},{"slug":"bookkeeper","desc":"","name":"Bookkeeper","size":"Tiny","type":"Construct","subtype":"","group":null,"alignment":"unaligned","armor_class":12,"armor_desc":null,"hit_points":5,"hit_dice":"2d4","speed":{"fly":30,"walk":20},"strength":8,"dexterity":14,"constitution":10,"intelligence":6,"wisdom":8,"charisma":3,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":1,"skills":{"perception":1,"stealth":4},"damage_vulnerabilities":"","damage_resistances":"bludgeoning, piercing, and slashing from nonmagical attacks","damage_immunities":"either cold or fire (designated at the time of the bookkeeper's creation), poison, psychic","condition_immunities":"charmed, exhaustion, frightened, paralyzed, petrified, poisoned","senses":"blindsight 60 ft. (blind beyond this radius), passive Perception 11","languages":"understands the languages of its creator but can't speak","challenge_rating":"1/8","cr":0.125,"actions":[{"attack_bonus":4,"damage_dice":"1d6","desc":"Ranged Weapon Attack: +4 to hit, range 20 ft., one target. Hit: 3 (1d6) poison damage and the target must succeed on a DC 13 Dexterity saving throw or be blinded until the end of its next turn.","name":"Ink Splash"},{"desc":"Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 1 piercing damage plus 1 poison damage.","name":"Bite"},{"desc":"While inside its book, the bookkeeper magically turns its book invisible until it attacks, or until its concentration ends (as if concentrating on a spell). The bookkeeper is also invisible while inside the invisible book","name":"Elusive Pages"}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"desc":"As a bonus action while within 30 feet of its book, the bookkeeper can hop inside its book. While inside its book, the bookkeeper has a flying speed of 30 feet and is indistinguishable from ink on a page.","name":"Between the Lines"},{"desc":"A bookkeeper makes all attacks, saving throws, and skill checks with advantage when its creator is within 60 feet of its book. The bookkeeper's hp maximum is reduced by 1 for every minute it is further than 60 feet from its book. When its hp maximum reaches 0, it dies. If its creator dies, the bookkeeper can be convinced to pass ownership of the book to a new creature if the creature succeeds on a DC 13 Charisma check. The new owner becomes the bookkeeper's new “creator” and inherits the bookkeeper along with the book.","name":"Book Bound"},{"desc":"When the bookkeeper dies, the book it is bound to is also destroyed.","name":"Disintegrate"}],"spell_list":[],"page_no":55,"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_bookkeeper/"},{"slug":"bronze-golem","desc":"","name":"Bronze Golem","size":"Large","type":"Construct","subtype":"","group":null,"alignment":"unaligned","armor_class":13,"armor_desc":"natural armor","hit_points":57,"hit_dice":"6d10+24","speed":{"walk":30},"strength":17,"dexterity":6,"constitution":18,"intelligence":1,"wisdom":10,"charisma":1,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":4,"skills":{"perception":4},"damage_vulnerabilities":"","damage_resistances":"fire; bludgeoning, piercing, and slashing from nonmagical attacks not made with adamantine","damage_immunities":"poison, psychic","condition_immunities":"charmed, exhaustion, frightened, paralyzed, petrified, poisoned","senses":"darkvision 60 ft., passive Perception 14","languages":"understands the languages of its creator but can't speak","challenge_rating":"3","cr":3.0,"actions":[{"desc":"The golem makes two slam attacks.","name":"Multiattack"},{"attack_bonus":5,"damage_dice":"1d8+3","desc":"Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) bludgeoning damage and, if the target is a Medium or smaller creature, it is grappled (escape DC 13). The golem can only grapple one creature at a time.","name":"Slam"},{"desc":"The golem makes a slam attack against a target it is grappling as it opens a plate in its chest and exposes its arcane boiler. If the attack hits, the target is forced into the golem's boiler, and the grapple ends. While inside the boiler, the target is blinded and restrained, it has total cover against attacks and other effects outside the boiler, and it takes 14 (4d6) fire damage at the start of each of its turns. To escape, it or another creature must succeed on a DC 13 Strength (Athletics) check to open the boiler, freeing the target, which falls prone in a space within 5 feet of the golem. A bronze golem can only have one creature in its boiler at a time.","name":"Brazen Bull"}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"desc":"The golem's body is hot to the touch, thanks to the boiler inside its chest. A creature that touches the golem or hits it with a melee attack while within 5 feet of it takes 5 (1d10) fire damage.","name":"Boiling Body"},{"desc":"The golem is immune to any spell or effect that would alter its form.","name":"Immutable Form"},{"desc":"The golem has advantage on saving throws against spells and other magical effects.","name":"Magic Resistance"},{"desc":"The golem's weapon attacks are magical.","name":"Magic Weapons"}],"spell_list":[],"page_no":201,"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_bronze-golem/"},{"slug":"cats-of-ulthar","desc":"","name":"Cats of Ulthar","size":"Huge","type":"Beast","subtype":"","group":null,"alignment":"unaligned","armor_class":14,"armor_desc":null,"hit_points":55,"hit_dice":"10d10","speed":{"walk":40},"strength":9,"dexterity":18,"constitution":10,"intelligence":2,"wisdom":14,"charisma":3,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":null,"skills":{"stealth":6},"damage_vulnerabilities":"","damage_resistances":"bludgeoning, piercing, slashing","damage_immunities":"","condition_immunities":"charmed, frightened, paralyzed, petrified, prone, restrained, stunned","senses":"darkvision 