{"count":3207,"next":"https://api-beta.open5e.com/v1/monsters/?format=json&ordering=challenge_rating&page=60","previous":"https://api-beta.open5e.com/v1/monsters/?format=json&ordering=challenge_rating&page=58","results":[{"slug":"dwarvenringmage-tob1-2023","desc":"False","name":"Dwarven Ringmage","size":"Medium","type":"Humanoid","subtype":"","group":"null","alignment":"Any Alignment","armor_class":16,"armor_desc":"breastplate","hit_points":136,"hit_dice":"21d8 + 42","speed":{"walk":30},"strength":10,"dexterity":14,"constitution":15,"intelligence":18,"wisdom":12,"charisma":9,"strength_save":null,"dexterity_save":null,"constitution_save":4,"intelligence_save":7,"wisdom_save":4,"charisma_save":null,"perception":11,"skills":{"Arcana":7,"History":7},"damage_vulnerabilities":"False","damage_resistances":"poison","damage_immunities":"False","condition_immunities":"False","senses":"darkvision 60 ft., passive Perception 11","languages":"Common, Dwarvish","challenge_rating":"7","cr":7.0,"actions":[{"name":"Ring Staff","desc":"Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) bludgeoning damage plus 10 (3d6) acid, cold, fire, lightning, or thunder damage (the ringmage's choice)."},{"name":"Ring Magic","desc":"The dwarven ringmage draws circles of magic in the air and sends them toward one creature it can see within 30 feet of it, causing one of the following effects:"},{"name":"Spellcasting","desc":"The dwarven ringmage casts one of the following spells, requiring no material components and using Intelligence as the spellcasting ability (spell save DC 15):\nAt will: color spray, mage hand, true strike\n3/day each: expeditious retreat, fly, haste\n1/day each: greater invisibility, wall of stone"}],"bonus_actions":[],"reactions":[],"legendary_desc":null,"legendary_actions":[],"special_abilities":[{"name":"Dwarven Resilience","desc":"The dwarven ringmage has advantage on saving throws against poison."}],"spell_list":[],"page_no":409,"environments":[],"img_main":"http://api-beta.open5e.com/","document__slug":"tob-2023","document__title":"Tome of Beasts 2023","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/tome-of-beasts-1-2023-edition/","v2_converted_path":"/v2/creatures/tob-2023_dwarven-ringmage/"},{"slug":"einherjar-tob1-2023","desc":"False","name":"Einherjar","size":"Medium","type":"Humanoid","subtype":"","group":"null","alignment":"Chaotic Neutral","armor_class":18,"armor_desc":"chain mail, shield","hit_points":119,"hit_dice":"14d8 + 56","speed":{"walk":30},"strength":19,"dexterity":16,"constitution":19,"intelligence":10,"wisdom":14,"charisma":11,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":15,"skills":{"Animal Handling":5,"Intimidation":6,"Perception":5},"damage_vulnerabilities":"False","damage_resistances":"piercing from nonmagical attacks","damage_immunities":"False","condition_immunities":"False","senses":"truesight 60 ft., passive Perception 15","languages":"Celestial, Common","challenge_rating":"7","cr":7.0,"actions":[{"name":"Multiattack","desc":"The einherjar makes two Battleaxe attacks, or it makes three Celestial Bolt attacks. It can replace one attack with Celestial Blessing, if available."},{"name":"Battleaxe","desc":"Melee Weapon Attack: +7 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 13 (3d8) radiant damage."},{"name":"Celestial Bolt","desc":"Ranged Spell Attack: +5 to hit, range 60 ft., one target. Hit: 15 (3d8 + 2) radiant damage."},{"name":"Celestial Blessing (Recharge 5-6)","desc":"The einherjar calls on its celestial patrons for one of the following blessings:"}],"bonus_actions":[],"reactions":[],"legendary_desc":null,"legendary_actions":[],"special_abilities":[{"name":"Battle Frenzy","desc":"The einherjar has advantage on all attack rolls it makes while it is below 30 hp."},{"name":"Fearsome Gaze","desc":"The stare of an einherjar is especially piercing to Humanoids. It has advantage on any Charisma (Intimidation) check it makes against a Humanoid."},{"name":"Runic Weapons","desc":"The einherjar's weapon attacks are magical. When the einherjar hits with any weapon, the weapon deals an extra 3d8 radiant damage (included in the attack)."}],"spell_list":[],"page_no":156,"environments":[],"img_main":"http://api-beta.open5e.com/","document__slug":"tob-2023","document__title":"Tome of Beasts 2023","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/tome-of-beasts-1-2023-edition/","v2_converted_path":"/v2/creatures/tob-2023_einherjar/"},{"slug":"eldershadowdrake-tob1-2023","desc":"False","name":"Elder Shadow Drake","size":"Large","type":"Dragon","subtype":"","group":"null","alignment":"Chaotic Evil","armor_class":16,"armor_desc":"natural armor","hit_points":114,"hit_dice":"12d10 + 48","speed":{"walk":60,"fly":20},"strength":22,"dexterity":13,"constitution":18,"intelligence":8,"wisdom":9,"charisma":13,"strength_save":null,"dexterity_save":4,"constitution_save":7,"intelligence_save":null,"wisdom_save":null,"charisma_save":4,"perception":15,"skills":{"Perception":5,"Stealth":7},"damage_vulnerabilities":"radiant","damage_resistances":"False","damage_immunities":"cold","condition_immunities":"False","senses":"darkvision 120 ft., passive Perception 15","languages":"Common, Draconic, Umbral","challenge_rating":"7","cr":7.0,"actions":[{"name":"Multiattack","desc":"The elder shadow drake makes one Bite attack and two Tail Slap attacks."},{"name":"Bite","desc":"Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 17 (2d10 + 6) piercing damage."},{"name":"Tail Slap","desc":"Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 15 (2d8 + 6) bludgeoning damage."},{"name":"Invisibility","desc":"The drake magically turns invisible until it attacks, uses Shadow Step, or starts its turn in sunlight, or until its concentration ends (as if concentrating on a spell). Any equipment the drake wears or carries is invisible with it. The drake must be in dim light or darkness to use this action."},{"name":"Stygian Breath (Recharge 5-6)","desc":"The elder shadow drake spits a ball of black liquid on a point the dragon can see within 60 feet of it. The ball bursts into a 20-foot-radius sphere of black mist centered on that point for 1 minute. Each creature in the mist when it appears must make a DC 15 Constitution saving throw, taking 42 (12d6) cold damage on a failed save, or half as much damage on a successful one. The mist spreads around corners, and its area is magical darkness. No natural light can illuminate the mist. If any of the mist overlaps with an area of light created by a spell of 1st level or lower, the spell creating the light is dispelled."}],"bonus_actions":[{"name":"Shadow Step","desc":"The drake teleports, along with any equipment it is wearing or carrying, up to 60 feet to an unoccupied space it can see. The origin and destination spaces must be in dim light or darkness."}],"reactions":[],"legendary_desc":null,"legendary_actions":[],"special_abilities":[{"name":"Shadow Sight","desc":"The drake has advantage on Wisdom (Perception) checks made while in dim light or darkness, and magical darkness doesn't impede the drake's darkvision."}],"spell_list":[],"page_no":143,"environments":[],"img_main":"http://api-beta.open5e.com/","document__slug":"tob-2023","document__title":"Tome of Beasts 2023","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/tome-of-beasts-1-2023-edition/","v2_converted_path":"/v2/creatures/tob-2023_elder-shadow-drake/"},{"slug":"enchantress-tob1-2023","desc":"False","name":"Enchantress","size":"Medium","type":"Humanoid","subtype":"","group":"null","alignment":"Lawful Evil","armor_class":16,"armor_desc":"breastplate","hit_points":123,"hit_dice":"19d8 + 38","speed":{"walk":30},"strength":10,"dexterity":15,"constitution":14,"intelligence":12,"wisdom":17,"charisma":18,"strength_save":null,"dexterity_save":5,"constitution_save":null,"intelligence_save":null,"wisdom_save":6,"charisma_save":7,"perception":16,"skills":{"Arcana":4,"Deception":7,"Perception":6,"Persuasion":7,"Stealth":5},"damage_vulnerabilities":"False","damage_resistances":"False","damage_immunities":"False","condition_immunities":"False","senses":"darkvision 60 ft., passive Perception 16","languages":"Common, Elvish, Umbral","challenge_rating":"7","cr":7.0,"actions":[{"name":"Rapier","desc":"Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) piercing damage plus 14 (4d6) psychic damage."},{"name":"Shadow Bolt","desc":"Ranged Spell Attack: +7 to hit, range 120 ft., one target. Hit: 11 (2d6 + 4) cold damage plus 9 (2d8) necrotic damage."},{"name":"Beguiling Whispers (Recharge 5-6)","desc":"The enchantress speaks sweet words to a creature she can see within 60 feet of her and that can hear her. The creature must succeed on a DC 15 Charisma saving throw or be charmed for 1 minute. While charmed in this way, the creature has disadvantage on Wisdom and Charisma saving throws against spells cast by the enchantress."},{"name":"Leadership (Recharges after a Short or Long Rest)","desc":"For 1 minute, the enchantress can utter a special command or warning whenever a nonhostile creature that she can see within 30 feet of her makes an attack roll or a saving throw. The creature can add a d4 to its roll, provided it can hear and understand the enchantress. A creature can benefit from only one Leadership die at a time. This effect ends if the enchantress is incapacitated."},{"name":"Spellcasting","desc":"The enchantress casts one of the following spells, requiring no material components and using Charisma as the spellcasting ability (spell save DC 15):\nAt will: command, message\n3/day: charm person, enthrall, fear, hold person, hypnotic pattern\n1/day: confusion, dominate person, greater invisibility, hold monster, phantasmal killer"}],"bonus_actions":[{"name":"Shadow Traveler (3/Day)","desc":"While in shadows, dim light, or darkness, the shadow fey disappears into the darkness and reappears in an unoccupied space it can see within 30 feet. A tendril of inky smoke appears at the origin and destination when it uses this bonus action."}],"reactions":[],"legendary_desc":null,"legendary_actions":[],"special_abilities":[{"name":"Fey Ancestry","desc":"The enchantress has advantage on saving throws against being charmed, and magic can't put her to sleep."},{"name":"Phrenic Weapons","desc":"The enchantress's weapon attacks are magical. When she hits with any weapon, the weapon deals an extra 4d6 psychic damage (included in the attack)."},{"name":"Sunlight Sensitivity","desc":"While in sunlight, the shadow fey has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight."}],"spell_list":[],"page_no":160,"environments":[],"img_main":"http://api-beta.open5e.com/","document__slug":"tob-2023","document__title":"Tome of Beasts 2023","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/tome-of-beasts-1-2023-edition/","v2_converted_path":"/v2/creatures/tob-2023_enchantress/"},{"slug":"ghostknight-tob1-2023","desc":"False","name":"Ghost Knight","size":"Medium","type":"Undead","subtype":"","group":"null","alignment":"Lawful Evil","armor_class":17,"armor_desc":"half plate","hit_points":130,"hit_dice":"20d8 + 40","speed":{"walk":30},"strength":17,"dexterity":15,"constitution":14,"intelligence":8,"wisdom":10,"charisma":7,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":13,"skills":{"Athletics":6,"Animal Handling":3,"Perception":3,"Stealth":5},"damage_vulnerabilities":"False","damage_resistances":"necrotic","damage_immunities":"poison","condition_immunities":"charmed, exhaustion, poisoned","senses":"darkvision 60 ft., passive Perception 13","languages":"Common","challenge_rating":"7","cr":7.0,"actions":[{"name":"Multiattack","desc":"The ghost knight makes three Battleaxe or Lance attacks. If the ghost knight is mounted, it can make two Battleaxe or Lance attacks, and its mount can make one melee weapon attack."},{"name":"Battleaxe","desc":"Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) slashing damage, or 8 (1d10 + 3) slashing damage if used with two hands, plus 7 (2d6) necrotic damage."},{"name":"Lance","desc":"Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 9 (1d12 + 3) piercing damage plus 7 (2d6) necrotic damage."}],"bonus_actions":[],"reactions":[],"legendary_desc":null,"legendary_actions":[],"special_abilities":[{"name":"Locked Saddle","desc":"The ghost knight can't be knocked prone, dismounted, or moved against its will while mounted."},{"name":"Mounted Warrior","desc":"The ghost knight is rarely seen without its warhorse skeleton mount. The warhorse skeleton wears custom barding that raises its Armor Class to 15, and it has immunity to necrotic damage. While the ghost knight is mounted, its mount can't be charmed or frightened."},{"name":"Necrotic Weapons","desc":"The ghost knight's weapon attacks are magical. When the knight hits with any weapon, the weapon deals an extra 2d6 necrotic damage (included in the attack)."},{"name":"Spirited Charge","desc":"If the ghost knight moves at least 20 feet straight toward a creature while mounted and then hits with a Lance attack on the same turn, the ghost knight can use a bonus action to command its mount to make one melee weapon attack against that creature as a reaction."},{"name":"Turning Defiance","desc":"The ghost knight and any undead within 30 feet of it have advantage on saving throws against effects that turn undead."},{"name":"Undead Nature","desc":"The ghost knight doesn't require air, food, drink, or sleep."}],"spell_list":[],"page_no":199,"environments":[],"img_main":"http://api-beta.open5e.com/","document__slug":"tob-2023","document__title":"Tome of Beasts 2023","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/tome-of-beasts-1-2023-edition/","v2_converted_path":"/v2/creatures/tob-2023_ghost-knight/"},{"slug":"gildeddevil-tob1-2023","desc":"False","name":"Gilded Devil","size":"Medium","type":"Fiend","subtype":"","group":"null","alignment":"Lawful Evil","armor_class":16,"armor_desc":"natural armor","hit_points":112,"hit_dice":"15d8 + 45","speed":{"walk":30},"strength":20,"dexterity":15,"constitution":17,"intelligence":15,"wisdom":18,"charisma":17,"strength_save":null,"dexterity_save":null,"constitution_save":6,"intelligence_save":null,"wisdom_save":7,"charisma_save":6,"perception":14,"skills":{"Deception":9,"History":5,"Insight":7,"Persuasion":9,"Sleight of Hand":5},"damage_vulnerabilities":"False","damage_resistances":"cold; bludgeoning, piercing, and slashing damage from nonmagical attacks not made with silvered weapons","damage_immunities":"fire, poison","condition_immunities":"poisoned","senses":"darkvision 60 ft., passive Perception 14","languages":"Celestial, Common, Draconic, Infernal, telepathy 120 ft.","challenge_rating":"7","cr":7.0,"actions":[{"name":"Multiattack","desc":"The gilded devil makes two Golden Flail attacks or three Hurl Flame attacks."},{"name":"Golden Flail","desc":"Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 10 (1d10 + 5) bludgeoning damage plus 14 (4d6) fire damage."},{"name":"Hurl Flame","desc":"Ranged Spell Attack: +7 to hit, range 120 ft., one target. Hit: 14 (3d6 + 4) fire damage."},{"name":"Teleport (Recharge 4-6)","desc":"The gilded devil magically teleports, along with any equipment it is wearing or carrying, up to 120 feet to an unoccupied space it can see."},{"name":"Voracious Greed","desc":"The gilded devil magically consumes up to 1 cubic foot of nonmagical jewelry or coins made of precious material within 5 feet of it. It regains 5 hp for every 200 gp of the consumed objects' value. If the jewelry or coins are being worn or carried by a creature, that creature must succeed on a DC 15 Dexterity saving throw to prevent the consumption."},{"name":"Spellcasting","desc":"The gilded devil casts one of the following spells, requiring no material components and using Wisdom as the spellcasting ability (spell save DC 15):\nAt will: alter self, detect thoughts, suggestion\n3/day each: charm person, scrying"}],"bonus_actions":[{"name":"Betrayal of Riches (Recharge 4-6)","desc":"One creature wearing jewelry (an object made of precious material and worth at least 100 gp) the gilded devil can see within 60 feet of it must make a DC 15 Wisdom saving throw. On a failure, the target takes 13 (3d8) bludgeoning damage and suffers an effect until it finishes a short rest. The effect is based on the location of the worn jewelry (devil's choice if worn in multiple locations): on upper limbs, its melee damage is halved; on lower limbs, its speed is halved; on head, it is blinded or deafened (devil's choice); on body, it has vulnerability to bludgeoning damage. On a success, the target takes half the damage and doesn't suffer an additional effect."}],"reactions":[],"legendary_desc":null,"legendary_actions":[],"special_abilities":[{"name":"Devil's Sight","desc":"Magical darkness doesn't impede the gilded devil's darkvision."},{"name":"Golden Flail","desc":"The gilded devil's Golden Flail attacks are magical. When the devil hits with the Golden Flail, the flail deals an extra 4d6 fire damage (included in the attack). In addition, the devil can transform the flail into gold jewelry or back into a weapon as a bonus action."},{"name":"Liar's Largesse","desc":"If a creature accepts a gift of jewelry from the gilded devil, the creature becomes cursed until cured by a remove curse spell or similar magic. While cursed, the creature has disadvantage on saving throws against the devil's spells and abilities."},{"name":"Magic Resistance","desc":"The gilded devil has advantage on saving throws against spells and other magical effects."}],"spell_list":[],"page_no":95,"environments":[],"img_main":"http://api-beta.open5e.com/","document__slug":"tob-2023","document__title":"Tome of Beasts 2023","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/tome-of-beasts-1-2023-edition/","v2_converted_path":"/v2/creatures/tob-2023_gilded-devil/"},{"slug":"heraldofdarkness-tob1-2023","desc":"False","name":"Herald of Darkness","size":"Large","type":"Fiend","subtype":"","group":"null","alignment":"Neutral Evil","armor_class":15,"armor_desc":"chain shirt","hit_points":105,"hit_dice":"10d10 + 50","speed":{"walk":30,"fly":30},"strength":20,"dexterity":14,"constitution":20,"intelligence":12,"wisdom":15,"charisma":19,"strength_save":8,"dexterity_save":null,"constitution_save":8,"intelligence_save":null,"wisdom_save":null,"charisma_save":7,"perception":15,"skills":{"Athletics":8,"Deception":7,"Perception":5,"Stealth":5},"damage_vulnerabilities":"False","damage_resistances":"bludgeoning, cold, lightning","damage_immunities":"necrotic, poison","condition_immunities":"exhaustion, frightened, paralyzed, petrified, poisoned","senses":"darkvision 240 ft., passive Perception 15","languages":"Common, Elvish, Goblin, Infernal, Sylvan","challenge_rating":"7","cr":7.0,"actions":[{"name":"Multiattack","desc":"The herald of darkness makes two Embrace Darkness or Shadow Sword attacks."},{"name":"Embrace Darkness (Shadow Form Only)","desc":"Melee Spell Attack: +7 to hit, reach 0 ft., one creature in the herald's space. Hit: 18 (3d8 + 5) necrotic damage, and the target must succeed on a DC 15 Constitution saving throw or be paralyzed until the end of its next turn."},{"name":"Shadow Sword (Fiend Form Only)","desc":"Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 14 (2d8 + 5) slashing damage plus 9 (2d8) necrotic damage."},{"name":"Majesty of the Abyss (Recharge 5-6)","desc":"The herald of darkness emits a sinister burst of infernal power. Each creature within 15 feet of the herald and that can see it must make a DC 15 Constitution saving throw. On a failure, a creature takes 27 (6d8) necrotic damage and is blinded for 1 minute. On a success, a creature takes half the damage and isn't blinded. A creature that fails the saving throw by 5 or more is also paralyzed until the end of its next turn. A blinded creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success."}],"bonus_actions":[{"name":"Shadow Shape","desc":"The herald magically transforms into a Large shadow or back into its true form, which is a Fiend. Its statistics are the same in each form. Any equipment it is wearing or carrying transforms with it. It reverts to its true form if it dies."}],"reactions":[],"legendary_desc":null,"legendary_actions":[],"special_abilities":[{"name":"Made of Shadows (Shadow Form Only)","desc":"The herald of darkness has resistance to bludgeoning, piercing, and slashing damage and can enter a hostile creature's space and stop there. In addition, it can move through a space as narrow as 1 inch wide without squeezing."},{"name":"Shadow's Sight","desc":"Magical darkness doesn't impede the herald's darkvision."}],"spell_list":[],"page_no":233,"environments":[],"img_main":"http://api-beta.open5e.com/","document__slug":"tob-2023","document__title":"Tome of Beasts 2023","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/tome-of-beasts-1-2023-edition/","v2_converted_path":"/v2/creatures/tob-2023_herald-of-darkness/"},{"slug":"laketroll-tob1-2023","desc":"False","name":"Lake Troll","size":"Large","type":"Giant","subtype":"","group":"null","alignment":"Chaotic Evil","armor_class":15,"armor_desc":"natural armor","hit_points":126,"hit_dice":"12d10 + 60","speed":{"walk":40},"strength":22,"dexterity":13,"constitution":20,"intelligence":8,"wisdom":10,"charisma":6,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":13,"skills":{"Perception":3,"Stealth":4},"damage_vulnerabilities":"False","damage_resistances":"False","damage_immunities":"False","condition_immunities":"False","senses":"darkvision 60 ft., passive Perception 13","languages":"Common, Giant","challenge_rating":"7","cr":7.0,"actions":[{"name":"Multiattack","desc":"The lake troll makes one Bite attack and two Claw attacks. If both Claw attacks hit one creature that is wielding a weapon, the target must succeed on a DC 16 Dexterity saving throw or the target's weapon takes a permanent and cumulative −1 penalty to damage rolls. If the weapon's penalty drops to −5, the weapon is destroyed. If the target is wielding more than one weapon, the troll chooses which weapon to affect."