{"count":3207,"next":"https://api-beta.open5e.com/v1/monsters/?format=json&ordering=challenge_rating&page=22","previous":"https://api-beta.open5e.com/v1/monsters/?format=json&ordering=challenge_rating&page=20","results":[{"slug":"efreeti","desc":"","name":"Efreeti","size":"Large","type":"Elemental","subtype":"","group":"Genies","alignment":"lawful evil","armor_class":17,"armor_desc":"natural armor","hit_points":200,"hit_dice":"16d10+112","speed":{"walk":40,"fly":60},"strength":22,"dexterity":12,"constitution":24,"intelligence":16,"wisdom":15,"charisma":16,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":7,"wisdom_save":6,"charisma_save":7,"perception":null,"skills":{},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"fire","condition_immunities":"","senses":"darkvision 120 ft., passive Perception 12","languages":"Ignan","challenge_rating":"11","cr":11.0,"actions":[{"name":"Multiattack","desc":"The efreeti makes two scimitar attacks or uses its Hurl Flame twice."},{"name":"Scimitar","desc":"Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 13 (2d6 + 6) slashing damage plus 7 (2d6) fire damage.","attack_bonus":10,"damage_dice":"2d6+2d6","damage_bonus":6},{"name":"Hurl Flame","desc":"Ranged Spell Attack: +7 to hit, range 120 ft., one target. Hit: 17 (5d6) fire damage.","attack_bonus":7,"damage_dice":"5d6"}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Elemental Demise","desc":"If the efreeti dies, its body disintegrates in a flash of fire and puff of smoke, leaving behind only equipment the djinni was wearing or carrying."},{"name":"Innate Spellcasting","desc":"The efreeti's innate spell casting ability is Charisma (spell save DC 15, +7 to hit with spell attacks). It can innately cast the following spells, requiring no material components:\n\nAt will: detect magic\n3/day each: enlarge/reduce, tongues\n1/day each: conjure elemental (fire elemental only), gaseous form, invisibility, major image, plane shift, wall of fire"},{"name":"Variant: Genie Powers","desc":"Genies have a variety of magical capabilities, including spells. A few have even greater powers that allow them to alter their appearance or the nature of reality.\n\n**Disguises.** Some genies can veil themselves in illusion to pass as other similarly shaped creatures. Such genies can innately cast the disguise self spell at will, often with a longer duration than is normal for that spell. Mightier genies can cast the true polymorph spell one to three times per day, possibly with a longer duration than normal. Such genies can change only their own shape, but a rare few can use the spell on other creatures and objects as well.\n**Wishes.** The genie power to grant wishes is legendary among mortals. Only the most potent genies, such as those among the nobility, can do so. A particular genie that has this power can grant one to three wishes to a creature that isn't a genie. Once a genie has granted its limit of wishes, it can't grant wishes again for some amount of time (usually 1 year). and cosmic law dictates that the same genie can expend its limit of wishes on a specific creature only once in that creature's existence.\nTo be granted a wish, a creature within 60 feet of the genie states a desired effect to it. The genie can then cast the wish spell on the creature's behalf to bring about the effect. Depending on the genie's nature, the genie might try to pervert the intent of the wish by exploiting the wish's poor wording. The perversion of the wording is usually crafted to be to the genie's benefit."}],"spell_list":["https://api-beta.open5e.com/v2/spells/detect-magic/?format=json","https://api-beta.open5e.com/v2/spells/enlargereduce/?format=json","https://api-beta.open5e.com/v2/spells/tongues/?format=json","https://api-beta.open5e.com/v2/spells/conjure-elemental/?format=json","https://api-beta.open5e.com/v2/spells/gaseous-form/?format=json","https://api-beta.open5e.com/v2/spells/invisibility/?format=json","https://api-beta.open5e.com/v2/spells/major-image/?format=json","https://api-beta.open5e.com/v2/spells/plane-shift/?format=json","https://api-beta.open5e.com/v2/spells/wall-of-fire/?format=json"],"page_no":310,"environments":["Desert","Plane Of Fire","Mountains"],"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_efreeti/"},{"slug":"gynosphinx","desc":"","name":"Gynosphinx","size":"Large","type":"Monstrosity","subtype":"","group":"Sphinxes","alignment":"lawful neutral","armor_class":17,"armor_desc":"natural armor","hit_points":136,"hit_dice":"16d10+48","speed":{"walk":40,"fly":60},"strength":18,"dexterity":15,"constitution":16,"intelligence":18,"wisdom":18,"charisma":18,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":8,"skills":{"arcana":12,"history":12,"perception":8,"religion":8},"damage_vulnerabilities":"","damage_resistances":"bludgeoning, piercing, and slashing from nonmagical attacks","damage_immunities":"psychic","condition_immunities":"charmed, frightened","senses":"truesight 120 ft., passive Perception 18","languages":"Common, Sphinx","challenge_rating":"11","cr":11.0,"actions":[{"name":"Multiattack","desc":"The sphinx makes two claw attacks."},{"name":"Claw","desc":"Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) slashing damage.","attack_bonus":9,"damage_dice":"2d8","damage_bonus":4}],"bonus_actions":null,"reactions":null,"legendary_desc":"The sphinx can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The sphinx regains spent legendary actions at the start of its turn.","legendary_actions":[{"name":"Claw Attack","desc":"The sphinx makes one claw attack."},{"name":"Teleport (Costs 2 Actions)","desc":"The sphinx magically teleports, along with any equipment it is wearing or carrying, up to 120 feet to an unoccupied space it can see."},{"name":"Cast a Spell (Costs 3 Actions)","desc":"The sphinx casts a spell from its list of prepared spells, using a spell slot as normal."}],"special_abilities":[{"name":"Inscrutable","desc":"The sphinx is immune to any effect that would sense its emotions or read its thoughts, as well as any divination spell that it refuses. Wisdom (Insight) checks made to ascertain the sphinx's intentions or sincerity have disadvantage."},{"name":"Magic Weapons","desc":"The sphinx's weapon attacks are magical."},{"name":"Spellcasting","desc":"The sphinx is a 9th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 16, +8 to hit with spell attacks). It requires no material components to cast its spells. The sphinx has the following wizard spells prepared:\n\n* Cantrips (at will): mage hand, minor illusion, prestidigitation\n* 1st level (4 slots): detect magic, identify, shield\n* 2nd level (3 slots): darkness, locate object, suggestion\n* 3rd level (3 slots): dispel magic, remove curse, tongues\n* 4th level (3 slots): banishment, greater invisibility\n* 5th level (1 slot): legend lore"}],"spell_list":["https://api-beta.open5e.com/v2/spells/mage-hand/?format=json","https://api-beta.open5e.com/v2/spells/minor-illusion/?format=json","https://api-beta.open5e.com/v2/spells/prestidigitation/?format=json","https://api-beta.open5e.com/v2/spells/detect-magic/?format=json","https://api-beta.open5e.com/v2/spells/identify/?format=json","https://api-beta.open5e.com/v2/spells/shield/?format=json","https://api-beta.open5e.com/v2/spells/darkness/?format=json","https://api-beta.open5e.com/v2/spells/locate-object/?format=json","https://api-beta.open5e.com/v2/spells/suggestion/?format=json","https://api-beta.open5e.com/v2/spells/dispel-magic/?format=json","https://api-beta.open5e.com/v2/spells/remove-curse/?format=json","https://api-beta.open5e.com/v2/spells/tongues/?format=json","https://api-beta.open5e.com/v2/spells/banishment/?format=json","https://api-beta.open5e.com/v2/spells/greater-invisibility/?format=json","https://api-beta.open5e.com/v2/spells/legend-lore/?format=json"],"page_no":348,"environments":["Desert","Ruins"],"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_gynosphinx/"},{"slug":"horned-devil","desc":"","name":"Horned Devil","size":"Large","type":"Fiend","subtype":"devil","group":"Devils","alignment":"lawful evil","armor_class":18,"armor_desc":"natural armor","hit_points":178,"hit_dice":"17d10+85","speed":{"walk":20,"fly":60},"strength":22,"dexterity":17,"constitution":21,"intelligence":12,"wisdom":16,"charisma":17,"strength_save":10,"dexterity_save":7,"constitution_save":null,"intelligence_save":null,"wisdom_save":7,"charisma_save":7,"perception":null,"skills":{},"damage_vulnerabilities":"","damage_resistances":"cold; bludgeoning, piercing, and slashing from nonmagical attacks not made with silvered weapons","damage_immunities":"fire, poison","condition_immunities":"poisoned","senses":"darkvision 120 ft., passive Perception 13","languages":"Infernal, telepathy 120 ft.","challenge_rating":"11","cr":11.0,"actions":[{"name":"Multiattack","desc":"The devil makes three melee attacks: two with its fork and one with its tail. It can use Hurl Flame in place of any melee attack."},{"name":"Fork","desc":"Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 15 (2d8 + 6) piercing damage.","attack_bonus":10,"damage_dice":"2d8","damage_bonus":6},{"name":"Tail","desc":"Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 10 (1d8 + 6) piercing damage. If the target is a creature other than an undead or a construct, it must succeed on a DC 17 Constitution saving throw or lose 10 (3d6) hit points at the start of each of its turns due to an infernal wound. Each time the devil hits the wounded target with this attack, the damage dealt by the wound increases by 10 (3d6). Any creature can take an action to stanch the wound with a successful DC 12 Wisdom (Medicine) check. The wound also closes if the target receives magical healing.","attack_bonus":10,"damage_dice":"1d8","damage_bonus":6},{"name":"Hurl Flame","desc":"Ranged Spell Attack: +7 to hit, range 150 ft., one target. Hit: 14 (4d6) fire damage. If the target is a flammable object that isn't being worn or carried, it also catches fire.","attack_bonus":7,"damage_dice":"4d6"}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Devil's Sight","desc":"Magical darkness doesn't impede the devil's darkvision."},{"name":"Magic Resistance","desc":"The devil has advantage on saving throws against spells and other magical effects."}],"spell_list":[],"page_no":276,"environments":["Hell"],"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_horned-devil/"},{"slug":"remorhaz","desc":"","name":"Remorhaz","size":"Huge","type":"Monstrosity","subtype":"","group":null,"alignment":"unaligned","armor_class":17,"armor_desc":"natural armor","hit_points":195,"hit_dice":"17d12+85","speed":{"walk":30,"burrow":20},"strength":24,"dexterity":13,"constitution":21,"intelligence":4,"wisdom":10,"charisma":5,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":null,"skills":{},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"cold, fire","condition_immunities":"","senses":"darkvision 60 ft., tremorsense 60 ft., passive Perception 10","languages":"","challenge_rating":"11","cr":11.0,"actions":[{"name":"Bite","desc":"Melee Weapon Attack: +11 to hit, reach 10 ft., one target. Hit: 40 (6d10 + 7) piercing damage plus 10 (3d6) fire damage. If the target is a creature, it is grappled (escape DC 17). Until this grapple ends, the target is restrained, and the remorhaz can't bite another target.","attack_bonus":11,"damage_dice":"6d10+3d6","damage_bonus":7},{"name":"Swallow","desc":"The remorhaz makes one bite attack against a Medium or smaller creature it is grappling. If the attack hits, that creature takes the bite's damage and is swallowed, and the grapple ends. While swallowed, the creature is blinded and restrained, it has total cover against attacks and other effects outside the remorhaz, and it takes 21 (6d6) acid damage at the start of each of the remorhaz's turns.\nIf the remorhaz takes 30 damage or more on a single turn from a creature inside it, the remorhaz must succeed on a DC 15 Constitution saving throw at the end of that turn or regurgitate all swallowed creatures, which fall prone in a space within 10 feet oft he remorhaz. If the remorhaz dies, a swallowed creature is no longer restrained by it and can escape from the corpse using 15 feet of movement, exiting prone."}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Heated Body","desc":"A creature that touches the remorhaz or hits it with a melee attack while within 5 feet of it takes 10 (3d6) fire damage.","attack_bonus":0,"damage_dice":"3d6"}],"spell_list":[],"page_no":341,"environments":["Tundra","Mountains","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_remorhaz/"},{"slug":"roc","desc":"","name":"Roc","size":"Gargantuan","type":"Monstrosity","subtype":"","group":null,"alignment":"unaligned","armor_class":15,"armor_desc":"natural armor","hit_points":248,"hit_dice":"16d20+80","speed":{"walk":20,"fly":120},"strength":28,"dexterity":10,"constitution":20,"intelligence":3,"wisdom":10,"charisma":9,"strength_save":null,"dexterity_save":4,"constitution_save":9,"intelligence_save":null,"wisdom_save":4,"charisma_save":3,"perception":4,"skills":{"perception":4},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"","condition_immunities":"","senses":"passive Perception 14","languages":"","challenge_rating":"11","cr":11.0,"actions":[{"name":"Multiattack","desc":"The roc makes two attacks: one with its beak and one with its talons."},{"name":"Beak","desc":"Melee Weapon Attack: +13 to hit, reach 10 ft., one target. Hit: 27 (4d8 + 9) piercing damage.","attack_bonus":13,"damage_dice":"4d8","damage_bonus":9},{"name":"Talons","desc":"Melee Weapon Attack: +13 to hit, reach 5 ft., one target. Hit: 23 (4d6 + 9) slashing damage, and the target is grappled (escape DC 19). Until this grapple ends, the target is restrained, and the roc can't use its talons on another target.","attack_bonus":13,"damage_dice":"4d6","damage_bonus":9}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Keen Sight","desc":"The roc has advantage on Wisdom (Perception) checks that rely on sight."}],"spell_list":[],"page_no":342,"environments":["Hill","Mountains","Coastal","Grassland","Arctic","Hills","Mountain","Water","Desert"],"img_main":null,"document__slug":"wotc-srd","document__title":"5e Core Rules","document__license_url":"http://open5e.com/legal","document__url":"http://dnd.wizards.com/articles/features/systems-reference-document-srd","v2_converted_path":"/v2/creatures/srd_roc/"},{"slug":"black-crier","desc":"This skeletal figure is dressed in the style of a town crier. It carries an elaborate silver bell in its bony hands, and its skull gleams white in the moonlight._  \n**Heralds of Calamity.** The black crier is an undead that appears hours, days, or even months before a great catastrophe. The larger the catastrophe, the earlier the black crier appears.  \n**Servants of Fate.** Black criers are not malicious or vengeful undead and exist to warn of coming danger. They defend themselves if attacked but don’t pursue fleeing opponents.  \n**Mute Messengers.** Despite their name, black criers cannot speak; instead, they use cryptic hand gestures or other mysterious signs to warn people of the impending calamity.  \n**Undead Nature.** A black crier doesn’t require air, food, drink, or sleep.  \n\n## Portents of Disaster\n\n  \nA black crier is always accompanied by signs of impending disaster. The crier isn’t affected or targeted by these portents, but it otherwise has no control over them. The portents appear within a black crier’s bound region (see the Bound by Calamity trait) and can be one or more of the following, becoming more frequent as the date of the catastrophe approaches:\n* Swarms of rats or insects appear, destroying crops, eating food stores, and spreading disease.\n* The ground in the region experiences minor tremors, lasting 1d6 minutes.\n* Thunderstorms, blizzards, and tornadoes plague the region, lasting 1d6 hours.\n* Natural water sources in the region turn the color of blood for 1d4 hours. The water is safe to drink, and the change in color has no adverse effect on local flora and fauna.","name":"Black Crier","size":"Medium","type":"Undead","subtype":"","group":null,"alignment":"neutral","armor_class":16,"armor_desc":"natural armor","hit_points":150,"hit_dice":"20d8+60","speed":{"walk":30,"hover":true,"fly":30},"strength":14,"dexterity":19,"constitution":16,"intelligence":11,"wisdom":20,"charisma":12,"strength_save":null,"dexterity_save":8,"constitution_save":null,"intelligence_save":4,"wisdom_save":9,"charisma_save":null,"perception":9,"skills":{"history":4,"perception":9,"performance":9,"religion":4},"damage_vulnerabilities":"","damage_resistances":"necrotic, psychic; bludgeoning, piercing, and slashing from nonmagical attacks","damage_immunities":"poison","condition_immunities":"charmed, exhaustion, frightened, paralyzed, poisoned, stunned","senses":"darkvision 60 ft., passive Perception 15","languages":"understands all languages but can’t speak","challenge_rating":"11","cr":11.0,"actions":[{"name":"Multiattack","desc":"The black crier uses its Bell Toll. It then makes two melee attacks."},{"name":"Bell","desc":"Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 4) bludgeoning damage plus 14 (4d6) necrotic damage.","attack_bonus":8,"damage_dice":"1d8+4"},{"name":"Bell Toll","desc":"The black crier targets one creature it can see within 60 feet of it. The creature must make a DC 17 Wisdom saving throw. On a failure, the target takes 14 (4d6) necrotic damage and is frightened until the end of its next turn. On a success, the target takes half the damage and isn't frightened. If the saving throw fails by 5 or more, the target suffers one level of exhaustion."},{"name":"Crier's Lament (1/Day)","desc":"The black crier unleashes a devastating peal of anguish and rage in a 30-foot cone. Each creature in the area must make a DC 16 Charisma saving throw. On a failure, a creature drops to 0 hp. On a success, a creature takes 21 (6d6) psychic damage and is frightened for 1 minute. A frightened creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success."}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Bound by Calamity","desc":"The black crier is bound to a region where a major catastrophe will happen. This region can be of any size but is never smaller than 1 square mile. If the crier leaves this region, it loses its Rejuvenation trait and Crier's Lament action. It permanently dies if it remains outside of its bound region for more than 24 hours."},{"name":"Rejuvenation","desc":"If it dies within its bound region before the catastrophe it heralds happens, the black crier returns to life in 1d6 days and regains all its hp. The black crier dies after the catastrophe ends and doesn't rejuvenate. Only a wish spell can prevent this trait from functioning."}],"spell_list":[],"page_no":42,"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_black-crier/"},{"slug":"broodmother-of-leng","desc":"A bloated purple spider the size of a castle gate, covered in gold, jewels, and its chittering young, lumbers forward._  \nDeep in the bowels of the cursed land of Leng, the Open Game License","name":"Broodmother of Leng","size":"Huge","type":"Aberration","subtype":"","group":null,"alignment":"chaotic evil","armor_class":17,"armor_desc":"natural armor","hit_points":161,"hit_dice":"17d12+51","speed":{"climb":30,"walk":40},"strength":18,"dexterity":14,"constitution":16,"intelligence":17,"wisdom":10,"charisma":10,"strength_save":null,"dexterity_save":6,"constitution_save":9,"intelligence_save":7,"wisdom_save":null,"charisma_save":null,"perception":4,"skills":{"intimidation":4,"perception":4,"stealth":6},"damage_vulnerabilities":"","damage_resistances":"bludgeoning, piercing, and slashing from nonmagical attacks","damage_immunities":"poison","condition_immunities":"charmed, poisoned, unconscious","senses":"darkvision 240 ft., passive Perception 14","languages":"Common, Void Speech","challenge_rating":"11","cr":11.0,"actions":[{"name":"Multiattack","desc":"The broodmother of Leng makes two claw attacks."},{"name":"Claw","desc":"Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 20 (3d10 + 4) slashing damage plus 9 (2d8) poison damage.","attack_bonus":8,"damage_dice":"3d10+4"},{"name":"Spit Venom","desc":"Ranged Weapon Attack: +6 to hit, range 60 ft., one target. Hit: 20 (4d8 + 2) poison damage, and the target must succeed on a DC 15 Constitution saving throw or be poisoned and blinded until the end of its next turn.","attack_bonus":6,"damage_dice":"4d8+2"},{"name":"Call Brood (1/Day)","desc":"The broodmother spawns 2d4 swarms of spiderlings (treat as spiders of Leng (treat as giant wolf spider) instead. The creatures arrive in 1d4 rounds, acting as allies of the broodmother and obeying her spoken commands. The creatures remain for 1 hour, until the broodmother dies, or until the broodmother dismisses them as a bonus action."}],"bonus_actions":null,"reactions":[{"name":"Protect the Future","desc":"When a creature the broodmother can see attacks her, she can call on a spider of Leng within 5 feet of her to protect her. The spider of Leng becomes the target of the attack instead."}],"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Brood Leader","desc":"Spiders of Leng and swarms of spiderlings have advantage on attack rolls against creatures within 30 feet of the broodmother who have attacked or damaged the broodmother within the last minute."},{"name":"Eldritch Understanding","desc":"A broodmother of Leng can read and use any scroll."},{"name":"Poisonous Blood","desc":"A creature that hits the broodmother with a melee attack while within 5 feet of her takes 7 (2d6) poison damage. The creature must succeed a DC 15 Dexterity saving throw or also be poisoned until the end of its next turn."},{"name":"Innate Spellcasting","desc":"The broodmother of Leng's innate spellcasting ability is Intelligence (spell save DC 15, +7 to hit with spell attacks). She can innately cast the following spells, requiring no material components.\nAt will: charm person, chill touch, comprehend languages, detect magic\n3/day each: hold person, suggestion, thunderwave\n1/day each: dream, legend lore, mislead, scrying"}],"spell_list":[],"page_no":52,"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_broodmother-of-leng/"},{"slug":"herald-of-slaughter","desc":"The butcher strides down the lane, preaching of threshing the chaff from the wheat. Around it, people tear into each other, blind with rage. All the while, the butcher grows in stature and sprouts wicked horns as it revels in the massacre._  \nHeralds of slaughter are sent by dark gods to foment unrest and agitate mortals into committing barbaric atrocities.  \n**Provokers of Wrath.** Disguised as a trusted craftsman, a herald of slaughter finds a source of anger in a community and feeds it until it grows, all while pretending to understand and offer solutions to the source. A herald of slaughter fuels the anger of the people by instigating mass culling, revolts, and blood sacrifices. As problems escalate, a herald of slaughter reveals its fiendish form to culminate the savagery in a final, chaotic exaltation of the dark gods.  \n**Brutality and Blood.** Once a herald of slaughter has been revealed, it assumes its fiendish appearance and wades fanatically into combat. Wielding a massive meat cleaver and rage-inducing magic, a herald of slaughter seeks to destabilize its opponents by inciting blinding fury and pitting comrades against each other.","name":"Herald of Slaughter","size":"Large","type":"Fiend","subtype":"","group":null,"alignment":"chaotic evil","armor_class":15,"armor_desc":"natural armor","hit_points":133,"hit_dice":"14d10+56","speed":{"walk":40},"strength":18,"dexterity":10,"constitution":19,"intelligence":12,"wisdom":12,"charisma":18,"strength_save":8,"dexterity_save":4,"constitution_save":null,"intelligence_save":null,"wisdom_save":5,"charisma_save":8,"perception":5,"skills":{"athletics":8,"deception":8,"perception":5,"persuasion":8},"damage_vulnerabilities":"","damage_resistances":"cold, fire, lightning, slashing","damage_immunities":"necrotic, poison, psychic","condition_immunities":"charmed, exhaustion, frightened, paralyzed, petrified, poisoned","senses":"darkvision 120 ft., passive Perception 15","languages":"Abyssal, Common, Infernal","challenge_rating":"11","cr":11.0,"actions":[{"name":"Multiattack","desc":"The herald of slaughter makes three attacks: one with its gore and two with its cleaver. Alternatively, it can use Enkindle Hate twice. If it hits one target with Enkindle Hate twice using this action, the target must succeed on a DC 16 Charisma saving throw or use its reaction to immediately move up to half its speed and make one melee attack against a random target within range."