{"count":3207,"next":"https://api-beta.open5e.com/v1/monsters/?format=json&ordering=challenge_rating&page=12","previous":"https://api-beta.open5e.com/v1/monsters/?format=json&ordering=challenge_rating&page=10","results":[{"slug":"gnoll","desc":"","name":"Gnoll","size":"Medium","type":"Humanoid","subtype":"gnoll","group":null,"alignment":"chaotic evil","armor_class":15,"armor_desc":"hide armor, shield","hit_points":22,"hit_dice":"5d8","speed":{"walk":30},"strength":14,"dexterity":12,"constitution":11,"intelligence":6,"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":"","senses":"darkvision 60 ft., passive Perception 10","languages":"Gnoll","challenge_rating":"1/2","cr":0.5,"actions":[{"name":"Bite","desc":"Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 4 (1d4 + 2) piercing damage.","attack_bonus":4,"damage_dice":"1d4","damage_bonus":2},{"name":"Spear","desc":"Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 5 (1d6 + 2) piercing damage, or 6 (1d8 + 2) piercing damage if used with two hands to make a melee attack.","attack_bonus":4,"damage_dice":"1d6","damage_bonus":2},{"name":"Longbow","desc":"Ranged Weapon Attack: +3 to hit, range 150/600 ft., one target. Hit: 5 (1d8 + 1) piercing damage.","attack_bonus":3,"damage_dice":"1d8","damage_bonus":1}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Rampage","desc":"When the gnoll reduces a creature to 0 hit points with a melee attack on its turn, the gnoll can take a bonus action to move up to half its speed and make a bite attack."}],"spell_list":[],"page_no":314,"environments":["Hill","Desert","Abyss","Mountains","Grassland","Forest","Jungle","Hills","Settlement"],"img_main":null,"document__slug":"wotc-srd","document__title":"5e Core Rules","document__license_url":"http://open5e.com/legal","document__url":"http://dnd.wizards.com/articles/features/systems-reference-document-srd","v2_converted_path":"/v2/creatures/srd_gnoll/"},{"slug":"gray-ooze","desc":"","name":"Gray Ooze","size":"Medium","type":"Ooze","subtype":"","group":"Oozes","alignment":"unaligned","armor_class":8,"armor_desc":null,"hit_points":22,"hit_dice":"3d8+9","speed":{"walk":10,"climb":10},"strength":12,"dexterity":6,"constitution":16,"intelligence":1,"wisdom":6,"charisma":2,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":null,"skills":{"stealth":2},"damage_vulnerabilities":"","damage_resistances":"acid, cold, fire","damage_immunities":"","condition_immunities":"blinded, charmed, deafened, exhaustion, frightened, prone","senses":"blindsight 60 ft. (blind beyond this radius), passive Perception 8","languages":"","challenge_rating":"1/2","cr":0.5,"actions":[{"name":"Pseudopod","desc":"Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 (1d6 + 1) bludgeoning damage plus 7 (2d6) acid damage, and if the target is wearing nonmagical metal armor, its armor is partly corroded and takes a permanent and cumulative -1 penalty to the AC it offers. The armor is destroyed if the penalty reduces its AC to 10.","attack_bonus":3,"damage_dice":"1d6","damage_bonus":1}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Amorphous","desc":"The ooze can move through a space as narrow as 1 inch wide without squeezing."},{"name":"Corrode Metal","desc":"Any nonmagical weapon made of metal that hits the ooze corrodes. After dealing damage, the weapon takes a permanent and cumulative -1 penalty to damage rolls. If its penalty drops to -5, the weapon is destroyed. Nonmagical ammunition made of metal that hits the ooze is destroyed after dealing damage.\nThe ooze can eat through 2-inch-thick, nonmagical metal in 1 round."},{"name":"False Appearance","desc":"While the ooze remains motionless, it is indistinguishable from an oily pool or wet rock."}],"spell_list":[],"page_no":338,"environments":["Underdark","Sewer","Mountains","Caverns","Ruin","Plane Of Earth","Water"],"img_main":null,"document__slug":"wotc-srd","document__title":"5e Core Rules","document__license_url":"http://open5e.com/legal","document__url":"http://dnd.wizards.com/articles/features/systems-reference-document-srd","v2_converted_path":"/v2/creatures/srd_gray-ooze/"},{"slug":"hobgoblin","desc":"","name":"Hobgoblin","size":"Medium","type":"Humanoid","subtype":"goblinoid","group":null,"alignment":"lawful evil","armor_class":18,"armor_desc":"chain mail, shield","hit_points":11,"hit_dice":"2d8+2","speed":{"walk":30},"strength":13,"dexterity":12,"constitution":12,"intelligence":10,"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":"","damage_resistances":"","damage_immunities":"","condition_immunities":"","senses":"darkvision 60 ft., passive Perception 10","languages":"Common, Goblin","challenge_rating":"1/2","cr":0.5,"actions":[{"name":"Longsword","desc":"Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 5 (1d8 + 1) slashing damage, or 6 (1d10 + 1) slashing damage if used with two hands.","attack_bonus":3,"damage_dice":"1d8","damage_bonus":1},{"name":"Longbow","desc":"Ranged Weapon Attack: +3 to hit, range 150/600 ft., one target. Hit: 5 (1d8 + 1) piercing damage.","attack_bonus":3,"damage_dice":"1d8","damage_bonus":1}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Martial Advantage","desc":"Once per turn, the hobgoblin can deal an extra 7 (2d6) damage to a creature it hits with a weapon attack if that creature is within 5 ft. of an ally of the hobgoblin that isn't incapacitated.","attack_bonus":0,"damage_dice":"2d6"}],"spell_list":[],"page_no":322,"environments":["Hill","Desert","Underdark","Mountains","Grassland","Forest","Hills","Caverns"],"img_main":null,"document__slug":"wotc-srd","document__title":"5e Core Rules","document__license_url":"http://open5e.com/legal","document__url":"http://dnd.wizards.com/articles/features/systems-reference-document-srd","v2_converted_path":"/v2/creatures/srd_hobgoblin/"},{"slug":"ice-mephit","desc":"","name":"Ice Mephit","size":"Small","type":"Elemental","subtype":"","group":"Mephits","alignment":"neutral evil","armor_class":11,"armor_desc":null,"hit_points":21,"hit_dice":"6d6","speed":{"walk":30,"fly":30},"strength":7,"dexterity":13,"constitution":10,"intelligence":9,"wisdom":11,"charisma":12,"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":"bludgeoning, fire","damage_resistances":"","damage_immunities":"cold, poison","condition_immunities":"poisoned","senses":"darkvision 60 ft., passive Perception 12","languages":"Aquan, Auran","challenge_rating":"1/2","cr":0.5,"actions":[{"name":"Claws","desc":"Melee Weapon Attack: +3 to hit, reach 5 ft., one creature. Hit: 3 (1d4 + 1) slashing damage plus 2 (1d4) cold damage.","attack_bonus":3,"damage_dice":"1d4","damage_bonus":1},{"name":"Frost Breath (Recharge 6)","desc":"The mephit exhales a 15-foot cone of cold air. Each creature in that area must succeed on a DC 10 Dexterity saving throw, taking 5 (2d4) cold damage on a failed save, or half as much damage on a successful one."},{"name":"Variant: Summon Mephits (1/Day)","desc":"The mephit has a 25 percent chance of summoning 1d4 mephits of its kind. A summoned mephit appears in an unoccupied space within 60 feet of its summoner, acts as an ally of its summoner, and can't summon other mephits. It remains for 1 minute, until it or its summoner dies, or until its summoner dismisses it as an action."}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Death Burst","desc":"When the mephit dies, it explodes in a burst of jagged ice. Each creature within 5 ft. of it must make a DC 10 Dexterity saving throw, taking 4 (1d8) slashing damage on a failed save, or half as much damage on a successful one.","attack_bonus":0,"damage_dice":"1d8"},{"name":"False Appearance","desc":"While the mephit remains motionless, it is indistinguishable from an ordinary shard of ice."},{"name":"Innate Spellcasting (1/Day)","desc":"The mephit can innately cast _fog cloud_, requiring no material components. Its innate spellcasting ability is Charisma."}],"spell_list":["https://api-beta.open5e.com/v2/spells/fog-cloud/?format=json"],"page_no":331,"environments":["Plane Of Air","Mountains","Tundra","Plane Of Water","Arctic"],"img_main":null,"document__slug":"wotc-srd","document__title":"5e Core Rules","document__license_url":"http://open5e.com/legal","document__url":"http://dnd.wizards.com/articles/features/systems-reference-document-srd","v2_converted_path":"/v2/creatures/srd_ice-mephit/"},{"slug":"lizardfolk","desc":"","name":"Lizardfolk","size":"Medium","type":"Humanoid","subtype":"lizardfolk","group":null,"alignment":"neutral","armor_class":15,"armor_desc":"natural armor, shield","hit_points":22,"hit_dice":"4d8+4","speed":{"walk":30,"swim":30},"strength":15,"dexterity":10,"constitution":13,"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":3,"skills":{"perception":3,"stealth":4,"survival":5},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"","condition_immunities":"","senses":"passive Perception 13","languages":"Draconic","challenge_rating":"1/2","cr":0.5,"actions":[{"name":"Multiattack","desc":"The lizardfolk makes two melee attacks, each one with a different weapon."},{"name":"Bite","desc":"Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) piercing damage.","attack_bonus":4,"damage_dice":"1d6","damage_bonus":2},{"name":"Heavy Club","desc":"Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) bludgeoning damage.","attack_bonus":4,"damage_dice":"1d6","damage_bonus":2},{"name":"Javelin","desc":"Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 30/120 ft., one target. Hit: 5 (1d6 + 2) piercing damage.","attack_bonus":4,"damage_dice":"1d6","damage_bonus":2},{"name":"Spiked Shield","desc":"Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) piercing damage.","attack_bonus":4,"damage_dice":"1d6","damage_bonus":2}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Hold Breath","desc":"The lizardfolk can hold its breath for 15 minutes."}],"spell_list":[],"page_no":326,"environments":["Swamp","Jungle","Forest"],"img_main":null,"document__slug":"wotc-srd","document__title":"5e Core Rules","document__license_url":"http://open5e.com/legal","document__url":"http://dnd.wizards.com/articles/features/systems-reference-document-srd","v2_converted_path":"/v2/creatures/srd_lizardfolk/"},{"slug":"magma-mephit","desc":"","name":"Magma Mephit","size":"Small","type":"Elemental","subtype":"","group":"Mephits","alignment":"neutral evil","armor_class":11,"armor_desc":null,"hit_points":22,"hit_dice":"5d6+5","speed":{"walk":30,"fly":30},"strength":8,"dexterity":12,"constitution":12,"intelligence":7,"wisdom":10,"charisma":10,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":null,"skills":{"stealth":3},"damage_vulnerabilities":"cold","damage_resistances":"","damage_immunities":"fire, poison","condition_immunities":"poisoned","senses":"darkvision 60 ft., passive Perception 10","languages":"Ignan, Terran","challenge_rating":"1/2","cr":0.5,"actions":[{"name":"Claws","desc":"Melee Weapon Attack: +3 to hit, reach 5 ft., one creature. Hit: 3 (1d4 + 1) slashing damage plus 2 (1d4) fire damage.","attack_bonus":3,"damage_dice":"1d4","damage_bonus":1},{"name":"Fire Breath (Recharge 6)","desc":"The mephit exhales a 15-foot cone of fire. Each creature in that area must make a DC 11 Dexterity saving throw, taking 7 (2d6) fire damage on a failed save, or half as much damage on a successful one."},{"name":"Variant: Summon Mephits (1/Day)","desc":"The mephit has a 25 percent chance of summoning 1d4 mephits of its kind. A summoned mephit appears in an unoccupied space within 60 feet of its summoner, acts as an ally of its summoner, and can't summon other mephits. It remains for 1 minute, until it or its summoner dies, or until its summoner dismisses it as an action."}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Death Burst","desc":"When the mephit dies, it explodes in a burst of lava. Each creature within 5 ft. of it must make a DC 11 Dexterity saving throw, taking 7 (2d6) fire damage on a failed save, or half as much damage on a successful one.","attack_bonus":0,"damage_dice":"2d6"},{"name":"False Appearance","desc":"While the mephit remains motionless, it is indistinguishable from an ordinary mound of magma."},{"name":"Innate Spellcasting (1/Day)","desc":"The mephit can innately cast _heat metal_ (spell save DC 10), requiring no material components. Its innate spellcasting ability is Charisma."}],"spell_list":["https://api-beta.open5e.com/v2/spells/heat-metal/?format=json"],"page_no":331,"environments":["Underdark","Mountains","Caverns","Plane Of Fire","Plane Of Earth"],"img_main":null,"document__slug":"wotc-srd","document__title":"5e Core Rules","document__license_url":"http://open5e.com/legal","document__url":"http://dnd.wizards.com/articles/features/systems-reference-document-srd","v2_converted_path":"/v2/creatures/srd_magma-mephit/"},{"slug":"magmin","desc":"","name":"Magmin","size":"Small","type":"Elemental","subtype":"","group":null,"alignment":"chaotic neutral","armor_class":14,"armor_desc":"natural armor","hit_points":9,"hit_dice":"2d6+2","speed":{"walk":30},"strength":7,"dexterity":15,"constitution":12,"intelligence":8,"wisdom":11,"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, piercing, and slashing from nonmagical attacks","damage_immunities":"fire","condition_immunities":"","senses":"darkvision 60 ft., passive Perception 10","languages":"Ignan","challenge_rating":"1/2","cr":0.5,"actions":[{"name":"Touch","desc":"Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 7 (2d6) fire damage. If the target is a creature or a flammable object, it ignites. Until a target takes an action to douse the fire, the target takes 3 (1d6) fire damage at the end of each of its turns.","attack_bonus":4,"damage_dice":"2d6"}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Death Burst","desc":"When the magmin dies, it explodes in a burst of fire and magma. Each creature within 10 ft. of it must make a DC 11 Dexterity saving throw, taking 7 (2d6) fire damage on a failed save, or half as much damage on a successful one. Flammable objects that aren't being worn or carried in that area are ignited.","attack_bonus":0,"damage_dice":"2d6"},{"name":"Ignited Illumination","desc":"As a bonus action, the magmin can set itself ablaze or extinguish its flames. While ablaze, the magmin sheds bright light in a 10-foot radius and dim light for an additional 10 ft."}],"spell_list":[],"page_no":329,"environments":["Desert","Mountains","Caverns","Plane Of Fire","Laboratory"],"img_main":null,"document__slug":"wotc-srd","document__title":"5e Core Rules","document__license_url":"http://open5e.com/legal","document__url":"http://dnd.wizards.com/articles/features/systems-reference-document-srd","v2_converted_path":"/v2/creatures/srd_magmin/"},{"slug":"orc","desc":"","name":"Orc","size":"Medium","type":"Humanoid","subtype":"orc","group":null,"alignment":"chaotic evil","armor_class":13,"armor_desc":"hide armor","hit_points":15,"hit_dice":"2d8+6","speed":{"walk":30},"strength":16,"dexterity":12,"constitution":16,"intelligence":7,"wisdom":11,"charisma":10,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":null,"skills":{"intimidation":2},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"","condition_immunities":"","senses":"darkvision 60 ft., passive Perception 10","languages":"Common, Orc","challenge_rating":"1/2","cr":0.5,"actions":[{"name":"Greataxe","desc":"Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 9 (1d12 + 3) slashing damage.","attack_bonus":5,"damage_dice":"1d12","damage_bonus":3},{"name":"Javelin","desc":"Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 30/120 ft., one target. Hit: 6 (1d6 + 3) piercing damage.","attack_bonus":5,"damage_dice":"1d6","damage_bonus":3}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Aggressive","desc":"As a bonus action, the orc can move up to its speed toward a hostile creature that it can see."