30 ft., passive Perception 12","languages":"-","challenge_rating":"4","cr":4.0,"actions":[{"attack_bonus":6,"damage_dice":"4d6","desc":"Melee Weapon Attack: +6 to hit, reach 0 ft., up to two creatures in the swarm's space. Hit: 14 (4d6) piercing damage, or 7 (2d6) piercing damage if the swarm has half of its hit points or fewer.","name":"Bites"}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"desc":"Each creature in the swarm must succeed on a DC 12 Wisdom saving throw or fall prone and become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the swarm's Feline Terror for the next 24 hours.","name":"Feline Terror"},{"desc":"The swarm has advantage on Wisdom (Perception) checks that rely on sight, hearing, or smell.","name":"Keen Senses"},{"desc":"The swarm can occupy another creature's space and vice versa, and the swarm can move through any opening large enough for a Tiny cat. The swarm can't regain hp or gain temporary hp.","name":"Swarm"}],"spell_list":[],"page_no":58,"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_cats-of-ulthar/"},{"slug":"cauldronborn","desc":"","name":"Cauldronborn","size":"Small","type":"Construct","subtype":"","group":null,"alignment":"unaligned","armor_class":13,"armor_desc":"natural armor","hit_points":13,"hit_dice":"3d6+3","speed":{"walk":20},"strength":14,"dexterity":7,"constitution":12,"intelligence":3,"wisdom":6,"charisma":1,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":null,"skills":{},"damage_vulnerabilities":"","damage_resistances":"piercing and slashing from nonmagical attacks not made with adamantine","damage_immunities":"poison","condition_immunities":"charmed, exhaustion, frightened, paralyzed, petrified, poisoned","senses":"darkvision 60 ft., passive Perception 8","languages":"-","challenge_rating":"2","cr":2.0,"actions":[{"desc":"The cauldronborn makes two slam attacks.","name":"Multiattack"},{"attack_bonus":4,"damage_dice":"2d4+2","desc":"Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 7 (2d4 + 2) bludgeoning damage.","name":"Slam"},{"desc":"The cauldronborn releases a hungry screech, magically reaching out to nearby potions. All potions within 10 feet of the cauldronborn magically move toward the cauldronborn by rolling out of backpacks, hopping off of belts, unburying themselves, etc. A creature wearing or carrying a potion must succeed on a DC 13 Dexterity saving throw or its potion moves to within 5 feet of the cauldronborn. The target must make a separate saving throw for each potion it is attempting to keep in its possession.","name":"Call Potion (Recharge 5-6)"}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"desc":"As a bonus action, a cauldronborn can consume one potion within 5 feet of it that is not being worn or carried. Along with the potion's effect, the cauldronborn's hp maximum increases by 3 (1d6) and it gains the same number of hp.","name":"Consumption"},{"desc":"The cauldronborn can pinpoint the location of potions and magic items within 60 feet of it. Outside of 60 feet, it can sense the general direction of potions within 1 mile of it.","name":"Detect Elixir"},{"desc":"The cauldronborn regains 2 hp at the start of its turn if it has at least 1 hp.","name":"Regeneration"},{"desc":"The cauldronborn triples its speed until the end of its turn when moving toward a potion it has detected.","name":"Sprint"}],"spell_list":[],"page_no":59,"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_cauldronborn/"},{"slug":"chupacabra","desc":"","name":"Chupacabra","size":"Small","type":"Monstrosity","subtype":"","group":null,"alignment":"unaligned","armor_class":13,"armor_desc":"natural armor","hit_points":36,"hit_dice":"8d6+8","speed":{"walk":30},"strength":16,"dexterity":15,"constitution":12,"intelligence":3,"wisdom":12,"charisma":6,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":3,"skills":{"acrobatics":4,"perception":3,"stealth":4},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"","condition_immunities":"poisoned","senses":"darkvision 60 ft., passive Perception 13","languages":"-","challenge_rating":"1/2","cr":0.5,"actions":[{"attack_bonus":5,"damage_dice":"1d6+3","desc":"Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. Hit: 6 (1d6 + 3) piercing damage, and the chupacabra attaches to the target. While attached, the chupacabra doesn't attack. Instead, at the start of each of the chupacabra's turns, the target loses 6 (1d6 + 3) hp due to blood loss. The chupacabra can detach itself by spending 5 feet of its movement. It does so after the target is reduced to 0 hp. A creature, including the target, can use its action to detach the chupacabra.","name":"Bite"},{"desc":"The chupacabra fixes its gaze on one creature it can see within 10 feet of it. The target must succeed on a DC 11 Wisdom saving throw or be paralyzed for 1 minute. A paralyzed 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 chupacabra's Fearful Gaze for the next 24 hours.","name":"Fearful Gaze"}],"bonus_actions":null,"reactions":[{"desc":"When the chupacabra is reduced to less than half of its maximum hp, it releases a foul, sulphurous stench. Each creature within 5 feet of the chupacabra must succeed on a DC 11 Constitution saving throw or be poisoned until the end of its next turn.","name":"Malodorous Stench"}],"legendary_desc":"","legendary_actions":null,"special_abilities":[{"desc":"The chupacabra has advantage on Wisdom (Perception) checks that rely on hearing or smell.","name":"Keen Hearing and Smell"},{"desc":"With a 10-foot running start, the chupacabra can long jump up to 25 feet.","name":"Running