},{"name":"Enkindle Hate","desc":"Ranged Spell Attack: +8 to hit, range 120 ft., one target. Hit: 18 (4d8) fire damage, and the target must succeed on a DC 16 Constitution saving throw or be blinded until the end of its next turn.","attack_bonus":8,"damage_dice":"4d8"},{"name":"Gore","desc":"Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 15 (2d10 + 4) piercing damage, and the target must succeed on a DC 16 Strength saving throw or be knocked prone.","attack_bonus":8,"damage_dice":"2d10+4"},{"name":"Cleaver","desc":"Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 15 (2d10 + 4) slashing damage plus 9 (2d8) necrotic damage.","attack_bonus":8,"damage_dice":"2d10+4"}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Corrupting Aura","desc":"The calm emotions spell instantly fails when cast within 60 feet of the herald. In addition, any creature that starts its turn within 30 feet of the herald must succeed on a DC 16 Wisdom saving throw or grow hostile. On its turn, a hostile creature must move to and make one attack against the nearest creature other than the herald. If no other creature is near enough to move to and attack, the hostile creature stalks off in a random direction, seeking a target for its hostility. At the start of each of the herald's turn, it chooses whether this aura is active."},{"name":"Magic Weapons","desc":"The herald's weapon attacks are magical."},{"name":"Shapechanger","desc":"The herald can use its action to polymorph into a Small or Medium humanoid it has seen, or back into its true form. Its statistics, other than its size, are the same in each form. Any equipment it is wearing or carrying isn't transformed. It reverts to its true form if it dies."},{"name":"Innate Spellcasting","desc":"The herald's innate spellcasting ability is Charisma (spell save DC 16). It can innately cast the following spells, requiring no material components:\nAt will: detect thoughts\n3/day: charm person, fear, suggestion\n1/day: modify memory, seeming"}],"spell_list":[],"page_no":198,"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_herald-of-slaughter/"},{"slug":"herald-of-the-void","desc":"The herald of the void portends the world’s ruination by means of cold, fire, plague, war, or a magical apocalypse of another kind. It speaks only in the voice of disasters, and it empowers, goads, and encourages the followers of every unspeakable god and the leaders of every profane death cult._  \n**Empty Whispers.** In the days before a herald of the Void visits a territory, ghostly occurrences become more common, especially at night. Strange, luminous forms are seen under rafts, among the trees, and in any dark and empty place.  \n**Creature of Motion.** The herald of the Void always seems stirred by a breeze, even in an airless space. Nothing short of stopping time itself can change this.  \n**Folding Infinite Space.** While the herald of the Void seems corporeal, its body displays a strange ability to fold itself in impossible ways, and sometimes it seems to teleport great distances or to summon objects from afar without effort.","name":"Herald of the Void","size":"Large","type":"Fiend","subtype":"","group":null,"alignment":"chaotic evil","armor_class":17,"armor_desc":"natural armor","hit_points":123,"hit_dice":"13d8+65","speed":{"hover":true,"walk":30,"fly":50},"strength":12,"dexterity":20,"constitution":20,"intelligence":19,"wisdom":15,"charisma":12,"strength_save":null,"dexterity_save":9,"constitution_save":9,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":10,"skills":{"perception":10,"stealth":9},"damage_vulnerabilities":"","damage_resistances":"fire, lightning, poison","damage_immunities":"cold, necrotic, radiant","condition_immunities":"blinded, charmed, deafened, frightened, prone, stunned, unconscious","senses":"truesight 60 ft., passive Perception 20","languages":"Abyssal, Common, Void Speech","challenge_rating":"11","cr":11.0,"actions":[{"name":"Multiattack","desc":"The herald makes two void claw attacks. Alternatively, it can use its Void Ray twice."},{"name":"Void Claw","desc":"Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 18 (3d8 + 5) cold damage plus 4 (1d8) force damage.","attack_bonus":9,"damage_dice":"3d8+5"},{"name":"Void Ray","desc":"Ranged Spell Attack: +8 to hit, range 120 ft., one target. Hit: 9 (2d8) cold damage and 9 (2d8) force damage.","attack_bonus":8,"damage_dice":"2d8"},{"name":"The Final Song (Recharge 5-6)","desc":"The herald utters a melody of cosmic doom in a 30-foot cone. Each creature in that area must make a DC 17 Wisdom saving throw, taking 27 (6d8) psychic damage on a failed save, or half as much damage on a successful one. This melody doesn't affect creatures that understand Void Speech."}],"bonus_actions":null,"reactions":null,"legendary_desc":"The herald of the void can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. The herald regains spent legendary actions at the start of its turn.","legendary_actions":[{"name":"Move","desc":"The herald flies up to half its flying speed without provoking opportunity attacks."},{"name":"Void Claw (Costs 2 Actions)","desc":"The herald makes one void claw attack."},{"name":"Discorporate (Costs 2 Actions)","desc":"The herald chooses up to two creatures it can see within 30 feet of it. Each target must succeed on a DC 17 Constitution saving throw or become intangible until the end of its next turn. While intangible, the creature is incapacitated, drops whatever it's holding, and is unable to interact with physical objects. The creature is still visible and able to speak."},{"name":"Song of Mighty Doom (Costs 3 Actions)","desc":"The herald emits a cacophonous dirge praising the Void. Each creature other than the herald within 30 feet of the herald and that understands Void Speech gains 10 temporary hp."}],"special_abilities":[{"name":"Annihilating Form","desc":"Any object that touches or hits the herald of the Void vaporizes. If the object is being worn or carried by a creature, the creature can make a DC 15 Dexterity saving throw to prevent the object from being vaporized. If the object is magical, the creature has advantage on the saving throw. The herald can choose to not vaporize an object."},{"name":"Legendary Resistance (3/Day)","desc":"If the herald fails a saving throw, it can choose to succeed instead."},{"name":"Zero-Dimensional","desc":"The herald can move through any space without squeezing."}],"spell_list":[],"page_no":199,"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_herald-of-the-void/"},{"slug":"mountain-dryad","desc":"An enormous woman covered in rocky formations accented with crystals emerges from the mountainside._  \nOften mistaken for giants, mountain dryads are huge fey who are tied to primal mountains.  \n**Like the Mountain.** Mountain dryads are sturdier than their smaller, frailer sisters. Their beauty is more rugged, with hair the color of lichen and skin the shade of their mountain’s stone.  \n**Despise Mining.** Mountain dryads tend to spend long stretches of time sleeping deep within their mountains, and they do not take kindly to the scarring of their homes. The dryads have a particular dislike for dwarves, kobolds, and others who make their living mining mountains.","name":"Mountain Dryad","size":"Huge","type":"Fey","subtype":"","group":null,"alignment":"neutral","armor_class":17,"armor_desc":"natural armor","hit_points":172,"hit_dice":"15d12+75","speed":{"walk":40,"burrow":30},"strength":29,"dexterity":12,"constitution":20,"intelligence":14,"wisdom":18,"charisma":18,"strength_save":null,"dexterity_save":null,"constitution_save":9,"intelligence_save":null,"wisdom_save":null,"charisma_save":8,"perception":8,"skills":{"athletics":13,"intimidation":8,"perception":8,"stealth":5},"damage_vulnerabilities":"","damage_resistances":"lightning","damage_immunities":"cold, poison","condition_immunities":"charmed, exhaustion, paralyzed, petrified, poisoned, unconscious","senses":"darkvision 60 ft., tremorsense 60 ft; passive Perception 18","languages":"Sylvan, Terran","challenge_rating":"11","cr":11.0,"actions":[{"name":"Multiattack","desc":"The mountain dryad makes two slam attacks."},{"name":"Slam","desc":"Melee Weapon Attack: +13 to hit, reach 10 ft., one target. Hit: 27 (4d8 + 9) bludgeoning damage.","attack_bonus":13,"damage_dice":"4d8+9"},{"name":"Rock","desc":"Ranged Weapon Attack: +13 to hit, range 60/240 ft., one target. Hit: 31 (4d10 + 9) bludgeoning damage.","attack_bonus":13,"damage_dice":"4d10+9"},{"name":"Mountain's Awe (1/Day)","desc":"The mountain dryad emits a magical aura that radiates out from it for 1 minute. Each creature that starts its turn within 30 feet of the dryad must succeed on a DC 16 Charisma saving throw or be charmed for 1 minute. A charmed creature is incapacitated and, if it is more than 5 feet away from the mountain dryad, it must move on its turn toward the dryad by the most direct route, trying to get within 5 feet. It doesn't avoid opportunity attacks, but before moving into damaging terrain, such as lava or a pit, and whenever it takes damage from a source other than the dryad, it can repeat the saving throw. While charmed within 5 feet of the dryad, a Medium or smaller creature must climb the dryad, no check required. After climbing 20 feet, the charmed creature throws itself off the mountain dryad, taking falling damage and landing prone in an unoccupied space within 5 feet of the mountain dryad. A charmed creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success."}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Earth Glide","desc":"The mountain dryad can burrow through nonmagical, unworked earth and stone. While doing so, the dryad doesn't disturb the material it moves through."},{"name":"Magic Resistance","desc":"The mountain dryad has advantage on saving throws against spells and other magical effects."},{"name":"Mountain's Aspect","desc":"Each day at sunrise, the mountain dryad chooses one of the following: \n* Hardened Face. The mountain dryad chooses one of bludgeoning, piercing, or slashing damage types. The mountain dryad has resistance to the chosen damage type until the next sunrise. \n* Vaunted Peaks. The mountain dryad has advantage on Wisdom (Perception) checks until the next sunrise. \n* Rockslider. As a bonus action once before the next sunrise, the mountain dryad can make the ground within 30 feet of it difficult terrain. This difficult terrain doesn't cost the dryad extra movement."},{"name":"Siege Monster","desc":"The mountain dryad deals double damage to objects and structures."}],"spell_list":[],"page_no":261,"environments":[],"img_main":null,"document__slug":"tob2","document__title":"Tome of Beasts 2","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/tome-of-beasts-2-for-5th-edition/","v2_converted_path":"/v2/creatures/tob2_mountain-dryad/"},{"slug":"xing-tian","desc":"This headless brute has two eyes in its chest and a mouth in its belly._  \n**Descendants of a Fallen God.** All xing tian descend from a god of the same name who challenged the eldest deities and lost. As punishment, his head was removed, but he simply grew eyes and a mouth on his chest and continued to fight.  \n**Fearless Warriors.** The xing tian, known by locals as “headless giants,” live on the fringes of civilization, occasionally raiding settlements for plunder and loot. They dwell in small, isolated villages where leadership roles go to the individuals who can withstand the most pain. The most powerful xing tian wear their hideous scars with pride.  \n**Symbol of Perseverance.** The xing tian’s fortitude and regenerative properties lead many to consider them a symbol of an indomitable will and the drive to continue no matter the hardships.","name":"Xing Tian","size":"Huge","type":"Giant","subtype":"","group":null,"alignment":"neutral","armor_class":16,"armor_desc":"natural armor, shield","hit_points":168,"hit_dice":"16d12+64","speed":{"walk":40},"strength":23,"dexterity":12,"constitution":18,"intelligence":10,"wisdom":15,"charisma":14,"strength_save":null,"dexterity_save":null,"constitution_save":8,"intelligence_save":null,"wisdom_save":6,"charisma_save":null,"perception":6,"skills":{"intimidation":6,"perception":6},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"","condition_immunities":"frightened","senses":"darkvision 60 ft., passive Perception 16","languages":"Common, Giant","challenge_rating":"11","cr":11.0,"actions":[{"name":"Multiattack","desc":"The xing tian makes three attacks: one with its shield slam and two with its battleaxe. If both battleaxe attacks hit the same target, the target must succeed on a DC 16 Dexterity saving throw or take an extra 11 (2d10) piercing damage as the xing tian bites the target."},{"name":"Battleaxe","desc":"Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 19 (3d8 + 6) slashing damage, or 22 (3d10 + 6) slashing damage if used with two hands.","attack_bonus":10,"damage_dice":"3d8+6"},{"name":"Shield Slam","desc":"Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 16 (3d6 + 6) bludgeoning damage, and the target must succeed on a DC 16 Strength saving throw or be knocked prone.","attack_bonus":10,"damage_dice":"3d6+6"},{"name":"Dance of the Unyielding","desc":"The xing tian stomps and waves its arms in a martial dance, and it regains 10 hp. Until the dance ends, the xing tian regains 10 hp at the start of each of its turns and melee attack rolls against the xing tian have disadvantage. It must take a bonus action on its subsequent turns to continue dancing. It can stop dancing at any time. The dance ends if the xing tian is incapacitated."}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Indomitable","desc":"Any spell or effect that would make the xing tian paralyzed, restrained, or stunned ends at the end of the xing tian's next turn, regardless of the spell or effect's normal duration."},{"name":"Sure-Footed","desc":"The xing tian has advantage on Strength and Dexterity saving throws made against effects that would knock it prone."}],"spell_list":[],"page_no":376,"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_xing-tian/"},{"slug":"young-imperial-dragon","desc":"The long, serpentine dragon is wingless and possesses shimmering, opalescent scales. Its appearance is at once both serene and majestic._  \n**Dragons of the Spirit World.** Imperial dragons are tied to the world of celestials, fiends, and spirits. They freely parley with such creatures for knowledge about the outer planes or the fundamental mysteries of the universe. Some of the most powerful imperial dragons even become the servants of the gods in exchange for wisdom, acting as intermediaries between the divine and mortal realms.  \n**Colorful and Magical.** Imperial dragons are capable of changing their colors and forms. They are typically a rich, golden-yellow, but azure-, jade-, and vermillion-colored dragons are not unheard of, and even white and black imperial dragons have been reported. A magical organ in their skulls gives them the ability to fly without the aid of wings, and they are often hunted for this organ, which is rumored to grant eternal life if consumed.  \n**Masters of Wind and Rain.** Imperial dragons are creatures of wind and water, and the eldest of their kind exhibit mastery of these elements. They love the seas where they make their homes and sometimes act as guardians for sacred sites or temples near or beneath the waves. This often puts them in conflict with militant aquatic races like the Open Game License","name":"Young Imperial Dragon","size":"Large","type":"Dragon","subtype":"","group":null,"alignment":"neutral","armor_class":18,"armor_desc":"natural armor","hit_points":210,"hit_dice":"20d10+100","speed":{"swim":40,"walk":40,"fly":80},"strength":23,"dexterity":12,"constitution":21,"intelligence":16,"wisdom":14,"charisma":16,"strength_save":null,"dexterity_save":5,"constitution_save":9,"intelligence_save":null,"wisdom_save":6,"charisma_save":7,"perception":10,"skills":{"insight":6,"perception":10,"stealth":5},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"lightning, thunder","condition_immunities":"","senses":"blindsight 30 ft., darkvision 120 ft., passive Perception 20","languages":"Common, Draconic","challenge_rating":"11","cr":11.0,"actions":[{"name":"Multiattack","desc":"The dragon makes three attacks: one with its bite and two with its claws."},{"name":"Bite","desc":"Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 17 (2d10 + 6) piercing damage.","attack_bonus":10,"damage_dice":"2d10+6"},{"name":"Claw","desc":"Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 13 (2d6 + 6) slashing damage.","attack_bonus":10,"damage_dice":"2d6+6"},{"name":"Lightning Breath (Recharge 5-6)","desc":"The dragon exhales lightning in a 60-foot line that is 5 feet wide. Each creature in that line must make a DC 17 Dexterity saving throw, taking 44 (8d10) lightning damage on a failed save, or half as much damage on a successful one."}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Amphibious","desc":"The dragon can breathe air and water."},{"name":"Innate Spellcasting","desc":"The imperial dragon's innate spellcasting ability is Charisma (spell save DC 15). It can innately cast the following spells, requiring no material components.\n3/day: fog cloud\n1/day each: control water, gust of wind, stinking cloud"}],"spell_list":[],"page_no":117,"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_young-imperial-dragon/"},{"slug":"aboleth-nihilith","desc":"","name":"Aboleth, Nihilith","size":"Large","type":"Undead","subtype":"","group":null,"alignment":"chaotic evil","armor_class":17,"armor_desc":"natural armor","hit_points":135,"hit_dice":"18d10+36","speed":{"hover":true,"walk":10,"swim":40,"fly":50},"strength":21,"dexterity":9,"constitution":15,"intelligence":18,"wisdom":15,"charisma":18,"strength_save":null,"dexterity_save":null,"constitution_save":6,"intelligence_save":8,"wisdom_save":6,"charisma_save":null,"perception":10,"skills":{"history":12,"perception":10},"damage_vulnerabilities":"","damage_resistances":"acid, fire, lightning, thunder (only when in ethereal form); bludgeoning, piercing and slashing from nonmagical attacks","damage_immunities":"cold, necrotic, poison; bludgeoning, piercing and slashing from nonmagical attacks (only when in ethereal form)","condition_immunities":"charmed, exhaustion, frightened, grappled, paralyzed, petrified, poisoned, prone, restrained","senses":"darkvision 120 ft., passive Perception 20","languages":"Void Speech, telepathy 120 ft.","challenge_rating":"12","cr":12.0,"actions":[{"name":"Multiattack","desc":"The nihileth makes three tentacle attacks or three withering touches, depending on what form it is in."},{"name":"Tentacle (Material Form Only)","desc":"Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 12 (2d6 + 5) bludgeoning damage. If the target creature is hit, it must make a successful DC 14 Constitution saving throw or become diseased. The disease has no effect for 1 minute; during that time, it can be removed by lesser restoration or comparable magic. After 1 minute, the diseased creature's skin becomes translucent and slimy. The creature cannot regain hit points unless it is entirely underwater, and the disease can only be removed by heal or comparable magic. Unless the creature is fully submerged or frequently doused with water, it takes 6 (1d12) acid damage every 10 minutes. If a creature dies while diseased, it rises in 1d6 rounds as a nihilethic zombie. This zombie is permanently dominated by the nihileth.","attack_bonus":9,"damage_dice":"2d6+5"},{"name":"Withering Touch (Ethereal Form Only)","desc":"Melee Weapon Attack: +8 to hit, reach 10 ft., one creature. Hit: 14 (3d6 + 4) necrotic damage.","attack_bonus":8,"damage_dice":"3d6+4"},{"name":"Form Swap","desc":"As a bonus action, the nihileth can alter between its material and ethereal forms at will."},{"name":"Tail (Material Form Only)","desc":"Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 15 (3d6 + 5) bludgeoning damage.","attack_bonus":9,"damage_dice":"3d6+5"},{"name":"Enslave (3/day)","desc":"The nihileth targets one creature it can see within 30 ft. of it. The target must succeed on a DC 14 Wisdom saving throw or be magically charmed by the nihileth until the nihileth dies or until it is on a different plane of existence from the target. The charmed target is under the nihileth's control and can't take reactions, and the nihileth and the target can communicate telepathically with each other over any distance. Whenever the charmed target takes damage, the target can repeat the saving throw. On a success, the effect ends. No more than once every 24 hours, the target can also repeat the saving throw when it is at least 1 mile away from the nihileth."}],"bonus_actions":null,"reactions":[{"name":"Void Body","desc":"The nihileth can reduce the damage it takes from a single source to 0. Radiant damage can only be reduced by half."}],"legendary_desc":"A nihileth can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The nihileth regains spent legendary actions at the start of its turn.","legendary_actions":[{"name":"Detect","desc":"The aboleth makes a Wisdom (Perception) check."},{"name":"Tail Swipe","desc":"The aboleth makes one tail attack."},{"name":"Psychic Drain (Costs 2 Actions)","desc":"One creature charmed by the aboleth takes 10 (3d6) psychic damage, and the aboleth regains hit points equal to the damage the creature takes."}],"special_abilities":[{"name":"Undead Fortitude","desc":"If damage reduces the nihileth to 0 hit points, 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 nihileth drops to 1 hit point instead."},{"name":"Dual State","desc":"A nihileth exists upon the Material Plane in one of two forms and can switch between them at will. In its material form, it has resistance to damage from nonmagical attacks. In its ethereal form, it is immune to damage from nonmagical attacks. The creature's ethereal form appears as a dark purple outline of its material form, with a blackish-purple haze within. A nihileth in ethereal form can move through air as though it were water, with a fly speed of 40 feet."},{"name":"Void Aura","desc":"The undead nihileth is surrounded by a chilling cloud. A living creature that starts its turn within 5 feet of a nihileth must make a successful DC 14 Constitution saving throw or be slowed until the start of its next turn. In addition, any creature that has been diseased by a nihileth or a nihilethic zombie takes 7 (2d6) cold damage every time it starts its turn within the aura."},{"name":"Infecting Telepathy","desc":"If a creature communicates telepathically with the nihileth, or uses a psychic attack against it, the nihileth can spread its disease to the creature. The creature must succeed on a DC 14 Wisdom save or become infected with the same disease caused by the nihileth's tentacle attack."},{"name":"Nihileth's Lair","desc":"on initiative count 20 (losing initiative ties), the nihileth can take a lair action to create one of the magical effects as per an aboleth, or the void absorbance action listed below. The nihileth cannot use the same effect two rounds in a row.\n\n- Void Absorbance: A nihileth can pull the life force from those it has converted to nihilethic zombies to replenish its own life. This takes 18 (6d6) hit points from zombies within 30 feet of the nihileth, spread evenly between the zombies, and healing the nihileth. If a zombie reaches 0 hit points from this action, it perishes with no Undead Fortitude saving throw."