}],"spell_list":[],"page_no":339,"environments":["Hill","Underdark","Swamp","Grassland","Mountain","Forest","Arctic"],"img_main":null,"document__slug":"wotc-srd","document__title":"5e Core Rules","document__license_url":"http://open5e.com/legal","document__url":"http://dnd.wizards.com/articles/features/systems-reference-document-srd","v2_converted_path":"/v2/creatures/srd_orc/"},{"slug":"reef-shark","desc":"Smaller than giant sharks and hunter sharks, **reef sharks** inhabit shallow waters and coral reefs, gathering in small packs to hunt. A full-grown specimen measures 6 to 10 feet long.","name":"Reef Shark","size":"Medium","type":"Beast","subtype":"","group":"Miscellaneous Creatures","alignment":"unaligned","armor_class":12,"armor_desc":"natural armor","hit_points":22,"hit_dice":"4d8+1","speed":{"swim":40},"strength":14,"dexterity":13,"constitution":13,"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":2,"skills":{"perception":2},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"","condition_immunities":"","senses":"blindsight 30 ft., passive Perception 12","languages":"","challenge_rating":"1/2","cr":0.5,"actions":[{"name":"Bite","desc":"Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) piercing damage.","attack_bonus":4,"damage_dice":"1d8","damage_bonus":2}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Pack Tactics","desc":"The shark has advantage on an attack roll against a creature if at least one of the shark's allies is within 5 ft. of the creature and the ally isn't incapacitated."},{"name":"Water Breathing","desc":"The shark can breathe only underwater."}],"spell_list":[],"page_no":387,"environments":["Underwater","Water"],"img_main":null,"document__slug":"wotc-srd","document__title":"5e Core Rules","document__license_url":"http://open5e.com/legal","document__url":"http://dnd.wizards.com/articles/features/systems-reference-document-srd","v2_converted_path":"/v2/creatures/srd_reef-shark/"},{"slug":"rust-monster","desc":"","name":"Rust Monster","size":"Medium","type":"Monstrosity","subtype":"","group":null,"alignment":"unaligned","armor_class":14,"armor_desc":"natural armor","hit_points":27,"hit_dice":"5d8+5","speed":{"walk":40},"strength":13,"dexterity":12,"constitution":13,"intelligence":2,"wisdom":13,"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":"darkvision 60 ft., passive Perception 11","languages":"","challenge_rating":"1/2","cr":0.5,"actions":[{"name":"Bite","desc":"Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 5 (1d8 + 1) piercing damage.","attack_bonus":3,"damage_dice":"1d8","damage_bonus":1},{"name":"Antennae","desc":"The rust monster corrodes a nonmagical ferrous metal object it can see within 5 feet of it. If the object isn't being worn or carried, the touch destroys a 1-foot cube of it. If the object is being worn or carried by a creature, the creature can make a DC 11 Dexterity saving throw to avoid the rust monster's touch.\nIf the object touched is either metal armor or a metal shield being worn or carried, its takes a permanent and cumulative -1 penalty to the AC it offers. Armor reduced to an AC of 10 or a shield that drops to a +0 bonus is destroyed. If the object touched is a held metal weapon, it rusts as described in the Rust Metal trait."}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Iron Scent","desc":"The rust monster can pinpoint, by scent, the location of ferrous metal within 30 feet of it."},{"name":"Rust Metal","desc":"Any nonmagical weapon made of metal that hits the rust monster corrodes. After dealing damage, the weapon takes a permanent and cumulative -1 penalty to damage rolls. If its penalty drops to -5, the weapon is destroyed. Non magical ammunition made of metal that hits the rust monster is destroyed after dealing damage."}],"spell_list":[],"page_no":343,"environments":["Underdark","Caverns"],"img_main":"http://api-beta.open5e.com/static/img/object_illustrations/open5e-illustrations/monsters/rust-monster.png","document__slug":"wotc-srd","document__title":"5e Core Rules","document__license_url":"http://open5e.com/legal","document__url":"http://dnd.wizards.com/articles/features/systems-reference-document-srd","v2_converted_path":"/v2/creatures/srd_rust-monster/"},{"slug":"sahuagin","desc":"","name":"Sahuagin","size":"Medium","type":"Humanoid","subtype":"sahuagin","group":null,"alignment":"lawful evil","armor_class":12,"armor_desc":"natural armor","hit_points":22,"hit_dice":"4d8+4","speed":{"walk":30,"swim":40},"strength":13,"dexterity":11,"constitution":12,"intelligence":12,"wisdom":13,"charisma":9,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":5,"skills":{"perception":5},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"","condition_immunities":"","senses":"darkvision 120 ft., passive Perception 15","languages":"Sahuagin","challenge_rating":"1/2","cr":0.5,"actions":[{"name":"Multiattack","desc":"The sahuagin makes two melee attacks: one with its bite and one with its claws or spear."},{"name":"Bite","desc":"Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 3 (1d4 + 1) piercing damage.","attack_bonus":3,"damage_dice":"1d4","damage_bonus":1},{"name":"Claws","desc":"Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 3 (1d4 + 1) slashing damage.","attack_bonus":3,"damage_dice":"1d4","damage_bonus":1},{"name":"Spear","desc":"Melee or Ranged Weapon Attack: +3 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 4 (1d6 + 1) piercing damage, or 5 (1d8 + 1) piercing damage if used with two hands to make a melee attack.","attack_bonus":3,"damage_dice":"1d6","damage_bonus":1}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Blood Frenzy","desc":"The sahuagin has advantage on melee attack rolls against any creature that doesn't have all its hit points."},{"name":"Limited Amphibiousness","desc":"The sahuagin can breathe air and water, but it needs to be submerged at least once every 4 hours to avoid suffocating."},{"name":"Shark Telepathy","desc":"The sahuagin can magically command any shark within 120 feet of it, using a limited telepathy."}],"spell_list":[],"page_no":343,"environments":["Underwater","Desert","Coastal","Water"],"img_main":null,"document__slug":"wotc-srd","document__title":"5e Core Rules","document__license_url":"http://open5e.com/legal","document__url":"http://dnd.wizards.com/articles/features/systems-reference-document-srd","v2_converted_path":"/v2/creatures/srd_sahuagin/"},{"slug":"satyr","desc":"","name":"Satyr","size":"Medium","type":"Fey","subtype":"","group":null,"alignment":"chaotic neutral","armor_class":14,"armor_desc":"leather armor","hit_points":31,"hit_dice":"7d8","speed":{"walk":40},"strength":12,"dexterity":16,"constitution":11,"intelligence":12,"wisdom":10,"charisma":14,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":2,"skills":{"perception":2,"performance":6,"stealth":5},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"","condition_immunities":"","senses":"passive Perception 12","languages":"Common, Elvish, Sylvan","challenge_rating":"1/2","cr":0.5,"actions":[{"name":"Ram","desc":"Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 6 (2d4 + 1) bludgeoning damage.","attack_bonus":3,"damage_dice":"2d4","damage_bonus":1},{"name":"Shortsword","desc":"Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) piercing damage.","attack_bonus":5,"damage_dice":"1d6","damage_bonus":3},{"name":"Shortbow","desc":"Ranged Weapon Attack: +5 to hit, range 80/320 ft., one target. Hit: 6 (1d6 + 3) piercing damage.","attack_bonus":5,"damage_dice":"1d6","damage_bonus":3},{"name":"Variant: Panpipes","desc":"Gentle Lullaby. The creature falls asleep and is unconscious for 1 minute. The effect ends if the creature takes damage or if someone takes an action to shake the creature awake."}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Magic Resistance","desc":"The satyr has advantage on saving throws against spells and other magical effects."}],"spell_list":[],"page_no":344,"environments":["Jungle","Hills","Feywild","Forest"],"img_main":null,"document__slug":"wotc-srd","document__title":"5e Core Rules","document__license_url":"http://open5e.com/legal","document__url":"http://dnd.wizards.com/articles/features/systems-reference-document-srd","v2_converted_path":"/v2/creatures/srd_satyr/"},{"slug":"scout","desc":"**Scouts** are skilled hunters and trackers who offer their services for a fee. Most hunt wild game, but a few work as bounty hunters, serve as guides, or provide military reconnaissance.","name":"Scout","size":"Medium","type":"Humanoid","subtype":"any race","group":"NPCs","alignment":"any alignment","armor_class":13,"armor_desc":"leather armor","hit_points":16,"hit_dice":"3d8+3","speed":{"walk":30},"strength":11,"dexterity":14,"constitution":12,"intelligence":11,"wisdom":13,"charisma":11,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":5,"skills":{"nature":4,"perception":5,"stealth":6,"survival":5},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"","condition_immunities":"","senses":"passive Perception 15","languages":"any one language (usually Common)","challenge_rating":"1/2","cr":0.5,"actions":[{"name":"Multiattack","desc":"The scout makes two melee attacks or two ranged attacks."},{"name":"Shortsword","desc":"Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) piercing damage.","attack_bonus":4,"damage_dice":"1d6","damage_bonus":2},{"name":"Longbow","desc":"Ranged Weapon Attack: +4 to hit, range 150/600 ft., one target. Hit: 6 (1d8 + 2) piercing damage.","attack_bonus":4,"damage_dice":"1d8","damage_bonus":2}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Keen Hearing and Sight","desc":"The scout has advantage on Wisdom (Perception) checks that rely on hearing or sight."}],"spell_list":[],"page_no":401,"environments":["Hill","Desert","Underdark","Grassland","Mountains","Coastal","Tundra","Swamp","Feywild","Mountain","Forest","Arctic","Jungle","Hills","Caverns"],"img_main":null,"document__slug":"wotc-srd","document__title":"5e Core Rules","document__license_url":"http://open5e.com/legal","document__url":"http://dnd.wizards.com/articles/features/systems-reference-document-srd","v2_converted_path":"/v2/creatures/srd_scout/"},{"slug":"shadow","desc":"","name":"Shadow","size":"Medium","type":"Undead","subtype":"","group":null,"alignment":"chaotic evil","armor_class":12,"armor_desc":null,"hit_points":16,"hit_dice":"3d8+3","speed":{"walk":40},"strength":6,"dexterity":14,"constitution":13,"intelligence":6,"wisdom":10,"charisma":8,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":null,"skills":{"stealth":4},"damage_vulnerabilities":"radiant","damage_resistances":"acid, cold, fire, lightning, thunder; bludgeoning, piercing, and slashing from nonmagical attacks","damage_immunities":"necrotic, poison","condition_immunities":"exhaustion, frightened, grappled, paralyzed, petrified, poisoned, prone, restrained","senses":"darkvision 60 ft., passive Perception 10","languages":"","challenge_rating":"1/2","cr":0.5,"actions":[{"name":"Strength Drain","desc":"Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 9 (2d6 + 2) necrotic damage, and the target's Strength score is reduced by 1d4. The target dies if this reduces its Strength to 0. Otherwise, the reduction lasts until the target finishes a short or long rest.\nIf a non-evil humanoid dies from this attack, a new shadow rises from the corpse 1d4 hours later.","attack_bonus":4,"damage_dice":"2d6","damage_bonus":2}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Amorphous","desc":"The shadow can move through a space as narrow as 1 inch wide without squeezing."},{"name":"Shadow Stealth","desc":"While in dim light or darkness, the shadow can take the Hide action as a bonus action."},{"name":"Sunlight Weakness","desc":"While in sunlight, the shadow has disadvantage on attack rolls, ability checks, and saving throws."}],"spell_list":[],"page_no":344,"environments":["Underdark","Urban","Shadowfell","Caverns","Ruin","Tomb"],"img_main":null,"document__slug":"wotc-srd","document__title":"5e Core Rules","document__license_url":"http://open5e.com/legal","document__url":"http://dnd.wizards.com/articles/features/systems-reference-document-srd","v2_converted_path":"/v2/creatures/srd_shadow/"},{"slug":"swarm-of-beetles","desc":"","name":"Swarm of Beetles","size":"Medium","type":"Beast","subtype":"Swarm","group":"Miscellaneous Creatures","alignment":"unaligned","armor_class":12,"armor_desc":"natural armor","hit_points":22,"hit_dice":"5d8","speed":{"walk":20,"burrow":5,"climb":20},"strength":3,"dexterity":13,"constitution":10,"intelligence":1,"wisdom":7,"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, slashing","damage_immunities":"","condition_immunities":"charmed, frightened, grappled, paralyzed, petrified, prone, restrained, stunned","senses":"blindsight 10 ft., passive Perception 8","languages":"","challenge_rating":"1/2","cr":0.5,"actions":[{"name":"Bites","desc":"Melee Weapon Attack: +3 to hit, reach 0 ft., one target in the swarm's space. Hit: 10 (4d4) piercing damage, or 5 (2d4) piercing damage if the swarm has half of its hit points or fewer.","attack_bonus":3,"damage_dice":"4d4"}],"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 insect. The swarm can't regain hit points or gain temporary hit points."}],"spell_list":[],"page_no":391,"environments":["Desert","Caves","Underdark"],"img_main":null,"document__slug":"wotc-srd","document__title":"5e Core Rules","document__license_url":"http://open5e.com/legal","document__url":"http://dnd.wizards.com/articles/features/systems-reference-document-srd","v2_converted_path":"/v2/creatures/srd_swarm-of-beetles/"},{"slug":"swarm-of-centipedes","desc":"","name":"Swarm of Centipedes","size":"Medium","type":"Beast","subtype":"Swarm","group":"Miscellaneous Creatures","alignment":"unaligned","armor_class":12,"armor_desc":"natural armor","hit_points":22,"hit_dice":"5d8","speed":{"walk":20,"climb":20},"strength":3,"dexterity":13,"constitution":10,"intelligence":1,"wisdom":7,"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, slashing","damage_immunities":"","condition_immunities":"charmed, frightened, grappled, paralyzed, petrified, prone, restrained, stunned","senses":"blindsight 10 ft., passive Perception 8","languages":"","challenge_rating":"1/2","cr":0.5,"actions":[{"name":"Bites","desc":"Melee Weapon Attack: +3 to hit, reach 0 ft., one target in the swarm's space. Hit: 10 (4d4) piercing damage, or 5 (2d4) piercing damage if the swarm has half of its hit points or fewer.\nA creature reduced to 0 hit points by a swarm of centipedes is stable but poisoned for 1 hour, even after regaining hit points, and paralyzed while poisoned in this way.","attack_bonus":3,"damage_dice":"4d4"}],"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 insect. The swarm can't regain hit points or gain temporary hit points."}],"spell_list":[],"page_no":391,"environments":["Ruins","Caves","Underdark","Forest","Any"],"img_main":null,"document__slug":"wotc-srd","document__title":"5e Core Rules","document__license_url":"http://open5e.com/legal","document__url":"http://dnd.wizards.com/articles/features/systems-reference-document-srd","v2_converted_path":"/v2/creatures/srd_swarm-of-centipedes/"},{"slug":"swarm-of-insects","desc":"","name":"Swarm of Insects","size":"Medium","type":"Beast","subtype":"Swarm","group":"Miscellaneous Creatures","alignment":"unaligned","armor_class":12,"armor_desc":"natural armor","hit_points":22,"hit_dice":"5d8","speed":{"walk":20,"climb":20},"strength":3,"dexterity":13,"constitution":10,"intelligence":1,"wisdom":7,"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, slashing","damage_immunities":"","condition_immunities":"charmed, frightened, grappled, paralyzed, petrified, prone, restrained, stunned","senses":"blindsight 10 ft., passive Perception 8","languages":"","challenge_rating":"1/2","cr":0.5,"actions":[{"name":"Bites","desc":"Melee Weapon Attack: +3 to hit, reach 0 ft., one target in the swarm's space. Hit: 10 (4d4) piercing damage, or 5 (2d4) piercing damage if the swarm has half of its hit points or fewer.","attack_bonus":3,"damage_dice":"4d4"}],"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 insect. The swarm can't regain hit points or gain temporary hit points."