},{"name":"Bite","desc":"Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 10 (1d8 + 6) slashing damage."},{"name":"Claw","desc":"Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 15 (2d8 + 6) piercing damage."}],"bonus_actions":[],"reactions":[],"legendary_desc":null,"legendary_actions":[],"special_abilities":[{"name":"Amphibious","desc":"The lake troll can breathe air and water."},{"name":"Keen Smell","desc":"The lake troll has advantage on Wisdom (Perception) checks that rely on smell."},{"name":"Regeneration","desc":"The lake troll regains 10 hp at the start of its turn. If the lake troll takes cold or fire damage, it regains only 5 hp at the start of its next turn. If the lake troll takes both cold and fire damage, this trait doesn't function at the start of the lake troll's next turn. The lake troll dies only if it starts its turn with 0 hp and doesn't regenerate."}],"spell_list":[],"page_no":370,"environments":[],"img_main":"http://api-beta.open5e.com/","document__slug":"tob-2023","document__title":"Tome of Beasts 2023","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/tome-of-beasts-1-2023-edition/","v2_converted_path":"/v2/creatures/tob-2023_lake-troll/"},{"slug":"possessedpillar-tob1-2023","desc":"False","name":"Possessed Pillar","size":"Large","type":"Construct","subtype":"","group":"null","alignment":"Unaligned","armor_class":14,"armor_desc":"natural armor","hit_points":95,"hit_dice":"10d10 + 40","speed":{"walk":20},"strength":20,"dexterity":8,"constitution":19,"intelligence":3,"wisdom":11,"charisma":1,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":10,"skills":{},"damage_vulnerabilities":"False","damage_resistances":"False","damage_immunities":"poison, psychic; bludgeoning, piercing, and slashing from nonmagical attacks not made with adamantine weapons","condition_immunities":"charmed, exhaustion, frightened, paralyzed, petrified, poisoned","senses":"darkvision 120 ft., passive Perception 10","languages":"understands the languages of its creator but can’t speak","challenge_rating":"7","cr":7.0,"actions":[{"name":"Multiattack","desc":"The possessed pillar makes two Slam attacks."},{"name":"Slam","desc":"Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 14 (2d8 + 5) bludgeoning damage plus 9 (2d8) necrotic damage or radiant damage (the pillar's choice)."}],"bonus_actions":[],"reactions":[],"legendary_desc":null,"legendary_actions":[],"special_abilities":[{"name":"Construct Nature","desc":"The possessed pillar doesn't require air, food, drink, or sleep."},{"name":"Divine Fists","desc":"The possessed pillar's weapon attacks are magical. When the pillar hits with a Slam attack, the Slam deals an extra 2d8 necrotic damage or radiant damage (included in the attack), the pillar's choice."},{"name":"False Appearance","desc":"While the pillar remains motionless, it is indistinguishable from a statue or a carved column."},{"name":"Immutable Form","desc":"The pillar is immune to any spell or effect that would alter its form."},{"name":"Magic Resistance","desc":"The pillar has advantage on saving throws against spells and other magical effects."},{"name":"Magnetic Body","desc":"The eldritch magic powering the possessed pillar causes the pillar's body to produce a minor magnetic field. When a creature hits the pillar with a weapon made of metal, it must succeed on a DC 15 Strength saving throw or the weapon sticks to the pillar. If the creature can't or won't let go of the weapon, it is also stuck to the pillar and restrained. A stuck weapon can't be used. A creature can take its action to remove one metal object from the pillar by succeeding on a DC 15 Strength check. The pillar can release one creature or metal object stuck to it as a bonus action. If the pillar dies, all creatures and metal objects stuck to it are released."}],"spell_list":[],"page_no":295,"environments":[],"img_main":"http://api-beta.open5e.com/","document__slug":"tob-2023","document__title":"Tome of Beasts 2023","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/tome-of-beasts-1-2023-edition/","v2_converted_path":"/v2/creatures/tob-2023_possessed-pillar/"},{"slug":"psoglav-tob1-2023","desc":"False","name":"Psoglav","size":"Large","type":"Fiend","subtype":"","group":"null","alignment":"Chaotic Evil","armor_class":17,"armor_desc":"natural armor","hit_points":115,"hit_dice":"11d10 + 55","speed":{"walk":60,"fly":40},"strength":21,"dexterity":23,"constitution":20,"intelligence":16,"wisdom":19,"charisma":18,"strength_save":null,"dexterity_save":9,"constitution_save":8,"intelligence_save":null,"wisdom_save":7,"charisma_save":7,"perception":17,"skills":{"Acrobatics":9,"Perception":7,"Intimidation":7,"Stealth":9},"damage_vulnerabilities":"False","damage_resistances":"cold, fire, lightning","damage_immunities":"poison","condition_immunities":"poisoned","senses":"blindsight 30 ft., darkvision 60 ft., passive Perception 17","languages":"Abyssal, Common, telepathy 60 ft.","challenge_rating":"7","cr":7.0,"actions":[{"name":"Multiattack","desc":"The psoglav makes three Bite attacks."},{"name":"Bite","desc":"Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 18 (2d12 + 5) piercing damage."},{"name":"Invisibility","desc":"The psoglav magically turns invisible until it attacks or uses Shadow-Stealing Ray, or until its concentration ends (as if concentrating on a spell). Any equipment the psoglav wears or carries is invisible with it."},{"name":"Shadow-Stealing Ray (Recharge 5-6)","desc":"The psoglav emits a beam from its single eye at one creature it can see within 60 feet of it. The target must make a DC 15 Constitution saving throw. On a failure, the target is pushed up to 20 feet away from the psoglav, and its shadow becomes a creature under the psoglav's control for 24 hours or until the shadow is reduced to 0 hp. On a success, the target is pushed up to 10 feet away from the psoglav and its shadow isn't stolen. Each controlled shadow uses the statistics of a shadow, except it can't create shadows from killing Humanoids. The psoglav can have no more than five shadows under its control at a time. The shadow becomes permanently under the psoglav's control if the shadow's original owner dies."}],"bonus_actions":[{"name":"Shadow Jump (3/Day)","desc":"While in shadows, dim light, or darkness, the psoglav disappears into the darkness and reappears in an unoccupied space it can see within 60 feet."}],"reactions":[],"legendary_desc":null,"legendary_actions":[],"special_abilities":[{"name":"Magic Resistance","desc":"The psoglav has advantage on saving throws against spells and other magical effects."},{"name":"Magic Weapons","desc":"The psoglav's weapon attacks are magical."}],"spell_list":[],"page_no":86,"environments":[],"img_main":"http://api-beta.open5e.com/","document__slug":"tob-2023","document__title":"Tome of Beasts 2023","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/tome-of-beasts-1-2023-edition/","v2_converted_path":"/v2/creatures/tob-2023_psoglav/"},{"slug":"redhag-tob1-2023","desc":"False","name":"Red Hag","size":"Medium","type":"Fey","subtype":"","group":"null","alignment":"Neutral Evil","armor_class":15,"armor_desc":"natural armor","hit_points":136,"hit_dice":"16d8 + 64","speed":{"walk":30},"strength":19,"dexterity":16,"constitution":18,"intelligence":18,"wisdom":21,"charisma":15,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":18,"skills":{"Arcana":10,"Deception":5,"Insight":8,"Perception":8},"damage_vulnerabilities":"False","damage_resistances":"False","damage_immunities":"False","condition_immunities":"charmed, frightened, poisoned","senses":"darkvision 60 ft., passive Perception 18","languages":"Common, Druidic, Giant, Sylvan","challenge_rating":"7","cr":7.0,"actions":[{"name":"Multiattack","desc":"The hag makes two Claw attacks or three Blood Bolt attacks. She can replace one attack with a use of Spellcasting."},{"name":"Claw","desc":"Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) slashing damage plus 9 (2d8) necrotic damage."},{"name":"Blood Bolt","desc":"Ranged Spell Attack: +8 to hit, range 60 ft., one target. Hit: 14 (2d8 + 5) necrotic damage. If the target is a creature with blood, it must succeed on a DC 16 Constitution saving throw or be poisoned until the end of its next turn."},{"name":"Siphon Blood (Recharge 5-6)","desc":"The red hag drains blood from nearby creatures. Each creature that isn't a Construct or Undead within 20 feet of the red hag must make a DC 16 Constitution saving throw, taking 35 (10d6) necrotic damage on a failed save, or half as much damage on a successful one. If at least one creature fails the saving throw, the next spell the red hag casts is cast as if the spell used a spell slot two levels higher than the spell's lowest level."},{"name":"Spellcasting","desc":"The red hag casts one of the following spells, requiring no material components and using Wisdom as the spellcasting ability (spell save DC 16):\nAt will: animal friendship, druidcraft, entangle\n3/day: cure wounds, dispel magic, lesser restoration\n1/day: control water, freedom of movement"}],"bonus_actions":[],"reactions":[],"legendary_desc":null,"legendary_actions":[],"special_abilities":[{"name":"Amphibious","desc":"The red hag can breathe air and water."},{"name":"Blood Sense","desc":"The red hag can pinpoint the location of creatures that aren't Constructs or Undead within 60 feet of her and can sense the general direction of such creatures within 1 mile of her."},{"name":"Magic Resistance","desc":"The red hag has advantage on saving throws against spells and other magical effects."},{"name":"Speak with Beasts","desc":"The red hag can communicate with Beasts as if they shared a language."}],"spell_list":[],"page_no":228,"environments":[],"img_main":"http://api-beta.open5e.com/","document__slug":"tob-2023","document__title":"Tome of Beasts 2023","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/tome-of-beasts-1-2023-edition/","v2_converted_path":"/v2/creatures/tob-2023_red-hag/"},{"slug":"risenreaver-tob1-2023","desc":"False","name":"Risen Reaver","size":"Large","type":"Undead","subtype":"","group":"null","alignment":"Chaotic Evil","armor_class":15,"armor_desc":"studded leather","hit_points":168,"hit_dice":"16d10 + 80","speed":{"walk":40},"strength":19,"dexterity":16,"constitution":20,"intelligence":9,"wisdom":7,"charisma":6,"strength_save":null,"dexterity_save":6,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":11,"skills":{"Perception":1},"damage_vulnerabilities":"False","damage_resistances":"False","damage_immunities":"False","condition_immunities":"False","senses":"darkvision 120 ft., passive perception 11","languages":"the languages it knew in life","challenge_rating":"7","cr":7.0,"actions":[{"name":"Multiattack","desc":"The risen reaver makes three Bladed Fist attacks."