},{"name":"Regional Effects","desc":"the regional effects of a nihileth's lair are the same as that of an aboleth, except as following.\n\n- Water sources within 1 mile of a nihileth's lair are not only supernaturally fouled but can spread the disease of the nihileth. A creature who drinks from such water must make a successful DC 14 Constitution check or become infected."}],"spell_list":[],"page_no":8,"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_aboleth-nihilith/"},{"slug":"ancient-titan","desc":"_Radiating a powerful presence, this towering humanoid has sharp-edged features that seem hewn from ancient stone._  \n**Children of the Gods.** Ancient titans are the surviving immortal children of an early primordial god. They fled to the wilds after a divine war, where they founded an empire that lasted thousands of years before plague brought about its collapse.  \n**Sea God’s Servants.** A few ancient titans still dwell in the ocean realm, spared by the sea god in exchange for eternal servitude. Ancient titans have long, glossy hair, usually black, red, or silver, and they stand 60 feet tall and weigh over 20 tons.  \n**Friends to Dragons.** Ancient titans have a strong rapport with wind and sea dragons, as well as gold, silver, and mithral dragons.","name":"Ancient Titan","size":"Gargantuan","type":"Celestial","subtype":"titan","group":null,"alignment":"neutral good","armor_class":15,"armor_desc":"breastplate","hit_points":198,"hit_dice":"12d20+72","speed":{"walk":50},"strength":27,"dexterity":13,"constitution":22,"intelligence":16,"wisdom":16,"charisma":20,"strength_save":null,"dexterity_save":null,"constitution_save":10,"intelligence_save":null,"wisdom_save":7,"charisma_save":9,"perception":7,"skills":{"athletics":14,"intimidation":9,"perception":7},"damage_vulnerabilities":"","damage_resistances":"bludgeoning, piercing, and slashing from nonmagical attacks","damage_immunities":"","condition_immunities":"","senses":"darkvision 120 ft., passive Perception 17","languages":"Common, Giant, Primordial, Titan, telepathy 120 ft.","challenge_rating":"12","cr":12.0,"actions":[{"name":"Multiattack","desc":"The ancient titan makes two greatsword attacks or two longbow attacks"},{"name":"Greatsword","desc":"Melee Weapon Attack: +12 to hit, reach 10 ft., one target. Hit: 38 (8d6 + 8) slashing damage.","attack_bonus":12,"damage_dice":"8d6"},{"name":"Longbow","desc":"Ranged Weapon Attack: +5 to hit, range 150/640 ft., one target. Hit: 19 (4d8 + 1) piercing damage.","attack_bonus":5,"damage_dice":"4d8"},{"name":"Eldritch Singularity (Recharge 5-6)","desc":"The ancient titan opens a momentary rupture in the eldritch source that fuels its words of power. This rupture appears at a spot designated by the titan within 100 feet. Any creature within 60 feet of the spot must make a DC 17 Constitution saving throw. On a failure, the creature takes 28 (8d6) force damage, falls prone, and is pulled 1d6 x 10 feet toward the eldritch singularity, taking an additional 3 (1d6) bludgeoning damage per 10 feet they were dragged. If the saving throw succeeds, the target takes half as much force damage and isn't knocked prone or pulled. The spot where the rupture occurs becomes the center of a 60-foot-radius antimagic field until the end of the ancient titan's next turn. The titan's spells are not affected by this antimagic field."}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Magic Resistance","desc":"The ancient titan has advantage on saving throws against spells and other magical effects."},{"name":"Innate Spellcasting","desc":"the ancient titan's spellcasting ability is Charisma (spell save DC 17). The ancient titan can innately cast the following spells, requiring no material components:\n\n3/day: power word stun\n\n1/day: power word kill"}],"spell_list":[],"page_no":380,"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_ancient-titan/"},{"slug":"bonepowder-ghoul","desc":"_Distilled to nothing but dry, whispering sand and a full set of teeth, a bonepowder ghoul still hungers for flesh and blood. Its dusty mass is perfected corruption, entirely animated by foul energy._  \n**Starved Into Dust.** The bonepowder ghoul is small and unassuming, a pile of dust and bone fragments that resemble a pile of mummy dust or the remnants of a vampire burned by sunlight. Ghouls can achieve this powdery form through long starvation. The process invariably takes decades, which is why so few bonepowder ghouls exist—few ghouls can show such self-restraint. Even among imperial ghouls, using hunger as a form of torture is considered offensive and is quite rare. A bonepowder ghoul may rise from the remnants of a starved prisoner or a ghoul trapped in a sealed-off cavern, leaving behind its remnant flesh and becoming animated almost purely by hunger, hatred, and the bitter wisdom of long centuries.  \n**Mocking and Hateful.** Bonepowder ghouls are creatures of pure evil, seeking to devour, corrupt, and destroy all living things. The only creatures they treat with some affinity are ghouls. Even in that case, their attitude is often mocking, hateful, or condescending. They have some mild respect for darakhul nobles.  \n**Whispering Voices.** Most bonepowder ghouls speak at least 4 languages, but their voices are very faint. Just to hear one speaking normally requires a DC 15 Perception check. Undead gain a +8 competence bonus to this check.","name":"Bonepowder Ghoul","size":"Small","type":"Undead","subtype":"","group":null,"alignment":"neutral evil","armor_class":18,"armor_desc":"natural armor","hit_points":195,"hit_dice":"26d6+104","speed":{"walk":30},"strength":10,"dexterity":20,"constitution":18,"intelligence":19,"wisdom":15,"charisma":18,"strength_save":null,"dexterity_save":9,"constitution_save":8,"intelligence_save":null,"wisdom_save":6,"charisma_save":8,"perception":6,"skills":{"perception":6,"stealth":9},"damage_vulnerabilities":"","damage_resistances":"cold, lightning; bludgeoning, piercing, and slashing from nonmagical attacks","damage_immunities":"necrotic, poison","condition_immunities":"charmed, exhaustion, frightened, paralyzed, poisoned","senses":"darkvision 60 ft., passive Perception 16","languages":"Common, Darakhul, Draconic, Dwarvish","challenge_rating":"12","cr":12.0,"actions":[{"name":"Bite","desc":"Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 18 (3d8 + 5) plus 1d4 Strength damage, and the target must succeed on a DC 17 Constitution saving throw or be paralyzed for 1d4 + 1 rounds. If the target creature is humanoid, it must succeed on a second DC 19 Constitution saving throw or contract darakhul fever.","attack_bonus":9,"damage_dice":"3d8"},{"name":"Gravedust","desc":"A bonepowder ghoul can project a 40-ft. cone of grave dust. All targets within the area must make a DC 19 Dexterity saving throw to avoid taking 4d8 necrotic damage, and must make a second DC 17 Constitution saving throw to avoid being infected with darakhul fever."},{"name":"Whirlwind (Recharge 5-6)","desc":"A bonepowder ghoul can generate a whirlwind of bones and teeth. All creatures within a 20-foot cube take 66 (12d10) slashing damage and are drained of 1d6 Strength; a successful DC 17 Dexterity saving throw reduces damage to half and negates the Strength loss. The whirlwind dissipates after one round."}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Amorphous","desc":"The bonepowder ghoul can move through a space as narrow as 1 inch wide without squeezing."},{"name":"Coalesce","desc":"Whenever a bonepowder ghoul drains life force from victims with Gravedust, it can use that energy transform its shape into a more solid form and maintain it. The new form is Small and semi-transparent but roughly the shape of a normal ghoul. In this form, the ghoul isn't amorphous and can't form a whirlwind, but it can speak normally and manipulate objects. The altered form lasts for 1 minute for every point of necrotic damage it delivered against living foes."},{"name":"Turning Defiance","desc":"The bonepowder ghoul and any other ghouls within 30 feet of it have advantage on saving throws against effects that turn undead."},{"name":"Innate Spellcasting","desc":"the bonepowder ghoul's innate spellcasting ability is Charisma (spell save DC 18, +10 to hit with spell attacks). It can innately cast the following spells, requiring no material components:\n\nat will: chill touch, darkness, dispel magic, ray of enfeeblement\n\n3/day: blindness/deafness, circle of death (7th level; 10d6)\n\n1/day: finger of death"}],"spell_list":[],"page_no":221,"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_bonepowder-ghoul/"},{"slug":"chort-devil","desc":"_Small horns crown this pig-faced devil’s head. It stands on shaggy goat legs and holds a flaming polearm in its clawed hands. It bears a wicked gleam in its black eyes._  \n**Bad Bargains.** Quick and canny, a chort devil uses varied, pleasing forms to entice mortals to make terrible bargains, but it revels in its obvious devilishness. A chort wants its victim to know it is dealing with a devil. The relative straightforwardness of this approach enables the creature to better deceive those whom it bargains with. After all, the chort affirms, if the victim weren’t so desperate, he wouldn’t be bargaining with a devil. If necessary, an implied threat of immolation gives it greater bargaining power, but the creature is careful not to torture or otherwise harm its patsy, since that voids any potential contract.  \n**Recitation of Contracts.** An annual spectacle in large cities involves some poor fool who believes he can trick a chort and escape a legal bargain. The devil appears and recites the entirety of the contract its victim signed, replete with embarrassing details about a dispatched rival, the ensnarement of a love who once spurned him, and other disclosures. A chort ensures all those entangled in its victim’s affairs are present to hear it, and it disappears once all the victim's dark secrets have been revealed.  \n**Smear Tactics.** A zealous opponent of the chort often finds himself the victim of his own hubris, as the devil digs up or creates vile tales about its foe and brings his folly to light. A chort enjoys tarnishing the reputation of tools of good. For example, it may steal a paladin’s sword and use it to murder an especially pious person, leaving the sword in the victim. Thus, a chort dispatches a foe strongly resistant to its manipulations, brings suspicion to another potential foe, and taints a weapon—at least in reputation—which might be used against it.","name":"Chort Devil","size":"Medium","type":"Fiend","subtype":"devil","group":null,"alignment":"lawful evil","armor_class":18,"armor_desc":"natural armor","hit_points":187,"hit_dice":"15d8+120","speed":{"walk":30},"strength":24,"dexterity":20,"constitution":26,"intelligence":18,"wisdom":20,"charisma":20,"strength_save":11,"dexterity_save":9,"constitution_save":12,"intelligence_save":8,"wisdom_save":null,"charisma_save":9,"perception":9,"skills":{"athletics":11,"deception":9,"insight":9,"perception":9},"damage_vulnerabilities":"","damage_resistances":"bludgeoning, piercing, and slashing from nonmagical attacks not made with silvered weapons","damage_immunities":"cold, fire, poison","condition_immunities":"poisoned","senses":"darkvision 120 ft., passive Perception 19","languages":"Celestial, Common, Draconic, Infernal, Primordial; telepathy (120 ft.)","challenge_rating":"12","cr":12.0,"actions":[{"name":"Multiattack","desc":"The chort devil makes three melee attacks with its flaming ranseur, or three melee attacks with its claws."},{"name":"Claw","desc":"Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 12 (2d4 + 7) slashing damage plus 2 (1d4) Charisma damage.","attack_bonus":11,"damage_dice":"2d4"},{"name":"Flaming Ranseur","desc":"Melee Weapon Attack: +11 to hit, reach 10 ft., one target. Hit: 12 (1d10 + 7) piercing damage plus 10 (3d6) fire damage.","attack_bonus":11,"damage_dice":"1d10"},{"name":"Devilish Weapons","desc":"Any weapons wielded by a chort devil do 10 (3d6) fire damage in addition to their normal weapon damage."}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Devil's Sight","desc":"Magical darkness doesn't impede the devil's darkvision."},{"name":"Magic Resistance","desc":"The devil has advantage on saving throws against spells and other magical effects."},{"name":"Innate Spellcasting","desc":"the chort devil's spellcasting ability is Charisma (spell save DC 17, +9 to hit with spell attacks). The chort devil can innately cast the following spells, requiring no material components:\n\nat will: blur, magic circle, teleport\n\n3/day: scorching ray (5 rays)\n\n1/day each: dispel magic, dominate person, flame strike, haste"}],"spell_list":[],"page_no":104,"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_chort-devil/"},{"slug":"dragon-eel","desc":"_The dragon eel’s unmistakable slender form sports a powerful single finned tail and wicked jaws like a matched pair of serrated blades. Dragon eels vary widely in color from browns and blacks to brilliant iridescent hues in mottled patterns._  \n**Fond of Servants.** While most dragon eels are solitary and irascible, on rare instances some form pairs or small bands—and some gather humanoid servants.  \n**Magnetic and Lightning.** Dragon eels make their natural homes in twisting underwater cave systems and prefer magnetically-aligned, metallic cavern formations navigable with their refined electric-sight. Some dragon eels use their constant electric auras combined with acquired alchemical reagents to electroplate portions of their golden hoard onto the walls of their dwellings.  \n**Pirate Fleets and Dominions.** Dragon eels claim large swaths of shoreline as their demesne. Although neither particularly cruel nor righteous, a dragon eel often lords over awed tribes, allowing locals to revere it as a mighty spirit. Some dragon eels use such tribes as the core of a pirate fleet or raiding parties carried on their backs. Their ability to swim through air during storms adds to their reputation as terrible thunder spirits.  \n**Bribable.** Their deceptive moniker sometimes lulls foolish sailors into a false confidence when they expect to face a simple if dangerous eel beast, but instead find themselves dealing with intelligent draconic kings of the coastal shallows. Wise sailors traveling through known dragon eel territory bring tithes and offerings to placate them.","name":"Dragon Eel","size":"Huge","type":"Dragon","subtype":"","group":null,"alignment":"neutral","armor_class":18,"armor_desc":"natural armor","hit_points":230,"hit_dice":"20d12+100","speed":{"walk":20,"swim":60},"strength":26,"dexterity":12,"constitution":20,"intelligence":14,"wisdom":13,"charisma":14,"strength_save":12,"dexterity_save":5,"constitution_save":null,"intelligence_save":6,"wisdom_save":5,"charisma_save":6,"perception":6,"skills":{"acrobatics":5,"athletics":12,"insight":5,"perception":6},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"lightning","condition_immunities":"paralyzed, prone","senses":"darkvision 60 ft., passive Perception 16","languages":"Common, Draconic, Primordial","challenge_rating":"12","cr":12.0,"actions":[{"name":"Multiattack","desc":"The dragon eel makes one bite attack and one tail slap attack."},{"name":"Bite","desc":"Melee Weapon Attack: +12 to hit, reach 10 ft., one target. Hit: 26 (4d8 + 8) piercing damage plus 5 (1d10) lightning damage, and the target must succeed on a DC 18 Constitution saving throw or become paralyzed for 1d4 rounds.","attack_bonus":12,"damage_dice":"4d8"},{"name":"Tail Slap","desc":"Melee Weapon Attack: +12 to hit, reach 10 ft., one target. Hit: 30 (5d8 + 8) bludgeoning damage plus 5 (1d10) lightning damage and push the target up to 10 feet away.","attack_bonus":12,"damage_dice":"5d8"},{"name":"Lightning Breath (Recharge 6)","desc":"The dragon eel exhales lightning in a 60-foot line that is 5 feet wide. Each target in that line takes 55 (10d10) lightning damage, or half damage with a successful DC 18 Dexterity saving throw."}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Limited Amphibiousness","desc":"The dragon eel can breathe air and water, but it needs to be submerged at least once every six hours to avoid suffocation."},{"name":"Shocking Touch","desc":"A dragon eel's body generates a potent charge of lightning. A creature that touches or makes a successful melee attack against a dragon eel takes 5 (1d10) lightning damage."},{"name":"Storm Glide","desc":"During storms, the dragon eel can travel through the air as if under the effects of a fly spell, except using its swim speed."}],"spell_list":[],"page_no":146,"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_dragon-eel/"},{"slug":"flutterflesh","desc":"_This mass of fused corpses resembles a butterfly with wings of skin, limbs of bone, and a head formed of several different skulls. The dark magic that formed this abomination swirls around it hungrily._  \n**Bound by Necromancy.** Flutterflesh result from a terrible necromantic ritual. Cultists gather in the name of a dark god, powerful lich, or crazed madman, and forever bind themselves body and soul into a single evil being. Flutterflesh take recently severed limbs and fuse these new pieces to themselves in accordance with some unknowable aesthetic.  \n**Dilemma of Flesh.** The most horrifying thing about a flutterflesh, however, is its devious nature. A flutterflesh offers its prey the choice to either die or lose a limb. One can always tell where a flutterflesh resides because so many of the locals are missing appendages.  \n**Undead Nature.** A flutterflesh doesn’t require air, food, drink, or sleep.","name":"Flutterflesh","size":"Large","type":"Undead","subtype":"","group":null,"alignment":"chaotic evil","armor_class":16,"armor_desc":"natural armor","hit_points":187,"hit_dice":"22d10+66","speed":{"walk":10,"fly":60},"strength":11,"dexterity":18,"constitution":17,"intelligence":12,"wisdom":13,"charisma":10,"strength_save":4,"dexterity_save":8,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":5,"skills":{"deception":4,"perception":5,"stealth":8},"damage_vulnerabilities":"radiant","damage_resistances":"cold, lightning; bludgeoning, piercing, and slashing from nonmagical attacks","damage_immunities":"necrotic, poison","condition_immunities":"charmed, paralyzed, exhaustion, poison, stunned, unconscious","senses":"darkvision 240 ft., passive Perception 15","languages":"Common, Darakhul","challenge_rating":"12","cr":12.0,"actions":[{"name":"Multiattack","desc":"The flutterflesh makes two bone spur attacks or two tormenting gaze attacks."},{"name":"Bone Spur","desc":"Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 17 (2d12 + 4) slashing damage plus 11 (2d10) necrotic damage. If both attacks hit a single creature in the same turn, it is grappled (escape DC 10). As a bonus action, the flutterflesh can choose whether this attack does bludgeoning, piercing, or slashing damage.","attack_bonus":8,"damage_dice":"2d12"},{"name":"Tormenting Gaze","desc":"A target creature within 120 feet and able to see the flutterflesh takes 18 (4d8) psychic damage and is paralyzed for 1d4 rounds, or takes half damage and isn't paralyzed with a successful DC 15 Wisdom saving throw. Tormenting gaze can't be used against the same target twice in a single turn."},{"name":"Slash","desc":"Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) slashing damage. On a critical hit, the target takes an additional 27 (5d10) slashing damage and must make a DC 12 Constitution saving throw. On a failure, the flutterflesh lops off and absorbs one of the target's limbs (chosen randomly) and heals hit points equal to the additional slashing damage it inflicted.","attack_bonus":8,"damage_dice":"2d6"}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Magic Weapons","desc":"The flutterflesh's attacks are magical."},{"name":"Turn Resistance","desc":"The flutterflesh has advantage on saving throws against any effect that turns undead."},{"name":"Creeping Death","desc":"A creature that starts its turn within 30 feet of the flutterflesh must make a successful DC 15 Constitution saving throw or take 14 (4d6) necrotic damage."},{"name":"Regeneration","desc":"The flutterflesh regains 10 hit points at the start of its turn. If the flutterflesh takes radiant or fire damage, this trait doesn't function at the start of its next turn. The flutterflesh dies only if it starts its turn with 0 hit points and doesn't regenerate."}],"spell_list":[],"page_no":203,"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_flutterflesh/"},{"slug":"gug","desc":"_The gugs are giants of the underworld, long since banished into dark realms for their worship of the eldest and foulest gods._  \n**Underworld Godlings.** Gugs enjoy smashing and devouring lesser creatures, and their burbling and grunting speech displays a surprising and malign intelligence to those few who can understand it. Gugs are occasionally worshipped by tribes of derro, and their strange underworld cities are filled with filled with esoteric monoliths and constructs.  \n**Nocturnal Raiders.** While gugs are banished into the underworld in mortal realms, they regularly flout this prohibition by raiding the surface by night. They also spend much time in the Dreamlands and the Ethereal plane; some gug warlocks and sorcerers are said to travel the planes with entourages of fext or noctiny.  \n**Prey on Ghouls.** Gugs devour ghouls and darakhul as their preferred foodstuffs. When these are not available, they seem to prefer carrion and particular varieties of psychotropic mushrooms, as well as something that is best described as candied bats.","name":"Gug","size":"Huge","type":"Giant","subtype":"","group":null,"alignment":"neutral evil","armor_class":17,"armor_desc":"natural armor","hit_points":270,"hit_dice":"20d12+140","speed":{"walk":40},"strength":24,"dexterity":10,"constitution":25,"intelligence":10,"wisdom":8,"charisma":14,"strength_save":12,"dexterity_save":4,"constitution_save":11,"intelligence_save":null,"wisdom_save":null,"charisma_save":6,"perception":3,"skills":{"athletics":11,"perception":3,"stealth":4},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"poison","condition_immunities":"confusion, exhaustion, paralysis, poisoned","senses":"darkvision 240 ft., passive Perception 13","languages":"Deep Speech, Giant, Undercommon","challenge_rating":"12","cr":12.0,"actions":[{"name":"Multiattack","desc":"The gug makes two slam attacks, two stomp attacks, or one of each."},{"name":"Slam","desc":"Melee Weapon Attack: +11 to hit, reach 10 ft., one creature. Hit: 16 (2d8 + 7) bludgeoning damage. If a creature is hit by this attack twice in the same turn, the target must make a successful DC 19 Constitution saving throw or gain one level of exhaustion.","attack_bonus":11,"damage_dice":"2d8"},{"name":"Stomp","desc":"Melee Weapon Attack. +11 to hit, reach 10 ft., one target. Hit: 20 (2d12 + 7) bludgeoning damage."}],"bonus_actions":null,"reactions":null,"legendary_desc":"A gug can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. A gug regains spent legendary actions at the start of its turn.","legendary_actions":[{"name":"Move","desc":"The gug moves up to half its speed."},{"name":"Attack","desc":"The gug makes one slam or stomp attack."},{"name":"Grab","desc":"Melee Weapon Attack: +11 to hit, reach 10 ft., one target. Hit: the target is grappled (escape DC 17).","attack_bonus":11,"damage_dice":"0"},{"name":"Swallow","desc":"The gug swallows one creature it has grappled. The creature takes 26 (3d12 + 7) bludgeoning damage immediately plus 13 (2d12) acid damage at the start of each of the gug's turns. A swallowed creature is no longer grappled but is blinded and restrained, and has total cover against attacks and other effects from outside the gug. If the gug takes 75 points of damage in a single turn, the swallowed creature is expelled and falls prone next to the gug. When the gug dies, a swallowed creature can crawl from the corpse by using 10 feet of movement."