Leap"}],"spell_list":[],"page_no":63,"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_chupacabra/"},{"slug":"clockwork-assassin","desc":"","name":"Clockwork Assassin","size":"Medium","type":"Construct","subtype":"","group":null,"alignment":"unaligned","armor_class":16,"armor_desc":"natural armor","hit_points":99,"hit_dice":"18d8+18","speed":{"climb":30,"walk":30},"strength":14,"dexterity":17,"constitution":12,"intelligence":12,"wisdom":12,"charisma":7,"strength_save":null,"dexterity_save":6,"constitution_save":4,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":4,"skills":{"acrobatics":6,"investigation":4,"perception":4,"stealth":9,"survival":4},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"lightning, poison","condition_immunities":"charmed, exhaustion, frightened, paralyzed, petrified, poisoned","senses":"darkvision 60 ft., passive Perception 14","languages":"understands Common but can't speak","challenge_rating":"6","cr":6.0,"actions":[{"desc":"The clockwork assassin makes two rapier attacks.","name":"Multiattack"},{"attack_bonus":6,"damage_dice":"1d8+3","desc":"Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) piercing damage and the target must succeed on a DC 15 Constitution saving throw or take 11 (2d10) poison damage and be poisoned for 1 minute.","name":"Rapier"},{"desc":"The assassin breaks its body down into a snakelike, segmented cylinder, which allows it to move through a space as narrow as 6 inches wide. It can reassemble itself into its true form by using this action again. While disassembled into its snake form, the assassin can't attack and attack rolls against it have advantage.","name":"Disassembly"}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"desc":"During its first turn, the assassin has advantage on attack rolls against any creature that hasn't taken a turn. Any hit the assassin scores against a surprised creature is a critical hit.","name":"Assassinate"},{"desc":"When the assassin is destroyed, its core explodes, projecting superheated steam and shrapnel. Each creature within 5 feet of the construct must make a DC 13 Dexterity saving throw, taking 10 (3d6) fire damage on a failed save, or half as much damage on a successful one.","name":"Explosive Core"},{"desc":"The assassin is immune to any spell or effect, other than its disassembly trait, that would alter its form.","name":"Immutable Form"},{"desc":"The assassin has advantage on saving throws against spells and other magical effects.","name":"Magic Resistance"},{"desc":"If the assassin takes psychic damage, it has disadvantage on attack rolls, saving throws, and ability checks until the end of its next turn.","name":"Psychic Susceptibility"},{"desc":"The assassin deals an extra 10 (3d6) damage when it hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5 feet of an ally of the assassin that isn't incapacitated and the assassin doesn't have disadvantage on the attack roll.","name":"Sneak Attack (1/Turn)"},{"desc":"The assassin's long jump is up to 20 feet and its high jump is up to 10 feet, with or without a running start.","name":"Standing Leap"}],"spell_list":[],"page_no":64,"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_clockwork-assassin/"},{"slug":"clockwork-servant","desc":"","name":"Clockwork Servant","size":"Medium","type":"Construct","subtype":"","group":null,"alignment":"unaligned","armor_class":11,"armor_desc":null,"hit_points":22,"hit_dice":"4d8+4","speed":{"walk":25},"strength":14,"dexterity":12,"constitution":13,"intelligence":8,"wisdom":12,"charisma":7,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":5,"skills":{"investigation":3,"perception":5},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"poison, psychic","condition_immunities":"charmed, exhaustion, frightened, paralyzed, petrified, poisoned","senses":"darkvision 60 ft., passive Perception 15","languages":"Common","challenge_rating":"1/8","cr":0.125,"actions":[{"attack_bonus":4,"damage_dice":"1d6+2","desc":"Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) bludgeoning damage.","name":"Slam"}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"desc":"The servant can cast the mending and prestidigitation cantrips at will without requiring spell components.","name":"Domestic Retainer"},{"desc":"The servant is immune to any spell or effect that would alter its form.","name":"Immutable Form"},{"desc":"The servant has advantage on saving throws against spells and other magical effects.","name":"Magic Resistance"}],"spell_list":[],"page_no":65,"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_clockwork-servant/"},{"slug":"clockwork-soldier","desc":"","name":"Clockwork Soldier","size":"Medium","type":"Construct","subtype":"","group":null,"alignment":"unaligned","armor_class":12,"armor_desc":"natural armor","hit_points":45,"hit_dice":"6d8+18","speed":{"walk":30},"strength":13,"dexterity":13,"constitution":16,"intelligence":5,"wisdom":10,"charisma":1,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":null,"skills":{"athletics":5,"intimidation":-3},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"poison, psychic","condition_immunities":"charmed, exhaustion, frightened, paralyzed, petrified, poisoned","senses":"darkvision 60 ft., passive Perception 10","languages":"Common","challenge_rating":"1","cr":1.0,"actions":[{"attack_bonus":3,"damage_dice":"1d10+2","desc":"Melee Weapon Attack: +3 to hit, reach 10 ft., one target. Hit: 7 (1d10 + 2) slashing damage.","name":"Halberd"},{"desc":"The soldier makes four halberd attacks. After taking this action, it is stunned until the end of its next turn.","name":"Overdrive Flurry (Recharge 6)"}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"desc":"The soldier is immune to any spell or effect that would alter its form.","name":"Immutable