}],"spell_list":[],"page_no":389,"environments":["Hill","Underdark","Urban","Grassland","Forest","Swamp","Jungle"],"img_main":null,"document__slug":"wotc-srd","document__title":"5e Core Rules","document__license_url":"http://open5e.com/legal","document__url":"http://dnd.wizards.com/articles/features/systems-reference-document-srd","v2_converted_path":"/v2/creatures/srd_swarm-of-insects/"},{"slug":"swarm-of-spiders","desc":"","name":"Swarm of Spiders","size":"Medium","type":"Beast","subtype":"Swarm","group":"Miscellaneous Creatures","alignment":"unaligned","armor_class":12,"armor_desc":"natural armor","hit_points":22,"hit_dice":"5d8","speed":{"walk":20,"climb":20},"strength":3,"dexterity":13,"constitution":10,"intelligence":1,"wisdom":7,"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, slashing","damage_immunities":"","condition_immunities":"charmed, frightened, paralyzed, petrified, prone, restrained, stunned","senses":"blindsight 10 ft., passive Perception 8","languages":"","challenge_rating":"1/2","cr":0.5,"actions":[{"name":"Bites","desc":"Melee Weapon Attack: +3 to hit, reach 0 ft., one target in the swarm's space. Hit: 10 (4d4) piercing damage, or 5 (2d4) piercing damage if the swarm has half of its hit points or fewer.","attack_bonus":3,"damage_dice":"4d4"}],"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 insect. The swarm can't regain hit points or gain temporary hit points."},{"name":"Spider Climb","desc":"The swarm can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check."},{"name":"Web Sense","desc":"While in contact with a web, the swarm knows the exact location of any other creature in contact with the same web."},{"name":"Web Walker","desc":"The swarm ignores movement restrictions caused by webbing."}],"spell_list":[],"page_no":391,"environments":["Ruins","Caves","Underdark","Forest","Any"],"img_main":null,"document__slug":"wotc-srd","document__title":"5e Core Rules","document__license_url":"http://open5e.com/legal","document__url":"http://dnd.wizards.com/articles/features/systems-reference-document-srd","v2_converted_path":"/v2/creatures/srd_swarm-of-spiders/"},{"slug":"swarm-of-wasps","desc":"","name":"Swarm of Wasps","size":"Medium","type":"Beast","subtype":"Swarm","group":"Miscellaneous Creatures","alignment":"unaligned","armor_class":12,"armor_desc":"natural armor","hit_points":22,"hit_dice":"5d8","speed":{"walk":5,"fly":30},"strength":3,"dexterity":13,"constitution":10,"intelligence":1,"wisdom":7,"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, slashing","damage_immunities":"","condition_immunities":"charmed, frightened, grappled, paralyzed, petrified, prone, restrained, stunned","senses":"blindsight 10 ft., passive Perception 8","languages":"","challenge_rating":"1/2","cr":0.5,"actions":[{"name":"Bites","desc":"Melee Weapon Attack: +3 to hit, reach 0 ft., one target in the swarm's space. Hit: 10 (4d4) piercing damage, or 5 (2d4) piercing damage if the swarm has half of its hit points or fewer.","attack_bonus":3,"damage_dice":"4d4"}],"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 insect. The swarm can't regain hit points or gain temporary hit points."}],"spell_list":[],"page_no":391,"environments":["Any","Forest"],"img_main":null,"document__slug":"wotc-srd","document__title":"5e Core Rules","document__license_url":"http://open5e.com/legal","document__url":"http://dnd.wizards.com/articles/features/systems-reference-document-srd","v2_converted_path":"/v2/creatures/srd_swarm-of-wasps/"},{"slug":"thug","desc":"**Thugs** are ruthless enforcers skilled at intimidation and violence. They work for money and have few scruples.","name":"Thug","size":"Medium","type":"Humanoid","subtype":"any race","group":"NPCs","alignment":"any non-good alignment","armor_class":11,"armor_desc":"leather armor","hit_points":32,"hit_dice":"5d8+10","speed":{"walk":30},"strength":15,"dexterity":11,"constitution":14,"intelligence":10,"wisdom":10,"charisma":11,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":null,"skills":{"intimidation":2},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"","condition_immunities":"","senses":"passive Perception 10","languages":"any one language (usually Common)","challenge_rating":"1/2","cr":0.5,"actions":[{"name":"Multiattack","desc":"The thug makes two melee attacks."},{"name":"Mace","desc":"Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 5 (1d6 + 2) bludgeoning damage.","attack_bonus":4,"damage_dice":"1d6","damage_bonus":2},{"name":"Heavy Crossbow","desc":"Ranged Weapon Attack: +2 to hit, range 100/400 ft., one target. Hit: 5 (1d10) piercing damage.","attack_bonus":2,"damage_dice":"1d10"}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Pack Tactics","desc":"The thug has advantage on an attack roll against a creature if at least one of the thug's allies is within 5 ft. of the creature and the ally isn't incapacitated."}],"spell_list":[],"page_no":402,"environments":["Urban","Settlement"],"img_main":null,"document__slug":"wotc-srd","document__title":"5e Core Rules","document__license_url":"http://open5e.com/legal","document__url":"http://dnd.wizards.com/articles/features/systems-reference-document-srd","v2_converted_path":"/v2/creatures/srd_thug/"},{"slug":"warhorse","desc":"","name":"Warhorse","size":"Large","type":"Beast","subtype":"","group":"Miscellaneous Creatures","alignment":"unaligned","armor_class":11,"armor_desc":null,"hit_points":19,"hit_dice":"3d10+3","speed":{"walk":60},"strength":18,"dexterity":12,"constitution":13,"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":null,"skills":{},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"","condition_immunities":"","senses":"passive Perception 11","languages":"","challenge_rating":"1/2","cr":0.5,"actions":[{"name":"Hooves","desc":"Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) bludgeoning damage.","attack_bonus":6,"damage_dice":"2d6","damage_bonus":4}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Trampling Charge","desc":"If the horse moves at least 20 ft. straight toward a creature and then hits it with a hooves attack on the same turn, that target must succeed on a DC 14 Strength saving throw or be knocked prone. If the target is prone, the horse can make another attack with its hooves against it as a bonus action."}],"spell_list":[],"page_no":392,"environments":["Urban","Settlement"],"img_main":null,"document__slug":"wotc-srd","document__title":"5e Core Rules","document__license_url":"http://open5e.com/legal","document__url":"http://dnd.wizards.com/articles/features/systems-reference-document-srd","v2_converted_path":"/v2/creatures/srd_warhorse/"},{"slug":"warhorse-skeleton","desc":"","name":"Warhorse Skeleton","size":"Large","type":"Undead","subtype":"","group":"Skeletons","alignment":"lawful evil","armor_class":13,"armor_desc":"barding scraps","hit_points":22,"hit_dice":"3d10+6","speed":{"walk":60},"strength":18,"dexterity":12,"constitution":15,"intelligence":2,"wisdom":8,"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":"bludgeoning","damage_resistances":"","damage_immunities":"poison","condition_immunities":"exhaustion, poisoned","senses":"darkvision 60 ft., passive Perception 9","languages":"","challenge_rating":"1/2","cr":0.5,"actions":[{"name":"Hooves","desc":"Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) bludgeoning damage.","attack_bonus":6,"damage_dice":"2d6","damage_bonus":4}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":null,"spell_list":[],"page_no":346,"environments":["Ruins","Any"],"img_main":null,"document__slug":"wotc-srd","document__title":"5e Core Rules","document__license_url":"http://open5e.com/legal","document__url":"http://dnd.wizards.com/articles/features/systems-reference-document-srd","v2_converted_path":"/v2/creatures/srd_warhorse-skeleton/"},{"slug":"worg","desc":"A **worg** is an evil predator that delights in hunting and devouring creatures weaker than itself. Cunning and malevolent, worgs roam across the remote wilderness or are raised by goblins and hobgoblins. Those creatures use worgs as mounts, but a worg will turn on its rider if it feels mistreated or malnourished. Worgs speak in their own language and Goblin, and a few learn to speak Common as well.","name":"Worg","size":"Large","type":"Monstrosity","subtype":"","group":"Miscellaneous Creatures","alignment":"neutral evil","armor_class":13,"armor_desc":"natural armor","hit_points":26,"hit_dice":"4d10+4","speed":{"walk":50},"strength":16,"dexterity":13,"constitution":13,"intelligence":7,"wisdom":11,"charisma":8,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":4,"skills":{"perception":4},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"","condition_immunities":"","senses":"darkvision 60 ft., passive Perception 14","languages":"Goblin, Worg","challenge_rating":"1/2","cr":0.5,"actions":[{"name":"Bite","desc":"Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) piercing damage. If the target is a creature, it must succeed on a DC 13 Strength saving throw or be knocked prone.","attack_bonus":5,"damage_dice":"2d6","damage_bonus":3}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Keen Hearing and Smell","desc":"The worg has advantage on Wisdom (Perception) checks that rely on hearing or smell."}],"spell_list":[],"page_no":393,"environments":["Hill","Forest","Grassland"],"img_main":null,"document__slug":"wotc-srd","document__title":"5e Core Rules","document__license_url":"http://open5e.com/legal","document__url":"http://dnd.wizards.com/articles/features/systems-reference-document-srd","v2_converted_path":"/v2/creatures/srd_worg/"},{"slug":"ahu-nixta-drudge","desc":"At the core of its clockwork armor, the creature is a shapeless horror from beyond the stars._  \n**Clockwork Armor.** Weak and easy prey in their natural state, the ahu-nixta long ago mastered the art of clockwork design, building armor that could carry them through the voids between stars and bolster their physical abilities. After mastering clockwork design, the ahu-nixta turned to enhancing themselves to better utilize greater and greater clockwork creations.  \n**Evolved Terrors.** As ahu-nixta age and prove themselves against their people’s enemies, they are forcibly evolved in eugenic chambers and given new armor. The ahu-nixta are comprised of Open Game License","name":"Ahu-Nixta Drudge","size":"Medium","type":"Aberration","subtype":"","group":null,"alignment":"neutral evil","armor_class":13,"armor_desc":"clockwork armor","hit_points":26,"hit_dice":"4d8+8","speed":{"fly":30,"hover":true,"walk":30},"strength":15,"dexterity":12,"constitution":14,"intelligence":12,"wisdom":10,"charisma":10,"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":"","damage_immunities":"poison, psychic","condition_immunities":"charmed, exhaustion, frightened, paralyzed, petrified, poisoned, prone","senses":"darkvision 60 ft., passive Perception 11","languages":"Deep Speech, Void Speech","challenge_rating":"1/2","cr":0.5,"actions":[{"name":"Whirring Blades","desc":"Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 7 (2d4 + 2) slashing damage.","attack_bonus":4,"damage_dice":"2d4+2"}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Clockwork Encasement","desc":"The creature within the machine is a somewhat shapeless mass, both protected and given concrete manipulators by its armor. The clockwork armor has a few manipulators that the ahu-nixta can use to attack or to interact with objects outside of the armor. Unlike other ahu-nixta, the drudge can't live outside its armor and dies when its armor is reduced to 0 hp."},{"name":"Immutable Form","desc":"The drudge's clockwork armor is immune to any spell or effect that would alter its form, as is the creature that controls it as long as the ahu-nixta remains within the armor."},{"name":"Innate Spellcasting","desc":"The ahu-nixta's innate spellcasting ability is Intelligence (spell save DC 11, +3 to hit with spell attacks). The ahunixta can innately cast the following spells, requiring no material components:\nAt will: fire bolt  (1d10)\n1/day: fear"}],"spell_list":[],"page_no":10,"environments":[],"img_main":null,"document__slug":"tob2","document__title":"Tome of Beasts 2","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/tome-of-beasts-2-for-5th-edition/","v2_converted_path":"/v2/creatures/tob2_ahu-nixta-drudge/"},{"slug":"attercroppe","desc":"Emerging from the water with barely a ripple is a slender, serpentine creature with human arms and a wicked grin on its wide, lizard-like mouth. The creature is no more than a foot long and has pale green skin and blood-red eyes._  \n**Ophidian Fey.** While attercroppes have a vaguely snakelike appearance, they are not cold-blooded creatures and have nothing but disdain for true snakes and reptilian creatures like lizardfolk and nagas. They hate other creatures just as much and despise everything that is beautiful and pure in the world.  \n**Poisonous Fey.** Attercroppes radiate supernatural poison from their bodies. While their poisonous aura cannot harm living creatures directly, it is remarkably good at poisoning fresh sources of drinking water, such as wells and ponds. Rivers, streams, and lakes are usually too large for a single attercroppe to poison, but several attercroppes working together can poison a larger body of still or slow-moving water.  \n**Fey Enemies.** Water-dwelling fey, such as Open Game License","name":"Attercroppe","size":"Tiny","type":"Fey","subtype":"","group":null,"alignment":"chaotic evil","armor_class":14,"armor_desc":null,"hit_points":21,"hit_dice":"6d4+6","speed":{"swim":30,"climb":20,"walk":20},"strength":8,"dexterity":18,"constitution":12,"intelligence":11,"wisdom":13,"charisma":15,"strength_save":null,"dexterity_save":6,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":5,"skills":{"acrobatics":6,"perception":5,"stealth":6},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"poison","condition_immunities":"poisoned","senses":"darkvision 60 ft., passive Perception 15","languages":"Aquan, Common, Sylvan","challenge_rating":"1/2","cr":0.5,"actions":[{"name":"Bite","desc":"Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 6 (1d4 + 4) piercing damage.","attack_bonus":6,"damage_dice":"1d4+4"}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Poisonous Aura","desc":"The attercroppe radiates an aura of insidious poison that slowly pollutes any water source. in which it immerses itself. Each hour the attercroppe is fully immersed in water, its aura transforms up to 10 gallons of the water into a deadly poison. A creature that drinks this poisoned water must succeed on a DC 12 Constitution saving throw or take 10 (3d6) poison damage and become poisoned for 1 hour."},{"name":"Water Invisibility","desc":"While fully immersed in water, the attercroppe is invisible. If it attacks, it becomes visible until the start of its next turn. The attercroppe can suppress this invisibility until the start of its next turn as a bonus action."},{"name":"Innate Spellcasting","desc":"The attercroppe's spellcasting ability is Charisma (spell save DC 12). The attercroppe can innately cast the following spells, requiring no material components:\nAt will: poison spray\n3/day each: create or destroy water, fog cloud\n1/day each: misty step, suggestion"}],"spell_list":[],"page_no":32,"environments":[],"img_main":null,"document__slug":"tob2","document__title":"Tome of Beasts 2","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/tome-of-beasts-2-for-5th-edition/","v2_converted_path":"/v2/creatures/tob2_attercroppe/"},{"slug":"aviere","desc":"A small bird with a fiery belly perches on the shoulder of the temple’s acolyte, singing a divine song._  \nAvieres are fiery songbirds created by good deities and sent to holy sites on the Material Plane as protectors and teachers. They innately know the tenets of their deities and encourage those around them to uphold the tenets. They dislike leaving the area they were sent to tend, but they sometimes venture out to heal or evangelize passersby.  \n**Songbirds.** Locations containing avieres are always filled with beautiful music, as they sing the hymns of their deities at all hours of the day. In doing so, they heal and uplift their surroundings, leading to healthier flora and fauna and calmer weather in the area.  \n**Temple Assistants.** Avieres in temples spend most days aiding the temple’s priests and priestesses, especially in coaching acolytes or those new to the faith. They take great pleasure in assisting scribes who are writing their deity’s teachings, acting as a light source while singing the teachings to the scribes.","name":"Aviere","size":"Tiny","type":"Celestial","subtype":"","group":null,"alignment":"any good","armor_class":12,"armor_desc":null,"hit_points":17,"hit_dice":"5d4+5","speed":{"fly":30,"walk":10},"strength":7,"dexterity":14,"constitution":13,"intelligence":10,"wisdom":12,"charisma":14,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":null,"skills":{"performance":6,"religion":4},"damage_vulnerabilities":"","damage_resistances":"radiant","damage_immunities":"fire, poison","condition_immunities":"poisoned","senses":"passive Perception 11","languages":"Celestial, Common, telepathy 60 ft.","challenge_rating":"1/2","cr":0.5,"actions":[{"name":"Claw","desc":"Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) slashing damage plus 4 (1d8) fire damage.","attack_bonus":4,"damage_dice":"1d4+2"},{"name":"Song of Life","desc":"The aviere sings a song against death. The aviere chooses one creature it can see within 30 feet of it that has 0 hp and isn't an undead or a construct. The creature becomes stable."},{"name":"Song of Healing (1/Day)","desc":"The aviere sings a song of healing. The aviere chooses one creature within 60 feet of it. If the creature can hear the aviere's song and isn't an undead or a construct, it regains 1d4 hp."}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Divine Rejuvenation","desc":"An aviere that dies collapses into a pile of ash. Each day the pile of ash is within 1 mile of a holy site of its deity or a worshiper of its deity, it has a 75 percent chance of returning to life, regaining all its hit points and becoming active again. This chance increases to 100 percent if a worshiper of the aviere's deity prays over the aviere's ashes at dawn. If unholy water is sprinkled on the aviere's ashes, the aviere can't return to life, except through a wish spell or divine will."},{"name":"Illumination","desc":"The aviere sheds bright light in a 10-foot radius and dim light for an additional 10 feet."},{"name":"Magic Resistance","desc":"The aviere has advantage on saving throws against spells and other magical effects."},{"name":"Magic Weapons","desc":"The aviere's weapon attacks are magical."}],"spell_list":[],"page_no":36,"environments":[],"img_main":null,"document__slug":"tob2","document__title":"Tome of Beasts 2","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/tome-of-beasts-2-for-5th-edition/","v2_converted_path":"/v2/creatures/tob2_aviere/"},{"slug":"blood-imp","desc":"Blood drips from the lips of this crimson fiend._  \n**Agents of Death.** Blood imps are the devilish servants of gods of blood, death, and decay. On the Material Plane they are often found hastening the deaths of sacrifices and drinking spilled blood in the names of their masters.  \n**Temple Bane.** Blood imps despise the temples of gods of life and healing. The devils are driven to a mad rage when close to the altar of such a deity and go out of their way to defile or destroy it.","name":"Blood Imp","size":"Tiny","type":"Fiend","subtype":"devil","group":null,"alignment":"lawful evil","armor_class":13,"armor_desc":"natural armor","hit_points":14,"hit_dice":"4d4+4","speed":{"walk":20,"fly":40},"strength":6,"dexterity":14,"constitution":13,"intelligence":12,"wisdom":11,"charisma":14,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":null,"skills":{"persuasion":4,"religion":5,"stealth":4},"damage_vulnerabilities":"","damage_resistances":"cold","damage_immunities":"fire, poison","condition_immunities":"poisoned","senses":"darkvision 120 ft., passive Perception 10","languages":"Common, Infernal","challenge_rating":"1/2","cr":0.5,"actions":[{"name":"Sting","desc":"Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) piercing damage.","attack_bonus":4,"damage_dice":"1d4+2"},{"name":"Spew Blood","desc":"Ranged Spell Attack: +4 to hit, range 20/60 ft., one target. Hit: 5 (2d4) poison damage, and the target must succeed on a DC 10 Constitution saving throw or be poisoned until the end of its next turn.","attack_bonus":4,"damage_dice":"2d4"}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Bleed the Dying","desc":"The imp's sting has greater efficacy against injured creatures. When the imp hits a creature that doesn't have all its hit points with its sting, the sting deals an extra 1d4 poison damage."},{"name":"Devil's Sight","desc":"Magical darkness doesn't impede the imp's darkvision."},{"name":"Magic Resistance","desc":"The imp has advantage on saving throws against spells and other magical effects."}],"spell_list":[],"page_no":103,"environments":[],"img_main":null,"document__slug":"tob2","document__title":"Tome of Beasts 2","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/tome-of-beasts-2-for-5th-edition/","v2_converted_path":"/v2/creatures/tob2_blood-imp/"},{"slug":"boomer","desc":"An ear-piercing shriek echoes in the cavern. The sound comes from a human-sized mushroom whose stalk steadily swells with air as it shrieks._  \n**Thunderous Shriek.** Boomers are a subspecies of Open Game License","name":"Boomer","size":"Medium","type":"Plant","subtype":"","group":null,"alignment":"unaligned","armor_class":7,"armor_desc":"natural armor","hit_points":22,"hit_dice":"4d8+4","speed":{"walk":0},"strength":1,"dexterity":1,"constitution":12,"intelligence":1,"wisdom":3,"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":"thunder","condition_immunities":"blinded, deafened, frightened","senses":"blindsight 30 ft. (blind beyond this radius), passive Perception 6","languages":"—","challenge_rating":"1/2","cr":0.5,"actions":null,"bonus_actions":null,"reactions":[{"name":"Shriek","desc":"If bright light or a creature is within 30 feet of the boomer, it emits a shriek audible within 300 feet of it. The boomer continues to shriek until the disturbance moves out of range and for 1d4 of the boomer's turns afterward."}],"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Deafening Boom","desc":"When a creature hits the boomer with a melee attack, the boomer releases a blast of sound. Each creature within 10 feet of the boomer that can hear it must make a DC 12 Constitution saving throw. On a failure, a creature takes 5 (2d4) thunder damage and is incapacitated until the end of its next turn. On a success, a creature takes half the damage and isn't incapacitated."},{"name":"Death Burst","desc":"When it dies, the boomer explodes in a cacophonous burst. Each creature within 30 feet of the boomer that can hear it must make a DC 12 Constitution saving throw. On a failure, a creature takes 7 (2d6) thunder damage and is deafened for 1 minute. On a success, a creature takes half the damage and isn't deafened."},{"name":"False Appearance","desc":"While the boomer remains motionless, it is indistinguishable from an ordinary fungus."}],"spell_list":[],"page_no":157,"environments":[],"img_main":null,"document__slug":"tob2","document__title":"Tome of Beasts 2","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/tome-of-beasts-2-for-5th-edition/","v2_converted_path":"/v2/creatures/tob2_boomer/"},{"slug":"brain-hood","desc":"A bear with the top of its head covered in a strange, slick, black substance looks around with purpose._  \n**Parasitic.** Brain hoods are parasites that are rarely encountered without host animals. In fact, outside of its host, a brain hood poses little danger to intelligent creatures or creatures who are not beasts. Brain hoods prefer to bond with larger creatures, such as bears or dire wolves, due to the beasts’ impressive physical prowess. They use the animals as powerful physical vessels, helping the host creature find food but otherwise subjugating the dim intelligence within it.  \n**Calculating.** The brain hood is inherently evil and despises all living things that possess bodies of their own. They delight in using their beast forms to attack and kill humanoids, particularly if the humanoids are smaller or less powerful than their bonded beast.  \n**Druidic Enemies.** Given the unique nature of a brain hood’s existence, some people mistake them for druids in beast form. Brain hoods often encourage this belief, sowing mistrust and discord between villagers and a local circle of druids. This practice, coupled with the brain hood’s abominable treatment of beasts, drives druids to hunt down and destroy brain hoods. Traveling druids listen for stories of sudden, uncommonly aggressive animal attacks, knowing the cause could be a sign that a brain hood is in the area.","name":"Brain Hood","size":"Tiny","type":"Aberration","subtype":"","group":null,"alignment":"neutral evil","armor_class":13,"armor_desc":null,"hit_points":22,"hit_dice":"5d4+10","speed":{"fly":40,"hover":true,"walk":20},"strength":4,"dexterity":16,"constitution":14,"intelligence":17,"wisdom":15,"charisma":10,"strength_save":null,"dexterity_save":5,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":null,"skills":{},"damage_vulnerabilities":"","damage_resistances":"bludgeoning","damage_immunities":"","condition_immunities":"prone","senses":"blindsight 60 ft. (blind beyond this radius), passive Perception 12","languages":"Common, telepathy 60 ft.","challenge_rating":"1/2","cr":0.5,"actions":[{"name":"Slam","desc":"Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d4 + 3) bludgeoning damage. If the target is a beast, the brain hood can attempt to take control of it (see the Merge with Beast trait).","attack_bonus":5,"damage_dice":"1d4+3"}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Merge with Beast","desc":"If the brain hood successfully hits a beast with an Intelligence of 3 or lower with its Slam attack, it latches onto the beast's head and attempts to take control of the creature. The target must succeed on a DC 14 Intelligence saving throw or become bonded with the brain hood, losing all control of its body to the brain hood. While bonded in this way, the brain hood's statistics are replaced by the statistics of the beast, including the beast's hit points and Hit Dice, but the brain hood retains its alignment, personality, Intelligence, Wisdom, and Charisma scores, along with its Speak with Beasts trait. In addition, the brain hood retains its ability to cast spells. The brain hood can't be targeted specifically while bonded with a creature. It can detach itself from the creature and end the bond by spending 5 feet of its movement. If the bonded creature is reduced to 0 hit points, the brain hood is ejected from it and appears in an unoccupied space within 5 feet of the creature."},{"name":"Speak with Beasts","desc":"While merged with a beast, the brain hood can communicate with beasts of the same type as if they shared a language."},{"name":"Innate Spellcasting (Psionics)","desc":"The brain hood's spellcasting ability is Intelligence (spell save DC 13, +5 to hit with spell attacks). The brain hood can innately cast the following spells, requiring no components:\nAt will: acid splash, chill touch, fire bolt, ray of frost, shocking grasp\n3/day each: detect magic, magic missile, sleep\n1/day each: blur, burning hands, hold person"}],"spell_list":[],"page_no":50,"environments":[],"img_main":null,"document__slug":"tob2","document__title":"Tome of Beasts 2","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/tome-of-beasts-2-for-5th-edition/","v2_converted_path":"/v2/creatures/tob2_brain-hood/"},{"slug":"cackling-skeleton","desc":"The skeleton of a humanoid stands bent over with one arm holding the vacuous space where its stomach would be. Its jaw hangs agape, cackling, as it points at the target of its humor._  \n**Ironic Origins.** When a creature who utterly fears death perishes in an area filled with necrotic energy, it arises as a cackling skeleton. The creature’s dead bones animate to mock the futility of their once-cherished desire of life. The cackling skeleton often wears garish items that parody what it loved in life.  \n**Nihilistic Hecklers.** Cackling skeletons find living creatures’ survival instincts humorous. They find living incredibly futile and believe those that prolong their existence to be hilariously foolish. Unlike other skeletons, cackling skeletons are capable of speech, and they use it to point out the silliness of healing, wearing armor, or other means of self preservation, often pointing out the creature will inevitably die anyway.  \n**Undead Nature.** The cackling skeleton doesn’t require air, food, drink, or sleep.","name":"Cackling Skeleton","size":"Medium","type":"Undead","subtype":"","group":null,"alignment":"neutral evil","armor_class":9,"armor_desc":null,"hit_points":26,"hit_dice":"4d8+8","speed":{"walk":30},"strength":12,"dexterity":9,"constitution":15,"intelligence":8,"wisdom":10,"charisma":14,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":4,"perception":null,"skills":{},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"poison","condition_immunities":"exhaustion, poisoned","senses":"darkvision 60 ft., passive Perception 10","languages":"the languages it knew in life","challenge_rating":"1/2","cr":0.5,"actions":[{"name":"Slam","desc":"Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 (1d6 + 1) bludgeoning damage. The cackling skeleton has advantage on this attack roll if the target is demoralized.","attack_bonus":3,"damage_dice":"1d6+1"},{"name":"Mock (Recharge 5-6)","desc":"The cackling skeleton mocks the futile efforts of up to three creatures it can see within 30 feet of it that aren't undead or constructs. Each target must make a DC 12 Charisma saving throw, taking 5 (2d4) psychic damage on a failed save, or half as much damage on a successful one. A demoralized target has disadvantage on this saving throw."}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Cackle","desc":"The skeleton emits a constant, demoralizing cackle. When a creature that isn't an undead or a construct starts its turn within 30 feet of the cackling skeleton and can hear the skeleton, it must make a DC 10 Wisdom saving throw or feel demoralized by the skeleton's cackling. A demoralized creature has disadvantage on attack rolls until the start of its next turn."},{"name":"Turn Vulnerability","desc":"The cackling skeleton has disadvantage on saving throws against any effect that turns undead."}],"spell_list":[],"page_no":79,"environments":[],"img_main":null,"document__slug":"tob2","document__title":"Tome of Beasts 2","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/tome-of-beasts-2-for-5th-edition/","v2_converted_path":"/v2/creatures/tob2_cackling-skeleton/"},{"slug":"cadaver-sprite","desc":"The ground seems to crawl with tiny skeletal humanoids. Red pinpricks of baleful light emanate from empty eye sockets. The creatures have bony wings and tiny, vicious-looking teeth._  \n**Punished Fey.