},{"name":"Throw","desc":"The gug throws one creature it has grappled. The creature is thrown a distance of 2d4 times 10 feet in the direction the gug chooses, and takes 20 (2d12 + 7) bludgeoning damage (plus falling damage if they are thrown into a chasm or off a cliff). A gug can throw a creature up to Large size. Small creatures are thrown twice as far, but the damage is the same."}],"special_abilities":[{"name":"Towering Strength","desc":"A gug can lift items up to 4,000 pounds as a bonus action."}],"spell_list":[],"page_no":241,"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_gug/"},{"slug":"herald-of-blood","desc":"_The heralds of blood are 20-foot-tall giants with bruised purple skin, and wart-like blood blisters that deform their features. They often wear cowled robes over golden armor streaked with black or green, and their staves of power are always ebony and mithral, embedded with precious stones._  \nAs powerful sorcerers and blood mages, heralds of blood are without peer. They enjoy enslaving ogres and giants whenever possible, though they make do with lesser slaves when they must.  \n**Dark Prophets.** Their stirring speeches proclaim that the end times are fast approaching, and their followers must prepare for a bloody reckoning. Behind their charismatic preaching, the heralds of blood serve elder earth gods that demand blood sacrifices, especially dark druid orders devoted to human hunts and the murder of innocents. They have the power to grant strength, lust, and vitality—or to wither those who cross them.  \n**Blood Magic Vortexes.** In their true form, which they keep hidden except in battle, heralds of blood are swirling vortexes of blood, bone, and raw magical power. They feed on ley line magic and the black blood of the earth as much as on flesh and blood.","name":"Herald Of Blood","size":"Huge","type":"Fiend","subtype":"","group":null,"alignment":"neutral evil","armor_class":15,"armor_desc":"natural armor","hit_points":115,"hit_dice":"10d12+50","speed":{"walk":30,"swim":30,"fly":50},"strength":22,"dexterity":12,"constitution":20,"intelligence":14,"wisdom":17,"charisma":16,"strength_save":10,"dexterity_save":null,"constitution_save":9,"intelligence_save":null,"wisdom_save":7,"charisma_save":null,"perception":7,"skills":{"arcana":6,"perception":7},"damage_vulnerabilities":"","damage_resistances":"piercing, lightning","damage_immunities":"fire, poison","condition_immunities":"exhaustion, frightened, paralyzed, petrified, poisoned","senses":"darkvision 240 ft., passive Perception 17","languages":"Common, Draconic, Infernal, Void Speech","challenge_rating":"12","cr":12.0,"actions":[{"name":"Engulfing Protoplasm","desc":"Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 19 (2d12 + 6) slashing damage and the target must make a successful DC 17 Dexterity saving throw or be grappled by the herald of blood (escape DC 16). While grappled this way, the creature takes 39 (6d12) acid damage at the start of each of the herald's turns. The herald can have any number of creatures grappled this way.","attack_bonus":10,"damage_dice":"2d12"}],"bonus_actions":null,"reactions":null,"legendary_desc":"A herald of blood can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. A herald of blood regains spent legendary actions at the start of its turn.","legendary_actions":[{"name":"Move","desc":"The herald of blood moves up to half its speed."},{"name":"Call of Blood (Costs 2 Actions)","desc":"Melee Weapon Attack. +10 to hit, reach 5 ft., all creatures in reach. Hit: 39 (6d12) necrotic damage and each target must make a successful DC 17 Constitution saving throw or gain 1 level of exhaustion."},{"name":"Majesty of Ragnarok (Costs 3 Actions)","desc":"The herald of blood emits a terrifying burst of eldritch power. All creatures within 100 feet and in direct line of sight of the herald take 32 (5d12) necrotic damage, gain 2 levels of exhaustion, and are permanently blinded. Targets that make a successful DC 15 Charisma saving throw are not blinded and gain only 1 level of exhaustion."}],"special_abilities":[{"name":"Blood Armor","desc":"The herald of blood takes no damage from the first attack against it each round and ignores any nondamaging effects of the attack."},{"name":"Gift of Blood","desc":"As an action, the herald of blood can transform any fey, human, or goblin into a red hag, if the target willingly accepts this transformation."},{"name":"Grant Blood Rage","desc":"As a bonus action, the herald of blood can grant a single living creature blood rage, giving it advantage on attacks for 3 rounds. At the end of this time, the target gains 1 level of exhaustion and suffers 13 (2d12) necrotic damage from blood loss."},{"name":"Humanoid Form","desc":"A herald of blood can assume a humanoid form at will as a bonus action, and dismiss this form at will."},{"name":"Melting Touch","desc":"When a herald of blood scores a critical hit or starts its turn with a foe grappled, it can dissolve one metal or wood item of its choosing in that foe's possession. A mundane item is destroyed automatically; a magical item survives if its owner makes a successful DC 17 Dexterity saving throw."}],"spell_list":[],"page_no":248,"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_herald-of-blood/"},{"slug":"hoard-golem","desc":"_A hoard golem is a pile of gold, jewelry, and weapons that can rise on its own like a tidal wave of riches, with a cold and determined face. A hoard golem can crash down with the weight of a fortune, flattening everything in its path._  \n**Dragon Fears Made Real.** The hoard golems were born from the paranoia of dragons. Despite their great physical and intellectual power, dragons are always suspicious of any creature willing to work for them. The first hoard golem was created when a dragon realized that there could be no guardian more trustworthy with its hoard than the hoard itself. Since then, the secret of hoard golem construction has emerged, and rich nobles have followed suit, enchanting their wealth to defend itself from thieves.  \n**Patient Homebodies.** As constructs, hoard golems are mindless, lying in wait for anyone other than their creator to come within striking distance. In the case of evil dragons, this may include the wyrmlings of dragon parents looking to establish dominance in the family. Hoard golems fight to the death, but they rarely leave the rooms they inhabit for fear that clever treasure hunters might trick the hoard into walking itself right out of the owner’s den.  \n**Silent and Wealthy.** Hoard golems cannot speak. A hoard golem is 25 feet tall and weighs 20,000 lb. A hoard golem’s body is composed of items—copper, silver, gold, works of art, armor, weapons, and magical items—worth at least 5,000 gp.  \n**Constructed Nature.** A golem doesn’t require air, food, drink, or sleep.","name":"Hoard Golem","size":"Huge","type":"Construct","subtype":"","group":null,"alignment":"unaligned","armor_class":18,"armor_desc":"natural armor","hit_points":161,"hit_dice":"14d12+70","speed":{"walk":40},"strength":22,"dexterity":15,"constitution":20,"intelligence":3,"wisdom":11,"charisma":1,"strength_save":null,"dexterity_save":null,"constitution_save":9,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":4,"skills":{"athletics":10,"perception":4},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"poison, psychic; bludgeoning, piercing, and slashing from nonmagical attacks not made with adamantine weapons","condition_immunities":"charmed, exhausted, frightened, paralyzed, petrified, poisoned","senses":"darkvision 120 ft., passive Perception 14","languages":"understands the language of its creator but can't speak","challenge_rating":"12","cr":12.0,"actions":[{"name":"Multiattack","desc":"The golem makes two slam attacks."},{"name":"Slam","desc":"Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 39 (6d10 + 6) bludgeoning damage.","attack_bonus":10,"damage_dice":"6d10"},{"name":"Thieving Whirlwind (Recharge 5-6)","desc":"The hoard golem transforms into a 20-foot radius whirlwind of the treasures of which it is composed. In this form, it has immunity to all slashing and piercing damage. As a whirlwind, it can enter other creatures' spaces and stop there. Every creature in a space the whirlwind occupies must make a DC 17 Dexterity saving throw. On a failure, a target takes 40 (6d10 + 7) bludgeoning damage and the whirlwind removes the most valuable visible item on the target, including wielded items, but not armor. If the saving throw is successful, the target takes half the bludgeoning damage and retains all possessions. The golem can remain in whirlwind form for up to 3 rounds, or it can transform back to its normal form on any of its turns as a bonus action."}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Strike with Awe","desc":"Creatures within 120 feet of an immobile hoard golem suffer disadvantage on Wisdom (Perception) checks. A creature's sheer glee on discovering a vast hoard of treasure distracts it from its surroundings."},{"name":"Immutable Form","desc":"The golem is immune to any spell or effect that would alter its form."},{"name":"Magic Resistance","desc":"The golem has advantage on saving throws against spells and other magical effects."},{"name":"Magic Weapons","desc":"The golem's weapon attacks are magical."}],"spell_list":[],"page_no":234,"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_hoard-golem/"},{"slug":"mavka","desc":"_These twisted dryads have been turned into vampiric monstrosities by undead warlocks and vampiric experiments._  \n**Charred Dryads.** With burnt and blackened skin, burnt twigs for hair, and clawed hands and feet that resemble burnt and twisted roots, mavkas seem scorched and even frail. Pupil-less red eyes gleam in their eye sockets with a hellish green flame.  \n**Death Riders.** All mavkas ride Open Game License","name":"Mavka","size":"Medium","type":"Undead","subtype":"","group":null,"alignment":"chaotic evil","armor_class":17,"armor_desc":"natural armor","hit_points":170,"hit_dice":"20d8+80","speed":{"walk":30},"strength":20,"dexterity":15,"constitution":18,"intelligence":13,"wisdom":13,"charisma":18,"strength_save":9,"dexterity_save":6,"constitution_save":8,"intelligence_save":null,"wisdom_save":null,"charisma_save":8,"perception":5,"skills":{"athletics":9,"nature":5,"perception":5},"damage_vulnerabilities":"","damage_resistances":"acid, fire, necrotic; bludgeoning, piercing, and slashing from nonmagical attacks","damage_immunities":"cold, lightning","condition_immunities":"","senses":"darkvision 90 ft., passive Perception 15","languages":"Common, Infernal, Sylvan","challenge_rating":"12","cr":12.0,"actions":[{"name":"Multiattack","desc":"The mavka makes two slam attacks."},{"name":"Slam","desc":"Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 23 (4d8 + 5) bludgeoning damage plus 11 (2d10) necrotic damage.","attack_bonus":9,"damage_dice":"4d8"}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Innate Spellcasting","desc":"the mavka's innate spellcasting ability is Charisma (spell save DC 16, +8 to hit with spell attacks). She can innately cast the following spells, requiring no material components:\n\nconstant: protection from evil and good\n\nat will: create or destroy water, dancing lights, ray of frost, resistance, witch bolt\n\n3/day each: darkness, hold person, inflict wounds, invisibility, silence\n\n1/day each: animate dead, bestow curse, blindness/deafness, contagion, dispel magic, vampiric touch"},{"name":"Nightmare Mount","desc":"A mavka is bonded to a nightmare when it is created. Mavkas are encountered with their mounts 95% of the time."},{"name":"Sunlight Hypersensitivity","desc":"The mavka takes 20 radiant damage when she starts her turn in sunlight. While in sunlight, she has disadvantage on attack rolls and ability checks."}],"spell_list":[],"page_no":286,"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_mavka/"},{"slug":"skein-witch","desc":"_Skein witches are androgynous humanoids mummified in writhing diamond thread. Their skin is translucent, and suspended inside their bodies are dozens of quivering hourglasses in place of organs._  \n**Shepherd Destiny.** Skein witches are curators of destiny and enforcers of what must be. They voyage across the planes, weaving the strands of fate at the behest of their goddess-creator. Although they carry out their charge without regard to petty mortal concerns, they can be persuaded to bend fate for powerful petitioners whose interests align with those of their goddess.  \n**Surrounded by Guardians.** Despite their supernatural abilities, a skein witch’s physical body is frail. Because of that, they tend to surround themselves with undead, constructs, or other brutish, soulless guardians cut free from the thread of fate.  \n**Fear All Cards.** If a deck of many things is brought within 30 feet of a skein witch, she emits a psychic wail and disintegrates.","name":"Skein Witch","size":"Medium","type":"Celestial","subtype":"","group":null,"alignment":"neutral","armor_class":20,"armor_desc":"natural armor","hit_points":162,"hit_dice":"25d8+50","speed":{"walk":30,"fly":30},"strength":6,"dexterity":12,"constitution":14,"intelligence":16,"wisdom":20,"charisma":20,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":8,"wisdom_save":10,"charisma_save":10,"perception":15,"skills":{"history":8,"insight":15,"perception":15},"damage_vulnerabilities":"","damage_resistances":"radiant","damage_immunities":"fire, lightning, psychic","condition_immunities":"","senses":"truesight 60 ft., passive Perception 25","languages":"Celestial, telepathy (100 ft.)","challenge_rating":"12","cr":12.0,"actions":[{"name":"Multiattack","desc":"The skein witch makes two Inexorable Thread attacks."},{"name":"Inexorable Threads","desc":"Melee Weapon Attack: +9 to hit, reach 30 ft., one target. Hit: 27 (5d8 + 5) radiant damage, and the target is \"one step closer to death.\"If the target is reduced to 0 hit points, it's treated as if it's already failed one death saving throw. This effect is cumulative; each inexorable threads hit adds one unsuccessful death saving throw. If a character who's been hit three or more times by inexorable threads is reduced to 0 hit points, he or she dies immediately. This effect lasts until the character completes a long rest.","attack_bonus":9,"damage_dice":"5d8"},{"name":"Bind Fates (1/Day)","desc":"One target within 60 feet of the skein witch must make a DC 18 Wisdom saving throw. On a failed save, the target's fate is bound to one random ally of the target. Any damage or condition the target suffers is inflicted on the individual to which they are bound instead, and vice versa. A creature can be bound to only one other creature at a time. This effect lasts until either of the affected creatures gains a level, or until a heal or heroes' feast lifts this binding."},{"name":"Destiny Distortion Wave (Recharge 5-6)","desc":"The skein witch projects a 60-foot cone of distortion that frays the strands of fate. All targets in the cone take 55 (10d10) force damage, or half damage with a successful DC 18 Wisdom saving throw. In addition, if more than one target that failed its saving throw is affected by a condition, those conditions are randomly redistributed among the targets with failed saving throws."}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Bend Fate (3/day)","desc":"If the skein witch fails a saving throw, she may choose to succeed instead and reflect the effect of the failed saving throw onto one enemy within 30 feet. The skein witch still suffers the effect of a successful saving throw, if any. The new target is entitled to a saving throw as if it were the original target of the attack, but with disadvantage."},{"name":"Fear All Cards","desc":"If a deck of many things is brought within 30 feet of a skein witch, she emits a psychic wail and disintegrates."},{"name":"Magic Resistance","desc":"The skein witch has advantage on saving throws against spells and other magical effects."},{"name":"Misty Step (At Will)","desc":"The skein witch can step between places as a bonus action."},{"name":"Sealed Destiny (1/Day)","desc":"The skein witch attunes herself to the threads of the PCs' fates. Ask each player to write down their prediction of how the PC to their left will die, and at what level. Collect the notes without revealing the answers. When one of those PCs dies, reveal the prediction. If the character died in the manner predicted, they fulfill their destiny and are immediately resurrected by the gods as a reward. If they died at or within one level of the prediction, they return to life with some useful insight into the destiny of someone important."}],"spell_list":[],"page_no":349,"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_skein-witch/"},{"slug":"son-of-fenris","desc":"_The dread sons of Fenris are hideously strong and dangerous in their mastery of the arcane. Their acidic breath stinks of death, and they move with a menacing grace. Eldritch blood runs in their veins._  \n**Demonic Wolves.** Demonic black eyes, two snakelike tongues, and green-black scales beneath their thick black fur betray their unnatural origins. Although the sons of Fenris are powerful spellcasters, they prefer physical violence, using their spells only if faced with foes they cannot simply tear apart.  \n**Hibernate Until Ravenous.** Sons of Fenris are creatures of hunger, rage, and madness. They can subsist on infrequent gorging, so they slumber beneath the snow for weeks or months, waking when they grow ravenous or when prey approaches close enough to smell. When hunting, they revel in wanton savagery and destruction, killing entire flocks or herds to delight in blood and to cast runes among the entrails.  \n**Desperate Worshipers.** Despite their fierce nature, all the sons of Fenris are wise in divine lore, and desperate souls offer them worship and sacrifice in exchange for aid. The sons of Fenris enjoy this adulation, and provide protection, meat, and wisdom to their followers. In some cases, they gather enormous war bands over winter and going reaving in the spring.","name":"Son Of Fenris","size":"Huge","type":"Monstrosity","subtype":"","group":null,"alignment":"chaotic evil","armor_class":17,"armor_desc":"natural armor","hit_points":175,"hit_dice":"14d12+84","speed":{"walk":60,"burrow":15},"strength":26,"dexterity":16,"constitution":23,"intelligence":16,"wisdom":18,"charisma":14,"strength_save":null,"dexterity_save":7,"constitution_save":10,"intelligence_save":null,"wisdom_save":8,"charisma_save":null,"perception":null,"skills":{"arcana":7,"intimidation":6,"religion":12},"damage_vulnerabilities":"","damage_resistances":"psychic, radiant","damage_immunities":"cold, lightning, poison; bludgeoning, piercing, and slashing from nonmagical attacks","condition_immunities":"charmed, exhaustion, frightened, paralyzed, petrified, poisoned","senses":"truesight 60 ft., tremorsense 100 ft., passive Perception 14","languages":"Common, Celestial, Draconic, Elvish, Dwarvish, Giant, Infernal, telepathy 60 ft.","challenge_rating":"12","cr":12.0,"actions":[{"name":"Multiattack","desc":"The son of Fenris makes one bite attack and one slam attack."},{"name":"Bite","desc":"Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 19 (2d10 + 8) piercing damage plus 5 (1d10) poison damage, and the target is grappled (escape DC 18). If the target was already grappled, it is swallowed instead. While swallowed, the target is blinded and restrained, it has total cover against attacks and other effects from outside the son of Fenris, and it takes 28 (8d6) acid damage at the start of each of the son of Fenris's turns. It can swallow only one creature at a time. If it takes 45 damage or more on a single turn from the swallowed creature, it must succeed on a DC 17 Constitution saving throw at the end of that turn or regurgitate the creature, which falls prone in a space within 10 feet of the son of Fenris. If the son of Fenris dies, a swallowed creature is no longer restrained by it and can escape from the corpse by using 15 feet of movement, exiting prone.","attack_bonus":12,"damage_dice":"2d10"},{"name":"Slam","desc":"Melee Weapon Attack: +12 to hit, reach 15 ft., one target. Hit: 19 (2d10 + 8) bludgeoning damage.","attack_bonus":12,"damage_dice":"2d10"},{"name":"Acid Breath (Recharge 5-6)","desc":"The son of Fenris exhales acid in a 60-foot line that is 10 feet wide. Each creature in the line takes 45 (10d8) acid damage, or half damage with a successful DC 18 Dexterity saving throw."}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Keen Hearing and Smell","desc":"The son of Fenris has advantage on Wisdom (Perception) checks that rely on hearing or smell."},{"name":"Magic Weapons","desc":"The son of Fenris' weapon attacks are magical."},{"name":"Arctic Tunneler","desc":"While in snow or ice, the Son of Fenris' burrow speed increases to 30 ft."},{"name":"Spellcasting","desc":"the son of Fenris is a 15th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 16, +8 to hit with spell attacks). It requires no material components to cast its spells. It has the following cleric spells prepared:\n\ncantrips (at will): guidance, light, sacred flame, spare the dying, thaumaturgy\n\n1st level (4 slots): bane, command, guiding bolt, sanctuary\n\n2nd level (3 slots): blindness/deafness, hold person, silence\n\n3rd level (3 slots): animate dead, bestow curse, dispel magic\n\n4th level (3 slots): banishment, death ward, locate creature\n\n5th level (2 slots): contagion, scrying\n\n6th level (1 slot): harm\n\n7th level (1 slot): plane shift\n\n8th level (1 slot): earthquake"},{"name":"Trampling Charge","desc":"If the son of Fenris moves at least 20 feet straight toward a creature and hits it with a slam attack on that turn, that target must succeed on a DC 18 Strength saving throw or be knocked prone. If it is knocked prone, the son of Fenris can make another slam attack against it as a bonus action."}],"spell_list":[],"page_no":355,"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_son-of-fenris/"},{"slug":"titanoboa","desc":"_A This titanic green serpent can raise its enormous head high above, as much as 20 feet high. Its body extends in seemingly endless coils._  \n**Territorial and Aggressive.** Territorial and voracious, the rare titanoboa devours all trespassers in its domain. Stronger and faster than the giant anaconda, the true king of the rainforest is also more stubborn, fighting off entire groups of hunters and poachers. When stalking prey, these great serpents strike from ambush, swallowing even many dinosaurs in one bite.  \n**Blinding Scales.** Against groups of foes, titanoboas trust in their ability to dazzle their enemies with the light reflected from their scales, using this distraction to entwine the stunned foes in crushing coils.  \n**Slow to Mate.** Titanoboas mate rarely. They live for hundreds of years and never stop growing, which makes the need for propagation less urgent. When two titanoboas nest, the result is a brood of a half-dozen smaller snakes (giant constrictor snakes). An adult titanoboa is at least 80 feet long and weighs 6,000 lb. or more.","name":"Titanoboa","size":"Gargantuan","type":"Beast","subtype":"","group":null,"alignment":"unaligned","armor_class":14,"armor_desc":"natural armor","hit_points":232,"hit_dice":"15d20+75","speed":{"walk":40,"climb":40,"swim":40},"strength":26,"dexterity":10,"constitution":20,"intelligence":3,"wisdom":10,"charisma":3,"strength_save":null,"dexterity_save":5,"constitution_save":null,"intelligence_save":null,"wisdom_save":5,"charisma_save":null,"perception":5,"skills":{"perception":5},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"","condition_immunities":"","senses":"blindsight 10 ft., passive Perception 15","languages":"-","challenge_rating":"12","cr":12.0,"actions":[{"name":"Multiattack","desc":"The titanoboa makes one bite attack and one constrict attack."