Form"},{"desc":"A single clockwork soldier's rigid movements appear silly, but, when gathered in numbers, they become an inhuman terror. When the clockwork soldier makes a Charisma (Intimidation) check, it gains a bonus on that check equal to the number of other clockwork soldiers the target can see or hear.","name":"Intimidating Legions"},{"desc":"The soldier has advantage on saving throws against spells and other magical effects.","name":"Magic Resistance"}],"spell_list":[],"page_no":65,"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_clockwork-soldier/"},{"slug":"doom-golem","desc":"","name":"Doom Golem","size":"Large","type":"Construct","subtype":"","group":null,"alignment":"unaligned","armor_class":17,"armor_desc":"natural armor","hit_points":153,"hit_dice":"18d10+54","speed":{"walk":30},"strength":24,"dexterity":13,"constitution":16,"intelligence":3,"wisdom":10,"charisma":1,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":null,"skills":{},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"cold, poison, psychic; bludgeoning, piercing, and slashing from nonmagical attacks not made with adamantine","condition_immunities":"charmed, exhaustion, frightened, paralyzed, petrified, poisoned","senses":"darkvision 120 ft., passive Perception 10","languages":"understands the languages of its creator but can't speak","challenge_rating":"10","cr":10.0,"actions":[{"desc":"The doom golem makes one bite attack and one doom claw attack.","name":"Multiattack"},{"attack_bonus":11,"damage_dice":"2d6+7","desc":"Melee Weapon Attack: +11 to hit, reach 10 ft., one target. Hit: 14 (2d6 + 7) slashing damage plus 7 (2d6) cold damage.","name":"Doom Claw"},{"attack_bonus":11,"damage_dice":"3d10+7","desc":"Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 23 (3d10 + 7) slashing damage.","name":"Bite"},{"desc":"The doom golem releases an arctic wind in a 15-foot radius around itself or in a 30-foot cone. Each creature in that area must make a DC 16 Constitution saving throw, taking 38 (11d6) cold damage on a failed save, or half as much damage on a successful one.","name":"Wind of Boreas (Recharge 5-6)"}],"bonus_actions":null,"reactions":[{"desc":"When a creature the doom golem can see within 60 feet of it hits it with a spell or attack that requires a ranged attack roll, the doom golem strikes the attacker with a doom bolt. The doom bolt is a shadowy reflection of the original attack, using the same attack roll and effects as the original, except it deals necrotic damage.","name":"Doom Upon You"}],"legendary_desc":"","legendary_actions":null,"special_abilities":[{"desc":"Any non-evil creature that starts its turn within 20 feet of the doom golem must make a DC 15 Wisdom saving throw, unless the doom golem is incapacitated. On a failed save, the creature is frightened until the start of its next turn. If a creature's saving throw is successful, the creature is immune to the doom golem's Fear Aura for the next 24 hours.","name":"Fear Aura"},{"desc":"The doom golem sheds dim light in a 10-foot radius.","name":"Luminous Skeleton"},{"desc":"The golem is immune to any spell or effect that would alter its form.","name":"Immutable Form"},{"desc":"The golem has advantage on saving throws against spells and other magical effects.","name":"Magic Resistance"},{"desc":"The golem's weapon attacks are magical.","name":"Magic Weapons"}],"spell_list":[],"page_no":201,"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_doom-golem/"},{"slug":"elder-ghost-boar","desc":"","name":"Elder Ghost Boar","size":"Huge","type":"Monstrosity","subtype":"","group":null,"alignment":"unaligned","armor_class":15,"armor_desc":"natural armor","hit_points":104,"hit_dice":"11d12+33","speed":{"walk":40},"strength":22,"dexterity":9,"constitution":17,"intelligence":7,"wisdom":12,"charisma":7,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":null,"skills":{},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"","condition_immunities":"","senses":"darkvision 60 ft., passive Perception 11","languages":"understands Common but can't speak it","challenge_rating":"6","cr":6.0,"actions":[{"desc":"The elder ghost boar makes two tusk attacks.","name":"Multiattack"},{"attack_bonus":9,"damage_dice":"3d6+6","desc":"Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 16 (3d6 + 6) slashing damage.","name":"Tusk"}],"bonus_actions":null,"reactions":[{"desc":"When it is targeted by an attack or spell or is grappled or restrained, the ghost boar becomes momentarily incorporeal. It gains resistance to any damage that isn't force and ends any grappled or restrained conditions on itself.","name":"Ghostly Slip"}],"legendary_desc":"","legendary_actions":null,"special_abilities":[{"desc":"If the ghost boar moves at least 20 feet straight toward a target and then hits it with a tusk attack on the same turn, the target takes an extra 14 (4d6) slashing damage If the target is a creature, it must succeed on a DC 17 Strength saving throw or be knocked prone.","name":"Charge"},{"desc":"When the ghost boar moves, it becomes temporarily incorporeal. It can move through creatures and objects as if they were difficult terrain. It takes 5 (1d10) force damage and is pushed to the closest unoccupied space if it ends its turn inside an object.","name":"Incorporeal Jaunt"},{"desc":"If the elder ghost boar takes 20 damage or less that would reduce it to 0 hp, it is reduced to 1 hp instead.","name":"Relentless (Recharges after a Short or Long Rest)"},{"desc":"When a creature dies within 30 feet of the ghost boar, its spirit can possess the boar, incapacitating the boar for up to 1 minute. During this time, the spirit is affected by the speak with dead spell, speaking through the ghost boar's mouth.","name":"Spirit