},{"name":"Bladed Fist","desc":"Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 15 (2d10 + 4) slashing damage."}],"bonus_actions":[{"name":"Skitter","desc":"The risen reaver takes the Dash action."}],"reactions":[{"name":"Infused Arsenal","desc":"When the risen reaver is hit with a nonmagical melee weapon or when it starts its turn in the same space as a nonmagical melee weapon that isn't being worn or carried, it absorbs the weapon into its body. If the weapon is being wielded by an attacker, the attacker must succeed on a DC 15 Strength saving throw or lose its weapon. For 1 minute, the reaver has resistance to the type of damage dealt by that weapon, and when it hits with its Bladed Fist, the fist deals an extra 2 (1d4) damage of the type dealt by the weapon. The reaver can absorb no more than three weapons in this way every 24 hours."}],"legendary_desc":null,"legendary_actions":[],"special_abilities":[{"name":"Blood Sense","desc":"The risen reaver can pinpoint the location of creatures that aren't Constructs or Undead within 60 feet of it and can sense the general direction of such creatures within 1 mile of it."},{"name":"Undead Nature","desc":"The risen reaver doesn't require air, food, drink, or sleep."}],"spell_list":[],"page_no":309,"environments":[],"img_main":"http://api-beta.open5e.com/","document__slug":"tob-2023","document__title":"Tome of Beasts 2023","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/tome-of-beasts-1-2023-edition/","v2_converted_path":"/v2/creatures/tob-2023_risen-reaver/"},{"slug":"sandspider-tob1-2023","desc":"False","name":"Sand Spider","size":"Large","type":"Beast","subtype":"","group":"null","alignment":"Unaligned","armor_class":15,"armor_desc":"natural armor","hit_points":135,"hit_dice":"18d10 + 36","speed":{"walk":20,"burrow":30},"strength":20,"dexterity":17,"constitution":14,"intelligence":4,"wisdom":12,"charisma":4,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":14,"skills":{"Perception":4,"Stealth":6},"damage_vulnerabilities":"False","damage_resistances":"False","damage_immunities":"False","condition_immunities":"False","senses":"darkvision 60 ft., tremorsense 60 ft., passive Perception 14","languages":"—","challenge_rating":"7","cr":7.0,"actions":[{"name":"Multiattack","desc":"The sand spider makes one Bite attack and two Impaling Leg attacks."},{"name":"Bite","desc":"Melee Weapon Attack: +8 to hit, reach 5 ft., one creature. Hit: 10 (1d10 + 5) piercing damage plus 10 (3d6) poison damage."},{"name":"Impaling Leg","desc":"Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 12 (2d6 + 5) piercing damage. If the target is a Medium or smaller creature, it must succeed on a DC 16 Strength saving throw or be grappled (escape DC 16). Until this grapple ends, the target is restrained and takes 7 (2d6) piercing damage at the start of each of its turns, and the sand spider can't use the same Impaling Leg on another target. The sand spider has four Impaling Legs."}],"bonus_actions":[],"reactions":[{"name":"Trapdoor Ambush","desc":"When the sand spider is burrowed just below the surface of sand and a Medium or smaller creature enters the space on the surface just above where it is burrowed, the sand spider makes one Impaling Leg attack against the creature, bursting from the sand and revealing itself in the process. The target has disadvantage on the saving throw to avoid being grappled."}],"legendary_desc":null,"legendary_actions":[],"special_abilities":[{"name":"Sand Camouflage","desc":"The sand spider has advantage on Dexterity (Stealth) checks made to hide in sandy terrain."}],"spell_list":[],"page_no":346,"environments":[],"img_main":"http://api-beta.open5e.com/","document__slug":"tob-2023","document__title":"Tome of Beasts 2023","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/tome-of-beasts-1-2023-edition/","v2_converted_path":"/v2/creatures/tob-2023_sand-spider/"},{"slug":"shadowbeast-tob1-2023","desc":"False","name":"Shadow Beast","size":"Medium","type":"Fey","subtype":"","group":"null","alignment":"Chaotic Evil","armor_class":15,"armor_desc":"","hit_points":112,"hit_dice":"15d8 + 45","speed":{"walk":40},"strength":6,"dexterity":20,"constitution":17,"intelligence":14,"wisdom":14,"charisma":19,"strength_save":null,"dexterity_save":null,"constitution_save":6,"intelligence_save":null,"wisdom_save":5,"charisma_save":null,"perception":12,"skills":{"Stealth":8},"damage_vulnerabilities":"False","damage_resistances":"acid, cold, fire, lightning, thunder; bludgeoning, piercing, and slashing from nonmagical attacks","damage_immunities":"False","condition_immunities":"exhaustion, grappled, paralyzed, petrified, poisoned, restrained","senses":"darkvision 60 ft., passive Perception 12","languages":"Common, Elvish, Umbral, Void Speech","challenge_rating":"7","cr":7.0,"actions":[{"name":"Multiattack","desc":"The shadow beast makes one Bite attack and two Claw attacks."},{"name":"Bite","desc":"Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 9 (1d8 + 5) piercing damage plus 7 (2d6) necrotic damage."},{"name":"Claw","desc":"Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 8 (1d6 + 5) slashing damage plus 7 (2d6) necrotic damage."},{"name":"Frightful Shadows (Recharge 5-6)","desc":"The shadow beast releases a wave of shadows filled with frightening images of eyes, fangs, and other barely seen and terrifying beasts in a 30-foot cone. Each creature in the area must make a DC 15 Wisdom saving throw. On a failure, a creature takes 42 (12d6) necrotic damage and is frightened for 1 minute. On a success, a creature takes half the damage and isn't frightened. A frightened creature must take the Dash action and move away from the shadow beast by the safest available route on each of its turns, unless there is nowhere to move. 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":[],"reactions":[],"legendary_desc":null,"legendary_actions":[],"special_abilities":[{"name":"Incorporeal Movement","desc":"The shadow beast can move through other creatures and objects as if they were difficult terrain. It takes 5 (1d10) force damage if it ends its turn inside an object."},{"name":"Magic Resistance","desc":"The shadow beast has advantage on saving throws against spells and other magical effects."},{"name":"Shadow Weapons","desc":"The shadow beast's weapon attacks are magical. When the shadow beast hits with any weapon, the weapon deals an extra 2d6 necrotic damage (included in the attack)."},{"name":"Sunlight Sensitivity","desc":"While in sunlight, the shadow beast has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight."}],"spell_list":[],"page_no":324,"environments":[],"img_main":"http://api-beta.open5e.com/","document__slug":"tob-2023","document__title":"Tome of Beasts 2023","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/tome-of-beasts-1-2023-edition/","v2_converted_path":"/v2/creatures/tob-2023_shadow-beast/"},{"slug":"souleater-tob1-2023","desc":"False","name":"Soul Eater","size":"Medium","type":"Fiend","subtype":"","group":"null","alignment":"Neutral Evil","armor_class":16,"armor_desc":"","hit_points":105,"hit_dice":"14d8 + 42","speed":{"walk":60,"fly":30},"strength":13,"dexterity":22,"constitution":17,"intelligence":12,"wisdom":11,"charisma":11,"strength_save":null,"dexterity_save":9,"constitution_save":5,"intelligence_save":null,"wisdom_save":null,"charisma_save":3,"perception":13,"skills":{"Intimidation":3,"Perception":3,"Stealth":9},"damage_vulnerabilities":"False","damage_resistances":"cold, fire, lightning; bludgeoning, piercing, and slashing from nonmagical attacks","damage_immunities":"poison","condition_immunities":"paralyzed, poisoned, prone, stunned, unconscious","senses":"darkvision 60 ft., passive Perception 13","languages":"Abyssal, Infernal, telepathy 60 ft.","challenge_rating":"7","cr":7.0,"actions":[{"name":"Multiattack","desc":"The soul eater makes two Claw attacks."},{"name":"Claw","desc":"Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 13 (2d6 + 6) slashing damage plus 10 (3d6) psychic damage."},{"name":"Hasten Consumption (Recharge 5-6)","desc":"The soul eater emits a wave of psychic energy to hasten the demise of nearby creatures, bringing them one step closer to having their souls consumed. Each creature within 20 feet of the soul eater must make a DC 14 Charisma saving throw, taking 31 (9d6) psychic damage on a failed save, or half as much damage on a successful one. A creature reduced to below half its hp maximum by this effect has disadvantage on the saving throw against the soul eater's Soul Drain for 1 minute."}],"bonus_actions":[],"reactions":[{"name":"Soul Drain","desc":"When the soul eater reduces a target to 0 hp, the soul eater consumes that creature's soul. The victim must succeed on a DC 14 Constitution saving throw or immediately die as the soul eater consumes its soul. A creature killed in this way can be restored to life only by means of a true resurrection or a wish spell. If the soul eater is killed within 120 feet of the body of a soul it consumed and the victim has been dead for no longer than 1 minute, the victim's soul returns to the body and returns to life, unconscious and stable with 0 hp."}],"legendary_desc":null,"legendary_actions":[],"special_abilities":[{"name":"Magic Resistance","desc":"The soul eater has advantage on saving throws against spells and other magical effects."},{"name":"Soul Sense","desc":"The soul eater can pinpoint the location of creatures that have souls within 60 feet of it and can sense the general direction of such creatures within 1 mile of it."}],"spell_list":[],"page_no":336,"environments":[],"img_main":"http://api-beta.open5e.com/","document__slug":"tob-2023","document__title":"Tome of Beasts 2023","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/tome-of-beasts-1-2023-edition/","v2_converted_path":"/v2/creatures/tob-2023_soul-eater/"},{"slug":"spark-tob1-2023","desc":"False","name":"Spark","size":"Tiny","type":"Elemental","subtype":"","group":"null","alignment":"Chaotic Neutral","armor_class":15,"armor_desc":"","hit_points":104,"hit_dice":"16d4 + 64","speed":{"walk":60,"fly":10},"strength":4,"dexterity":20,"constitution":18,"intelligence":10,"wisdom":12,"charisma":17,"strength_save":null,"dexterity_save":8,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":11,"skills":{},"damage_vulnerabilities":"False","damage_resistances":"thunder; bludgeoning, piercing, and slashing from nonmagical attacks","damage_immunities":"lightning","condition_immunities":"exhaustion, grappled, paralyzed, petrified, poisoned, prone, restrained, unconscious","senses":"darkvision 60 ft., passive Perception 11","languages":"Common, Primordial","challenge_rating":"7","cr":7.0,"actions":[{"name":"Multiattack","desc":"The spark makes three Electric Touch attacks."