},{"name":"Bite","desc":"Melee Weapon Attack: +13 to hit, reach 10 ft., one target. Hit: 21 (3d8 + 8) piercing damage. If the target is a Huge or smaller creature, it must succeed on a DC 18 Dexterity saving throw or be swallowed by the titanoboa. A swallowed creature is blinded and restrained, has total cover against attacks and other effects outside the snake, and takes 21 (6d6) acid damage at the start of each of the titanoboa's turns. If the titanoboa takes 30 damage or more on a single turn from a creature inside it, the titanoboa must succeed on a DC 15 Constitution saving throw at the end of that turn or regurgitate all swallowed creatures, which fall prone in a space within 10 feet of the titanoboa. If the titanoboa dies, a swallowed creature is no longer restrained by it and can escape from the corpse by using 20 feet of movement, exiting prone.","attack_bonus":13,"damage_dice":"3d8+8"},{"name":"Constrict","desc":"Melee Weapon Attack: +13 to hit, reach 15 ft., one target. Hit: 27 (3d12 + 8) bludgeoning damage, and the target is grappled (escape DC 18). Until this grapple ends, the target is restrained, and the titanoboa can't constrict another target.","attack_bonus":13,"damage_dice":"3d12"}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Slither","desc":"If the titanoboa hasn't eaten a Huge creature in the last 24 hours, it can move through a space as narrow as 10 feet wide without squeezing, or 5 feet while squeezing."},{"name":"Sparkling Scales","desc":"The titanoboa's scales refract light in iridescent cascades that are hypnotic to gaze upon. If the titanoboa is in bright light, a creature within 30 feet that looks at it must make a successful DC 17 Wisdom saving throw or be stunned until the end of its next turn. Unless surprised, a creature can avoid the saving throw by choosing to avert its eyes at the start of its turn. A creature that averts its eyes can't see the titanoboa until the start of its next turn, when it can choose to avert its eyes again. If the creature looks at the titanoboa in the meantime, it must immediately make the saving throw."}],"spell_list":[],"page_no":382,"environments":[],"img_main":null,"document__slug":"tob","document__title":"Tome of Beasts","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/tome-of-beasts-for-5th-edition-print/","v2_converted_path":"/v2/creatures/tob_titanoboa/"},{"slug":"tosculi-hive-queen","desc":"The tosculi are a race of wasp-folk that share the Golden Song of the hive, which unites them under the command and iron rule of their queen. Each hive has its own song, and most tosculi hives are predatory, dangerous places—quick to turn to banditry, cattle theft, and raiding against small villages.  \nThose few tosculi who do not hear their queen’s Golden Song are the Hiveless, driven out of the embrace of the hive to attempt survive on their own.  \n_This humanoid wasp’s gossamer wings beat out a soft, droning buzz. Flashing blades sing in each of her four clawed hands, and the air around her crackles with arcane energy._  \n**Center of the Hive.** The hive-queen is the nerve center of a tosculi hive-city, simultaneously one of a hive’s greatest strengths and weaknesses. The hive-queen serves as a unifying force. She binds her swarm with an ironclad sense of purpose through the hive mind, the psychic web that links all tosculi within a hive.  \n**Deadly Inheritance.** A hive-queen typically has several immature daughters as her potential heirs at any given time. When she nears the end of her life, the hive-queen selects the most promising of her heirs and feeds her a special concoction. This speeds the heir’s maturation and makes her ready to become a full-fledged hive-queen. The daughter’s first action upon assuming power and control over the hive-city is to devour her mother and all her sisters.  \n**Hive Chaos.** If a hive-queen dies with no heir to anchor the hive mind, the city plunges into chaos. Tosculi bereft of the hivemind go berserk. A few fortunate ones might escape and become lone renegades, but their existence without the comforting presence of the hive is miserable and short. Unless one of the hive-queen’s daughters is mature enough and ruthless enough to step in and assert control, the hive is doomed.  \n\n## A Tosculi Hive-Queen’s Lair\n\n  \nHive-queens make their lairs in the most protected part of the hive. Huge corridors lead to this point, so all tosculi can reach their queen as quickly as possible. This is also the place where tosculi eggs hatch, making it a critical location for the survival of the hive. A tosculi hive-queen encountered in her lair has a challenge rating of 13 (10,000 XP), but nothing else in her stat block changes.  \n\n### Lair Actions\n\n  \nOn initiative count 20 (losing initiative ties), the hive-queen takes a lair action to cause one of the following effects:\n* The tosculi hive-queen releases a cloud of pheromones that drives the tosculi to fight harder. All tosculi within 60 feet of the hive-queen (including the hive-queen herself) regain 7 (2d6) hit points.\n* A swarm of tiny tosculi offspring crawls from its nest and attacks a creature within 120 feet of the hive-queen, automatically doing 10 (4d4) piercing damage. Then the swarm dies.\n* The ceiling above one creature that the hive-queen can see within 120 feet of her drips sticky resin. The creature must make a successful DC 15 Dexterity saving throw or be encased in rapidly-hardening resin. A creature encased this way is restrained. It can free itself, or another creature within 5 feet can free it, by using an action to make a successful DC 15 Strength check. If the creature is still encased the next time the initiative count reaches 20, the resin hardens, trapping it. The trapped creature can’t move or speak; attack rolls against it have disadvantage because it is encased in resin armor; it automatically fails Strength and Dexterity saving throws; and it has resistance to all damage. The trapped creature is released when the resin is destroyed (AC 10, 20 HP, immune to cold, fire, necrotic, poison, psychic, radiant, and piercing damage).\n  \nThe tosculi hive-queen can’t repeat an effect until they have all been used, and she can’t use the same effect two rounds in a row.  \n\n## Regional Effects\n\n  \nThe region containing a tosculi hive-queen’s lair is warped by the creature’s presence, which creates one or more of the following effects:  \n\\# Intelligent creatures within 6 miles suffer frequent headaches. It’s as if they had a constant buzzing inside their heads.  \n\\# Beasts within 6 miles are more irritable and violent than usual and have the Blood Frenzy trait:  \n**Blood Frenzy.** The beast has advantage on melee attack rolls against a creature that doesn’t have all its hit points. If the tosculi hive-queen dies, the buzzing disappears immediately, and the beasts go back to normal within 1d10 days.","name":"Tosculi Hive-Queen","size":"Large","type":"Monstrosity","subtype":"","group":null,"alignment":"lawful evil","armor_class":17,"armor_desc":"","hit_points":157,"hit_dice":"15d10+75","speed":{"walk":40,"fly":60},"strength":17,"dexterity":24,"constitution":20,"intelligence":16,"wisdom":16,"charisma":18,"strength_save":null,"dexterity_save":12,"constitution_save":10,"intelligence_save":null,"wisdom_save":8,"charisma_save":9,"perception":8,"skills":{"perception":8},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"poison","condition_immunities":"charmed, poisoned","senses":"darkvision 60 ft., passive Perception 18","languages":"Common, Deep Speech, Gnoll, Infernal, Tosculi","challenge_rating":"12","cr":12.0,"actions":[{"name":"Multiattack","desc":"The hive-queen makes four scimitar attacks."},{"name":"Scimitar","desc":"Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 14 (2d6 + 7) slashing damage.","attack_bonus":12,"damage_dice":"2d6"},{"name":"Stinger","desc":"Melee Weapon Attack: +12 to hit, reach 5 ft., one creature. Hit: 10 (1d6 + 7) piercing damage, and the target must succeed on a DC 18 Constitution saving throw or be paralyzed for 1 minute. A paralyzed target repeats the saving throw at the end of each of its turns, ending the effect on itself on a success.","attack_bonus":12,"damage_dice":"1d6"},{"name":"Glitter Dust","desc":"The hive-queen produces a cloud of glittering golden particles in a 30-foot radius. Each creature that is not a tosculi in the area must succeed on a DC 18 Constitution saving throw or be blinded for 1 minute. A blinded creature repeats the saving throw at the end of each of its turns, ending the effect on itself on a success."},{"name":"Implant Egg","desc":"The hive-queen implants an egg into an incapacitated creature within 5 feet of her that is neither undead nor a construct. Until the egg hatches or is removed, the creature is poisoned, paralyzed, and does not need to eat or drink. The egg hatches in 1d6 weeks, and the larval tosculi kills the host creature. The implanted egg can be removed with a successful DC 20 Wisdom (Medicine) check or by a spell or magical effect that cures disease."}],"bonus_actions":null,"reactions":null,"legendary_desc":"The hive-queen can take 3 legendary actions, choosing from the options below. Only one option can be used at a time and only at the end of another creature's turn. The hive-queen regains spent legendary actions at the start of its turn.","legendary_actions":[{"name":"Flight","desc":"The hive-queen flies up to half its flying speed."},{"name":"Stinger Attack","desc":"The hive-queen makes one stinger attack."},{"name":"Glitter Dust (Costs 2 Actions)","desc":"The hive-queen uses Glitter Dust."}],"special_abilities":[{"name":"Legendary Resistance (3/Day)","desc":"If the hive-queen fails a saving throw, it can choose to succeed instead."},{"name":"Hive Mind","desc":"The hive-queen is the psychic nexus for every tosculi in her hive. She is aware of the direction and distance to all members of the hive, can telepathically communicate with them when they are within 20 miles, and can sense what they sense when they are within 1 mile of her. Tosculi from her hive that travel more than 20 miles away instinctively know the direction and distance to the hive and try to return. Hive-queens sometimes dispatch rescue missions to recover separated members of the hive."},{"name":"Hive Queen Lair","desc":"on initiative count 20 (losing initiative ties), the hive-queen takes a lair action to cause one of the following effects:\n\n- The tosculi hive-queen releases a cloud of pheromones that drives the tosculi to fight harder. All tosculi within 60 feet of the hive-queen (including the hive-queen herself) regain 7 (2d6) hit points.\n\n- A swarm of tiny tosculi offspring crawls from its nest and attacks a creature within 120 feet of the hive-queen, automatically doing 10 (4d4) piercing damage. Then the swarm dies. \n\n- The ceiling above one creature that the hive-queen can see within 120 feet of her drips sticky resin. The creature must make a successful DC 15 Dexterity saving throw or be encased in rapidly-hardening resin. A creature encased this way is restrained. It can free itself, or another creature within 5 feet can free it, by using an action to make a successful DC 15 Strength check. If the creature is still encased the next time the initiative count reaches 20, the resin hardens, trapping it. The trapped creature can't move or speak; attack rolls against it have disadvantage because it is encased in resin armor; it automatically fails Strength and Dexterity saving throws; and it has resistance to all damage. The trapped creature is released when the resin is destroyed (AC 10, 20 HP, immune to cold, fire, necrotic, poison, psychic, radiant, and piercing damage). \n\nthe tosculi hive-queen can't repeat an effect until they have all been used, and she can't use the same effect two rounds in a row."},{"name":"Regional Effects","desc":"the region containing a tosculi hive-queen's lair is warped by the creature's presence, which creates one or more of the following effects:\n\n- Intelligent creatures within 6 miles suffer frequent headaches. It's as if they had a constant buzzing inside their heads. \n\n- Beasts within 6 miles are more irritable and violent than usual and have the Blood Frenzy trait:The beast has advantage on melee attack rolls against a creature that doesn't have all its hit points. \n\nif the tosculi hive-queen dies, the buzzing disappears immediately, and the beasts go back to normal within 1d10 days."}],"spell_list":[],"page_no":385,"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_tosculi-hive-queen/"},{"slug":"archdruid_bf","desc":"","name":"Archdruid","size":"medium","type":"Humanoid","subtype":"Any Lineage","group":"NPCs","alignment":"","armor_class":17,"armor_desc":"Nature's Champion","hit_points":210,"hit_dice":"","speed":{"walk":30},"strength":16,"dexterity":14,"constitution":12,"intelligence":22,"wisdom":28,"charisma":12,"strength_save":3,"dexterity_save":2,"constitution_save":1,"intelligence_save":6,"wisdom_save":9,"charisma_save":1,"perception":19,"skills":{},"damage_vulnerabilities":"","damage_resistances":"Nature's Champion","damage_immunities":"","condition_immunities":"","senses":"-","languages":"Common,Druidic,plus any one language","challenge_rating":"12","cr":12.0,"actions":[{"name":"Multiattack","desc":"The archdruid makes three Thorned Staff or Nature's Wrath attacks. It can replace one attack with a use of Spellcasting."},{"name":"Thorned Staff","desc":"_Melee Weapon Attack:_+7 to hit, reach 5. ft., one target. _Hit:_ 10 (2d6+3) piercing damage plus 18 (4d8) cold, fire, lightning, poison, or thunder damage (the archdruid's choice)."},{"name":"Nature's Wrath","desc":"_Ranged Spell Attack:_+9 to hit, range 120 ft., one target. _Hit:_ 27 (5d8+5) cold, fire, lightning, poison, or thunder damage (the archdruid's choice)."},{"name":"Spellcasting","desc":"The archdruid casts one of the following spells, using WIS as the spellcasting ability (spell save DC 17).<br>At will: _animal friendship_, _druidcraft_, _entangle_, _speak with animals_<br>3/day each: _heat metal_, _spike growth_, _plant growth_, _speak with plants_<br>1/day each: _polymorph_, _insect plague_"}],"bonus_actions":[{"name":"Change Shape","desc":"The archdruid magically transforms into a Beast that has a challenge rating no higher than its own, or back into its true form, which is Humanoid. Any equipment it is wearing or carrying transforms with it. It reverts to its true form if it dies. In a new form, the archdruid retains its HP, ability to speak, proficiencies, and INT, WIS, and CHA modifiers, as well as this bonus action. Its statistics and capabilities are otherwise replaced by those of the new form, except any class features or legendary actions of that form. The archdruid can choose to instead magically transform into an Elemental that has a challenge rating no higher than 6, or back into its true form. If it transforms into an Elemental, the archdruid can remain in that form for up to 6 hours then must finish a short or long rest before it can transform into an Elemental again."}],"reactions":[],"legendary_desc":null,"legendary_actions":[],"special_abilities":[{"name":"Nature's Champion","desc":"While the archdruid is conscious, wearing no armor, and in a natural environment or terrain, such as a desert, forest, or mountain, it adds its WIS modifier to its AC (included above). In addition, it is resistant to cold, fire, lightning, poison, and thunder damage."},{"name":"Nature's Weapons","desc":"When the archdruid hits with any weapon, the weapon deals an extra 4d8 cold, fire, lightning, poison, or thunder damage (included in the attack), the archdruid's choice."}],"spell_list":[],"page_no":null,"environments":[],"img_main":null,"document__slug":"blackflag","document__title":"Black Flag SRD","document__license_url":"https://paizo.com/orclicense","document__url":"https://koboldpress.com/black-flag-reference-document/","v2_converted_path":"/v2/creatures/bfrd_archdruid/"},{"slug":"archmage_bf","desc":"","name":"Archmage","size":"medium","type":"Humanoid","subtype":"Any Lineage","group":"NPCs","alignment":"","armor_class":17,"armor_desc":"Magic Ward","hit_points":212,"hit_dice":"","speed":{"walk":30},"strength":10,"dexterity":14,"constitution":12,"intelligence":28,"wisdom":22,"charisma":16,"strength_save":0,"dexterity_save":2,"constitution_save":1,"intelligence_save":9,"wisdom_save":6,"charisma_save":3,"perception":16,"skills":{},"damage_vulnerabilities":"","damage_resistances":"Magic Ward","damage_immunities":"","condition_immunities":"","senses":"-","languages":"any six languages","challenge_rating":"12","cr":12.0,"actions":[{"name":"Multiattack","desc":"The archmage makes three Arcane Blast attacks. It can replace one attack with a use of Spellcasting."},{"name":"Arcane Blast","desc":"_Melee or Ranged Spell Attack:_ +9 to hit, reach 5 ft. or range 60 ft., one target. _Hit:_ 27 (4d10+5) force damage, and the target must succeed on a DC 17 STR save or be pushed up to 10 feet away from the archmage and knocked prone."},{"name":"Burst of Magic (Recharge 5-6)","desc":"The archmage releases a burst of swirling, multicolored, magical energy on a point it can see within 60 feet of it. Each creature within 20 feet of that point must make a DC 17 DEX save, taking 33 (6d10) force damage and 18 (4d8) acid, cold, fire, lightning, or thunder damage (the archmage's choice) on a failed save, or half as much damage on a successful one."},{"name":"Spellcasting","desc":"The archmage casts one of the following spells, using INT as the spellcasting ability (spell save DC 17).<br>At will: _detect magic_, _disguise self_, _mage hand_, _prestidigitation_<br>3/day each: _charm_, _dispel magic_, _fly_, _invisibility_ (self only), _mirror image_<br>1/day each: _dimension door_, _greater hold_, _wall of force_"}],"bonus_actions":[{"name":"Shimmering Step","desc":"The archmage teleports, along with any equipment it is wearing or carrying, up to 30 feet to an unoccupied space it can see. Sparks of arcane energy appear at the origin and destination when it uses this bonus action."}],"reactions":[{"name":"Counter Spell","desc":"When a creature the archmage can see within 30 feet of it casts a spell, the archmage can counter the spell, interrupting the casting. This reaction works like the counterspell spell with a +5 spellcasting ability check, except the archmage must always make the ability check, regardless of the spell's circle. The archmage has advantage on this check if the spell is on the Arcane source spell list."}],"legendary_desc":null,"legendary_actions":[],"special_abilities":[{"name":"Magic Resistance","desc":"The archmage has advantage on saves against spells and other magical effects."},{"name":"Magic Ward","desc":"While the archmage is conscious, wearing no armor, and not inside of an antimagic effect, it adds its INT modifier to its AC (included above). In addition, it is resistant to force damage."}],"spell_list":[],"page_no":null,"environments":[],"img_main":null,"document__slug":"blackflag","document__title":"Black Flag SRD","document__license_url":"https://paizo.com/orclicense","document__url":"https://koboldpress.com/black-flag-reference-document/","v2_converted_path":"/v2/creatures/bfrd_archmage/"},{"slug":"erinyes_bf","desc":"","name":"Erinyes","size":"medium","type":"Fiend","subtype":"Devil","group":"Devils","alignment":"","armor_class":18,"armor_desc":"plate","hit_points":147,"hit_dice":"","speed":{"walk":30,"fly":60},"strength":18,"dexterity":24,"constitution":26,"intelligence":14,"wisdom":22,"charisma":26,"strength_save":4,"dexterity_save":7,"constitution_save":8,"intelligence_save":2,"wisdom_save":6,"charisma_save":8,"perception":16,"skills":{},"damage_vulnerabilities":"","damage_resistances":"charmed,frightened,Devilish Resilience","damage_immunities":"Devilish Resilience","condition_immunities":"","senses":"truesight 120 ft.","languages":"Infernal,telepathy 120 ft.","challenge_rating":"12","cr":12.0,"actions":[{"name":"Multiattack","desc":"The erinyes makes three Longsword or Longbow attacks."},{"name":"Longsword","desc":"_Melee Weapon Attack:_ +8 to hit, reach 5 ft., one target. _Hit:_ 8 (1d8+4) slashing damage, or 9 (1d10+4) slashing damage if used with two hands, plus 18 (4d8) poison damage."},{"name":"Longbow","desc":"_Ranged Weapon Attack:_ +7 to hit, range 150/600 ft., one target. _Hit:_ 7 (1d8+3) piercing damage plus 18 (4d8) poison damage, and the target must succeed on a DC 16 CON save or be poisoned for 1 minute. The target can repeat the save at the end of each of its turns, ending the effect on itself on a success."}],"bonus_actions":[],"reactions":[{"name":"Parry","desc":"The erinyes adds 4 to its AC against one melee attack that would hit it. To do so, the erinyes must see the attacker and be wielding a melee weapon."}],"legendary_desc":null,"legendary_actions":[],"special_abilities":[{"name":"Devilish Resilience","desc":"The devil is resistant to cold damage and to bludgeoning, piercing, and slashing damage from nonmagical attacks. In addition, it is immune to fire damage and poison damage and to the poisoned condition."},{"name":"Disciplined Fighter","desc":"At the start of each of its turns, the erinyes chooses one of the following fighting styles to adopt, which lasts until the start of the erinyes's next turn.\n- **Aggressive.** The erinyes has advantage on the first attack it makes on its turn, but the next attack roll against the erinyes has advantage.\n- **Retributive.** The next time the erinyes is hit by a melee weapon attack from a creature within 5 feet of it, the erinyes can make one Longsword attack against the attacker (no action required).\n- **Defensive.** The next time erinyes uses the Parry reaction, it takes only half the damage if the attack hits and regains 18 (4d8) HP if the attack doesn't hit."},{"name":"Poisonous Weapons","desc":"The erinyes's weapon attacks are magical. When the erinyes hits with any weapon, the weapon deals an extra 4d8 poison damage (included in the attack)."},{"name":"Magic Resistance","desc":"The erinyes has advantage on saves against spells and other magical effects."}],"spell_list":[],"page_no":null,"environments":[],"img_main":null,"document__slug":"blackflag","document__title":"Black Flag SRD","document__license_url":"https://paizo.com/orclicense","document__url":"https://koboldpress.com/black-flag-reference-document/","v2_converted_path":"/v2/creatures/bfrd_erinyes/"},{"slug":"virtuoso_lich_bf","desc":"","name":"Virtuoso Lich","size":"medium","type":"Undead","subtype":"","group":"Liches","alignment":"","armor_class":17,"armor_desc":"natural armor","hit_points":185,"hit_dice":"","speed":{"walk":30},"strength":10,"dexterity":24,"constitution":14,"intelligence":14,"wisdom":20,"charisma":28,"strength_save":0,"dexterity_save":7,"constitution_save":2,"intelligence_save":2,"wisdom_save":5,"charisma_save":9,"perception":15,"skills":{},"damage_vulnerabilities":"","damage_resistances":"necrotic; bludgeoning,piercing,and slashing damage from nonmagical attacks","damage_immunities":"blinded,deafened,charmed,frightened,paralyzed,Undead Resilience","condition_immunities":"","senses":"truesight 60 ft.","languages":"Common plus up to two other languages","challenge_rating":"12","cr":12.0,"actions":[{"name":"Multiattack","desc":"The virtuoso lich uses Corrupted Art. It then makes three Artistic Flourish attacks. It can replace one attack with a use of Spellcasting."},{"name":"Artistic Flourish","desc":"_Melee or Ranged Spell Attack:_ +9 to hit, reach 5 ft. or range 60 ft., one target. _Hit:_ 18 (3d8+5) damage of the type chosen with the Versatile Artist trait plus 9 (2d8) force damage."},{"name":"Call Muse","desc":"The lich chooses one Beast or Humanoid it can see within 30 feet of it to be its muse. The target must succeed on a DC 17 WIS save or become the lich's muse and be charmed by the lich for 1 minute. While charmed, the muse has a speed of 0 and is incapacitated as it watches or listens to the lich's artistic expression. The muse can repeat the save at the end of each of its turns, ending the effect on itself on a success. If a creature's save is successful or the effect ends for it, the creature is immune to the lich's Call Muse for the next 24 hours. If the muse suffers harm from the lich, it is no longer charmed. The lich can have only one muse at a time. If it charms another, the effect on the previous muse ends. If the lich is within 30 feet of its muse and can see its muse, the lich has advantage on its first Artistic Flourish attack each round against a creature that isn't its muse."