Conduit"}],"spell_list":[],"page_no":169,"environments":[],"img_main":null,"document__slug":"cc","document__title":"Creature Codex","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/creature-codex-for-5th-edition-dnd/","v2_converted_path":"/v2/creatures/ccdx_elder-ghost-boar/"},{"slug":"flame-eater-swarm","desc":"","name":"Flame Eater Swarm","size":"Medium","type":"Beast","subtype":"","group":null,"alignment":"unaligned","armor_class":12,"armor_desc":null,"hit_points":33,"hit_dice":"6d8+6","speed":{"fly":40,"walk":0},"strength":3,"dexterity":15,"constitution":12,"intelligence":2,"wisdom":14,"charisma":4,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":null,"skills":{},"damage_vulnerabilities":"","damage_resistances":"bludgeoning, piercing, slashing","damage_immunities":"fire","condition_immunities":"charmed, frightened, paralyzed, petrified, prone, restrained, stunned","senses":"blindsight 30 ft., passive Perception 12","languages":"-","challenge_rating":"2","cr":2.0,"actions":[{"desc":"The swarm can make two bite attacks.","name":"Multiattack"},{"attack_bonus":4,"damage_dice":"2d6","desc":"Melee Weapon Attack: +4 to hit, reach 0 ft., one creature in the swarm's space. Hit: 7 (2d6) piercing damage, or 3 (1d6) piercing damage if the swarm has half of its hp or fewer.","name":"Bite"}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"desc":"Any normal fire in the flame eater swarm's space at the end of the swarm's turn is extinguished. Magical fire (a flaming weapon or wall of fire spell, for example) is extinguished if the swarm makes a successful DC 13 Constitution check. Only the swarm's space is affected; fires larger than the swarm continue burning outside the swarm's space. For 1 minute after the swarm consumes any flame, its bite attack deals an extra 9 (2d8) fire damage and any creature that ends its turn in the swarm's space takes 4 (1d8) fire damage.","name":"Consume Flame"},{"desc":"The swarm can occupy the same space as another creature and vice versa. The swarm can move through any opening large enough for a Tiny bat. The swarm can't regain hp or gain temporary hp.","name":"Swarm"}],"spell_list":[],"page_no":204,"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_flame-eater-swarm/"},{"slug":"fleshpod-hornet","desc":"","name":"Fleshpod Hornet","size":"Large","type":"Beast","subtype":"","group":null,"alignment":"unaligned","armor_class":14,"armor_desc":null,"hit_points":120,"hit_dice":"16d10+32","speed":{"fly":60,"hover":true,"walk":10},"strength":14,"dexterity":18,"constitution":15,"intelligence":3,"wisdom":12,"charisma":6,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":4,"skills":{"perception":4},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"","condition_immunities":"","senses":"passive Perception 14","languages":"-","challenge_rating":"6","cr":6.0,"actions":[{"desc":"The fleshpod hornet makes two attacks: one with its slam and one with its stinger.","name":"Multiattack"},{"attack_bonus":7,"damage_dice":"2d8+4","desc":"Melee Weapon Attack: +7 to hit, reach 5 ft., one creature. Hit: 13 (2d8 + 4) bludgeoning damage.","name":"Slam"},{"attack_bonus":7,"damage_dice":"2d6+4","desc":"Melee Weapon Attack: +7 to hit, reach 10 ft., one creature. Hit: 11 (2d6 + 4) piercing damage. The target must make a DC 13 Constitution saving throw, taking 21 (6d6) poison damage on a failed save, or half as much damage on a successful one. On a failed saving throw, the target is also infected with the eggs of the fleshpod hornet. \n\nThe injected eggs form a circular lotus pod tumor, roughly half a foot in diameter, on the target within 1 minute of injection. While carrying this tumor, the target has disadvantage on skill checks and saving throws. Exactly 24 hours after the lotus pod appears, a young fleshpod hornet (use giant wasp statistics) erupts from the tumor, dealing does 33 (6d10) slashing damage to the target. \n\nThe tumor can be excised with a DC 15 Wisdom (Medicine) check, causing 16 (3d10) slashing damage to the host. If it is cut out without the check, the patient must succeed on a DC 15 Constitution saving throw or take 22 (4d10) slashing damage.","name":"Stinger"}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"desc":"If the fleshpod hornet flies at least 20 feet straight toward a creature and then hits it with a slam attack on the same turn, that target must succeed on a DC 13 Strength saving throw or be knocked prone.","name":"Flying Charge"}],"spell_list":[],"page_no":161,"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_fleshpod-hornet/"},{"slug":"foxfire-ooze","desc":"","name":"Foxfire Ooze","size":"Large","type":"Ooze","subtype":"","group":null,"alignment":"unaligned","armor_class":9,"armor_desc":null,"hit_points":126,"hit_dice":"12d10+60","speed":{"climb":20,"fly":10,"hover":true,"swim":20,"walk":20},"strength":19,"dexterity":8,"constitution":20,"intelligence":2,"wisdom":6,"charisma":1,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":null,"skills":{},"damage_vulnerabilities":"cold","damage_resistances":"bludgeoning, piercing, and slashing from nonmagical attacks","damage_immunities":"acid, fire, lightning","condition_immunities":"blinded, charmed, deafened, exhaustion, frightened, prone","senses":"blindsight 60 ft. (blind beyond this radius), passive Perception 8","languages":"-","challenge_rating":"10","cr":10.0,"actions":[{"desc":"The foxfire ooze makes three pseudopod attacks.","name":"Multiattack"},{"attack_bonus":8,"damage_dice":"3d10+4","desc":"Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 20 (3d10 + 4) bludgeoning damage plus 4 (1d8) lightning damage.","name":"Pseudopod"}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"desc":"The ooze