},{"name":"Electric Touch","desc":"Melee Spell Attack: +6 to hit, reach 5 ft., one target. Hit: 16 (3d8 + 3) lightning damage."},{"name":"Inhabit","desc":"One Humanoid that the spark can see within 5 feet of it must succeed on a DC 14 Charisma saving throw or be inhabited by the spark. The spark then disappears, fusing with the target's nervous system, and the target is incapacitated and loses control of its body. The spark now controls the body but doesn't deprive the target of awareness. The spark can't be targeted by any attack, spell, or other effect, and it retains its alignment, Intelligence, Wisdom, Charisma, immunity to being paralyzed, petrified, or unconscious, and its Electric Touch attack. It otherwise uses the inhabited target's statistics, but doesn't gain access to the target's knowledge, class features, or proficiencies."}],"bonus_actions":[],"reactions":[],"legendary_desc":null,"legendary_actions":[],"special_abilities":[{"name":"Elemental Nature","desc":"The spark doesn't require air, food, drink, or sleep."}],"spell_list":[],"page_no":337,"environments":[],"img_main":"http://api-beta.open5e.com/","document__slug":"tob-2023","document__title":"Tome of Beasts 2023","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/tome-of-beasts-1-2023-edition/","v2_converted_path":"/v2/creatures/tob-2023_spark/"},{"slug":"spiderofleng-tob1-2023","desc":"False","name":"Spider of Leng","size":"Large","type":"Aberration","subtype":"","group":"null","alignment":"Chaotic Evil","armor_class":15,"armor_desc":"natural armor","hit_points":144,"hit_dice":"17d10 + 51","speed":{"walk":20},"strength":14,"dexterity":16,"constitution":16,"intelligence":18,"wisdom":10,"charisma":10,"strength_save":null,"dexterity_save":6,"constitution_save":6,"intelligence_save":7,"wisdom_save":null,"charisma_save":null,"perception":13,"skills":{"Athletics":5,"Perception":3,"Stealth":6},"damage_vulnerabilities":"False","damage_resistances":"False","damage_immunities":"poison","condition_immunities":"charmed, poisoned, unconscious","senses":"darkvision 240 ft., passive Perception 13","languages":"Common, Void Speech","challenge_rating":"7","cr":7.0,"actions":[{"name":"Multiattack","desc":"The spider of Leng makes two Claw attacks and one Staff of Leng attack, or it makes three Spit Venom attacks."},{"name":"Claw","desc":"Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 12 (2d8 + 3) slashing damage plus 4 (1d8) poison damage."},{"name":"Staff of Leng","desc":"Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 3) bludgeoning damage plus 7 (2d6) psychic damage, and the target must succeed on a DC 15 Wisdom saving throw or be stunned until the end of is next turn."},{"name":"Spit Venom","desc":"Ranged Weapon Attack: +6 to hit, range 20/60 ft., one target. Hit: 16 (3d8 + 3) 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."},{"name":"Spellcasting","desc":"The spider of Leng casts one of the following spells, requiring no material components and using Intelligence as the spellcasting ability (spell save DC 15):\nAt will: comprehend languages, detect magic\n3/day each: confusion, silence\n1/day each: arcane eye, hypnotic pattern"}],"bonus_actions":[],"reactions":[{"name":"Poisonous Riposte","desc":"The spider of Leng adds 3 to its AC against one melee attack that would hit it. To do so, the spider must see the attacker. If this effect causes the attack to miss, the attacker takes 4 (1d8) poison damage."}],"legendary_desc":null,"legendary_actions":[],"special_abilities":[{"name":"Eldritch Understanding","desc":"The spider of Leng can read and use any spell scroll or magic item, ignoring all class, race, and level requirements."},{"name":"Poisonous Blood","desc":"A creature that hits the spider of Leng with a melee attack while within 5 feet of it takes 4 (1d8) poison damage."},{"name":"Poisonous Death","desc":"When the spider of Leng dies, the poisonous blood in its body vaporizes, forming a cloud in the spider's space until initiative count 20 on the next round. Each creature within 5 feet of the spider and each creature that enters the cloud for the first time on a turn must make a DC 15 Constitution saving throw, taking 9 (2d8) poison damage on a failed save, or half as much damage on a successful one."}],"spell_list":[],"page_no":341,"environments":[],"img_main":"http://api-beta.open5e.com/","document__slug":"tob-2023","document__title":"Tome of Beasts 2023","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/tome-of-beasts-1-2023-edition/","v2_converted_path":"/v2/creatures/tob-2023_spider-of-leng/"},{"slug":"swarmoffiredancers-tob1-2023","desc":"False","name":"Swarm of Fire Dancers","size":"Medium","type":"Swarm","subtype":"","group":"null","alignment":"Neutral Evil","armor_class":15,"armor_desc":"","hit_points":90,"hit_dice":"12d8 + 36","speed":{"walk":30,"fly":30},"strength":10,"dexterity":20,"constitution":16,"intelligence":6,"wisdom":10,"charisma":7,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":10,"skills":{},"damage_vulnerabilities":"False","damage_resistances":"bludgeoning, piercing, slashing","damage_immunities":"fire, poison","condition_immunities":"charmed, exhaustion, frightened, grappled, paralyzed, petrified, poisoned, prone, restrained, stunned, unconscious","senses":"darkvision 60 ft., passive Perception 10","languages":"Ignan","challenge_rating":"7","cr":7.0,"actions":[{"name":"Multiattack","desc":"The swarm of fire dancers can use its Frightening Visage, if available. It then makes two Singe attacks."},{"name":"Singe","desc":"Melee Weapon Attack: +8 to hit, reach 0 ft., one target in the swarm's space. Hit: 22 (4d10) fire damage, or 11 (2d10) fire damage if the swarm has half its hp or fewer."},{"name":"Frightening Visage (Recharge 5-6)","desc":"The swarm rearranges itself into the shape of a giant, blue, flaming Humanoid skull. Each Humanoid within 30 feet of the swarm that can see it must succeed on a DC 16 Wisdom saving throw or be 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":[],"reactions":[],"legendary_desc":null,"legendary_actions":[],"special_abilities":[{"name":"Elemental Nature","desc":"The swarm of fire dancers doesn't require air, food, drink, or sleep."},{"name":"Fire Form","desc":"A creature that touches the swarm or hits it with a melee attack while within 5 feet of it takes 5 (1d10) fire damage. In addition, the first time the swarm enters a creature's space on a turn, that creature takes 5 (1d10) fire damage and catches fire. Until a creature, which can include the target, uses an action to douse the fire, the creature takes 5 (1d10) fire damage at the start of each of its turns."},{"name":"Illumination","desc":"The swarm sheds bright light in a 30-foot radius and dim light to an additional 30 feet."},{"name":"Swarm","desc":"The swarm can occupy another creature's space and vice versa, and the swarm can move through any opening large enough for a Tiny Elemental. The swarm can't regain hp or gain temporary hp."},{"name":"Water Susceptibility","desc":"For every 5 feet the swarm moves in water, or for every gallon of water splashed on it, it takes 1 cold damage."}],"spell_list":[],"page_no":354,"environments":[],"img_main":"http://api-beta.open5e.com/","document__slug":"tob-2023","document__title":"Tome of Beasts 2023","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/tome-of-beasts-1-2023-edition/","v2_converted_path":"/v2/creatures/tob-2023_swarm-of-fire-dancers/"},{"slug":"umbralvampire-tob1-2023","desc":"False","name":"Umbral Vampire","size":"Medium","type":"Undead","subtype":"","group":"null","alignment":"Chaotic Evil","armor_class":14,"armor_desc":"","hit_points":84,"hit_dice":"13d8 + 26","speed":{"walk":40},"strength":1,"dexterity":18,"constitution":15,"intelligence":14,"wisdom":14,"charisma":19,"strength_save":null,"dexterity_save":7,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":7,"perception":15,"skills":{"Perception":5,"Stealth":7},"damage_vulnerabilities":"False","damage_resistances":"acid, fire, lightning, thunder; bludgeoning, piercing, and slashing from nonmagical attacks","damage_immunities":"cold, necrotic, poison","condition_immunities":"exhaustion, grappled, paralyzed, petrified, poisoned, prone, restrained","senses":"darkvision 60 ft., passive Perception 15","languages":"Common, Umbral, Void Speech","challenge_rating":"7","cr":7.0,"actions":[{"name":"Multiattack","desc":"The umbral vampire can use its Umbral Grasp. It then makes two Shadow Touch attacks."},{"name":"Shadow Touch","desc":"Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 17 (3d8 + 4) necrotic damage, and the target's Strength score is reduced by 1d4. The target dies if this reduces its Strength to 0. Otherwise, the reduction lasts until the target finishes a short or long rest. A non-evil Humanoid slain by this attack rises 24 hours later as a shadow under the vampire's control, unless the Humanoid is restored to life. The vampire can have no more than five shadows under its control at one time."},{"name":"Umbral Grasp","desc":"The umbral vampire sends a giant hand of shadow to grab one creature it can see that is in dim light or darkness within 30 feet of it. The target must succeed on a DC 15 Dexterity saving throw or be restrained by wisps of magical shadow for 1 minute. While restrained, the target takes 9 (2d8) necrotic damage at the start of each of its turns. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. The umbral vampire can have no more than two creatures restrained by its Umbral Grasp at a time."}],"bonus_actions":[{"name":"Shadow Stealth","desc":"While in dim light or darkness, the umbral vampire takes the Hide action."}],"reactions":[],"legendary_desc":null,"legendary_actions":[],"special_abilities":[{"name":"Incorporeal Movement","desc":"The umbral vampire can move through other creatures and objects as if they were difficult terrain. It takes 5 (1d10) force damage if it ends its turn inside an object."},{"name":"Sunlight Sensitivity","desc":"While in sunlight, the umbral vampire has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight."},{"name":"Undead Nature","desc":"The umbral vampire doesn't require air."