},{"name":"Corrupted Art","desc":"The lich hums a discordant melody, paints a crumbling symbol of death in the air, performs a reality-bending pirouette, or emulates some other expression of corrupted or twisted art and targets one creature it can see, other than itself, within 60 feet. This action's effects change, depending on if the target is Undead.\n- **Non-Undead.** The target must make a DC 17 WIS save. On a failure, a creature is blinded, charmed, or deafened (the lich's choice) until the end of its next turn. On a success, a creature takes half the damage and isn't incapacitated.\n- **Undead.** The target regains 18 (4d8) HP. Healing that exceeds the target's HP maximum becomes temporary HP."},{"name":"Spellcasting","desc":"The lich casts one of the following spells, using CHA as the spellcasting ability (spell save DC 17).<br>At will: _disguise self_, _mage hand_, _message_, _prestidigitation_<br>3/day each: _charm_, _hideous laughter_, _hold_, _invisibility_ (self only)<br>2/day each: _dispel magic_, _fear_, _dimension door_<br>1/day each: _irresistible dance_, _programmed illusion_, _seeming_"}],"bonus_actions":[],"reactions":[],"legendary_desc":"The virtuoso lich can take 3 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature's turn. The lich regains spent legendary actions at the start of its turn.","legendary_actions":[{"name":"Call Muse","desc":"The lich uses Call Muse."},{"name":"Move","desc":"The lich moves up to its speed without provoking opportunity attacks."},{"name":"Cast a Spell (Costs 2 Actions)","desc":"The lich uses Spellcasting."},{"name":"Unrestrained Art (Costs 3 Actions)","desc":"The lich unleashes the full force of its artistic talents. Each creature with 15 feet of the lich must make a DC 17 DEX save. On a failure, a creature takes 9 (2d8) damage of the type chosen with the Versatile Artist trait and is knocked prone. On a success, a creature takes half the damage and isn't knocked prone."}],"special_abilities":[{"name":"Legendary Resistance (3/Day)","desc":"If the lich fails a save, it can choose to succeed instead."},{"name":"Rejuvenation","desc":"If it has a phylactery, a destroyed lich gains a new body in 1d10 days, regaining all its HP and becoming active again. The new body appears within 5 feet of the phylactery."},{"name":"Turn Resistance","desc":"The lich has advantage on saves against any effect that turns undead."},{"name":"Undead Nature","desc":"The lich doesn't require air, food, drink, or sleep."},{"name":"Undead Resilience","desc":"The lich is immune to poison damage, to exhaustion, and to the poisoned condition."},{"name":"Versatile Artist","desc":"At the end of each long rest, the lich chooses one form of artistic expression, such as song, poetry, dance, fashion, paint, or similar. Until it finishes a long rest, the lich has immunity to one type of damage, which is associated with its artistic expression. For example, a lich expressing art through song or poetry has immunity to thunder damage, a lich expressing art through fashion has immunity to slashing damage, and a lich expressing art through paint has immunity to acid damage. This trait can't give the lich immunity to force, psychic, or radiant damage."}],"spell_list":[],"page_no":null,"environments":[],"img_main":null,"document__slug":"blackflag","document__title":"Black Flag SRD","document__license_url":"https://paizo.com/orclicense","document__url":"https://koboldpress.com/black-flag-reference-document/","v2_converted_path":"/v2/creatures/bfrd_virtuoso-lich/"},{"slug":"accursed-guardian-naga-a5e","desc":"","name":"Accursed Guardian Naga","size":"Large","type":"Monstrosity","subtype":"","group":null,"alignment":"","armor_class":18,"armor_desc":"","hit_points":136,"hit_dice":"16d10+48","speed":{"walk":40,"swim":40},"strength":16,"dexterity":18,"constitution":16,"intelligence":16,"wisdom":18,"charisma":18,"strength_save":null,"dexterity_save":8,"constitution_save":7,"intelligence_save":7,"wisdom_save":8,"charisma_save":8,"perception":null,"skills":{},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"poison","condition_immunities":"charmed, poisoned","senses":"darkvision 60 ft., passive Perception 14","languages":"Abyssal, Celestial, Common","challenge_rating":"12","cr":12.0,"actions":[{"name":"Bite","desc":"Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) piercing damage. The target makes a DC 15 Constitution saving throw  taking 35 (10d6) poison damage on a failure or half damage on a success."},{"name":"Spit Poison","desc":"Melee Weapon Attack: +8 to hit, range 20/60 ft., one creature. Hit: The target makes a DC 15 Constitution saving throw  taking 35 (10d6) poison damage on a failure or half damage on a success."},{"name":"Command (1st-Level; V)","desc":"One living creature within 60 feet that the naga can see and that can hear and understand it makes a DC 16 Wisdom saving throw. On a failure  the target uses its next turn to move as far from the naga as possible  avoiding hazardous terrain."},{"name":"Hold Person (2nd-Level; V, Concentration)","desc":"One humanoid the naga can see within 60 feet makes a DC 16 Wisdom saving throw. On a failure  the target is paralyzed for 1 minute. It repeats the saving throw at the end of each of its turns  ending the effect on a success."},{"name":"Flame Strike (5th-Level; V)","desc":"A column of divine flame fills a 10-foot-radius  40-foot-high cylinder within 60 feet. Creatures in the area make a DC 16 Dexterity saving throw  taking 14 (4d6) fire damage and 14 (4d6) radiant damage on a failure or half damage on a success."},{"name":"Multiattack","desc":"The naga casts a spell and uses its vampiric bite."},{"name":"Vampiric Bite","desc":"The naga attacks with its bite. If it hits and the target fails its saving throw against poison  the naga magically gains temporary hit points equal to the poison damage dealt."}],"bonus_actions":[{"name":"Shapeshift","desc":"The naga changes its form to that of a specific Medium humanoid, a Medium snake-human hybrid with the lower body of a snake, or its true form, which is a Large snake. While shapeshifted, its statistics are unchanged except for its size. It reverts to its true form if it dies."}],"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Amphibious","desc":"The naga can breathe air and water."},{"name":"Forbiddance","desc":"The nagas lair is under the forbiddance spell. Until it is dispelled, creatures in the lair can't teleport or use planar travel. Fiends and undead that are not the nagas allies take 27 (5d10) radiant damage when they enter or start their turn in the lair."},{"name":"Magic Resistance","desc":"The naga has advantage on saving throws against spells and magical effects."},{"name":"Spellcasting","desc":"The naga is an 11th level spellcaster. Its spellcasting ability is Wisdom (spell save DC 16). The naga has the following cleric spells prepared\n which it can cast with only vocalized components:\n Cantrips (at will): mending\n thaumaturgy\n 1st-level (4 slots): command\n cure wounds\n false life\n 2nd-level (3 slots): calm emotions\n hold person\n locate object\n 3rd-level (3 slots) clairvoyance\n create food and water\n 4th-level (3 slots): divination\n freedom of movement\n 5th-level (2 slots): flame strike\n geas\n scrying\n 6th-level (1 slot): forbiddance"}],"spell_list":[],"page_no":343,"environments":[],"img_main":null,"document__slug":"menagerie","document__title":"Level Up Advanced 5e Monstrous Menagerie","document__license_url":"http://open5e.com/legal","document__url":"https://www.levelup5e.com","v2_converted_path":"/v2/creatures/a5e-mm_accursed-guardian-naga/"},{"slug":"archfey-a5e","desc":"","name":"Archfey","size":"Medium","type":"Fey","subtype":"","group":null,"alignment":"","armor_class":16,"armor_desc":"","hit_points":330,"hit_dice":"44d8+132","speed":{"walk":35,"fly":60},"strength":16,"dexterity":20,"constitution":16,"intelligence":16,"wisdom":20,"charisma":20,"strength_save":null,"dexterity_save":9,"constitution_save":null,"intelligence_save":null,"wisdom_save":9,"charisma_save":9,"perception":null,"skills":{"arcana":7,"history":7,"insight":9,"nature":7,"perception":9,"persuasion":9},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"","condition_immunities":"charmed, paralyzed, poisoned, unconscious","senses":"truesight 60 ft., passive Perception 19","languages":"Common, Elvish, Sylvan, two more","challenge_rating":"12","cr":12.0,"actions":[{"name":"Multiattack","desc":"The archfey makes two glittering scimitar attacks."},{"name":"Glittering Scimitar","desc":"Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 8 (1d6 + 5) slashing damage plus 10 (3d6) cold  fire  lightning  or psychic damage (its choice)."},{"name":"Gleaming Longbow","desc":"Ranged Weapon Attack: +9 to hit, range 150/600 ft., one target. This attack ignores half or three-quarters cover. Hit: 9 (1d8 + 5) piercing damage plus 14 (4d6) cold  fire  lightning  or psychic damage (its choice)."},{"name":"Evil Eye (Gaze)","desc":"The archfey targets one creature not under the effect of a faeries Evil Eye within 60 feet. The target makes a DC 17 Wisdom saving throw. On a failed saving throw  the archfey chooses one of the following effects to magically impose on the target. Each effect lasts for 1 minute."},{"name":"The target falls asleep","desc":"This effect ends if the target takes damage or another creature uses an action to rouse it."},{"name":"The target is frightened","desc":"This effect ends if the target is ever 60 feet or more from the archfey."},{"name":"The target is poisoned","desc":"It can repeat the saving throw at the end of each of its turns  ending the effect on itself on a success."},{"name":"Summon Midnight (1/Day)","desc":"Night magically falls over a 5-mile-diameter area  lasting for 1 hour. As an action  the archfey can end this effect."},{"name":"Weird (9th-Level; V, S, Concentration)","desc":"The archfey terrifies creatures with their own worst nightmares. Each creature within 30 feet of a point within 120 feet makes a DC 17 Wisdom saving throw. On a failure  the creature is frightened for 1 minute. At the end of each of the creatures turns  the creature takes 22 (4d10) psychic damage and then repeats the saving throw  ending the effect on itself on a success."}],"bonus_actions":[{"name":"Faerie Step (Recharge 5-6)","desc":"The archfey magically teleports up to 60 feet to a space it can see."}],"reactions":[{"name":"Riposte","desc":"When the archfey is hit by a melee attack made by a creature it can see, it makes a glittering scimitar attack against the attacker."},{"name":"Vengeful Eye","desc":"When the archfey is hit by a ranged attack or targeted with a spell by a creature within 60 feet, it uses Evil Eye on the attacker if they can see each other."}],"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Faerie Form","desc":"The archfey can magically change its size between Large, Medium, and Tiny as an action. While Tiny, the bludgeoning, piercing, and slashing damage dealt by the archfeys attacks is halved. Additionally, it has disadvantage on Strength checks and advantage on Dexterity checks. While Large, the archfey has advantage on Strength checks. Its statistics are otherwise unchanged."},{"name":"Faerie Light","desc":"As a bonus action, the archfey can cast dim light for 30 feet, or extinguish its glow."},{"name":"Innate Spellcasting","desc":"The archfeys spellcasting ability is Charisma (spell save DC 17). It can innately cast the following spells, requiring no material components: At will: animal messenger, detect evil and good, detect magic, disguise self, 3/day each: charm person, scrying, zone of truth, 1/day each: dream, geas, heroes feast, magic circle, polymorph (self only)"}],"spell_list":[],"page_no":200,"environments":[],"img_main":null,"document__slug":"menagerie","document__title":"Level Up Advanced 5e Monstrous Menagerie","document__license_url":"http://open5e.com/legal","document__url":"https://www.levelup5e.com","v2_converted_path":"/v2/creatures/a5e-mm_archfey/"},{"slug":"behir-magus-a5e","desc":"","name":"Behir Magus","size":"Huge","type":"Monstrosity","subtype":"","group":null,"alignment":"","armor_class":16,"armor_desc":"","hit_points":168,"hit_dice":"16d12+64","speed":{"walk":60,"climb":40,"swim":40},"strength":20,"dexterity":14,"constitution":18,"intelligence":10,"wisdom":16,"charisma":12,"strength_save":null,"dexterity_save":6,"constitution_save":null,"intelligence_save":4,"wisdom_save":7,"charisma_save":null,"perception":null,"skills":{"athletics":9,"perception":7,"stealth":6},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"lightning","condition_immunities":"","senses":"darkvision 90 ft., passive Perception 17","languages":"Common, Draconic","challenge_rating":"12","cr":12.0,"actions":[{"name":"Multiattack","desc":"The behir makes a bite attack and then a constrict attack."},{"name":"Bite","desc":"Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 24 (3d12 + 5) piercing damage. If the target is a Medium or smaller creature grappled by the behir  and the behir has not swallowed anyone else  the target is swallowed. A swallowed creature is blinded and restrained  it has total cover from attacks from outside the behir  and it takes 21 (6d6) acid damage at the start of each of the behirs turns."},{"name":"If a swallowed creature deals 30 or more damage to the behir in a single turn, or if the behir dies, the behir vomits up the creature","desc":""},{"name":"Constrict","desc":"Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 21 (3d10 + 5) bludgeoning damage. The target is grappled (escape DC 17) and restrained while grappled. The behir can grapple two creatures at once."},{"name":"Lightning Breath (Recharge 5-6)","desc":"The behir breathes a line of lightning 5 feet wide and 20 feet long. Creatures in the area make a DC 16 Dexterity saving throw  taking 56 (16d6) lightning damage on a failed save or half damage on a success."}],"bonus_actions":null,"reactions":[{"name":"Vengeful Breath (1/Day","desc":"When struck by a melee attack, the behir immediately recharges and uses Lightning Breath, including the attacker in the area of effect."},{"name":"Blindness (1/Day)","desc":"When struck by a ranged or area attack by a creature within 60 feet that it can see, the behir forces the attacker to make a DC 13 Constitution saving throw. On a failure, the creature is magically blinded for 1 minute. The creature can repeat the saving throw at the end of each of its turns."},{"name":"Invisibility (1/Day)","desc":"When damaged by an attack, the behir magically becomes invisible for 1 minute or until it makes an attack."},{"name":"Drain Charge (1/Day)","desc":"When subjected to lightning damage, the behir takes no damage, and the attacker or caster takes necrotic damage equal to the lightning damage dealt."}],"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Spider Climb","desc":"The behir can use its climb speed even on difficult surfaces and upside down on ceilings."},{"name":"Serpentine","desc":"The behir can move through a space as narrow as 5 feet wide, vertical or horizontal, at full speed, without squeezing."}],"spell_list":[],"page_no":null,"environments":[],"img_main":null,"document__slug":"menagerie","document__title":"Level Up Advanced 5e Monstrous Menagerie","document__license_url":"http://open5e.com/legal","document__url":"https://www.levelup5e.com","v2_converted_path":"/v2/creatures/a5e-mm_behir-magus/"},{"slug":"cloud-giant-noble-a5e","desc":"","name":"Cloud Giant Noble","size":"Huge","type":"Giant","subtype":"","group":null,"alignment":"","armor_class":14,"armor_desc":"","hit_points":187,"hit_dice":"15d12+90","speed":{"walk":40},"strength":27,"dexterity":10,"constitution":22,"intelligence":12,"wisdom":16,"charisma":16,"strength_save":12,"dexterity_save":null,"constitution_save":10,"intelligence_save":null,"wisdom_save":7,"charisma_save":7,"perception":null,"skills":{"insight":7,"perception":7,"persuasion":7},"damage_vulnerabilities":"","damage_resistances":"lightning, thunder","damage_immunities":"","condition_immunities":"","senses":"passive Perception 17","languages":"Common, Giant","challenge_rating":"12","cr":12.0,"actions":[{"name":"Multiattack","desc":"The giant attacks twice with its glaive."},{"name":"Glaive","desc":"Melee Weapon Attack: +12 to hit, reach 15 ft., one target. Hit: 24 (3d10 + 8) slashing damage. If the target is a Large or smaller creature  it makes a DC 20 Strength saving throw. On a failure  it is pushed up to 10 feet away from the giant and knocked prone."},{"name":"Rock","desc":"Ranged Weapon Attack: +12 to hit, range 60/240 ft., one target. Hit: 39 (9d6 + 8) bludgeoning damage. If the target is a Large or smaller creature  it makes a DC 20 Strength saving throw  falling prone on a failure."},{"name":"Fog Cloud (1st-Level; V, S, Concentration)","desc":"The giant creates a 20-foot-radius  heavily obscured sphere of fog centered on a point it can see within 120 feet. The fog spreads around corners and can be dispersed by a moderate wind (at least 10 miles per hour). It lasts for 1 hour."},{"name":"Arc Lightning (1/Day)","desc":"Up to three creatures within 60 feet that the giant can see make DC 15 Dexterity saving throws  taking 42 (12d6) lightning damage on a failure or half damage on a success."},{"name":"Blinking Blades (1/Day)","desc":"The giant magically teleports multiple times within a few seconds. The giant may make one glaive attack against each creature of its choice within 30 feet  up to a maximum of 6 attacks."},{"name":"Reverse Gravity (1/Day)","desc":"Each creature of the giants choice within 30 feet is magically hurled 60 feet in the air. If a creature hits an obstacle  it takes 21 (6d6) bludgeoning damage. The creatures then fall  taking falling damage as normal."},{"name":"Silver Tongue (1/Day)","desc":"One creature that can hear the giant within 30 feet makes a DC 15 Wisdom saving throw. On a failure  it is magically charmed by the giant for 1 hour. This effect ends if the giant or its allies harm the creature."}],"bonus_actions":[{"name":"Gust","desc":"One creature within 10 feet makes a DC 15 Strength saving throw. On a failure, it is pushed up to 30 feet away from the giant."},{"name":"Misty Step (2nd-Level; V)","desc":"The giant teleports to an unoccupied space it can see within 30 feet. The giant can't cast this spell and a 1st-level or higher spell on the same turn."}],"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Cloud Sight","desc":"Clouds and fog do not impair the giants vision."},{"name":"Innate Spellcasting","desc":"The giants spellcasting ability is Charisma (spell save DC 15). It can innately cast the following spells, requiring no material components: At will: detect magic, fog cloud, light, 3/day each: feather fall, fly, misty step, telekinesis, 1/day each: control weather, gaseous form"}],"spell_list":[],"page_no":233,"environments":[],"img_main":null,"document__slug":"menagerie","document__title":"Level Up Advanced 5e Monstrous Menagerie","document__license_url":"http://open5e.com/legal","document__url":"https://www.levelup5e.com","v2_converted_path":"/v2/creatures/a5e-mm_cloud-giant-noble/"},{"slug":"erinyes-a5e","desc":"","name":"Erinyes","size":"Medium","type":"Fiend","subtype":"","group":null,"alignment":"","armor_class":18,"armor_desc":"","hit_points":161,"hit_dice":"19d8+76","speed":{"walk":30,"fly":60},"strength":18,"dexterity":18,"constitution":18,"intelligence":14,"wisdom":16,"charisma":18,"strength_save":null,"dexterity_save":8,"constitution_save":8,"intelligence_save":null,"wisdom_save":7,"charisma_save":8,"perception":null,"skills":{"athletics":8,"insight":7,"perception":7},"damage_vulnerabilities":"","damage_resistances":"cold; damage from nonmagical, non-silvered weapons","damage_immunities":"fire, poison","condition_immunities":"poisoned","senses":"truesight 120 ft., passive Perception 17","languages":"Infernal, telepathy 120 ft.","challenge_rating":"12","cr":12.0,"actions":[{"name":"Multiattack","desc":"The erinyes makes three attacks."},{"name":"Longsword","desc":"Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) slashing damage plus 14 (4d6) poison damage."},{"name":"Longbow","desc":"Ranged Weapon Attack: +8 to hit, range 150/600 ft., one target. Hit: 8 (1d8 + 4) piercing damage plus 14 (4d6) poison damage  and the target makes a DC 14 Constitution saving throw. On a failure  it is poisoned for 24 hours or until the poison is removed by lesser restoration or similar magic."},{"name":"Lasso","desc":"Melee Weapon Attack: +8 to hit, reach 15 ft., one target. Hit: The target is entangled by the lasso. While entangled  it can't move more than 15 feet away from the erinyes. The entanglement ends if the erinyes releases the lasso or becomes incapacitated  or if the lasso is destroyed. The lasso is an object with AC 12 and 20 HP and is immune to piercing  poison  psychic  and thunder damage. The entanglement also ends if the target or a creature within 5 feet of it uses an action to succeed on a DC 16 Athletics or Acrobatics check to remove the lasso. The erinyes can't make a lasso attack while a creature is entangled."}],"bonus_actions":null,"reactions":[{"name":"Parry","desc":"If the erinyes is wielding a longsword and can see its attacker, it adds 4 to its AC against one melee attack that would hit it."}],"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Lawful Evil","desc":"The erinyes radiates a Lawful and Evil aura."},{"name":"Magic Resistance","desc":"The erinyes has advantage on saving throws against spells and magical effects."}],"spell_list":[],"page_no":82,"environments":[],"img_main":null,"document__slug":"menagerie","document__title":"Level Up Advanced 5e Monstrous Menagerie","document__license_url":"http://open5e.com/legal","document__url":"https://www.levelup5e.com","v2_converted_path":"/v2/creatures/a5e-mm_erinyes/"},{"slug":"faerie-noble-a5e","desc":"","name":"Faerie Noble","size":"Medium","type":"Fey","subtype":"","group":null,"alignment":"","armor_class":16,"armor_desc":"","hit_points":165,"hit_dice":"22d8+66","speed":{"walk":35,"fly":60},"strength":16,"dexterity":20,"constitution":16,"intelligence":16,"wisdom":20,"charisma":20,"strength_save":null,"dexterity_save":9,"constitution_save":null,"intelligence_save":null,"wisdom_save":9,"charisma_save":9,"perception":null,"skills":{"arcana":7,"history":7,"insight":9,"nature":7,"perception":9,"persuasion":9},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"","condition_immunities":"charmed, paralyzed, poisoned, unconscious","senses":"truesight 60 ft., passive Perception 19","languages":"Common, Elvish, Sylvan, two more","challenge_rating":"12","cr":12.0,"actions":[{"name":"Multiattack","desc":"The noble makes two glittering scimitar attacks."},{"name":"Glittering Scimitar","desc":"Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 8 (1d6 + 5) slashing damage plus 10 (3d6) cold  fire  lightning  or psychic damage (its choice)."},{"name":"Gleaming Longbow","desc":"Ranged Weapon Attack: +9 to hit, range 150/600 ft., one target. This attack ignores half or three-quarters cover. Hit: 9 (1d8 + 5) piercing damage plus 14 (4d6) cold  fire  lightning  or psychic damage (its choice)."},{"name":"Evil Eye (Gaze)","desc":"The noble targets one creature not under the effect of a faeries Evil Eye within 60 feet. The target makes a DC 17 Wisdom saving throw. On a failed saving throw  the noble chooses one of the following effects to magically impose on the target. Each effect lasts for 1 minute."},{"name":"The target falls asleep","desc":"This effect ends if the target takes damage or another creature uses an action to rouse it."},{"name":"The target is frightened","desc":"This effect ends if the target is ever 60 feet or more from the noble."},{"name":"The target is poisoned","desc":"It can repeat the saving throw at the end of each of its turns  ending the effect on itself on a success."}],"bonus_actions":[{"name":"Faerie Step (Recharge 5-6)","desc":"The noble magically teleports up to 60 feet to a space it can see."