** Cadaver sprites are the skeletal remains of sprites that have failed the fey courts. Some of them befriended non-fey and left the forest, others were simply too lazy to complete their duties, and many more were punished for dozens of other reasons. Whatever the case, the fey lords and ladies corrupt the bodies of the sprites so they can accomplish in death what they failed to do in life. As part of this corruption, the sprites’ wings are reduced to bones, which removes their freedom to fly and forces them to stick to bushes and foliage. They typically band together and assault their opponents in large groups.  \n**Retain Elements of Individuality.** Unlike many forms of simple undead, cadaver sprites retain memories of their lives. These memories serve as a constant reminder of their failures. Those who associated with them in life consider them cursed or no longer recognize them. This inability to connect with those they once knew, combined with the compulsion to protect the forest and continue their previous duties, drives many cadaver sprites to madness.  \n**Deathspeakers.** For reasons known only to the sprites and the fey lords and ladies that created them, cadaver sprites are often found in areas occupied by Open Game License","name":"Cadaver Sprite","size":"Tiny","type":"Undead","subtype":"","group":null,"alignment":"neutral evil","armor_class":14,"armor_desc":null,"hit_points":20,"hit_dice":"8d4","speed":{"walk":20},"strength":5,"dexterity":18,"constitution":10,"intelligence":14,"wisdom":13,"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,"stealth":8},"damage_vulnerabilities":"bludgeoning","damage_resistances":"","damage_immunities":"poison","condition_immunities":"exhaustion, poisoned","senses":"darkvision 60 ft., passive Perception 11","languages":"—","challenge_rating":"1/2","cr":0.5,"actions":[{"name":"Shortbow","desc":"Ranged Weapon Attack: +6 to hit, range 40/160 ft., one target. Hit: 7 (1d6 + 4) piercing damage. The target must succeed on a DC 10 Constitution saving throw or become poisoned for 1 minute. If its saving throw result is 5 or lower, the poisoned target falls unconscious for the same duration, or until it takes damage or another creature takes an action to shake it awake.","attack_bonus":6,"damage_dice":"1d6+4"},{"name":"Corrupting Bite","desc":"Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 6 (1d4 + 4) piercing damage plus 2 (1d4) necrotic damage, and the target must make a DC 12 Constitution saving throw or take 2 (1d4) necrotic damage at the start of its next turn.","attack_bonus":6,"damage_dice":"1d4+4"},{"name":"Invisibility","desc":"The cadaver sprite magically turns invisible until it attacks, or until its concentration ends (as if concentrating on a spell). Any equipment the sprite wears or carries is invisible with it."}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":null,"spell_list":[],"page_no":55,"environments":[],"img_main":null,"document__slug":"tob2","document__title":"Tome of Beasts 2","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/tome-of-beasts-2-for-5th-edition/","v2_converted_path":"/v2/creatures/tob2_cadaver-sprite/"},{"slug":"cavefish-zombie","desc":"This creature looks like a bloated, wet corpse. Its fingers and toes are webbed, and slick, fleshy fins run down its spine and legs, poking through stretches of dead flesh. An overpowering stench of rot surrounds it._  \n**Aquatic Adaptations.** The cavefish zombie is an unusual type of undead that occurs when dark magic permeates a lightless, watery environment, such as in an underground lake or the depths of the ocean. Rather than retain the bodily form it possessed in life, the creature’s skin sloughs off from parts of its body as aquatic features burst through its flesh. Its fingers and toes become webbed, and fins form on its back and down its legs.  \n**Decay.** The cavefish zombie’s dead tissue holds water, causing it to look bloated and loose and afflicting it with a persistent rot. This rot results in a horrific odor, which follows them whether they are in water or on land.  \n**Undead Nature.** A cavefish zombie doesn’t require air, food, drink, or sleep.","name":"Cavefish Zombie","size":"Medium","type":"Undead","subtype":"","group":null,"alignment":"neutral evil","armor_class":10,"armor_desc":null,"hit_points":37,"hit_dice":"5d8+15","speed":{"swim":40,"walk":20},"strength":15,"dexterity":10,"constitution":16,"intelligence":3,"wisdom":6,"charisma":3,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":0,"charisma_save":null,"perception":null,"skills":{},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"poison","condition_immunities":"poisoned","senses":"darkvision 60 ft., passive Perception 8","languages":"understands the languages it knew in life but can’t speak","challenge_rating":"1/2","cr":0.5,"actions":[{"name":"Slam","desc":"Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 5 (1d6 + 2) bludgeoning damage.","attack_bonus":4,"damage_dice":"1d6+2"}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Stench","desc":"Any creature that starts its turn within 5 feet of the cavefish zombie must succeed on a DC 10 Constitution saving throw or be poisoned until the start of its next turn. On a successful saving throw, the creature is immune to the zombie's Stench for 24 hours."},{"name":"Undead Fortitude","desc":"If damage reduces the cavefish zombie to 0 hp, it must make a Constitution saving throw with a DC of 5 + the damage taken, unless the damage is radiant or from a critical hit. On a success, the zombie drops to 1 hp instead."}],"spell_list":[],"page_no":384,"environments":[],"img_main":null,"document__slug":"tob2","document__title":"Tome of Beasts 2","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/tome-of-beasts-2-for-5th-edition/","v2_converted_path":"/v2/creatures/tob2_cavefish-zombie/"},{"slug":"corrupted-pixie","desc":"A wrinkly, purple-skinned pixie with small black horns and bat wings flits about, chanting a violent song about harvesting organs._  \nCorrupted pixies are fey turned fiends who savor violence.  \n**Corrupted by Hags.** Hags sometimes capture pixies and torture them by forcing the tiny fey beings to watch the hags commit acts of depraved violence. These acts combined with the hags’ magic drive the pixies mad, twisting their forms and turning them into corrupt versions of what they once were. The corrupted pixies become fiends that live to serve the hags who created them. Many of these pixies think of their creators as gods who exposed the world’s true joys: murder, torture, and other evil acts.  \n**Mischief Makers.** Hags send corrupted pixies to cause mischief and chaos to punish their enemies, for their own entertainment, or as a distraction from the hags’ more sinister schemes. The pixies delight in these tasks, often using their magic to make people harm one another and remaining invisible as long as they can. Corrupted pixies like to make the pain last as long as possible before their tricks satisfyingly result in another creature’s death.  \n**Destroy Beauty.** Corrupted pixies take a special joy in destroying anything beautiful, be it a work of art, a garden, or the face of a handsome adventurer. The fiends sometimes become distracted from their hag-assigned tasks because the opportunity to mar something perfect is too good to pass up.  \n**Restored by Pixie Dust.** If a corrupted pixie is captured, it can be restored to its fey form. The captured pixie must be showered with pixie dust every day at sunrise for ten consecutive days. On the final day, the pixie reverts to its original form.","name":"Corrupted Pixie","size":"Tiny","type":"Fiend","subtype":"","group":null,"alignment":"chaotic evil","armor_class":15,"armor_desc":null,"hit_points":5,"hit_dice":"2d4","speed":{"walk":10,"fly":30},"strength":2,"dexterity":20,"constitution":10,"intelligence":12,"wisdom":14,"charisma":15,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":4,"skills":{"perception":4,"stealth":7},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"","condition_immunities":"","senses":"darkvision 60 ft., passive Perception 14","languages":"Abyssal, Infernal, Primordial, Sylvan","challenge_rating":"1/2","cr":0.5,"actions":[{"name":"Confusion Touch","desc":"The pixie touches one creature. The target must succeed on a DC 12 Wisdom saving throw or use its reaction to make one melee attack against one of its allies within 5 feet. If it has no allies within 5 feet, the creature attacks itself."},{"name":"Superior Invisibility","desc":"The pixie magically turns invisible until its concentration ends (as if concentrating on a spell). Any equipment the pixie wears or carries is invisible with it."}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Magic Resistance","desc":"The pixie has advantage on saving throws against spells and other magical effects."},{"name":"Innate Spellcasting","desc":"The pixie's innate spellcasting ability is Charisma (spell save DC 12, +4 to hit with spell attacks). It can innately cast the following spells, requiring no material components:\nAt will: vicious mockery\n1/day each: bestow curse, charm person, confusion, detect thoughts, dispel magic, fire bolt, hideous laughter, ray of enfeeblement, suggestion"}],"spell_list":[],"page_no":72,"environments":[],"img_main":null,"document__slug":"tob2","document__title":"Tome of Beasts 2","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/tome-of-beasts-2-for-5th-edition/","v2_converted_path":"/v2/creatures/tob2_corrupted-pixie/"},{"slug":"crimson-shambler","desc":"The bloody corpse stands up, dripping a red slime. As each drop hits the ground, it splatters into little red spores._  \nThe crimson shambler is an intermediary form of a hazardous slime mold found in deep caverns. It wanders the dark passageways, attacking any creatures it encounters to infect them with its spores.  \n**Gruesome Appearance.** The crimson shambler is a mobile plant, feeding off the remains of an infected creature. The overlay of red slime atop an ambulatory decomposing corpse is often mistaken as some type of undead creature. In actuality, the remains are animated by a slime mold, allowing it to hunt and infect other creatures until it finds a suitable place to spawn. Then it falls and becomes a new colony of crimson slime.","name":"Crimson Shambler","size":"Medium","type":"Plant","subtype":"","group":null,"alignment":"unaligned","armor_class":12,"armor_desc":"natural armor","hit_points":32,"hit_dice":"5d8+10","speed":{"walk":20},"strength":12,"dexterity":10,"constitution":14,"intelligence":1,"wisdom":11,"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":"acid, poison","condition_immunities":"blinded, deafened, poisoned","senses":"blindsight 60 ft. (blind beyond this radius), passive Perception 10","languages":"—","challenge_rating":"1/2","cr":0.5,"actions":[{"name":"Slam","desc":"Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 (1d6 + 1) bludgeoning damage plus 3 (1d6) acid damage.","attack_bonus":3,"damage_dice":"1d6+1"},{"name":"Slime Glob","desc":"Ranged Weapon Attack: +2 to hit, range 20/60 ft., one target. Hit: 3 (1d6) acid damage and the target must succeed on a DC 12 Constitution saving throw or become infected with the shambler's spores (see the Spores trait).","attack_bonus":2,"damage_dice":"1d6"}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Eerie Resemblance","desc":"The crimson shambler resembles a bloody zombie. A creature that can see a crimson shambler must succeed on a DC 14 Intelligence (Nature or Religion) check to discern its true nature."},{"name":"Spores","desc":"A creature that touches the shambler or hits it with an attack causes spores to spew out of the shambler in a 10-foot radius. Each creature in that area must succeed on a DC 10 Constitution saving throw or become diseased. Creatures immune to the poisoned condition are immune to this disease. The diseased creature's lungs fill with the spores, which kill the creature in a number of days equal to 1d10 + the creature's Constitution score, unless the disease is removed. One hour after infection, the creature becomes poisoned for the rest of the duration. After the creature dies, it rises as a crimson shambler, roaming for 1 week and attempting to infect any other creatures it encounters. At the end of the week, it collapses, its body fertilizing a new patch of crimson slime. A creature that succeeds on the saving throw is immune to the spores of all crimson shamblers and crimson slime for the next 24 hours."}],"spell_list":[],"page_no":73,"environments":[],"img_main":null,"document__slug":"tob2","document__title":"Tome of Beasts 2","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/tome-of-beasts-2-for-5th-edition/","v2_converted_path":"/v2/creatures/tob2_crimson-shambler/"},{"slug":"derro-guard","desc":"The small humanoid sets its claw-toothed boots into the rock, steadying itself, then looses an arrow. Its lips curl into a cruel smile as a cry of surprise and shouts of alarm resound in the dark cavern._  \nDeep beneath the earth, the derro gather in clans and worship beings that dwell between the stars. Lifelong exposure to these beings damages the psyche of the mortal derro, leaving most reliant on the powers of their dark masters.  \n**Assassins for Hire.** Derro outposts can be found in the slums of many surface cities.","name":"Derro Guard","size":"Small","type":"Humanoid","subtype":"derro","group":null,"alignment":"any non-good alignment","armor_class":13,"armor_desc":"leather armor","hit_points":18,"hit_dice":"4d6+4","speed":{"walk":30},"strength":10,"dexterity":14,"constitution":12,"intelligence":11,"wisdom":5,"charisma":9,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":null,"skills":{"stealth":4},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"","condition_immunities":"","senses":"darkvision 120 ft., passive Perception 7","languages":"Common, Dwarvish, Undercommon","challenge_rating":"1/2","cr":0.5,"actions":[{"name":"Aklys","desc":"Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 10/30 ft., one target. Hit: 5 (1d6 + 2) piercing damage.","attack_bonus":4,"damage_dice":"1d6+2"},{"name":"Light Crossbow","desc":"Ranged Weapon Attack: +4 to hit, range 80/320 ft., one target. Hit: 6 (1d8 + 2) piercing damage.","attack_bonus":4,"damage_dice":"1d8+2"}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Aklys Thrower","desc":"If the derro hits a target within 30 feet of it with a ranged attack with its aklys, it can use its bonus action to retrieve the aklys and make another attack against the same target."},{"name":"Magic Resistance","desc":"The derro has advantage on saving throws against spells and other magical effects."},{"name":"Sunlight Sensitivity","desc":"While in sunlight, the derro has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight."}],"spell_list":[],"page_no":97,"environments":[],"img_main":null,"document__slug":"tob2","document__title":"Tome of Beasts 2","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/tome-of-beasts-2-for-5th-edition/","v2_converted_path":"/v2/creatures/tob2_derro-guard/"},{"slug":"greed-swarm","desc":"The sound of metal clinking against metal becomes a deafening cacophony as a swirling cloud of coins mindlessly hunts for more valuables to absorb into its ever-expanding mass._  \nLocated in densely-populated areas, the greed swarm is solely focused on increasing the size of its hovering collection of valuables. Able to differentiate between objects of value and worthless junk, the swarm stalks streets and sewers alike. Its movements are erratic; the cloud swells and contracts in quick succession, repositioning itself in jerky, stilted bursts of motion.//  \n**Bad Penny.