}],"spell_list":[],"page_no":382,"environments":[],"img_main":"http://api-beta.open5e.com/","document__slug":"tob-2023","document__title":"Tome of Beasts 2023","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/tome-of-beasts-1-2023-edition/","v2_converted_path":"/v2/creatures/tob-2023_umbral-vampire/"},{"slug":"youngmithraldragon-tob1-2023","desc":"False","name":"Young Mithral Dragon","size":"Large","type":"Dragon","subtype":"","group":"null","alignment":"Neutral","armor_class":16,"armor_desc":"natural armor","hit_points":170,"hit_dice":"20d10 + 60","speed":{"walk":80,"fly":40},"strength":12,"dexterity":18,"constitution":17,"intelligence":16,"wisdom":17,"charisma":16,"strength_save":null,"dexterity_save":7,"constitution_save":6,"intelligence_save":null,"wisdom_save":6,"charisma_save":6,"perception":19,"skills":{"Insight":6,"Perception":9,"Persuasion":6,"Stealth":7},"damage_vulnerabilities":"False","damage_resistances":"False","damage_immunities":"slashing","condition_immunities":"charmed","senses":"blindsight 30 ft., darkvision 120 ft., passive Perception 19","languages":"all, telepathy 60 ft.","challenge_rating":"7","cr":7.0,"actions":[{"name":"Multiattack","desc":"The dragon makes one Bite attack and two Claw attacks."},{"name":"Bite","desc":"Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 15 (2d10 + 4) piercing damage. Instead of dealing damage, the dragon can end one magical effect of its choice of 3rd level or lower on the target."},{"name":"Claw","desc":"Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) slashing damage, and if the target isn't a Construct or Undead, it must succeed on a DC 14 Constitution saving throw or lose 3 (1d6) hp at the start of each of its turns as a piece of metallic claw breaks off in the wound. Any creature can take an action to remove the claw with a successful DC 12 Wisdom (Medicine) check. The claw pops out of the wound if the target receives magical healing."},{"name":"Shard Breath (Recharge 5-6)","desc":"The mithral dragon spits metallic shards in a 30-foot cone. Each creature in that area must make a DC 14 Dexterity saving throw, taking 28 (8d6) slashing damage on a failed save, or half as much damage on a successful one. The area becomes difficult terrain for 1 minute, then the shards dissolve into wisps of silvery smoke."}],"bonus_actions":[],"reactions":[],"legendary_desc":null,"legendary_actions":[],"special_abilities":[{"name":"Magic Resistance","desc":"The dragon has advantage on saving throws against spells and other magical effects."}],"spell_list":[],"page_no":123,"environments":[],"img_main":"http://api-beta.open5e.com/","document__slug":"tob-2023","document__title":"Tome of Beasts 2023","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/tome-of-beasts-1-2023-edition/","v2_converted_path":"/v2/creatures/tob-2023_young-mithral-dragon/"},{"slug":"ape_giant_bf","desc":"","name":"Ape, Giant","size":"huge","type":"Beast","subtype":"","group":"Animals","alignment":"","armor_class":12,"armor_desc":null,"hit_points":176,"hit_dice":"","speed":{"walk":40,"climb":40},"strength":26,"dexterity":14,"constitution":18,"intelligence":6,"wisdom":12,"charisma":6,"strength_save":8,"dexterity_save":2,"constitution_save":4,"intelligence_save":-2,"wisdom_save":1,"charisma_save":-2,"perception":14,"skills":{},"damage_vulnerabilities":"","damage_resistances":"stunned","damage_immunities":"","condition_immunities":"","senses":"-","languages":"-","challenge_rating":"7","cr":7.0,"actions":[{"name":"Multiattack","desc":"The ape makes two Fist or Rock attacks. If both Fist attacks hit one Large or smaller creature, the target is grappled (escape DC 16). The ape has two fists, each of which can grapple only one target."},{"name":"Fist","desc":"_Melee Weapon Attack:_ +8 to hit, reach 10 ft., one target. _Hit:_ 27 (4d10+5) bludgeoning damage."},{"name":"Rock","desc":"_Ranged Weapon Attack:_ +8 to hit, range 50/100 ft., one target. _Hit:_ 23 (4d8+5) bludgeoning damage."}],"bonus_actions":[{"name":"Throw","desc":"One Large or smaller creature grappled by the ape is thrown up to 50 feet in a random direction and knocked prone. If a thrown target strikes a solid surface, the target takes 3 (1d6) bludgeoning damage for every 10 feet it was thrown. If the target is thrown at another creature, that creature must succeed on a DC 16 DEX save or take the same damage and be knocked prone."}],"reactions":[],"legendary_desc":null,"legendary_actions":[],"special_abilities":[],"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_ape-giant/"},{"slug":"golmana_bf","desc":"","name":"Golmana","size":"medium","type":"Fiend","subtype":"Demon","group":"Demons","alignment":"","armor_class":15,"armor_desc":"natural armor","hit_points":118,"hit_dice":"","speed":{"walk":40},"strength":18,"dexterity":16,"constitution":14,"intelligence":8,"wisdom":12,"charisma":14,"strength_save":4,"dexterity_save":3,"constitution_save":2,"intelligence_save":-1,"wisdom_save":1,"charisma_save":2,"perception":14,"skills":{},"damage_vulnerabilities":"","damage_resistances":"Demonic Resilience","damage_immunities":"blinded,frightened,Demonic Resilience","condition_immunities":"","senses":"keensense 60 ft. (can't sense beyond this radius)","languages":"Abyssal,Void Speech,telepathy 60 ft.","challenge_rating":"7","cr":7.0,"actions":[{"name":"Multiattack","desc":"The golmana makes two Claws attacks and one Tail attack. If both Claws attacks hit a Medium or smaller creature, the target is grappled (escape DC 15). Until this grapple ends, the target is restrained, and the golmana can't make Claws attacks against other targets."},{"name":"Claws","desc":"_Melee Weapon Attack:_ +7 to hit, reach 5 ft., one target. _Hit:_ 17 (3d8+4) slashing damage."},{"name":"Tail","desc":"_Melee Weapon Attack:_ +7 to hit, reach 10 ft., one target. _Hit:_ 13 (2d8+4) piercing damage."},{"name":"Void Screech (Recharge 5-6)","desc":"The golmana lets out a keening screech in a 30-foot cone. Each creature that isn't a Fiend in that area must make a DC 15 CON save. On a failure, a creature takes 14 (4d6) necrotic damage and 18 (4d8) thunder damage, and it has disadvantage on the next attack roll it makes before the start of the golmana's next turn, as brief contact with the energies of the Void destabilizes the creature. On a success, a creature takes half the damage and doesn't suffer this disadvantage on its next attack roll."}],"bonus_actions":[{"name":"Consuming Rend","desc":"The golmana violently digs its small, torso claws into one creature it is grappling. The target must make a DC 15 DEX save, taking 7 (2d6) slashing damage on a failed save, or half as much damage on a successful one. The golmana then regains HP equal to the damage dealt."}],"reactions":[],"legendary_desc":null,"legendary_actions":[],"special_abilities":[{"name":"Demonic Resilience","desc":"The golmana is resistant to cold, fire, and lightning damage. In addition, it is immune to poison damage and to the poisoned condition."},{"name":"Heightened Hearing","desc":"The golmana's Perception is 19 when perceiving by hearing."},{"name":"Magic Resistance","desc":"The golmana has advantage on saves against spells and other magical effects."},{"name":"Spider Climb","desc":"The golmana can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check."}],"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_golmana/"},{"slug":"master_alchemist_bf","desc":"","name":"Master Alchemist","size":"medium","type":"Humanoid","subtype":"Any Lineage","group":"NPCs","alignment":"","armor_class":16,"armor_desc":"studded leather","hit_points":152,"hit_dice":"","speed":{"walk":30},"strength":10,"dexterity":18,"constitution":22,"intelligence":24,"wisdom":12,"charisma":14,"strength_save":0,"dexterity_save":4,"constitution_save":6,"intelligence_save":7,"wisdom_save":1,"charisma_save":2,"perception":11,"skills":{},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"","condition_immunities":"","senses":"-","languages":"any two languages","challenge_rating":"7","cr":7.0,"actions":[{"name":"Multiattack","desc":"The master alchemist makes three Hasty Concoction attacks."},{"name":"Hasty Concoction","desc":"_Melee or Ranged Weapon Attack:_ +7 to hit, reach 5 ft. or range 20/60 ft., one target. _Hit:_ 17 (3d8+4) acid, cold, fire, or poison damage (the alchemist's choice). The concoction then causes one of the following effects of the master alchemist's choice.\n- **Disorienting Vapors.** Overly sweet-smelling, pink vapors erupt from where the concoction hit the target. The target and each creature within 5 feet of it must make a DC 15 INT save. When a creature that failed this save moves on its next turn, it moves in a random direction.\n- **Poisonous Cloud.** An acrid-smelling, green gas pours out from where the concoction hit the target. The gas fills a 10-foot-radius sphere centered on the target. The gas spreads around corners, and its area is lightly obscured. A creature that enters the gas for the first time on a turn or starts its turn there must succeed on a DC 15 CON save or be poisoned until the end of its next turn. The gas disperses at the start of the master alchemist's next turn.\n- **Slick Floor.** A thick, purple foam bursts out from where the concoction hit the target. The floor within 10 feet of the target is coated in slick goop until the start of the master alchemist's next turn, when the foam dries. For the duration, when a creature moves through the area, it must succeed on a DC 15 DEX save or fall prone. When the master alchemist makes a Hasty Concoction attack, it can choose to target a point on the ground it can see within 60 feet instead. If it does so, the concoction causes only one of the above effects centered on that point instead of dealing damage."},{"name":"Explosive Flask (Recharge 5-6)","desc":"The master alchemist throws an explosive flask at a point it can see within 30 feet of it. Each creature within 10 feet of that point must make a DC 15 DEX save, taking 31 (7d8) fire damage on a failed save, or half as much damage on a successful one."},{"name":"Healing Unguent (3/Day)","desc":"The master alchemist rubs a greasy unguent on a creature's wounds. The target regains 14 (4d6) HP."}],"bonus_actions":[{"name":"Protective Draught (Recharge 4-6)","desc":"The master alchemist drinks one of its brews and gains resistance to acid, cold, fire, or poison damage (the master alchemist's choice) until the end of its next turn."}],"reactions":[],"legendary_desc":null,"legendary_actions":[],"special_abilities":[{"name":"Tools of the Trade","desc":"The master alchemist is proficient with alchemist's supplies and doubles its proficiency bonus for any ability check it makes with alchemist's supplies."