has advantage on attack rolls against any creature it has surprised.","name":"Ambusher"},{"desc":"The ooze can move through a space as narrow as 1 inch wide without squeezing.","name":"Amorphous"},{"desc":"A creature that touches the ooze while wearing metal or hits it with a melee attack with a metal weapon takes 9 (2d8) lightning damage and triggers a lightning storm. All creatures within 20 feet of the ooze that are holding or wearing metal must succeed on a DC 16 Dexterity saving throw or take 9 (2d8) lightning damage.","name":"Lightning Storm"},{"desc":"The ooze can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.","name":"Spider Climb"}],"spell_list":[],"page_no":283,"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_foxfire-ooze/"},{"slug":"fractal-golem","desc":"","name":"Fractal Golem","size":"Large","type":"Construct","subtype":"","group":null,"alignment":"unaligned","armor_class":18,"armor_desc":"natural armor","hit_points":8,"hit_dice":"1d10+3","speed":{"walk":30},"strength":16,"dexterity":12,"constitution":16,"intelligence":6,"wisdom":8,"charisma":1,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":2,"skills":{"perception":2,"stealth":4,"survival":5},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"poison, psychic; bludgeoning, piercing, and slashing from nonmagical attacks not made with adamantine","condition_immunities":"charmed, exhaustion, frightened, paralyzed, petrified, poisoned","senses":"darkvision 60 ft., passive Perception 12","languages":"understands the languages of its creator but can't speak","challenge_rating":"8","cr":8.0,"actions":[{"attack_bonus":6,"damage_dice":"3d6+3","desc":"Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 13 (3d6 + 3) bludgeoning damage.","name":"Slam"}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"desc":"When the golem is reduced to 0 hp, it explodes. Each creature within 5 feet of it, except for other fractal golems, must succeed on a DC 14 Dexterity saving throw or take 4 (1d8) force damage and be pushed back 5 feet. Two duplicate fractal golems appear in the golem's space and the nearest unoccupied space, each with the same statistics as the original fractal golem, except one size smaller. When a Tiny duplicate of the golem is reduced to 0 hp, it explodes and doesn't duplicate. All duplicates act on the same initiative.","name":"Fractalize"},{"desc":"The golem is immune to any spell or effect that would alter its form.","name":"Immutable Form"},{"desc":"The golem has advantage on saving throws against spells and other magical effects.","name":"Magic Resistance"},{"desc":"The golem's weapon attacks are magical.","name":"Magic Weapons"}],"spell_list":[],"page_no":200,"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_fractal-golem/"},{"slug":"ghost-boar","desc":"","name":"Ghost Boar","size":"Large","type":"Monstrosity","subtype":"","group":null,"alignment":"unaligned","armor_class":13,"armor_desc":"natural armor","hit_points":68,"hit_dice":"8d10+24","speed":{"walk":40},"strength":18,"dexterity":10,"constitution":16,"intelligence":7,"wisdom":12,"charisma":7,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":null,"skills":{},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"","condition_immunities":"","senses":"darkvision 60 ft., passive Perception 11","languages":"understands Common but can't speak it","challenge_rating":"3","cr":3.0,"actions":[{"attack_bonus":6,"damage_dice":"2d6+4","desc":"Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) slashing damage.","name":"Tusk"}],"bonus_actions":null,"reactions":[{"desc":"When a creature hits the ghost boar with a melee weapon attack, the ghost boar can make one tusk attack against the creature. The ghost boar must see the attacker and be within 5 feet of it.","name":"Tusk Swipe"}],"legendary_desc":"","legendary_actions":null,"special_abilities":[{"desc":"If the boar moves at least 20 feet straight toward a target and then hits it with a tusk attack on the same turn, the target takes an extra 10 (3d6) slashing damage. If the target is a creature, it must succeed on a DC 14 Strength saving throw or be knocked prone.","name":"Charge"},{"desc":"When the ghost boar moves, it becomes temporarily incorporeal. It can move through creatures and objects as if they were difficult terrain. It takes 5 (1d10) force damage and is pushed to the closest unoccupied space if it ends its turn inside an object.","name":"Incorporeal Jaunt"},{"desc":"If the boar takes 15 damage or less that would reduce it to 0 hp, it is reduced to 1 hp instead.","name":"Relentless (Recharges after a Short or Long Rest)"}],"spell_list":[],"page_no":169,"environments":[],"img_main":null,"document__slug":"cc","document__title":"Creature Codex","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/creature-codex-for-5th-edition-dnd/","v2_converted_path":"/v2/creatures/ccdx_ghost-boar/"},{"slug":"giant-moth","desc":"","name":"Giant Moth","size":"Small","type":"Beast","subtype":"","group":null,"alignment":"unaligned","armor_class":11,"armor_desc":null,"hit_points":7,"hit_dice":"2d6","speed":{"fly":30,"walk":25},"strength":10,"dexterity":12,"constitution":10,"intelligence":3,"wisdom":10,"charisma":7,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":2,"skills":{"perception":2,"stealth":3},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"","condition_immunities":"","senses":"darkvision 60 ft., passive Perception 12","languages":"-","challenge_rating":"1/8","cr":0.125,"actions":[{"attack_bonus":3,"damage_dice":"1d6+1","desc":"Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 (1d6 + 1) piercing damage.","name":"Proboscis"},{"desc":"A 10-foot radius cloud of fine powder disperses from the giant moth. Each