** The swarm consists of normal, mundane valuables animated by a magical master coin. Often mistaken as a standard regional coin, this master coin is created in a dark ritual to serve as a vessel for pure, ceaseless avarice. If the master coin is destroyed or separated from the swarm, the remaining coins return to their normal inert state and fall to the ground.  \n**All that Glitters.** The master coin cannot exert its power without a large enough supply of valuables to control in close proximity. Bank and vault owners who fail to screen incoming coinage for latent magical properties may find themselves in need of adventurers to discreetly quell a storm of their accumulated wealth. Wishing wells and public fountains are also common homes for greed swarms.  \n**Construct Nature.** The greed swarm doesn’t require air, food, drink, or sleep.","name":"Greed Swarm","size":"Medium","type":"Construct","subtype":"Swarm","group":null,"alignment":"unaligned","armor_class":13,"armor_desc":"natural armor","hit_points":22,"hit_dice":"4d8+4","speed":{"fly":40,"walk":0,"hover":true},"strength":6,"dexterity":16,"constitution":12,"intelligence":1,"wisdom":9,"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":"force","damage_resistances":"bludgeoning, piercing, slashing","damage_immunities":"poison","condition_immunities":"charmed, exhaustion, frightened, grappled, paralyzed, petrified, poisoned, prone, restrained, stunned","senses":"blindsight 60 ft. (blind beyond this radius), passive Perception 9","languages":"—","challenge_rating":"1/2","cr":0.5,"actions":[{"name":"Coin Slam","desc":"Melee Weapon Attack: +5 to hit, reach 0 ft., one target in the greed swarm's space. Hit: 10 (4d4) bludgeoning damage, or 5 (2d4) bludgeoning damage if the swarm has half of its hit points or fewer.","attack_bonus":5,"damage_dice":"4d4"},{"name":"Coin Barrage","desc":"Ranged Weapon Attack: +5 to hit, range 20/60 ft., one target. Hit: 7 (2d6) bludgeoning damage, or 3 (1d6) bludgeoning damage if the swarm has half of its hit points or fewer.","attack_bonus":5,"damage_dice":"2d6"},{"name":"Gather (1/Day)","desc":"The swarm magically gathers up to 100 gp worth of coins, gems, and other small, valuable objects within 60 feet of it, adding them to its mass. It regains 7 (2d6) hit points and has advantage on its next attack roll. A creature wearing or carrying such valuables must succeed on a DC 11 Dexterity saving throw or its valuables fly toward the swarm, joining the mass."}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Antimagic Susceptibility","desc":"The swarm is incapacitated while in the area of an antimagic field. If targeted by dispel magic, the swarm must succeed on a Constitution saving throw against the caster's spell save DC or fall unconscious for 1 minute."},{"name":"Deafening Clatter","desc":"A creature in the swarm's space is deafened."},{"name":"False Appearance","desc":"While the greed swarm remains motionless, it is indistinguishable from a normal pile of coins and valuables."},{"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 object. Except for Gather, the swarm can't regain hit points or gain temporary hit points."}],"spell_list":[],"page_no":184,"environments":[],"img_main":null,"document__slug":"tob2","document__title":"Tome of Beasts 2","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/tome-of-beasts-2-for-5th-edition/","v2_converted_path":"/v2/creatures/tob2_greed-swarm/"},{"slug":"keyhole-dragonette","desc":"A wingless reptile with a long, lithe body and short, powerful legs scurries down an alley after a rat. Its pointed snout darts into the hole where its prey disappeared._  \nThe keyhole dragonette is a small, wingless dragon with flexible bands of large, overlapping scales, a pointed snout, and a wide, flat tail.  \n**Urban Exterminators.** Keyhole dragonettes were magically bred to be adept at entering closed-off or hard-to-reach places. Their original purpose was to seek out and destroy nests of rats and other city-dwelling vermin, but they regularly find themselves employed as living lockpicks. Their sensitivity to vibrations helps them find prey no matter where it is hidden, and their long, deft tongues enable them to pick even the most complex of locks. Dragonettes have difficulty delineating between pests and pets, and they sometimes consume the furry companions of the people whose homes they are ridding of vermin.  \n**Big Eaters.** Belying their small frames, keyhole dragonettes have voracious appetites and can consume a variety of foods. Aside from meat, they enjoy fruits, nuts, and vegetables. Keyhole dragonettes with easy access to sugary foods often develop a sweet tooth.  \n**Loyal Companions.** Guards, wilderness scouts, and rogues of all types often see the value in taking a keyhole dragonette as a companion. Young dragonettes are easy to train and eagerly bond with people, quickly becoming steadfast friends with their caretakers. If the person a dragonette has bonded to dies or leaves, the dragonette becomes despondent. The depression can last for years if something doesn’t occur to lift the creature’s spirits.","name":"Keyhole Dragonette","size":"Tiny","type":"Dragon","subtype":"","group":null,"alignment":"neutral","armor_class":14,"armor_desc":"natural armor","hit_points":27,"hit_dice":"6d4+12","speed":{"climb":20,"walk":30},"strength":12,"dexterity":15,"constitution":14,"intelligence":7,"wisdom":10,"charisma":13,"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},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"","condition_immunities":"","senses":"darkvision 60 ft., tremorsense 30 ft., passive Perception 12","languages":"Common, Draconic","challenge_rating":"1/2","cr":0.5,"actions":[{"name":"Bite","desc":"Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) piercing damage.","attack_bonus":4,"damage_dice":"1d6+2"},{"name":"Scale Slash","desc":"Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) slashing damage.","attack_bonus":4,"damage_dice":"1d4+2"},{"name":"Soporific Breath (Recharge 5-6)","desc":"The dragonette exhales a cloud of sleep gas in a 15-foot cone. Each creature in the area must succeed on a DC 12 Constitution saving throw or fall unconscious for 1 minute. This effect ends for a creature if the creature takes damage or someone uses an action to wake it."}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Compress","desc":"The dragonette can squeeze through a space as narrow as 1 inch wide."},{"name":"Leaping Withdraw","desc":"The dragonette's long jump is up to 20 feet, and its high jump is up to 10 feet, with or without a running start. If the dragonette leaps out of a creature's reach, it doesn't provoke opportunity attacks."},{"name":"Tongue Pick","desc":"The dragonette can use its tongue to pick locks and disarm traps, as if its tongue was a set of thieves' tools. It is proficient in using its tongue in this way."},{"name":"Vermin Hunter","desc":"Swarms of beasts don't have resistance to piercing and slashing damage from the dragonette. In addition, as a bonus action, the dragonette can use Scale Slash against a swarm of beasts occupying its space."}],"spell_list":[],"page_no":180,"environments":[],"img_main":null,"document__slug":"tob2","document__title":"Tome of Beasts 2","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/tome-of-beasts-2-for-5th-edition/","v2_converted_path":"/v2/creatures/tob2_keyhole-dragonette/"},{"slug":"kobold-spellclerk","desc":"The reptilian snout peeking out from a deep hood is the only hint that this cloaked figure is a kobold. A fang charm dangling from its neck, the kobold goes about its business of secrets and whispers._  \n**Agents of the Empire.** Kobold spellclerks work primarily as messengers and agents of the spy network. They are skilled in code writing and breaking, overseeing the operations of other field agents, and providing their overlords a valued glimpse into the internal affairs of their enemies.  \n**Trusted Messengers.** Kobold spellclerks are often granted the use of magic items that aid in encryption and message-sending to supplement their natural skills and magical studies. The messages they carry or compose are often of great import to clandestine activities.","name":"Kobold Spellclerk","size":"Small","type":"Humanoid","subtype":"kobold","group":null,"alignment":"lawful neutral","armor_class":12,"armor_desc":null,"hit_points":21,"hit_dice":"6d6","speed":{"walk":30},"strength":6,"dexterity":14,"constitution":10,"intelligence":16,"wisdom":12,"charisma":12,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":5,"wisdom_save":null,"charisma_save":null,"perception":3,"skills":{"acrobatics":4,"arcana":5,"deception":5,"investigation":5,"perception":3,"persuasion":3,"stealth":4},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"","condition_immunities":"","senses":"darkvision 60 ft., passive Perception 13","languages":"Common, Draconic","challenge_rating":"1/2","cr":0.5,"actions":[{"name":"Multiattack","desc":"The kobold spellclerk makes two melee attacks."},{"name":"Dagger","desc":"Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 4 (1d4 + 2) piercing damage.","attack_bonus":4,"damage_dice":"1d4+2"}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Cunning Action","desc":"On each of its turns, the spellclerk can use a bonus action to take the Dash, Disengage, or Hide action."},{"name":"Pack Tactics","desc":"The kobold has advantage on attack rolls against a creature if at least one of the kobold's allies is within 5 feet of the creature and the ally isn't incapacitated."},{"name":"Sunlight Sensitivity","desc":"While in sunlight, the kobold has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight."},{"name":"Spellcasting","desc":"The kobold spellclerk is a 2nd-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 13, +5 to hit with spell attacks). It has the following wizard spells prepared:\nCantrips (at will): fire bolt, message, minor illusion\n1st level (3 slots): comprehend languages, feather fall, grease, illusory script, sleep"}],"spell_list":[],"page_no":232,"environments":[],"img_main":null,"document__slug":"tob2","document__title":"Tome of Beasts 2","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/tome-of-beasts-2-for-5th-edition/","v2_converted_path":"/v2/creatures/tob2_kobold-spellclerk/"},{"slug":"light-drake","desc":"The light drake is a small, bulky dragon with two legs and two wings. It has glowing yellow eyes, and light reflects easily off its golden scales._  \n**Light Bringers.** Light drakes are obsessed with bringing light into dark places, and often inhabit the darkest parts of the world. They use their light to aid lost travelers and defeat the denizens of the darkest parts of the world. They are regularly hunted by such denizens, who offer large rewards for their golden hides.  \n**Social Trinket-Collectors.** Light drakes are social creatures that live in small, glowing colonies in deep caverns. Like their larger cousins, they enjoy collecting trinkets, though they prefer objects made of bright metals or iridescent stones. They often adorn themselves with such trinkets and use their light magic to make the trinkets shine. Light drakes tend to sleep together in piles for warmth and light in the cold darkness, which has led to many a thief inadvertently stumbling into a colony of the jewelry-coated sleeping drakes after mistaking them for a pile of glittering treasure.  \n**Undead Slayers.** Light drakes despise undead and any creatures that use light, or the absence of light, to prey on innocents. They have a particularly strong hatred for Open Game License","name":"Light Drake","size":"Tiny","type":"Dragon","subtype":"","group":null,"alignment":"neutral good","armor_class":13,"armor_desc":null,"hit_points":24,"hit_dice":"7d4+7","speed":{"fly":60,"walk":20,"hover":true},"strength":7,"dexterity":16,"constitution":13,"intelligence":8,"wisdom":12,"charisma":14,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":3,"skills":{"acrobatics":5,"perception":3},"damage_vulnerabilities":"","damage_resistances":"radiant","damage_immunities":"","condition_immunities":"","senses":"darkvision 60 ft., passive Perception 13","languages":"Common, Draconic","challenge_rating":"1/2","cr":0.5,"actions":[{"name":"Bite","desc":"Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) piercing damage.","attack_bonus":5,"damage_dice":"1d6+3"},{"name":"Breath Weapon (Recharge 6)","desc":"A light drake can breathe a 30-foot line of brilliant white light. Each creature in that line must make a DC 13 Dexterity saving throw. On a failure, a creature takes 5 (2d4) radiant damage and is blinded for 1 minute. On a success, a creature takes half the damage and isn't blinded. A blinded creature can make a DC 13 Constitution saving throw at the end of each of its turns, ending the effect on itself on a success."}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Reflective Scales","desc":"When a light drake is within 5 feet of a source of light, that source of light sheds bright light and dim light for an additional 10 feet. While the light drake wears or carries an object that sheds light from the daylight spell, the light within 10 feet of the drake is sunlight."},{"name":"Innate Spellcasting","desc":"The light drake's innate spellcasting ability is Charisma (spell save DC 12, +4 to hit with spell attacks). It can innately cast the following spells, requiring no material components:\nAt will: dancing lights, light, guiding star, starburst\n3/day each: color spray, faerie fire"}],"spell_list":[],"page_no":231,"environments":[],"img_main":null,"document__slug":"tob2","document__title":"Tome of Beasts 2","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/tome-of-beasts-2-for-5th-edition/","v2_converted_path":"/v2/creatures/tob2_light-drake/"},{"slug":"mydnari","desc":"This tall, lanky humanoid is sightless, its eyes nothing more than useless spots in its otherwise human face. The creature is encased in a sheath of thick orange jelly, almost as if it had been dipped in a giant pot of honey. The jelly wobbles and slides over the creature’s body as if alive._  \n**Sightless Alchemists.** The mydnari are an eyeless, evil subterranean race that lives alongside oozes. They delight in capturing other creatures and using the creatures for experimentation or as food for their colonies of oozes and slimes. They constantly experiment with new serums, tonics, and concoctions, striving to always improve themselves and their connection with their oozes.  \n**Bound in Jelly.** Each mydnari enters into a symbiotic relationship with a mutated strain of Open Game License","name":"Mydnari","size":"Medium","type":"Humanoid","subtype":"","group":null,"alignment":"neutral evil","armor_class":13,"armor_desc":null,"hit_points":22,"hit_dice":"4d8+4","speed":{"walk":30},"strength":12,"dexterity":16,"constitution":13,"intelligence":14,"wisdom":16,"charisma":14,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":5,"skills":{"deception":4,"intimidation":4,"perception":5},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"acid","condition_immunities":"paralyzed","senses":"blindsight 60 ft. (blind beyond this radius), passive Perception 15","languages":"Deep Speech, Undercommon","challenge_rating":"1/2","cr":0.5,"actions":[{"name":"Shortsword","desc":"Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) piercing damage.","attack_bonus":5,"damage_dice":"1d6+3"},{"name":"Acid Glob","desc":"Ranged Weapon Attack: +5 to hit, range 30/60 ft., one target. Hit: 5 (1d4 + 3) acid damage, and the target must succeed on a DC 12 Constitution saving throw or be poisoned for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.","attack_bonus":5,"damage_dice":"1d4+3"}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Bound in Jelly","desc":"The mydnari and its jelly are wholly reliant on each other. If the mydnari's jelly is somehow separated from its master, the jelly dies within 1 minute. If the mydnari is separated from its jelly, it loses its blindsight, Acid Glob action, and Jelly Symbiosis trait."