}],"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_master-alchemist/"},{"slug":"oni_bf","desc":"","name":"Oni","size":"large","type":"Giant","subtype":"Outsider","group":null,"alignment":"","armor_class":16,"armor_desc":"chain mail","hit_points":134,"hit_dice":"","speed":{"walk":30,"fly":30,"hover":true},"strength":18,"dexterity":16,"constitution":22,"intelligence":14,"wisdom":18,"charisma":22,"strength_save":4,"dexterity_save":3,"constitution_save":6,"intelligence_save":2,"wisdom_save":4,"charisma_save":6,"perception":14,"skills":{},"damage_vulnerabilities":"","damage_resistances":"Giant Attributes","damage_immunities":"prone","condition_immunities":"","senses":"darkvision 60 ft.","languages":"Common,Giant","challenge_rating":"7","cr":7.0,"actions":[{"name":"Multiattack","desc":"The oni makes two Claw or Glaive attacks, or it makes three Arcane Bolt attacks. It can replace one attack with a use of Spellcasting."},{"name":"Claw (True Form Only)","desc":"_Melee Weapon Attack:_ +7 to hit, reach 5 ft., one target. _Hit:_ 13 (2d8+4) slashing damage plus 10 (3d6) force damage."},{"name":"Glaive","desc":"_Melee Weapon Attack:_ +7 to hit, reach 10 ft., one target. _Hit:_ 15 (2d10+4) slashing damage, or 9 (1d10+4) slashing damage in a Medium or smaller form, plus 10 (3d6) force damage."},{"name":"Arcane Bolt","desc":"_Ranged Spell Attack:_ +6 to hit, range 60 ft., one target. _Hit:_ 17 (4d6+3) force damage."},{"name":"Whirling Glaive (Recharge 5-6)","desc":"The oni channels its magic into its twirling glaive, creating magical wind in a 30-foot cone. Each creature in the area must make a DC 14 STR save. On a failure, a creature takes 31 (9d6) cold damage and is pushed up to 15 feet away from the oni. On a success, a creature takes half the damage and isn't pushed."},{"name":"Spellcasting","desc":"The oni casts one of the following spells, requiring no material components and using CHA as the spellcasting ability (spell save DC 14).<br>At will: _darkness_, _invisibility_ (self only)<br>1/day each: _charm_, _gaseous form_, _sleep_"}],"bonus_actions":[{"name":"Change Shape","desc":"The oni magically transforms into a Small or Medium Humanoid, a Large ogre, or back into its true form, which is Giant. Its statistics, other than its size, are the same in each form. Any equipment it is wearing or carrying transforms with it, except for its glaive, which adjusts to fit its new form. If the oni dies, it reverts to its true form, and the glaive reverts to its normal size."}],"reactions":[],"legendary_desc":null,"legendary_actions":[],"special_abilities":[{"name":"Empowered Weapons","desc":"The oni's weapon attacks are magical. When the oni hits with any weapon, the weapon deals an extra 3d6 force damage (included in the attack)."},{"name":"Giant Attributes","desc":"The oni is resistant to the stunned condition."},{"name":"Regeneration","desc":"The oni regains 10 HP at the start of its turn if it has at least 1 HP."}],"spell_list":[],"page_no":null,"environments":[],"img_main":null,"document__slug":"blackflag","document__title":"Black Flag SRD","document__license_url":"https://paizo.com/orclicense","document__url":"https://koboldpress.com/black-flag-reference-document/","v2_converted_path":"/v2/creatures/bfrd_oni/"},{"slug":"shield_guardian_bf","desc":"","name":"Shield Guardian","size":"large","type":"Construct","subtype":"","group":null,"alignment":"","armor_class":17,"armor_desc":"natural armor","hit_points":139,"hit_dice":"","speed":{"walk":30},"strength":18,"dexterity":8,"constitution":18,"intelligence":6,"wisdom":14,"charisma":2,"strength_save":4,"dexterity_save":-1,"constitution_save":4,"intelligence_save":-2,"wisdom_save":2,"charisma_save":-4,"perception":12,"skills":{},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"Construct Resilience","condition_immunities":"","senses":"keensense 10 ft., darkvision 60 ft.","languages":"understands the languages of its creator and the languages of the wearer of its amulet but can't speak","challenge_rating":"7","cr":7.0,"actions":[{"name":"Multiattack","desc":"The shield guardian makes two Runed Fist attacks, or it makes three Rune Bolt attacks."},{"name":"Runed Fist","desc":"_Melee Weapon Attack:_ +7 to hit, reach 5 ft., one target. _Hit:_ 13 (2d8+4) bludgeoning damage plus 14 (4d8) force damage."},{"name":"Rune Bolt","desc":"_Ranged Spell Attack:_ +5 to hit, range 60 ft., one target. _Hit:_ 16 (4d6+2) force damage."}],"bonus_actions":[{"name":"Protective Step","desc":"The guardian teleports up to 60 feet to an unoccupied space it can see within 5 feet of the amulet's wearer."}],"reactions":[{"name":"Shield","desc":"When a creature the guardian can see makes an attack against the amulet's wearer, the guardian grants a +2 bonus to the wearer's AC if the guardian is within 5 feet of the wearer."}],"legendary_desc":null,"legendary_actions":[],"special_abilities":[{"name":"Bound","desc":"The shield guardian is magically bound to an amulet. As long as the guardian and its amulet are on the same plane of existence, the guardian knows the distance and direction to the amulet's wearer, and the amulet's wearer can telepathically call the guardian, teleporting the guardian to an unoccupied space within 5 feet of the wearer after 1 minute. In addition, if the guardian is within 60 feet of the amulet's wearer, half of any damage the wearer takes (rounded up) is taken by the guardian instead."},{"name":"Construct Nature","desc":"The shield guardian doesn't require air, food, drink, or sleep."},{"name":"Construct Resilience","desc":"The shield guardian is immune to poison and psychic damage, and it is immune to exhaustion and the charmed, frightened, paralyzed, petrified, and poisoned conditions."},{"name":"Regeneration","desc":"The shield guardian regains 10 HP at the start of its turn if it has at least 1 HP."},{"name":"Spell Storing","desc":"A spellcaster who wears the shield guardian's amulet can cause the guardian to store one spell of 4th level or lower. To do so, the wearer must cast the spell on the guardian. The spell has no effect but is stored within the guardian. When commanded to do so by the wearer or when a situation arises that was predefined by the spellcaster, the guardian casts the stored spell, using the appropriate action required by the spell, with any parameters set by the original caster, requiring no components. When the spell is cast or a new spell is stored, any previously stored spell is lost."}],"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_shield-guardian/"},{"slug":"stone_giant_bf","desc":"","name":"Stone Giant","size":"huge","type":"Giant","subtype":"","group":"Giants","alignment":"","armor_class":17,"armor_desc":"natural armor","hit_points":156,"hit_dice":"","speed":{"walk":40},"strength":22,"dexterity":20,"constitution":26,"intelligence":10,"wisdom":18,"charisma":8,"strength_save":6,"dexterity_save":5,"constitution_save":8,"intelligence_save":0,"wisdom_save":4,"charisma_save":-1,"perception":14,"skills":{},"damage_vulnerabilities":"thunder,Giant Attributes","damage_resistances":"lightning,petrified,Giant Attributes","damage_immunities":"","condition_immunities":"","senses":"darkvision 60 ft.","languages":"Giant","challenge_rating":"7","cr":7.0,"actions":[{"name":"Multiattack","desc":"The giant makes two Stony Fist or Rock attacks."},{"name":"Stony Fist","desc":"_Melee Weapon Attack:_ +9 to hit, reach 10 ft., one target. _Hit:_ 24 (4d8+6) bludgeoning damage. The target is grappled (escape DC 17) if it is a Large or smaller creature and the stone giant isn't already grappling a creature."},{"name":"Rock","desc":"_Ranged Weapon Attack:_ +9 to hit, range 60/240 ft., one target. _Hit:_ 28 (4d10+6) bludgeoning damage. If the target is a creature, it must succeed on a DC 17 STR save or be knocked prone."}],"bonus_actions":[{"name":"Wrestle","desc":"The stone giant performs one of the following wrestling maneuvers against one creature it is grappling. The target must succeed on a DC 17 STR save or suffer the listed effect until the stone giant uses this bonus action again or until the grapple ends.\n- **Armbar.** The target has disadvantage on attack rolls and on checks made to escape the grapple.\n- **Chinlock.** The target can't speak and can't cast spells with verbal components.\n- **Takedown.** The target is knocked prone and restrained.\n- **Throw.** The target is thrown up to 30 feet in a random direction and knocked prone, ending the grapple. If a thrown target strikes a solid surface, the target takes 3 (1d6) bludgeoning damage for every 10 feet it was thrown. If the target is thrown at another creature, that creature must succeed on a DC 17 DEX save or take the same damage and be knocked prone."}],"reactions":[{"name":"Missile Deflection","desc":"If a creature the giant can see makes a ranged weapon attack against the giant, the giant can add 3 to its AC. If the attack misses, the giant can catch the missile, provided the attack included a projectile, and throw it back at the attacker, using the giant's normal ranged weapon attack bonus and the weapon's normal damage."}],"legendary_desc":null,"legendary_actions":[],"special_abilities":[{"name":"Giant Attributes","desc":"The stone giant is resistant to the stunned condition, and it is vulnerable to the prone condition."},{"name":"Stone Camouflage","desc":"The giant's Stealth is 20 while in rocky terrain."}],"spell_list":[],"page_no":null,"environments":[],"img_main":null,"document__slug":"blackflag","document__title":"Black Flag SRD","document__license_url":"https://paizo.com/orclicense","document__url":"https://koboldpress.com/black-flag-reference-document/","v2_converted_path":"/v2/creatures/bfrd_stone-giant/"},{"slug":"young_black_dragon_bf","desc":"","name":"Young Black Dragon","size":"large","type":"Dragon","subtype":"","group":"Dragons","alignment":"","armor_class":18,"armor_desc":"natural armor","hit_points":136,"hit_dice":"","speed":{"walk":40,"fly":80,"swim":40},"strength":20,"dexterity":20,"constitution":22,"intelligence":12,"wisdom":18,"charisma":20,"strength_save":5,"dexterity_save":5,"constitution_save":6,"intelligence_save":1,"wisdom_save":4,"charisma_save":5,"perception":17,"skills":{},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"acid,poisoned","condition_immunities":"","senses":"darkvision 120 ft., keensense 30 ft.","languages":"Common,Draconic","challenge_rating":"7","cr":7.0,"actions":[{"name":"Multiattack","desc":"The dragon makes one Bite attack and two Claw attacks."},{"name":"Bite","desc":"_Melee Weapon Attack:_ +7 to hit, reach 10 ft., one target. _Hit:_ 15 (2d10+4) piercing damage."},{"name":"Claw","desc":"_Melee Weapon Attack:_ +7 to hit, reach 5 ft., one target. _Hit:_ 11 (2d6+4) slashing damage."},{"name":"Acid Breath (Recharge 5-6)","desc":"The dragon exhales acid in a 3-foot line that is 5 feet wide. Each creature in that line must make a DC 15 DEX save, taking 49 (11d8) acid damage on a failed save, or half as much damage on a successful one."