creature in that area must succeed on a DC 10 Constitution saving throw or be blinded until the end of its next turn.","name":"Powdery Wings (1/Day)"}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"desc":"The giant moth has advantage on Wisdom (Perception) checks that rely on smell.","name":"Antennae"}],"spell_list":[],"page_no":178,"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_giant-moth/"},{"slug":"giant-shark-bowl","desc":"","name":"Giant Shark Bowl","size":"Huge","type":"Ooze","subtype":"","group":null,"alignment":"unaligned","armor_class":6,"armor_desc":null,"hit_points":172,"hit_dice":"15d12+75","speed":{"swim":20,"walk":20},"strength":23,"dexterity":3,"constitution":20,"intelligence":1,"wisdom":10,"charisma":5,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":null,"skills":{},"damage_vulnerabilities":"","damage_resistances":"acid, fire, slashing","damage_immunities":"lightning","condition_immunities":"blinded, charmed, deafened, exhaustion, frightened, prone","senses":"blindsight 60 ft. (blind beyond this radius), passive Perception 10","languages":"-","challenge_rating":"8","cr":8.0,"actions":[{"desc":"The giant shark bowl makes two attacks: one with its bite and one with its pseudopod.","name":"Multiattack"},{"attack_bonus":9,"damage_dice":"3d10+6","desc":"Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 22 (3d10 + 6) piercing damage.","name":"Bite"},{"attack_bonus":9,"damage_dice":"3d10+6","desc":"Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 22 (3d10 + 6) bludgeoning damage.","name":"Pseudopod"},{"desc":"The giant shark bowl moves up to its speed. While doing so, it can enter Large or smaller creatures' spaces. Whenever the bowl enters a creature's space, the creature must make a DC 16 Dexterity saving throw. \n\nOn a successful save, the creature can choose to be pushed 5 feet back or to the side of the bowl. A creature that chooses not to be pushed suffers the consequences of a failed saving throw. \n\nOn a failed save, the bowl enters the creature's space, and the creature takes 22 (3d10 + 6) piercing damage and is engulfed. The engulfed creature can't breathe, is restrained, and takes 22 (3d10 + 6) piercing damage at the start of each of the bowl's turns. When the bowl moves, the engulfed creature moves with it. \n\nAn engulfed creature can try to escape by taking an action to make a DC 15 Strength check. On a success, the creature escapes and enters a space of its choice within 5 feet of the bowl.","name":"Engulf"}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"desc":"The giant shark bowl can breathe air and water.","name":"Amphibious"},{"desc":"The giant shark bowl has advantage on melee attack rolls against any creature that doesn't have all its hp.","name":"Blood Frenzy"},{"desc":"When the giant shark bowl is subjected to lightning damage, it takes no damage and instead becomes charged for 1 minute. While charged, its attacks deal an extra 2 (1d4) lightning damage.","name":"Electrical Charge"},{"desc":"The shark bowl takes up its entire space. Other creatures can enter the space, but they are subjected to the bowl's Engulf and have disadvantage on the saving throw. Creatures inside the bowl can be seen but have total cover. A creature within 5 feet of the bowl can take an action to pull a creature out. Doing so requires a successful DC 15 Strength check, and the creature making the attempt takes 22 (3d10 + 6) piercing damage. The bowl can hold one Large creature or up to six Medium or smaller creatures inside it at a time.","name":"Ooze Fish Bowl"},{"desc":"The ooze and the giant shark's life forces have been entwined by an arcane force. They share statistics as if they were one monster and can't be separated.","name":"Symbiotically Bound"}],"spell_list":[],"page_no":284,"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_giant-shark-bowl/"},{"slug":"giant-sloth","desc":"","name":"Giant Sloth","size":"Large","type":"Beast","subtype":"","group":null,"alignment":"unaligned","armor_class":15,"armor_desc":"natural armor","hit_points":168,"hit_dice":"16d10+80","speed":{"climb":20,"walk":20},"strength":19,"dexterity":10,"constitution":19,"intelligence":3,"wisdom":12,"charisma":10,"strength_save":7,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":4,"skills":{"athletics":7,"perception":4},"damage_vulnerabilities":"","damage_resistances":"poison","damage_immunities":"","condition_immunities":"poisoned","senses":"darkvision 120 ft., passive Perception 14","languages":"-","challenge_rating":"7","cr":7.0,"actions":[{"desc":"The giant sloth makes two attacks: one with its claw and one with its bite. If the giant sloth is grappling a creature, it can also use its Sloth's Embrace once.","name":"Multiattack"},{"attack_bonus":7,"damage_dice":"3d6+4","desc":"Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 14 (3d6 + 4) slashing damage. The target is grappled (escape DC 15) if it is a Large or smaller creature and the sloth doesn't have another creature grappled.","name":"Claw"},{"attack_bonus":7,"damage_dice":"3d8+4","desc":"Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 17 (3d8 + 4) piercing damage.","name":"Bite"},{"desc":"The giant sloth crushes a creature it is grappling by pulling the creature against its fetid, furry chest. The target must make a DC 15 Strength saving throw, taking 27 (6d8) bludgeoning damage on a failed save, or half as much damage on a successful one. A creature that fails the save is also stunned until the end of its next turn.","name":"Sloth's Embrace"}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"desc":"Any creature that starts its turn within 15 feet of the giant sloth must succeed on a DC 15 Constitution saving throw or have