}],"reactions":[{"name":"Riposte","desc":"When the noble is hit by a melee attack made by a creature it can see, it makes a glittering scimitar attack against the attacker."},{"name":"Vengeful Eye","desc":"When the noble is hit by a ranged attack or targeted with a spell by a creature within 60 feet, it uses Evil Eye on the attacker if they can see each other."}],"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Faerie Form","desc":"The noble can magically change its size between Large, Medium, and Tiny as an action. While Tiny, the bludgeoning, piercing, and slashing damage dealt by the nobles attacks is halved. Additionally, it has disadvantage on Strength checks and advantage on Dexterity checks. While Large, the noble has advantage on Strength checks. Its statistics are otherwise unchanged."},{"name":"Faerie Light","desc":"As a bonus action, the noble can cast dim light for 30 feet, or extinguish its glow."},{"name":"Innate Spellcasting","desc":"The nobles spellcasting ability is Charisma (spell save DC 17). It can innately cast the following spells, requiring no material components: At will: animal messenger, detect evil and good, detect magic, disguise self, 3/day each: charm person, scrying, zone of truth, 1/day each: dream, geas, heroes feast, magic circle, polymorph (self only)"}],"spell_list":[],"page_no":200,"environments":[],"img_main":null,"document__slug":"menagerie","document__title":"Level Up Advanced 5e Monstrous Menagerie","document__license_url":"http://open5e.com/legal","document__url":"https://www.levelup5e.com","v2_converted_path":"/v2/creatures/a5e-mm_faerie-noble/"},{"slug":"fire-giant-war-priest-a5e","desc":"","name":"Fire Giant War Priest","size":"Huge","type":"Giant","subtype":"","group":null,"alignment":"","armor_class":18,"armor_desc":"","hit_points":162,"hit_dice":"13d12+78","speed":{"walk":30},"strength":25,"dexterity":10,"constitution":22,"intelligence":10,"wisdom":14,"charisma":12,"strength_save":11,"dexterity_save":4,"constitution_save":10,"intelligence_save":null,"wisdom_save":null,"charisma_save":5,"perception":null,"skills":{"athletics":11,"perception":6,"intimidation":5},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"fire","condition_immunities":"","senses":"passive Perception 16","languages":"Giant","challenge_rating":"12","cr":12.0,"actions":[{"name":"Multiattack","desc":"The giant makes two greatsword attacks."},{"name":"Greatsword","desc":"Melee Weapon Attack: +11 to hit, reach 10 ft., one target. Hit: 28 (6d6 + 7) slashing damage. If the target is a Large or smaller creature  it makes a DC 19 Strength saving throw. On a failure  it is pushed up to 10 feet away from the giant and knocked prone."},{"name":"Rock","desc":"Ranged Weapon Attack: +11 to hit, range 60/240 ft., one target. Hit: 42 (10d6 + 7) bludgeoning damage. If the target is a Large or smaller creature  it makes a DC 19 Strength saving throw  falling prone on a failure."},{"name":"Sword Sweep (1/Day, While Bloodied)","desc":"The giant makes a greatsword attack against each creature within 10 feet."},{"name":"Ignite Blades (1/Day)","desc":"The greatswords of each fire giant of the giants choice within 30 feet magically kindle into flame. For the next minute  each of their greatsword attacks deal an extra 7 (2d6) fire damage."},{"name":"Pillar of Flame (1/Day)","desc":"Each creature within a 10-foot-radius  40-foot-high cylinder centered on a point within 60 feet that the fire giant can see makes a DC 18 Dexterity saving throw  taking 56 (16d6) fire damage on a failed save or half damage on a success. Unattended flammable objects are ignited."}],"bonus_actions":null,"reactions":[{"name":"Kick","desc":"When hit by a melee attack by a Medium or smaller creature the giant can see within 10 feet, the giant kicks its attacker. The attacker makes a DC 19 Dexterity saving throw. On a failure, it takes 14 (3d4 + 7) bludgeoning damage, is pushed up to 20 feet from the giant, and falls prone."}],"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Cold Weakness","desc":"When the fire giant takes cold damage, its speed is reduced by 10 feet until the end of its next turn."}],"spell_list":[],"page_no":235,"environments":[],"img_main":null,"document__slug":"menagerie","document__title":"Level Up Advanced 5e Monstrous Menagerie","document__license_url":"http://open5e.com/legal","document__url":"https://www.levelup5e.com","v2_converted_path":"/v2/creatures/a5e-mm_fire-giant-war-priest/"},{"slug":"frost-giant-jarl-a5e","desc":"","name":"Frost Giant Jarl","size":"Huge","type":"Giant","subtype":"","group":null,"alignment":"","armor_class":15,"armor_desc":"","hit_points":184,"hit_dice":"16d12+80","speed":{"walk":40},"strength":22,"dexterity":8,"constitution":20,"intelligence":10,"wisdom":10,"charisma":12,"strength_save":10,"dexterity_save":null,"constitution_save":9,"intelligence_save":null,"wisdom_save":4,"charisma_save":5,"perception":null,"skills":{"athletics":10,"perception":4,"survival":4},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"cold","condition_immunities":"","senses":"passive Perception 14","languages":"Common, Giant","challenge_rating":"12","cr":12.0,"actions":[{"name":"Multiattack","desc":"The giant makes two melee weapon attacks."},{"name":"Battleaxe","desc":"Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 22 (3d10 + 6) slashing damage. If the target is a Large or smaller creature  it makes a DC 18 Strength saving throw  falling prone on a failure."},{"name":"Rock","desc":"Ranged Weapon Attack: +10 to hit, range 60/240 ft., one target. Hit: 37 (9d6 + 6) bludgeoning damage. If the target is a Large or smaller creature  it makes a DC 18 Strength saving throw  falling prone on a failure. In lieu of a rock  the giant can throw a grappled Medium or smaller creature up to 40 feet. On a hit  the target and the thrown creature both take 19 (4d6 + 5) bludgeoning damage. On a miss  only the thrown creature takes the damage. The thrown creature falls prone in an unoccupied space 5 feet from the target."}],"bonus_actions":[{"name":"Grab","desc":"One creature within 5 feet makes a DC 11 Dexterity saving throw. On a failure, it is grappled (escape DC 18). Until this grapple ends, the giant can't grab another target, and it makes battleaxe attacks with advantage against the grappled target."},{"name":"Stomp (1/Day)","desc":"Melee Weapon Attack: +10 to hit, reach 10 ft., one prone target. Hit: 13 (3d4 + 6) bludgeoning damage."},{"name":"Icy Gaze","desc":"One creature the giant can see within 60 feet makes a DC 17 Constitution saving throw. On a failure, it takes 21 (6d6) cold damage, and its Speed is halved until the end of its next turn. On a success, it takes half as much damage."}],"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Fire Fear","desc":"When the giant takes fire damage, it is rattled until the end of its next turn."}],"spell_list":[],"page_no":237,"environments":[],"img_main":null,"document__slug":"menagerie","document__title":"Level Up Advanced 5e Monstrous Menagerie","document__license_url":"http://open5e.com/legal","document__url":"https://www.levelup5e.com","v2_converted_path":"/v2/creatures/a5e-mm_frost-giant-jarl/"},{"slug":"ice-devil-a5e","desc":"","name":"Ice Devil","size":"Large","type":"Fiend","subtype":"","group":null,"alignment":"","armor_class":18,"armor_desc":"","hit_points":180,"hit_dice":"19d10+76","speed":{"walk":40},"strength":20,"dexterity":14,"constitution":18,"intelligence":18,"wisdom":16,"charisma":18,"strength_save":null,"dexterity_save":6,"constitution_save":8,"intelligence_save":null,"wisdom_save":7,"charisma_save":8,"perception":null,"skills":{},"damage_vulnerabilities":"","damage_resistances":"damage from nonmagical, non-silvered weapons","damage_immunities":"cold, fire, poison","condition_immunities":"poisoned","senses":"blindsight 60 ft., darkvision 120 ft., passive Perception 13","languages":"Infernal, telepathy 120 ft.","challenge_rating":"12","cr":12.0,"actions":[{"name":"Multiattack","desc":"The devil makes one bite attack and one claws attack."},{"name":"Bite","desc":"Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 12 (2d6 + 5) piercing damage plus 7 (2d6) cold damage."},{"name":"Claws","desc":"Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 10 (2d4 + 5) slashing damage plus 7 (2d6) cold damage."},{"name":"Spear","desc":"Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 14 (2d8 + 5) piercing damage plus 10 (3d6) cold damage. If the target is a creature  it makes a DC 16 Constitution saving throw  becoming slowed for 1 minute on a failure. The target repeats the saving throw at the end of each of its turns  ending the effect on a success."},{"name":"Ice Wall (1/Day)","desc":"The devil magically creates a wall of ice on a solid surface it can see within 60 feet. The wall is flat  1 foot thick  and can be up to 50 feet long and 15 feet high. The wall lasts for 1 minute or until destroyed. Each 10-foot section has AC 12  30 hit points  vulnerability to fire damage  and immunity to cold  necrotic  poison  and psychic damage."},{"name":"If the wall enters a creatures space when it appears, the creature is pushed to one side of the wall (creatures choice)","desc":"The creature then makes a DC 16 Dexterity saving throw  taking 49 (14d6) cold damage on a successful save or half damage on a success."}],"bonus_actions":[{"name":"Tail","desc":"Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 11 (2d6 + 5) bludgeoning damage plus 7 (2d6) cold damage."}],"reactions":[{"name":"Freezing Blood (1/Day)","desc":"When a creature within 60 feet that the devil can see hits it with a ranged attack or includes it in a spells area, the creature makes a DC 16 Constitution saving throw. On a failure, the creature takes 10 (3d6) cold damage and is slowed until the end of its next turn."}],"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Devils Sight","desc":"The devils darkvision penetrates magical darkness."},{"name":"Lawful Evil","desc":"The devil radiates a Lawful and Evil aura."},{"name":"Magic Resistance","desc":"The devil has advantage on saving throws against spells and magical effects."}],"spell_list":[],"page_no":84,"environments":[],"img_main":null,"document__slug":"menagerie","document__title":"Level Up Advanced 5e Monstrous Menagerie","document__license_url":"http://open5e.com/legal","document__url":"https://www.levelup5e.com","v2_converted_path":"/v2/creatures/a5e-mm_ice-devil/"},{"slug":"murmuring-worm-a5e","desc":"","name":"Murmuring Worm","size":"Huge","type":"Aberration","subtype":"","group":null,"alignment":"","armor_class":16,"armor_desc":"","hit_points":195,"hit_dice":"17d12+85","speed":{"walk":40,"burrow":20,"climb":40,"swim":40},"strength":20,"dexterity":12,"constitution":20,"intelligence":8,"wisdom":14,"charisma":18,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":null,"skills":{},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"psychic","condition_immunities":"prone","senses":"darkvision 60 ft., tremorsense 60 ft., passive Perception 12","languages":"","challenge_rating":"12","cr":12.0,"actions":[{"name":"Multiattack","desc":"The worm constricts once and attacks once with its bite."},{"name":"Constrict","desc":"Melee Weapon Attack: +9 to hit, reach 5 ft., one creature. Hit: 21 (3d10 + 5) bludgeoning damage. The target is grappled (escape DC 17) and restrained while grappled."},{"name":"Bite","desc":"Melee Weapon Attack: +9 to hit, reach 5 ft., one creature. Hit: 21 (3d10 + 5) piercing damage. If the target is killed by this attack  the worm eats its head."}],"bonus_actions":[{"name":"Mental Summons","desc":"One creature with an Intelligence score greater than 3 within 120 feet makes a DC 16 Wisdom saving throw. On a failure, it uses its reaction to move up to its Speed towards the worm by the shortest route possible, avoiding hazards but not opportunity attacks. This is a magical charm effect."}],"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Amphibious","desc":"The worm can breathe air and water."},{"name":"Locate Mind","desc":"The worm is aware of the location and relative intelligence of all creatures with Intelligence scores greater than 3 within 500 feet."},{"name":"Maddening Murmurs","desc":"The worm babbles constantly. A non-aberrant creature that starts its turn within 30 feet and can hear its murmurs makes a DC 14 Intelligence saving throw. On a failure, the creature takes 10 (3d6) psychic damage and is confused until the start of its next turn."}],"spell_list":[],"page_no":245,"environments":[],"img_main":null,"document__slug":"menagerie","document__title":"Level Up Advanced 5e Monstrous Menagerie","document__license_url":"http://open5e.com/legal","document__url":"https://www.levelup5e.com","v2_converted_path":"/v2/creatures/a5e-mm_murmuring-worm/"},{"slug":"remorhaz-a5e","desc":"","name":"Remorhaz","size":"Huge","type":"Monstrosity","subtype":"","group":null,"alignment":"","armor_class":17,"armor_desc":"","hit_points":195,"hit_dice":"17d12+85","speed":{"walk":30,"burrow":20},"strength":22,"dexterity":12,"constitution":20,"intelligence":4,"wisdom":12,"charisma":5,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":1,"wisdom_save":5,"charisma_save":null,"perception":null,"skills":{},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"cold, fire","condition_immunities":"","senses":"darkvision 60 ft., tremorsense 60 ft., passive Perception 11","languages":"","challenge_rating":"12","cr":12.0,"actions":[{"name":"Multiattack","desc":"The remorhaz makes a bite attack and then a constrict attack."},{"name":"Bite","desc":"Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 16 (3d6 + 6) piercing damage plus 10 (3d6) fire damage. If the target is a Medium or smaller creature grappled by the remorhaz  the target is swallowed. A swallowed creature is blinded and restrained  it has total cover from attacks from outside the remorhaz  and it takes 21 (6d6) acid damage at the start of each of the remorhazs turns."},{"name":"If a swallowed creature deals 30 or more damage to the remorhaz in a single turn, or if the remorhaz dies, the remorhaz vomits up all swallowed creatures","desc":""},{"name":"Constrict","desc":"Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 16 (3d6 + 6) bludgeoning damage  and the target is subjected to the remorhazs Heated Body trait. The target is grappled (escape DC 18) and restrained while grappled. The remorhaz can grapple three creatures at once."}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Heated Body","desc":"A creature that starts its turn grappled by the remorhaz, touches it, or hits it with a melee attack while within 5 feet takes 10 (3d6) fire damage, or 21 (6d6) fire damage if the remorhaz is bloodied. A creature can take this damage only once on a turn. If the remorhaz has been subjected to cold damage since the end of its last turn, this trait doesnt function."}],"spell_list":[],"page_no":368,"environments":[],"img_main":null,"document__slug":"menagerie","document__title":"Level Up Advanced 5e Monstrous Menagerie","document__license_url":"http://open5e.com/legal","document__url":"https://www.levelup5e.com","v2_converted_path":"/v2/creatures/a5e-mm_remorhaz/"},{"slug":"vampire-assassin-a5e","desc":"","name":"Vampire Assassin","size":"Medium","type":"Undead","subtype":"","group":null,"alignment":"","armor_class":16,"armor_desc":"","hit_points":142,"hit_dice":"15d8+75","speed":{"walk":40,"climb":30},"strength":20,"dexterity":18,"constitution":20,"intelligence":16,"wisdom":16,"charisma":18,"strength_save":null,"dexterity_save":8,"constitution_save":null,"intelligence_save":null,"wisdom_save":7,"charisma_save":8,"perception":null,"skills":{"perception":7,"persuasion":8,"stealth":8},"damage_vulnerabilities":"","damage_resistances":"necrotic; damage from nonmagical, non-silvered weapons","damage_immunities":"","condition_immunities":"","senses":"darkvision 120 ft., passive Perception 17","languages":"the languages it knew in life","challenge_rating":"12","cr":12.0,"actions":[{"name":"Grab (Vampire Form Only)","desc":"Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 14 (2d8 + 5) bludgeoning damage plus 4 (1d8) necrotic damage. The target is grappled (escape DC 17) and restrained while grappled in this way."},{"name":"Charm","desc":"The vampire targets a creature within 30 feet  forcing it to make a DC 16 Wisdom saving throw. On a failure  the target is charmed by the vampire for 24 hours. While charmed it regards the vampire as a trusted friend and is a willing target for the vampires bite. The target repeats the saving throw each time it takes damage  ending the effect on itself on a success. If the targets saving throw is successful or the effect ends for it  it is immune to this vampires Charm for 24 hours."}],"bonus_actions":[{"name":"Bite","desc":"Melee Weapon Attack: +9 to hit, reach 5 ft., one target that is grappled, incapacitated, restrained, willing, or unaware of the vampires presence. Hit: 10 (1d10 + 5) piercing damage plus 21 (6d6) necrotic damage. The targets hit point maximum is reduced by an amount equal to the necrotic damage dealt, and the vampire regains this number of hit points. The reduction lasts until the target finishes a long rest. If the target is reduced to 0 hit points by this attack, it dies and rises the following night as a vampire spawn in the vampires thrall. Before the target first rises as a vampire spawn, a bless, gentle repose, or similar spell cast on the body prevents this transformation."}],"reactions":[{"name":"Hissing Scuttle (1/Day)","desc":"When the vampire takes radiant damage, it moves up to its Speed without provoking opportunity attacks."},{"name":"Warding Charm (1/Day)","desc":"When a creature the vampire can see targets it with a melee attack but before the attack is made, the vampire uses Charm on that creature."}],"legendary_desc":"","legendary_actions":[{"name":"The vampire can take 1 legendary action","desc":"Only one legendary action can be used at a time and only at the end of another creatures turn. It regains spent legendary actions at the start of its turn."},{"name":"Blood Charm","desc":"The vampire uses Charm. A creature makes its initial saving throw with disadvantage if the vampire has hit it with a bite attack within the last 24 hours."},{"name":"Grab","desc":"The vampire makes a grab attack."},{"name":"Mist Form","desc":"The vampire transforms into a mist or back into its true form. As mist, the vampire has a flying speed of 30, can't speak, can't take actions or manipulate objects, is immune to nonmagical damage from weapons, and has advantage on saving throws and Stealth checks. It can pass through a space as narrow as 1 inch without squeezing but can't pass through water. Anything its carrying transforms with it."},{"name":"Shapechange","desc":"The vampire transforms into the shape of a Medium or smaller beast or back into its true form. While transformed, it has the beasts size and movement modes. It can't use reactions or legendary actions, and can't speak. Otherwise, it uses the vampires statistics. Anything its carrying transforms with it."}],"special_abilities":[{"name":"Legendary Resistance (3/Day)","desc":"When the vampire fails a saving throw, it can choose to succeed instead. When it does so, it visibly grows older. Its original appearance is restored when it finishes a long rest."},{"name":"Misty Recovery","desc":"When the vampire drops to 0 hit points, instead of falling unconscious, it turns into mist as if it had used the Mist Form legendary action. It can't revert to its vampire form, and it must reach its resting place within 2 hours or be destroyed. Once in its resting place, it reverts to vampire form and is paralyzed for 1 hour, at which time it regains 1 hit point. While paralyzed in this way, it can be destroyed by fire damage, radiant damage, damage from a magical weapon, or a wooden stake driven through the heart, but it is otherwise immune to damage."},{"name":"Regeneration","desc":"The vampire regains 20 hit points at the start of its turn if it has at least 1 hit point and hasnt taken radiant damage since its last turn."},{"name":"Spider Climb","desc":"The vampire can climb even on difficult surfaces and upside down on ceilings."},{"name":"Vampire Weaknesses","desc":"Vampires most common weaknesses are sunlight and running water. When the vampire ends its turn in contact with one of its weaknesses (such as being bathed in sunlight or running water), it takes 20 radiant damage. While in contact with its weakness, it can't use its Regeneration trait or its Mist Form or Shapechange actions."},{"name":"Resting Place","desc":"Every vampires lair contains a resting place, usually a coffin or sarcophagus, where the vampire must rest for at least an hour each day to recuperate its powers. This resting place is sprinkled with soil from its mortal homeland. If this soil is scattered or is subjected to a bless, hallow, or similar spell, the vampire is destroyed when reduced to 0 hit points."},{"name":"Misty Stealth","desc":"While in Mist Form in dim light or darkness, the vampire is invisible."},{"name":"Sneak Attack (1/Turn)","desc":"The vampire deals an extra 10 (3d6) damage when it hits with a weapon attack while it has advantage on the attack, or when its target is within 5 feet of an ally of the vampire while the vampire doesnt have disadvantage on the attack."}],"spell_list":[],"page_no":420,"environments":[],"img_main":null,"document__slug":"menagerie","document__title":"Level Up Advanced 5e Monstrous Menagerie","document__license_url":"http://open5e.com/legal","document__url":"https://www.levelup5e.com","v2_converted_path":"/v2/creatures/a5e-mm_vampire-assassin/"},{"slug":"vampire-warrior-a5e","desc":"","name":"Vampire Warrior","size":"Medium","type":"Undead","subtype":"","group":null,"alignment":"","armor_class":18,"armor_desc":"","hit_points":142,"hit_dice":"15d8+75","speed":{"walk":40,"climb":30},"strength":20,"dexterity":18,"constitution":20,"intelligence":16,"wisdom":16,"charisma":18,"strength_save":null,"dexterity_save":8,"constitution_save":null,"intelligence_save":null,"wisdom_save":7,"charisma_save":8,"perception":null,"skills":{"perception":7,"persuasion":8,"stealth":8},"damage_vulnerabilities":"","damage_resistances":"necrotic; damage from nonmagical, non-silvered weapons","damage_immunities":"","condition_immunities":"","senses":"darkvision 120 ft., passive Perception 17","languages":"the languages it knew in life","challenge_rating":"12","cr":12.0,"actions":[{"name":"Grab (Vampire Form Only)","desc":"Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 14 (2d8 + 5) bludgeoning damage plus 4 (1d8) necrotic damage. The target is grappled (escape DC 17) and restrained while grappled in this way."},{"name":"Charm","desc":"The vampire targets a creature within 30 feet  forcing it to make a DC 16 Wisdom saving throw. On a failure  the target is charmed by the vampire for 24 hours. While charmed it regards the vampire as a trusted friend and is a willing target for the vampires bite. The target repeats the saving throw each time it takes damage  ending the effect on itself on a success. If the targets saving throw is successful or the effect ends for it  it is immune to this vampires Charm for 24 hours."},{"name":"Reaping Greatsword","desc":"Melee Weapon Attack: +9 to hit, reach 10 ft.  up to 3 targets. Hit: 12 (2d6 + 5) slashing damage plus 4 (1d8) necrotic damage. If the target is a creature  it makes a DC 17 Strength saving throw  falling prone on a failure."}],"bonus_actions":[{"name":"Bite","desc":"Melee Weapon Attack: +9 to hit, reach 5 ft., one target that is grappled, incapacitated, restrained, willing, or unaware of the vampires presence. Hit: 10 (1d10 + 5) piercing damage plus 21 (6d6) necrotic damage. The targets hit point maximum is reduced by an amount equal to the necrotic damage dealt, and the vampire regains this number of hit points. The reduction lasts until the target finishes a long rest. If the target is reduced to 0 hit points by this attack, it dies and rises the following night as a vampire spawn in the vampires thrall. Before the target first rises as a vampire spawn, a bless, gentle repose, or similar spell cast on the body prevents this transformation."