},{"name":"Jelly Symbiosis","desc":"A creature that touches the mydnari or hits it with a melee attack while within 5 feet of it takes 2 (1d4) acid damage."},{"name":"Ooze Empathy","desc":"A mydnari can use its Animal Handling skill on ooze-type creatures with an Intelligence score of 5 or lower. An ooze never attacks a mydnari unless provoked."}],"spell_list":[],"page_no":264,"environments":[],"img_main":null,"document__slug":"tob2","document__title":"Tome of Beasts 2","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/tome-of-beasts-2-for-5th-edition/","v2_converted_path":"/v2/creatures/tob2_mydnari/"},{"slug":"narshark","desc":"Almost blending in with the sky, this creature looks like a large shark with cerulean-hued skin and incredibly long pectoral fins that it uses to sail through the air like a bird. Its mouth is filled with several rows of vicious teeth, and an ivory horn emerges from the top of its head._  \n**Aerial Predators.** A narshark is a creature that resembles a cross between a shark and a narwhal with dark blue skin, long serrated teeth, and a horn growing from its brow. Like many sharks, the narshark is a rapacious predator, hunting birds through the sky as a shark hunts fish. While it lacks the keen nose of most predators, the narshark has excellent eyesight and can pick out details at great distances. While narsharks are dangerous predators, they are seldom top of the aerial food chain and face fierce competition from Open Game License","name":"Narshark","size":"Large","type":"Monstrosity","subtype":"","group":null,"alignment":"unaligned","armor_class":14,"armor_desc":"natural armor","hit_points":25,"hit_dice":"3d10+9","speed":{"fly":40,"walk":10,"hover":true},"strength":16,"dexterity":12,"constitution":15,"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":6,"skills":{"perception":6,"stealth":3},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"","condition_immunities":"prone","senses":"darkvision 60 ft., passive Perception 18","languages":"—","challenge_rating":"1/2","cr":0.5,"actions":[{"name":"Bite","desc":"Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. Hit: 7 (1d8 + 3) piercing damage. If the creature isn't an undead or a construct, it must succeed on a DC 13 Constitution saving throw or lose 2 (1d4) hp at the start of each of its turns as one of the shark's teeth chips off into the wound. Any creature can take an action to stanch the wound by removing the tooth. The wound also closes and the tooth pops out if the target receives magical healing.","attack_bonus":5,"damage_dice":"1d8+3"}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Magical Horns","desc":"The narshark gains its ability to fly from its magical horn. The horn can be severed from a living narshark, but doing so drives it into a panicked rage as it attempts to slay all those around it. Strangely, narsharks never use their horns in combat, possibly in fear of accidentally breaking them. A narshark's horn is commonly used in the creation of magic items that grant flight, and narsharks are often the target of hunters seeking to turn a profit."},{"name":"Keen Sight","desc":"The narshark has advantage on Wisdom (Perception) checks that rely on sight."},{"name":"Magical Horn","desc":"The narshark's horn can be attacked and severed (AC 18; hp 5; immunity to bludgeoning, poison, and psychic damage) or destroyed (hp 15). If its horn is severed, the narshark loses its flying speed, loses 4 (1d8) hp at the start of each of its turns, and goes into a frenzy. While in a frenzy, the narshark has advantage on bite attack rolls and attack rolls against it have advantage."}],"spell_list":[],"page_no":266,"environments":[],"img_main":null,"document__slug":"tob2","document__title":"Tome of Beasts 2","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/tome-of-beasts-2-for-5th-edition/","v2_converted_path":"/v2/creatures/tob2_narshark/"},{"slug":"valkruung","desc":"Standing only a few feet tall, this odd simian creature has charcoal-colored skin and glowing eyes. Thin, blue-gray tendrils cover almost every inch of its body, and it smells faintly of burnt honey._  \n**Incorrigible Kleptomaniacs.** Few creatures cause as much annoyance to shopkeepers, merchants, and farmers as the valkruung, a tiny monkey-like creature covered in grasping tendrils that lurks atop roofs and clambers through trees, looking for food and objects to steal. Attracted to anything that glitters, jangles, or just plain smells nice, the valkruung steals anything regardless of its actual worth. Valkruungs snatch purses from unsuspecting passersby and fruit and bread from vendors to take back to their lairs. They steal objects they don’t need and refuse to return them, running off while snickering wildly.  \n**Shrines of Riches.** Anything a valkruung steals and doesn’t eat is placed in a central location in its nest, often around an existing statue, altar, or other large object. Eventually, this object becomes covered in a variety of clutter, some of which may be valuable. A valkruung treats all of its objects equally and attacks anyone who tries to take something from the pile.  \n**Den of Thieves.** Valkruungs are social creatures and live in groups of ten to twenty. The job of child-rearing is shared by all members of the group equally, and young valkruungs spend the first parts of their lives carried around on various adults’ backs, where the adults’ tendrils keep them safe. Valkruungs are more intelligent than they appear and have a rudimentary grasp of language, typically insults that have been hurled their way.","name":"Valkruung","size":"Tiny","type":"Monstrosity","subtype":"","group":null,"alignment":"chaotic neutral","armor_class":13,"armor_desc":null,"hit_points":22,"hit_dice":"4d6+8","speed":{"climb":20,"walk":25},"strength":8,"dexterity":16,"constitution":14,"intelligence":5,"wisdom":12,"charisma":9,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":null,"skills":{"acrobatics":5,"stealth":5},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"","condition_immunities":"","senses":"darkvision 60 ft., passive Perception 11","languages":"Common, Goblin","challenge_rating":"1/2","cr":0.5,"actions":[{"name":"Claws","desc":"Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) slashing damage, and the target must succeed on a DC 13 Constitution saving throw or be poisoned for 1 minute. While poisoned in this way, the target suffers an itchy rash, and, at the start of each of its turns, it must succeed on a DC 13 Wisdom saving or spend its action furiously scratching the rash. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.","attack_bonus":5,"damage_dice":"1d6+3"}],"bonus_actions":null,"reactions":[{"name":"Disarming Tendrils","desc":"When a creature the valkruung can see targets it with a melee weapon attack, the attacker must succeed on a DC 13 Dexterity saving throw or its weapon is knocked out of its grasp into a random unoccupied space within 5 feet of the attacker. The valkruung can't use this reaction against attackers wielding a heavy or two-handed weapon."}],"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Prehensile Tendrils","desc":"The valkruung has 10 shiny blue-gray tendrils that constantly grab at things in the environment. Each tendril can pick up or hold a Tiny object, such as a coin or piece of jewelry, that isn't being worn or carried. If it uses all 10 of its tendrils, the valkruung can carry a single Small object, such as a backpack. The valkruung can use its tendrils to interact with objects, but it can't use them to wield a weapon. It has advantage on Dexterity (Sleight of Hand) checks when using its tendrils and can use its tendrils to disarm opponents (see the Disarming Tendrils reaction)."}],"spell_list":[],"page_no":355,"environments":[],"img_main":null,"document__slug":"tob2","document__title":"Tome of Beasts 2","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/tome-of-beasts-2-for-5th-edition/","v2_converted_path":"/v2/creatures/tob2_valkruung/"},{"slug":"wintergrim","desc":"This squat creature is covered in furs, making it almost as wide as it is tall. A large nose pokes through the furs, and its gentle eyes shine._  \n**Spirit of Hospitality.** Wintergrims are solitary fey who build their homes in remote locations. When they are alone, they spend much of their time traversing the territory surrounding their homes, watchful for creatures in dire straits or in need of shelter. Wintergrims offer assistance and lodging to travelers they encounter and jump to the rescue for those in immediate peril. They readily share the furs in which they bundle themselves and are often laden with warm soups and beverages they share with visitors suffering from the elements.  \n**Inscrutable Rules.** A wintergrim’s hospitality has limits, as each wintergrim has a unique set of behaviors it holds taboo within the confines of its home. Breaking its rules is so abhorrent to a wintergrim, it dares not even discuss the things it forbids. The rules range from the seemingly innocuous—such as leaving one’s boots on when entering a wintergrim’s home—to common societal norms—such as not attacking or killing another guest. Discovering a wintergrim’s proscribed behavior is difficult, since the wintergrim ignores transgressions outside its home, perhaps giving a cryptic warning that it wouldn’t tolerate the same in its domicile. Mere discussion about its rules may also provoke the fey.  \nWhatever the case, wintergrims demand rulebreakers leave their premises at once, resorting to pummeling those who fail to comply.  \n**Competent Woodsfolk.** As loners with occasional guests, wintergrims are necessarily self-sustaining. They are omnivorous, and they grow gardens, set traps, and hunt for their food. Though they are inured to cold temperatures, they enjoy having a house in which they can reside and share their hospitality. They are adept with the axes they wield to chop down trees for their homes and fires, but they are careful not to overharvest wood. Other than when they hunt, they rarely use their axes as weapons. They prefer to punch their opponents in the hope they can drive their foes away, resorting to their axes only in desperate situations.","name":"Wintergrim","size":"Small","type":"Fey","subtype":"","group":null,"alignment":"chaotic good","armor_class":13,"armor_desc":"hide armor","hit_points":26,"hit_dice":"4d6+12","speed":{"walk":30},"strength":19,"dexterity":12,"constitution":17,"intelligence":12,"wisdom":16,"charisma":11,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":null,"skills":{"insight":5,"nature":3,"persuasion":2,"survival":5},"damage_vulnerabilities":"","damage_resistances":"cold","damage_immunities":"","condition_immunities":"charmed","senses":"darkvision 60 ft., passive Perception 13","languages":"Common, Sylvan","challenge_rating":"1/2","cr":0.5,"actions":[{"name":"Fist","desc":"Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 6 (1d4 + 4) bludgeoning damage.","attack_bonus":6,"damage_dice":"1d4+4"},{"name":"Handaxe","desc":"Melee or Ranged Weapon Attack: +6 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 7 (1d6 + 4) slashing damage, or 8 (1d8 + 4) slashing damage if used with two hands to make a melee attack.","attack_bonus":6,"damage_dice":"1d6+4"}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Unique Rules","desc":"If a creature breaks one of the wintergrim's rules of conduct, it becomes enraged. The wintergrim has advantage on Charisma (Intimidation) checks and attack rolls against the offending creature. An offending creature that succeeds on a DC 14 Charisma (Persuasion) check can calm the enraged wintergrim. If the offending creature has damaged the wintergrim in the last hour, it has disadvantage on this check. A creature that succeeds on a DC 12 Intelligence (Investigation) or Wisdom (Insight) check can determine the wintergrim's rules before enraging it."},{"name":"Innate Spellcasting","desc":"The wintergrim's innate spellcasting ability is Wisdom (spell save DC 13). It can innately cast the following spells, requiring no material components.\n3/day each: goodberry, speak with animals\n1/day each: lesser restoration, protection from poison"}],"spell_list":[],"page_no":372,"environments":[],"img_main":null,"document__slug":"tob2","document__title":"Tome of Beasts 2","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/tome-of-beasts-2-for-5th-edition/","v2_converted_path":"/v2/creatures/tob2_wintergrim/"},{"slug":"yowler","desc":"A small house cat gently purrs and twitches its tail. Suddenly it lets loose a blood-curdling yowl as it arches its back. An illusion gives way to the true creature: a rotting undead cat with glowing green eyes, long teeth, and claws like knives._  \nYowlers are undead house pets and familiars with a score to settle and a hatred of the living.  \n**Mistreated in Life.** Many house pets and familiars have terrible masters who mistreat the animals in life. When these creatures die (often as part of the master’s mistreatment), Open Game License","name":"Yowler","size":"Tiny","type":"Undead","subtype":"","group":null,"alignment":"chaotic evil","armor_class":12,"armor_desc":null,"hit_points":22,"hit_dice":"4d4+12","speed":{"climb":30,"walk":40},"strength":3,"dexterity":15,"constitution":16,"intelligence":3,"wisdom":10,"charisma":5,"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},"damage_vulnerabilities":"","damage_resistances":"necrotic","damage_immunities":"poison","condition_immunities":"frightened, poisoned","senses":"darkvision 60 ft., passive Perception 12","languages":"—","challenge_rating":"1/2","cr":0.5,"actions":[{"name":"Multiattack","desc":"The yowler makes two attacks: one with its bite and one with its claws. It can use Yowl in place of a bite attack."},{"name":"Bite","desc":"Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) piercing damage, and the target must succeed on a DC 12 Constitution saving throw or be poisoned until the end of its next turn.","attack_bonus":4,"damage_dice":"1d4+2"},{"name":"Claws","desc":"Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) slashing damage.","attack_bonus":4,"damage_dice":"1d6+2"},{"name":"Yowl","desc":"The yowler lets loose a horrid scream. Each hostile creature within 30 feet of the yowler that can hear it must succeed on a DC 12 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the yowler's Yowl for the next 24 hours."}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Living Projection","desc":"The yowler's undead form is constantly covered with a magical illusion that makes it look like it did in life. This effect is suppressed for 1 minute if the yowler attacks or uses Yowl.\n\nThe changes wrought by this illusion fail to hold up to physical inspection. For example, the yowler's fur appears soft and silky, but someone touching it would feel the yowler's rotten fur and exposed bones. Otherwise, a creature must take an action to visually inspect the illusion and succeed on a DC 15 Intelligence (Investigation) check to discern the yowler's true appearance."}],"spell_list":[],"page_no":380,"environments":[],"img_main":null,"document__slug":"tob2","document__title":"Tome of Beasts 2","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/tome-of-beasts-2-for-5th-edition/","v2_converted_path":"/v2/creatures/tob2_yowler/"},{"slug":"azza-gremlin","desc":"_These tiny, hairless, rail-thin creatures crackle with static electricity. Arcs of lightning snap between their long ears._  \n**Lightning Lovers.** Azza gremlins live among storm clouds, lightning-based machinery, and other places with an abundance of lightning.  \n**Magnetic Flight.