disadvantage on its next attack roll or ability check.","name":"Foul Odor"},{"desc":"The giant sloth moves double its normal speed and has advantage on all of its attacks for 1 round.","name":"Hunter's Dash (1/Day)"}],"spell_list":[],"page_no":178,"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_giant-sloth/"},{"slug":"giant-vampire-bat","desc":"","name":"Giant Vampire Bat","size":"Large","type":"Beast","subtype":"","group":null,"alignment":"unaligned","armor_class":13,"armor_desc":null,"hit_points":60,"hit_dice":"8d10+16","speed":{"fly":60,"walk":10},"strength":16,"dexterity":16,"constitution":14,"intelligence":2,"wisdom":12,"charisma":6,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":null,"skills":{},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"","condition_immunities":"","senses":"blindsight 60 ft., passive Perception 11","languages":"-","challenge_rating":"2","cr":2.0,"actions":[{"attack_bonus":5,"damage_dice":"1d6+3","desc":"Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) piercing damage plus 7 (2d6) necrotic damage and the target is grappled (escape DC 13). Until this grapple ends, the target is restrained, and the bat can't bite another target. The bat regains hp equal to the necrotic damage dealt.","name":"Bite"}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"desc":"The bat can't use its blindsight while deafened.","name":"Echolocation"},{"desc":"The bat has advantage on Wisdom (Perception) checks that rely on hearing.","name":"Keen Hearing"}],"spell_list":[],"page_no":50,"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_giant-vampire-bat/"},{"slug":"glass-golem","desc":"","name":"Glass Golem","size":"Small","type":"Construct","subtype":"","group":null,"alignment":"unaligned","armor_class":12,"armor_desc":null,"hit_points":45,"hit_dice":"10d6+10","speed":{"walk":20},"strength":10,"dexterity":15,"constitution":13,"intelligence":3,"wisdom":8,"charisma":1,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":null,"skills":{},"damage_vulnerabilities":"bludgeoning","damage_resistances":"piercing and slashing from nonmagical attacks not made with adamantine","damage_immunities":"poison, psychic","condition_immunities":"charmed, exhaustion, frightened, paralyzed, petrified, poisoned","senses":"darkvision 60 ft., passive Perception 9","languages":"understands the languages of its creator but can't speak","challenge_rating":"2","cr":2.0,"actions":[{"attack_bonus":4,"damage_dice":"2d6+2","desc":"Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 9 (2d6 + 2) slashing damage.","name":"Shard"}],"bonus_actions":null,"reactions":[{"desc":"When a glass golem takes bludgeoning damage, it can make one shard attack against each creature within 5 feet of it.","name":"Shatter"}],"legendary_desc":"","legendary_actions":null,"special_abilities":[{"desc":"The golem is immune to any spell or effect that would alter its form.","name":"Immutable Form"},{"desc":"The glass golem has advantage on saving throws against spells and other magical effects.","name":"Magic Resistance"}],"spell_list":[],"page_no":200,"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_glass-golem/"},{"slug":"gloomflower","desc":"","name":"Gloomflower","size":"Tiny","type":"Plant","subtype":"","group":null,"alignment":"unaligned","armor_class":12,"armor_desc":"natural armor","hit_points":44,"hit_dice":"8d4+24","speed":{"walk":10},"strength":10,"dexterity":6,"constitution":16,"intelligence":1,"wisdom":6,"charisma":18,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":null,"skills":{},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"","condition_immunities":"blinded, deafened, frightened","senses":"blindsight 120 ft. passive Perception 8","languages":"understands all languages known by creatures within 120 feet, but can't speak, telepathy 120 ft.","challenge_rating":"3","cr":3.0,"actions":[{"desc":"The gloomflower makes two psychic strike attacks.","name":"Multiattack"},{"attack_bonus":6,"damage_dice":"3d6","desc":"Ranged Spell Attack: +6 to hit, range 120 ft., one target. Hit: 10 (3d6) psychic damage.","name":"Psychic Strike"},{"desc":"Each creature of the gloomflower's choice that is within 60 feet of the gloomflower and aware of it must make a DC 14 Wisdom saving throw. On a failure, a creature is bombarded with visions of its fears and anxieties for 1 minute. While bombarded, it takes 7 (2d6) psychic damage at the start of each of its turns and must spend its action to make one melee attack against a creature within 5 feet of it, other than the gloomflower or itself. If the creature can't make a melee attack, it takes the Dodge action. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. On a success, a creature is incapacitated by hallucinations until the end of its next turn but isn't bombarded with visions of its fears and anxieties. \n\nA creature that is reduced to 0 hp by this psychic damage falls unconscious and is stable. When that creature regains consciousness, it suffers permanent hallucinations and has disadvantage on ability checks until cured by a remove curse spell or similar magic.","name":"Corrupting Visions (Recharge 5-6)"}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"desc":"Creatures have disadvantage on attack rolls against the gloomflower. An attacker is immune to this effect if it doesn't rely on sight, as with blindsight, or can see through illusions, as with truesight.","name":"Blur"},{"desc":"Whenever the gloomflower takes damage, each creature within 10 feet of the gloomflower must succeed on a DC 14 Wisdom saving throw or take 7 (2d6) psychic damage.","name":"Psychic Scream"}],"spell_list":[],"page_no":188,"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_gloomflower/"}]}