}],"reactions":[{"name":"Hissing Scuttle (1/Day)","desc":"When the vampire takes radiant damage, it moves up to its Speed without provoking opportunity attacks."},{"name":"Warding Charm (1/Day)","desc":"When a creature the vampire can see targets it with a melee attack but before the attack is made, the vampire uses Charm on that creature."}],"legendary_desc":"","legendary_actions":[{"name":"The vampire can take 1 legendary action","desc":"Only one legendary action can be used at a time and only at the end of another creatures turn. It regains spent legendary actions at the start of its turn."},{"name":"Blood Charm","desc":"The vampire uses Charm. A creature makes its initial saving throw with disadvantage if the vampire has hit it with a bite attack within the last 24 hours."},{"name":"Grab","desc":"The vampire makes a grab attack."},{"name":"Mist Form","desc":"The vampire transforms into a mist or back into its true form. As mist, the vampire has a flying speed of 30, can't speak, can't take actions or manipulate objects, is immune to nonmagical damage from weapons, and has advantage on saving throws and Stealth checks. It can pass through a space as narrow as 1 inch without squeezing but can't pass through water. Anything its carrying transforms with it."},{"name":"Shapechange","desc":"The vampire transforms into the shape of a Medium or smaller beast or back into its true form. While transformed, it has the beasts size and movement modes. It can't use reactions or legendary actions, and can't speak. Otherwise, it uses the vampires statistics. Anything its carrying transforms with it."}],"special_abilities":[{"name":"Legendary Resistance (3/Day)","desc":"When the vampire fails a saving throw, it can choose to succeed instead. When it does so, it visibly grows older. Its original appearance is restored when it finishes a long rest."},{"name":"Misty Recovery","desc":"When the vampire drops to 0 hit points, instead of falling unconscious, it turns into mist as if it had used the Mist Form legendary action. It can't revert to its vampire form, and it must reach its resting place within 2 hours or be destroyed. Once in its resting place, it reverts to vampire form and is paralyzed for 1 hour, at which time it regains 1 hit point. While paralyzed in this way, it can be destroyed by fire damage, radiant damage, damage from a magical weapon, or a wooden stake driven through the heart, but it is otherwise immune to damage."},{"name":"Regeneration","desc":"The vampire regains 20 hit points at the start of its turn if it has at least 1 hit point and hasnt taken radiant damage since its last turn."},{"name":"Spider Climb","desc":"The vampire can climb even on difficult surfaces and upside down on ceilings."},{"name":"Vampire Weaknesses","desc":"Vampires most common weaknesses are sunlight and running water. When the vampire ends its turn in contact with one of its weaknesses (such as being bathed in sunlight or running water), it takes 20 radiant damage. While in contact with its weakness, it can't use its Regeneration trait or its Mist Form or Shapechange actions."},{"name":"Resting Place","desc":"Every vampires lair contains a resting place, usually a coffin or sarcophagus, where the vampire must rest for at least an hour each day to recuperate its powers. This resting place is sprinkled with soil from its mortal homeland. If this soil is scattered or is subjected to a bless, hallow, or similar spell, the vampire is destroyed when reduced to 0 hit points."}],"spell_list":[],"page_no":421,"environments":[],"img_main":null,"document__slug":"menagerie","document__title":"Level Up Advanced 5e Monstrous Menagerie","document__license_url":"http://open5e.com/legal","document__url":"https://www.levelup5e.com","v2_converted_path":"/v2/creatures/a5e-mm_vampire-warrior/"},{"slug":"droth","desc":"","name":"Droth","size":"Huge","type":"Aberration","subtype":"shoth","group":null,"alignment":"lawful neutral","armor_class":16,"armor_desc":"natural armor","hit_points":230,"hit_dice":"20d12+100","speed":{"climb":10,"walk":20},"strength":18,"dexterity":9,"constitution":20,"intelligence":14,"wisdom":16,"charisma":20,"strength_save":null,"dexterity_save":null,"constitution_save":9,"intelligence_save":null,"wisdom_save":7,"charisma_save":9,"perception":7,"skills":{"perception":7},"damage_vulnerabilities":"","damage_resistances":"cold, fire","damage_immunities":"acid","condition_immunities":"","senses":"blindsight 60 ft., passive Perception 17","languages":"all, telepathy 100 ft.","challenge_rating":"12","cr":12.0,"actions":[{"desc":"The droth makes two oozing crush attacks.","name":"Multiattack"},{"attack_bonus":8,"damage_dice":"4d12+4","desc":"Melee Weapon Attack: +8 to hit, reach 15 ft., one target. Hit: 30 (4d12 + 4) bludgeoning damage and 7 (2d6) acid damage.","name":"Oozing Crush"},{"desc":"A shoth with less than half its maximum hp can merge with any other shoth creature within 10 feet, adding its remaining hp to that creature's. The hp gained this way can exceed the normal maximum of that creature. A shoth can accept one such merger every 24 hours.","name":"Merge"},{"desc":"The droth rises up and crashes down, releasing a 20-foot-radius wave of acidic ooze. Each creature in the area must make a DC 17 Dexterity saving throw. On a failure, a creature takes 45 (10d8) acid damage and is knocked prone. On a success, a creature takes half the damage and isn't knocked prone.","name":"Acid Wave (Recharge 5-6)"}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"desc":"When the droth damages a creature, it absorbs a portion of that creature's knowledge and power. As a bonus action, it can recreate any action available to a creature it damaged within the last minute. This includes spells and actions with limited uses or with a recharge. This recreated action is resolved using the droth's statistics where applicable.","name":"Absorbent (3/Day)"},{"desc":"The droth, including its equipment, can move through a space as narrow as 1 inch wide without squeezing.","name":"Amorphous"},{"desc":"Any creature hostile to the droth that starts its turn within 20 feet of the droth must succeed on a DC 17 Wisdom saving throw or have disadvantage on all attack rolls until the end of its next turn. Creatures with Intelligence 3 or lower automatically fail the saving throw.","name":"Soothing Aura"}],"spell_list":[],"page_no":333,"environments":[],"img_main":null,"document__slug":"cc","document__title":"Creature Codex","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/creature-codex-for-5th-edition-dnd/","v2_converted_path":"/v2/creatures/ccdx_droth/"},{"slug":"horned-serpent","desc":"","name":"Horned Serpent","size":"Large","type":"Monstrosity","subtype":"","group":null,"alignment":"unaligned","armor_class":18,"armor_desc":"natural armor","hit_points":210,"hit_dice":"20d10+100","speed":{"swim":40,"walk":40},"strength":22,"dexterity":16,"constitution":20,"intelligence":4,"wisdom":14,"charisma":16,"strength_save":null,"dexterity_save":7,"constitution_save":null,"intelligence_save":null,"wisdom_save":6,"charisma_save":null,"perception":6,"skills":{"perception":6,"stealth":7},"damage_vulnerabilities":"","damage_resistances":"fire","damage_immunities":"necrotic, poison","condition_immunities":"poisoned","senses":"darkvision 60 ft., passive Perception 16","languages":"-","challenge_rating":"12","cr":12.0,"actions":[{"desc":"The horned serpent makes one gore attack and one bite attack.","name":"Multiattack"},{"attack_bonus":10,"damage_dice":"4d6+5","desc":"Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 19 (4d6 + 5) piercing damage.","name":"Gore"},{"attack_bonus":10,"damage_dice":"3d10+5","desc":"Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 21 (3d10 + 5) piercing damage, and the target must succeed on a DC 17 Constitution saving throw or become infected with the corpse cough disease (see the Corpse Cough trait).","name":"Bite"},{"desc":"The horned serpent's gem flashes, bathing a 30-foot cone in iridescent light. Each creature in the area must make a DC 17 Constitution saving throw. On a failed save, a creature takes 35 (10d6) radiant damage and is infected with the corpse cough disease (see the Corpse Cough trait). On a success, a creature takes half the damage and isn't infected with the disease. Gem Gaze has no effect on constructs and undead.","name":"Gem Gaze (Recharge 5-6)"}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"desc":"The horned serpent can breathe air and water.","name":"Amphibious"},{"desc":"Those who fail a saving throw against the horned serpent's Gem Gaze or bite attack become infected with the corpse cough disease. The infected creature can't benefit from short or long rests due to a constant, wet cough. The infected creature must succeed on a DC 17 Constitution saving throw each day or take 18 (4d8) necrotic damage. The target's hp maximum is reduced by an amount equal to the necrotic damage taken. The target dies if this effect reduces its hp maximum to 0. The reduction lasts until the target is cured of the disease with a greater restoration spell or similar magic. If the infected creature comes into physical contact with a blood relative before the disease is cured, the relative must succeed on a DC 17 Constitution saving throw or also become infected with the disease. The blood relative is afflicted with a constant, wet cough within hours of infection, but the disease's full effects don't manifest until 1d4 days later. Corpse cough is so named due to the smell of the cough as the infected creature's lungs become necrotic.","name":"Corpse Cough"},{"desc":"At the start of each of the horned serpent's turns, each creature within 20 feet of it must make a DC 17 Constitution saving throw, taking 18 (4d8) poison damage on a failed save, or half as much damage on a successful one.","name":"Poisonous Aura"},{"desc":"The horned serpent is immune to scrying and to any effect that would sense its emotions, read its thoughts, or detect its location.","name":"Shielded Mind"}],"spell_list":[],"page_no":220,"environments":[],"img_main":null,"document__slug":"cc","document__title":"Creature Codex","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/creature-codex-for-5th-edition-dnd/","v2_converted_path":"/v2/creatures/ccdx_horned-serpent/"},{"slug":"undead-phoenix","desc":"","name":"Undead Phoenix","size":"Huge","type":"Undead","subtype":"","group":null,"alignment":"chaotic evil","armor_class":17,"armor_desc":"natural armor","hit_points":142,"hit_dice":"15d12+45","speed":{"fly":90,"walk":30},"strength":23,"dexterity":14,"constitution":17,"intelligence":8,"wisdom":17,"charisma":9,"strength_save":10,"dexterity_save":null,"constitution_save":7,"intelligence_save":null,"wisdom_save":7,"charisma_save":null,"perception":7,"skills":{"perception":7},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"necrotic, fire, poison","condition_immunities":"poisoned","senses":"darkvision 120 ft., passive Perception 17","languages":"-","challenge_rating":"12","cr":12.0,"actions":[{"desc":"The undead phoenix makes three attacks: two with its claws and one with its decaying bite.","name":"Multiattack"},{"attack_bonus":10,"damage_dice":"4d6+6","desc":"Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 20 (4d6 + 6) slashing damage.","name":"Claws"},{"attack_bonus":10,"damage_dice":"2d8+6","desc":"Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 15 (2d8 + 6) piercing damage plus 14 (4d6) necrotic damage. The target must succeed on a DC 15 Constitution saving throw or be cursed with perpetual decay. The cursed target can't regain hp until the curse is lifted by the remove curse spell or similar magic.","name":"Decaying Bite"}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"desc":"A living creature that starts its turn within 10 feet of the undead phoenix can't regain hp and has disadvantage on Constitution saving throws until the start of its next turn.","name":"Bilious Aura"},{"desc":"If it dies, the undead phoenix reverts into a pile of necrotic-tainted ooze and is reborn in 24 hours with all of its hp. Only killing it with radiant damage prevents this trait from functioning.","name":"Eternal Unlife"}],"spell_list":[],"page_no":361,"environments":[],"img_main":null,"document__slug":"cc","document__title":"Creature Codex","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/creature-codex-for-5th-edition-dnd/","v2_converted_path":"/v2/creatures/ccdx_undead-phoenix/"},{"slug":"venom-maw-hydra","desc":"","name":"Venom Maw Hydra","size":"Huge","type":"Monstrosity","subtype":"","group":null,"alignment":"unaligned","armor_class":15,"armor_desc":"natural armor","hit_points":231,"hit_dice":"22d12+88","speed":{"swim":30,"walk":30},"strength":19,"dexterity":17,"constitution":18,"intelligence":5,"wisdom":10,"charisma":7,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":8,"skills":{"perception":8,"stealth":7},"damage_vulnerabilities":"","damage_resistances":"fire","damage_immunities":"acid","condition_immunities":"","senses":"darkvision 60 ft., passive Perception 18","languages":"-","challenge_rating":"12","cr":12.0,"actions":[{"desc":"The venom maw hydra makes as many bite or spit attacks as it has heads.","name":"Multiattack"},{"attack_bonus":8,"damage_dice":"1d6+4","desc":"Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 7 (1d6 + 4) piercing damage and 5 (2d4) acid damage.","name":"Bite"},{"attack_bonus":7,"damage_dice":"3d6","desc":"Ranged Weapon Attack: +7 to hit, range 20/60 ft., one target. Hit: 10 (3d6) acid damage, and the target must succeed on a DC 16 Dexterity saving throw or be poisoned until the end of its next turn.","name":"Spit"},{"desc":"The hydra sprays caustic liquid in a 30-foot cone. Each creature in the area must make a DC 16 Dexterity saving throw, taking 22 (5d8) acid damage on a failed save, or half as much damage on a successful one.","name":"Venom Spray (Recharge 5-6)"}],"bonus_actions":null,"reactions":[{"desc":"When it is hit by a melee weapon attack within 10 feet of it, the venom maw hydra lashes out with its tail. The attacker must make a DC 16 Strength saving throw. On a failure, it takes 7 (2d6) bludgeoning damage and is knocked prone. On a success, the target takes half the damage and isn't knocked prone.","name":"Tail Lash"}],"legendary_desc":"The venom maw hydra can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The hydra regains spent legendary actions at the start of its turn.","legendary_actions":[{"desc":"The venom maw hydra makes one bite attack.","name":"Bite"},{"desc":"The venom maw hydra makes one spit attack.","name":"Spit (Costs 2 Actions)"},{"desc":"When the venom maw hydra is in water, it wallows, causing the water to hiss, froth, and splash within 20 feet. Each creature in that area must make a DC 16 Dexterity saving throw, taking 14 (4d6) acid damage on a failed save, or half as much damage on a successful one.","name":"Wallowing Rampage (Costs 3 Actions)"}],"special_abilities":[{"desc":"The venom maw hydra can breathe air and water.","name":"Amphibious"},{"desc":"The venom maw hydra has five heads. While it has more than one head, the venom maw hydra has advantage on saving throws against being blinded, charmed, deafened, frightened, stunned, and knocked unconscious. Whenever the hydra takes 25 or more damage in a single turn, one of its heads dies. If all its heads die, the hydra dies. At the end of its turn, it grows two heads for each of its heads that died since its last turn, unless it has taken cold damage since its last turn. The hydra regains 10 hp for each head regrown in this way.","name":"Multiple Heads"},{"desc":"While the hydra sleeps, at least one of its heads is awake.","name":"Wakeful"}],"spell_list":[],"page_no":370,"environments":[],"img_main":null,"document__slug":"cc","document__title":"Creature Codex","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/creature-codex-for-5th-edition-dnd/","v2_converted_path":"/v2/creatures/ccdx_venom-maw-hydra/"},{"slug":"akkorokamui","desc":"","name":"Akkorokamui","size":"Gargantuan","type":"Celestial","subtype":"","group":null,"alignment":"chaotic good","armor_class":17,"armor_desc":"natural armor","hit_points":189,"hit_dice":"14d20+42","speed":{"walk":15,"swim":60},"strength":21,"dexterity":16,"constitution":16,"intelligence":19,"wisdom":20,"charisma":15,"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":"poison","condition_immunities":"poisoned","senses":"blindsight 30', darkvision 120', passive Perception 19","languages":"understands all but can't speak, telepathy 120'","challenge_rating":"12","cr":12.0,"actions":[{"name":"Multiattack","desc":"Three Tentacles. Can replace one with Spellcasting or Healing Touch."}],"bonus_actions":null,"reactions":[{"name":"Guardian's Grasp","desc":"When a creature akkorokamui can see within 30' is attack target akkorokamui can pull creature out of harm's way. If creature is willing it is pulled up to 10 ft. closer to akkorokamui and akkorokamui becomes new attack target. If creature isn't willing this reaction fails."}],"legendary_desc":"","legendary_actions":[{"name":"Discern","desc":"Makes a Wis (Perception) or Wis (Insight) check."},{"name":"Jet","desc":"Swims up to half its swimming speed with o provoking opportunity attacks."},{"name":"Cast a Spell (2)","desc":"Uses Spellcasting."},{"name":"Tentacle Sweep (2)","desc":"Spins in place with its tentacles extended. Each creature within 20' of it that isn't grappled by it: DC 17 Dex save or take 19 (4d6+5) bludgeoning damage and be knocked prone. Each creature grappled by akkorokamui must make DC 17 Str save or take 12 (2d6+5) bludgeoning damage."}],"special_abilities":[{"name":"Amphibious","desc":"Can breathe air and water."},{"name":"Legendary Resistance (3/Day)","desc":"Choose to succeed failed save."},{"name":"Magic Resistance","desc":"Advantage: spell/magic effect saves."},{"name":"Magic Weapons","desc":"Weapon attacks are magical."},{"name":"Offering of Flesh","desc":"Can spend 1 min carefully detaching part or all of one of its 100-foot-long tentacles dealing no damage to itself. Tentacle contains a magic-imbued fleshy hook and enough meat for 25 rations (if part of a tentacle) or 50 rations (if a full tentacle) if properly preserved. Fleshy hook remains imbued with magic for 4 hrs or until a creature eats it. A creature that eats magic-infused fleshy hook regains 50 hp then it is cured of blindness deafness and all diseases or restores all lost limbs (creature's choice). Limb restoration effect works like regenerate spell. Hook's magic works only if the akkorokamui offered it willingly."},{"name":"Regeneration","desc":"Regains 15 hp at start of its turn if it has at least 1 hp."},{"name":"Siege Monster","desc":"Double damage to objects/structures."}],"spell_list":[],"page_no":11,"environments":[],"img_main":null,"document__slug":"tob3","document__title":"Tome of Beasts 3","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/tome-of-beasts-3-for-5th-edition/","v2_converted_path":"/v2/creatures/tob3_akkorokamui/"},{"slug":"demon-maha","desc":"","name":"Demon, Maha","size":"Medium","type":"Fiend","subtype":"","group":null,"alignment":"chaotic evil","armor_class":15,"armor_desc":"","hit_points":178,"hit_dice":"21d8+84","speed":{"walk":40},"strength":18,"dexterity":21,"constitution":18,"intelligence":7,"wisdom":16,"charisma":12,"strength_save":8,"dexterity_save":9,"constitution_save":8,"intelligence_save":null,"wisdom_save":7,"charisma_save":null,"perception":3,"skills":{"perception":3},"damage_vulnerabilities":"","damage_resistances":"fire, lightning; nonmagic B/P/S attacks","damage_immunities":"cold, poison ","condition_immunities":"poisoned","senses":"truesight 120', passive Perception 13","languages":"Abyssal, telepathy 120'","challenge_rating":"12","cr":12.0,"actions":[{"name":"Multiattack","desc":"Three Claws. If maha hits one creature with two Claws target: DC 17 Wis save or chuckle until end of its next turn. While chuckling creature can't speak coherently can't cast spells with verbal components and has disadvantage on attacks with weapons that use Str or Dex."},{"name":"Claw","desc":"Melee Weapon Attack: +8 to hit, 10 ft., one target, 14 (3d6+4) piercing damage + 9 (2d8) cold."},{"name":"Deadly Laughter (Recharge 5-6)","desc":"It chuckles giggles and chortles at nearby creatures. Each creature within 30' of it: 42 (12d6) psychic drops what it is holding and laughs for 1 min (DC 17 Wis half damage and doesn't drop what it is holding or laugh). While laughing a creature is incapacitated can't speak coherently and takes 7 (2d6) psychic at start of each of its turns. A laughing creature can re-save at end of each of its turns success ends effect on itself. If a creature dies while laughing its face turns pale blue and displays a wide grin."}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Frozen Aura","desc":"When a creature enters space within 30' of maha or starts its turn there that creature: DC 17 Con save or have its speed reduced by 10 ft. until it starts its turn outside aura."},{"name":"Magic Resistance","desc":"Advantage: spell/magic effect saves."},{"name":"Snow Camouflage","desc":"Advantage on Dex (Stealth) made to hide in snowy or icy terrain."}],"spell_list":[],"page_no":111,"environments":[],"img_main":null,"document__slug":"tob3","document__title":"Tome of Beasts 3","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/tome-of-beasts-3-for-5th-edition/","v2_converted_path":"/v2/creatures/tob3_demon-maha/"},{"slug":"devil-maelstrom","desc":"","name":"Devil, Maelstrom","size":"Large","type":"Fiend","subtype":"","group":null,"alignment":"lawful evil","armor_class":17,"armor_desc":"natural armor","hit_points":195,"hit_dice":"26d10+52","speed":{"walk":30,"fly":40,"swim":120},"strength":17,"dexterity":16,"constitution":15,"intelligence":19,"wisdom":12,"charisma":21,"strength_save":7,"dexterity_save":null,"constitution_save":6,"intelligence_save":null,"wisdom_save":5,"charisma_save":null,"perception":1,"skills":{"perception":1},"damage_vulnerabilities":"","damage_resistances":"cold; nonmagical B/P/S attacks","damage_immunities":"fire, lightning, poison","condition_immunities":"poisoned","senses":"darkvision 120', passive Perception 11","languages":"Infernal, telepathy 120'","challenge_rating":"12","cr":12.0,"actions":[{"name":"Multiattack","desc":"Three Claws attacks and one Tempest Trident attack or it makes three Lightning Ray attacks."},{"name":"Claws","desc":"Melee Weapon Attack: +7 to hit, 5 ft., one target, 10 (2d6+3) slashing damage."},{"name":"Tempest Trident","desc":"Melee Weapon Attack: +7 to hit, 5 ft., one target, 16 (2d12+3) piercing damage + 7 (2d6) cold. A creature hit by this: knocked prone (DC 16 Str negates) by a gust of wind channeled through the trident."},{"name":"Lightning Ray","desc":"Ranged Spell Attack: +8 to hit, 150 ft., one target, 18 (4d8) lightning."},{"name":"Crown of Water (1/Day)","desc":"The water on devil's head erupts in a geyser. Each creature within 10 ft. of devil: 35 (10d6) cold (DC 16 Con half). For 1 min when a creature enters a space within 10 ft. of the devil for 1st time on a turn or starts its turn there that creature: DC 16 Con save or take 10 (3d6) cold."}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Devil's Sight","desc":"Magic darkness doesn't impede its darkvision."},{"name":"Influence Weather","desc":"Nearby weather responds to devil's desires. At start of each min devil can choose to change precipitation and wind within 1 mile of it by one stage up or down (no action required). This works like the changing weather conditions aspect of the control weather spell except devil can't change temperature and conditions change immediately."},{"name":"Magic Resistance","desc":"Advantage: spell/magic effect saves."}],"spell_list":[],"page_no":122,"environments":[],"img_main":null,"document__slug":"tob3","document__title":"Tome of Beasts 3","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/tome-of-beasts-3-for-5th-edition/","v2_converted_path":"/v2/creatures/tob3_devil-maelstrom/"}]}