** Although wingless, their light bodies are perfectly attuned to electromagnetic fields, giving them buoyancy and flight. They love playing in thunderstorms and riding lightning bolts between the clouds or between clouds and the ground. They feed off lightning and love to see its effects on other creatures.  \n**Work with Spellcasters.** Although they aren’t much more than hazardous pests by themselves, more malicious creatures and spellcasters that use lightning as a weapon work with azza gremlins to amplify their own destructiveness.  \nAzza gremlins stand 12 to 18 inches tall and weigh approximately 8 lb.","name":"Azza Gremlin","size":"Small","type":"Fey","subtype":"","group":null,"alignment":"neutral","armor_class":14,"armor_desc":"","hit_points":7,"hit_dice":"2d6","speed":{"walk":10,"fly":40,"hover":true},"strength":5,"dexterity":18,"constitution":10,"intelligence":12,"wisdom":13,"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":"","damage_immunities":"lightning, thunder","condition_immunities":"","senses":"darkvision 120 ft., passive Perception 11","languages":"Common, Primordial","challenge_rating":"1/4","cr":0.25,"actions":[{"name":"Lightning Jolt","desc":"Melee or Ranged Spell Attack: +6 to hit, reach 5 ft. or range 30 ft., one creature. Hit: 3 (1d6) lightning damage, and the target is affected by Contagious Lightning.","attack_bonus":6,"damage_dice":"1d6"}],"bonus_actions":null,"reactions":[{"name":"Ride the Bolt","desc":"The azza gremlin can travel instantly along any bolt of lightning. When it is within 5 feet of a lightning effect, the azza can teleport to any unoccupied space inside or within 5 feet of that lightning effect."}],"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Contagious Lightning","desc":"A creature that touches the azza gremlin or hits it with a melee attack using a metal weapon receives a discharge of lightning. The creature must succeed on a DC 10 Constitution saving throw or attract lightning for 1 minute. For the duration, attacks that cause lightning damage have advantage against this creature, the creature has disadvantage on saving throws against lightning damage and lightning effects, and if the creature takes lightning damage, it is paralyzed until the end of its next turn. An affected creature repeats the saving throw at the end of each of its turns, ending the effect on itself on a success."}],"spell_list":[],"page_no":28,"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_azza-gremlin/"},{"slug":"clurichaun","desc":"_Around a corner in the wine cellar stumbles a surly, two-foot tall man carrying an open bottle of wine. He has a bushy beard and wears a rumpled, red overcoat over a dirty white shirt and kneelength red trousers with blue stockings and silver-buckled shoes. A cap made from leaves stitched together with gold thread slouches atop his head, and he reeks of stale beer and wine._  \n**Drunks in the Cellar.** Clurichauns are mean-spirited, alcohol-loving fey that plague butteries and wine cellars. These drunken fey were once leprechauns, but they long ago forsook a life of toil for one of solitary debauchery. Now they spend every night drinking, warbling off-key, and tormenting their hapless hosts with cruel pranks.  \nHowever, if the clurichaun’s host keeps him or her well supplied with a favorite libation and otherwise leaves him or her alone, the clurichaun will protect their wine cellars from thieves, drunkards, or worse—becoming quite vigorous when they feel the security of the cellars is threatened in any way. They have a particular hatred for Open Game License","name":"Clurichaun","size":"Tiny","type":"Fey","subtype":"","group":null,"alignment":"chaotic neutral","armor_class":14,"armor_desc":"","hit_points":22,"hit_dice":"4d4+12","speed":{"walk":30},"strength":13,"dexterity":12,"constitution":16,"intelligence":10,"wisdom":8,"charisma":16,"strength_save":null,"dexterity_save":null,"constitution_save":5,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":1,"skills":{"perception":1,"stealth":3},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"","condition_immunities":"frightened, poisoned","senses":"darkvision 60ft., passive Perception 11","languages":"Common, Elvish, Sylvan","challenge_rating":"1/4","cr":0.25,"actions":[{"name":"Unarmed Strike","desc":"Melee Weapon Attack: +3 to hit, reach 5 ft., one creature. Hit: 2 (1 + 1) bludgeoning damage.","attack_bonus":3,"damage_dice":"1"},{"name":"Improvised Weapon","desc":"Melee or Ranged Weapon Attack: +3 to hit, reach 5 ft. or range 20/60 ft., one creature. Hit: 3 (1d4 + 1) bludgeoning, piercing, or slashing damage, depending on weapon.","attack_bonus":3,"damage_dice":"1d4"}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Clurichaun's Luck","desc":"Clurichauns add both their Dexterity and Charisma modifiers to their Armor Class."},{"name":"Innate Spellcasting","desc":"the clurichaun's innate spellcasting ability is Charisma (spell save DC 13). The clurichaun can cast the following spells, requiring only alcohol as a component.\n\nat will: friends, mending, minor illusion, purify food and drink, vicious mockery\n\n1/day each: blur, calm emotions, heroism, sleep, suggestion"},{"name":"Magic Resistance","desc":"The clurichaun has advantage on saving throws against spells and other magical effects."}],"spell_list":[],"page_no":67,"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_clurichaun/"},{"slug":"dipsa","desc":"_Except for a pair of tiny fangs, the entire body of this yellowishgreen worm looks like a ropy tangle of slime-covered tubes and puddles of mucus._  \n**Anesthetic Ooze.** Many jungle clans believe the dipsa is an eyeless snake, but it is a tubular ooze with a lethal poisonous bite. The dipsa’s venom has an anesthetic quality that allows the ooze to cling to creatures and slowly turn their innards to jelly without being noticed until the victim falls down dead. Once the poison’s numbing property wears off, however, victims report an agonizing sense of burning from the inside out.  \n**Tiny Fangs.** A dipsa’s undulating movement evokes that of a snake as much as its serpentine form, but close examination reveals that it has neither bones nor internal organs, only tiny fangs of the same color and substance as the rest of its body. A dipsa never exceeds 1 foot in length. Its coloration oscillates between sickly hues of yellow or green.  \n**Gelatinous Eggs.** Dipsas are hermaphroditic. When two dipsas breed, they leave behind about 100 gelatinous eggs in a small puddle of highly acidic milt. A dozen become fertilized and survive long enough to hatch, after which they immediately devour the others.","name":"Dipsa","size":"Tiny","type":"Ooze","subtype":"","group":null,"alignment":"unaligned","armor_class":15,"armor_desc":"","hit_points":27,"hit_dice":"6d4+12","speed":{"walk":20,"climb":20,"swim":20},"strength":3,"dexterity":17,"constitution":14,"intelligence":1,"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":{"stealth":7},"damage_vulnerabilities":"","damage_resistances":"acid","damage_immunities":"","condition_immunities":"blinded, charmed, deafened, exhaustion, frightened, prone","senses":"blindsight 60 ft. (blind beyond this radius), passive Perception 8","languages":"-","challenge_rating":"1/4","cr":0.25,"actions":[{"name":"Bite","desc":"Melee Weapon Attack: +7 to hit, reach 0 ft., one creature in the dipsa's space. Hit: 1 piercing damage, and the dipsa attaches to the target. A creature with a dipsa attached takes 3 (1d6) acid damage per round per dipsa, and it must make a successful DC 12 Constitution saving throw or have its hit point maximum reduced by an amount equal to the damage taken. If a creature's hit point maximum is reduced to 0 by this effect, the creature dies. This reduction to a creature's hit point maximum lasts until it is affected by a lesser restoration spell or comparable magic.","attack_bonus":7,"damage_dice":"1d6"}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Swamp Stealth","desc":"The dipsa gains an additional +2 (+9 in total) to Stealth in swamp terrain."},{"name":"Amorphous","desc":"The dipsa can move through a space as narrow as 1 inch wide without squeezing."},{"name":"Discreet Bite","desc":"The bite of a dipsa is barely perceptible and the wound is quickly anesthetized. A creature bitten must succeed on a DC 15 Wisdom (Perception) check to notice the attack or any damage taken from it."},{"name":"Translucent","desc":"The dipsa can take the Hide action as a bonus action on each of its turns."}],"spell_list":[],"page_no":118,"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_dipsa/"},{"slug":"dust-goblin","desc":"_A ragged creature emerges from the sand. Its spindly frame is encased in a hodge‑podge of armor scraps and rusted weapons. A long, hooked nose protrudes over a wide mouth filled with sharp teeth._  \nDust goblins vary greatly in size and appearance, although they are universally scrawny, bony, and lanky. They seem to suffer from malnutrition even when in perfect health, a perception reinforced by the way their bellies distend after they’ve gorged themselves on flesh. Their skin is always dry and cracked, ranging from dusky gray to dark green in color.  \n**Rule the Wastelands.** Dust goblins are twisted creatures, tainted by many generations of life in a blasted wasteland. After a magical war devastated the dust goblins’ homeland, they rose to become the most dominant inhabitants. They inhabit ancient ruins and ambush travelers who stray too close to their borders.  \n**Twisted Minds.** The lingering magical energy saturating the wastes of their home, coupled with the harsh conditions in which they scratch out a living, have tainted the minds of all dust goblins. Their thinking is alien and unfathomable to most creatures. Whereas most goblins are cowardly, dust goblins don’t seem to experience fear. To the contrary, they enjoy wearing skull helmets and using ghostly whistles to frighten foes. Owing to this alien mindset, dust goblins get along disturbingly well with aberrations. The creatures often forge alliances and work together for mutual benefit, while making their unnerving mark on communal lairs.  \nDust goblins range from 2 to 4 feet tall, and weigh between 20 and 80 pounds.","name":"Dust Goblin","size":"Small","type":"Humanoid","subtype":"goblinoid","group":null,"alignment":"neutral evil","armor_class":14,"armor_desc":"leather armor","hit_points":5,"hit_dice":"1d6+2","speed":{"walk":40},"strength":8,"dexterity":16,"constitution":14,"intelligence":10,"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":{"stealth":7},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"","condition_immunities":"charmed, frightened","senses":"darkvision 60 ft., passive Perception 9","languages":"Common, Goblin","challenge_rating":"1/4","cr":0.25,"actions":[{"name":"Shortsword","desc":"Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) piercing damage.","attack_bonus":5,"damage_dice":"1d6"},{"name":"Light Crossbow","desc":"Ranged Weapon Attack: +5 to hit, range 80/320 ft., one target. Hit: 6 (1d6 + 3) piercing damage.","attack_bonus":5,"damage_dice":"1d6"}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Twisted","desc":"When the dust goblin attacks a creature from hiding, its target must make a successful DC 10 Wisdom saving throw or be frightened until the end of its next turn."}],"spell_list":[],"page_no":232,"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_dust-goblin/"},{"slug":"erina-scrounger","desc":"_This small humanoid has a slightly pointed face with bright, brown eyes and a black, snout-like nose. Its skin is covered in short, tan fur, and its head, shoulders, and back have smoothed-down quills._  \nErinas, or hedgehog folk, are a small, communal race.  \n_**Burrowed Villages.**_ Natural diggers at heart, erinas live in shallow networks of tunnels and chambers they excavate themselves. Enemies who attack the peaceful erinas easily become confused and lost in the mazelike tunnels. On their own ground, the erinas can easily evade, outmaneuver, or surround invaders. They often lure them onto choke points where the enemy can be delayed endlessly while noncombatants and valuables are hustled to safety through other tunnels.  \n_**Scroungers and Gatherers.**_ Erinas are naturally curious. They tend to explore an area by tunneling beneath it and popping up at interesting points. They dislike farming, but subsist mainly on the bounty of the land surrounding their homes. In cities, they still subsist on what they can find, and they have a knack for finding whatever they need. Sometimes they are called thieves, but they aren’t greedy or malicious. They take only what they need, and seldom take anything from the poor. Some humans even consider it lucky to have a family of erinas nearby.","name":"Erina Scrounger","size":"Small","type":"Humanoid","subtype":"erina","group":null,"alignment":"neutral","armor_class":12,"armor_desc":"leather armor","hit_points":22,"hit_dice":"4d6+8","speed":{"walk":20,"burrow":20},"strength":9,"dexterity":12,"constitution":14,"intelligence":13,"wisdom":10,"charisma":11,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":null,"skills":{},"damage_vulnerabilities":"","damage_resistances":"poison","damage_immunities":"","condition_immunities":"","senses":"darkvision 60 ft., passive Perception 10","languages":"Common, Erina","challenge_rating":"1/4","cr":0.25,"actions":[{"name":"Dagger","desc":"Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) slashing damage.","attack_bonus":3,"damage_dice":"1d4"},{"name":"Sling","desc":"Ranged Weapon Attack: +3 to hit, range 30/120 ft., one target. Hit: 4 (1d4 + 2) bludgeoning damage.","attack_bonus":3,"damage_dice":"1d4"}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Keen Smell","desc":"The erina has advantage on Wisdom (Perception) checks that rely on smell."},{"name":"Hardy","desc":"The erina has advantage on saving throws against poison."},{"name":"Spines","desc":"An enemy who hits the erina with a melee attack while within 5 feet of it takes 2 (1d4) piercing damage."}],"spell_list":[],"page_no":178,"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_erina-scrounger/"},{"slug":"garroter-crab","desc":"_These aggressive, blue-black freshwater crabs inhabit rivers and streams, scuttling along the muddy terrain in search of prey._  \n**Strangling Claws.** Garroter crabs are named for their abnormal right claws, which have evolved over time to strangle prey like a barbed whip.  \n**Clacking Hordes.** Their long whip-claw is lined with powerful muscles and joints at the beginning, middle, and end that give it great flexibility. During mating season, thousands of garroter crabs congregate in remote riverbanks and marshes, and the males whip their shells with a clacking sound to attract a mate.  \n**Small Prey.** Garroter crabs prey on rodents, cats, and other small animals caught by the riverbank.","name":"Garroter Crab","size":"Tiny","type":"Beast","subtype":"","group":null,"alignment":"unaligned","armor_class":13,"armor_desc":"natural armor","hit_points":18,"hit_dice":"4d4+8","speed":{"walk":30,"swim":20},"strength":7,"dexterity":14,"constitution":14,"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":"psychic","condition_immunities":"charmed, frightened","senses":"darkvision 60 ft., passive Perception 10","languages":"-","challenge_rating":"1/4","cr":0.25,"actions":[{"name":"Whip-claw","desc":"Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) slashing damage, and the target is grappled (escape DC 8). While grappled, the target cannot speak or cast spells with verbal components.","attack_bonus":4,"damage_dice":"1d6"}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Amphibious","desc":"The crab can breathe air and water."}],"spell_list":[],"page_no":208,"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_garroter-crab/"}]}