}],"bonus_actions":[],"reactions":[],"legendary_desc":null,"legendary_actions":[],"special_abilities":[{"name":"Acidic Vapors","desc":"After the black dragon uses its Acid Breath, acid clings to its mouth, throat, and nostrils for a time, evaporating as the dragon breathes. While the dragon's Acid Breath is unavailable, acidic vapors surround it, and each creature that starts its turn within 10 feet of the dragon must succeed on a DC 15 CON save or be poisoned until the start of its next turn."},{"name":"Amphibious","desc":"The dragon can breathe air and water."}],"spell_list":[],"page_no":null,"environments":[],"img_main":null,"document__slug":"blackflag","document__title":"Black Flag SRD","document__license_url":"https://paizo.com/orclicense","document__url":"https://koboldpress.com/black-flag-reference-document/","v2_converted_path":"/v2/creatures/bfrd_young-black-dragon/"},{"slug":"young_copper_dragon_bf","desc":"","name":"Young Copper Dragon","size":"large","type":"Dragon","subtype":"","group":"Dragons","alignment":"","armor_class":17,"armor_desc":"natural armor","hit_points":144,"hit_dice":"","speed":{"walk":40,"climb":40,"fly":80},"strength":18,"dexterity":18,"constitution":22,"intelligence":16,"wisdom":18,"charisma":20,"strength_save":4,"dexterity_save":4,"constitution_save":6,"intelligence_save":3,"wisdom_save":4,"charisma_save":5,"perception":17,"skills":{},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"acid","condition_immunities":"","senses":"darkvision 120 ft., keensense 30 ft.","languages":"Common,Draconic","challenge_rating":"7","cr":7.0,"actions":[{"name":"Multiattack","desc":"The dragon makes one Bite attack and two Claw attacks. It can replace its Bite attack with a use of Slowing Breath, if available."},{"name":"Bite","desc":"_Melee Weapon Attack:_ +7 to hit, reach 10 ft., one target. _Hit:_ 15 (2d10+4) piercing damage."},{"name":"Claw","desc":"_Melee Weapon Attack:_ +7 to hit, reach 5 ft., one target. _Hit:_ 11 (2d6+4) slashing damage."},{"name":"Acid Breath (Recharge 5-6)","desc":"The dragon exhales acid in a 60-foot line that is 5 feet wide. Each creature in that line must make a DC 14 DEX save, taking 40 (9d8) acid damage on a failed save, or half as much damage on a successful one."},{"name":"Slowing Breath (Recharge 6)","desc":"As the **copper dragon wyrmling**, except it is a 30-foot cone, and the save DC is 14."}],"bonus_actions":[{"name":"Change Shape","desc":"The dragon magically transforms into a Beast or Humanoid that has a challenge rating no higher than its own, or back into its true form, which is Dragon. Any equipment it is wearing or carrying transforms with it or is borne by the new form (the dragon's choice). It reverts to its true form if it dies. In a new form, the dragon retains its HP, ability to speak, proficiencies, and INT, WIS, and CHA scores, as well as this bonus action. Its statistics and capabilities are otherwise replaced by those of the new form, except any class features or legendary actions of that form."}],"reactions":[],"legendary_desc":null,"legendary_actions":[],"special_abilities":[{"name":"Corrosive Scales","desc":"When the copper dragon hasn't spit its Acid Breath, the acid built up within the dragon causes the patina on its scales to spread to weapons that strike it. While the dragon's Acid Breath is available, any weapon made of metal that hits the dragon corrodes. After dealing damage, the weapon takes a permanent and cumulative -1 penalty to damage rolls. If a nonmagical weapon's penalty drops to -5, the weapon is destroyed. Nonmagical ammunition made of metal that hits the dragon is destroyed after dealing damage. A magical weapon can't have a penalty greater than -5, and a magical weapon removes this penalty after 24 hours or after its attuned wielder finishes a long rest."}],"spell_list":[],"page_no":null,"environments":[],"img_main":null,"document__slug":"blackflag","document__title":"Black Flag SRD","document__license_url":"https://paizo.com/orclicense","document__url":"https://koboldpress.com/black-flag-reference-document/","v2_converted_path":"/v2/creatures/bfrd_young-copper-dragon/"},{"slug":"assassin","desc":"Trained in the use of poison, **assassins** are remorseless killers who work for nobles, guildmasters, sovereigns, and anyone else who can afford them.","name":"Assassin","size":"Medium","type":"Humanoid","subtype":"any race","group":"NPCs","alignment":"any non-good alignment","armor_class":15,"armor_desc":"studded leather","hit_points":78,"hit_dice":"12d8+24","speed":{"walk":30},"strength":11,"dexterity":16,"constitution":14,"intelligence":13,"wisdom":11,"charisma":10,"strength_save":null,"dexterity_save":6,"constitution_save":null,"intelligence_save":4,"wisdom_save":null,"charisma_save":null,"perception":3,"skills":{"acrobatics":6,"deception":3,"perception":3,"stealth":9},"damage_vulnerabilities":"","damage_resistances":"poison","damage_immunities":"","condition_immunities":"","senses":"passive Perception 13","languages":"Thieves' cant plus any two languages","challenge_rating":"8","cr":8.0,"actions":[{"name":"Multiattack","desc":"The assassin makes two shortsword attacks."},{"name":"Shortsword","desc":"Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) piercing damage, and the target must make a DC 15 Constitution saving throw, taking 24 (7d6) poison damage on a failed save, or half as much damage on a successful one.","attack_bonus":6,"damage_dice":"1d6","damage_bonus":3},{"name":"Light Crossbow","desc":"Ranged Weapon Attack: +6 to hit, range 80/320 ft., one target. Hit: 7 (1d8 + 3) piercing damage, and the target must make a DC 15 Constitution saving throw, taking 24 (7d6) poison damage on a failed save, or half as much damage on a successful one.","attack_bonus":6,"damage_dice":"1d8","damage_bonus":3}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Assassinate","desc":"During its first turn, the assassin has advantage on attack rolls against any creature that hasn't taken a turn. Any hit the assassin scores against a surprised creature is a critical hit."},{"name":"Evasion","desc":"If the assassin is subjected to an effect that allows it to make a Dexterity saving throw to take only half damage, the assassin instead takes no damage if it succeeds on the saving throw, and only half damage if it fails."},{"name":"Sneak Attack (1/Turn)","desc":"The assassin deals an extra 13 (4d6) damage when it hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5 ft. of an ally of the assassin that isn't incapacitated and the assassin doesn't have disadvantage on the attack roll.","attack_bonus":0,"damage_dice":"4d6"}],"spell_list":[],"page_no":396,"environments":["Urban","Desert","Sewer","Forest","Settlement"],"img_main":null,"document__slug":"wotc-srd","document__title":"5e Core Rules","document__license_url":"http://open5e.com/legal","document__url":"http://dnd.wizards.com/articles/features/systems-reference-document-srd","v2_converted_path":"/v2/creatures/srd_assassin/"},{"slug":"cloaker","desc":"","name":"Cloaker","size":"Large","type":"Aberration","subtype":"","group":null,"alignment":"chaotic neutral","armor_class":14,"armor_desc":"natural armor","hit_points":78,"hit_dice":"12d10+12","speed":{"walk":10,"fly":40},"strength":17,"dexterity":15,"constitution":12,"intelligence":13,"wisdom":12,"charisma":14,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":null,"skills":{"stealth":5},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"","condition_immunities":"","senses":"darkvision 60 ft., passive Perception 11","languages":"Deep Speech, Undercommon","challenge_rating":"8","cr":8.0,"actions":[{"name":"Multiattack","desc":"The cloaker makes two attacks: one with its bite and one with its tail."},{"name":"Bite","desc":"Melee Weapon Attack: +6 to hit, reach 5 ft., one creature. Hit: 10 (2d6 + 3) piercing damage, and if the target is Large or smaller, the cloaker attaches to it. If the cloaker has advantage against the target, the cloaker attaches to the target's head, and the target is blinded and unable to breathe while the cloaker is attached. While attached, the cloaker can make this attack only against the target and has advantage on the attack roll. The cloaker can detach itself by spending 5 feet of its movement. A creature, including the target, can take its action to detach the cloaker by succeeding on a DC 16 Strength check.","attack_bonus":6,"damage_dice":"2d6","damage_bonus":3},{"name":"Tail","desc":"Melee Weapon Attack: +6 to hit, reach 10 ft., one creature. Hit: 7 (1d8 + 3) slashing damage.","attack_bonus":6,"damage_dice":"1d8","damage_bonus":3},{"name":"Moan","desc":"Each creature within 60 feet of the cloaker that can hear its moan and that isn't an aberration must succeed on a DC 13 Wisdom saving throw or become frightened until the end of the cloaker's next turn. If a creature's saving throw is successful, the creature is immune to the cloaker's moan for the next 24 hours."},{"name":"Phantasms (Recharges after a Short or Long Rest)","desc":"The cloaker magically creates three illusory duplicates of itself if it isn't in bright light. The duplicates move with it and mimic its actions, shifting position so as to make it impossible to track which cloaker is the real one. If the cloaker is ever in an area of bright light, the duplicates disappear.\nWhenever any creature targets the cloaker with an attack or a harmful spell while a duplicate remains, that creature rolls randomly to determine whether it targets the cloaker or one of the duplicates. A creature is unaffected by this magical effect if it can't see or if it relies on senses other than sight.\nA duplicate has the cloaker's AC and uses its saving throws. If an attack hits a duplicate, or if a duplicate fails a saving throw against an effect that deals damage, the duplicate disappears."}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Damage Transfer","desc":"While attached to a creature, the cloaker takes only half the damage dealt to it (rounded down). and that creature takes the other half."},{"name":"False Appearance","desc":"While the cloaker remains motionless without its underside exposed, it is indistinguishable from a dark leather cloak."},{"name":"Light Sensitivity","desc":"While in bright light, the cloaker has disadvantage on attack rolls and Wisdom (Perception) checks that rely on sight."}],"spell_list":[],"page_no":268,"environments":["Underdark","Sewer","Laboratory","Caverns"],"img_main":"http://api-beta.open5e.com/static/img/object_illustrations/open5e-illustrations/monsters/cloaker.png","document__slug":"wotc-srd","document__title":"5e Core Rules","document__license_url":"http://open5e.com/legal","document__url":"http://dnd.wizards.com/articles/features/systems-reference-document-srd","v2_converted_path":"/v2/creatures/srd_cloaker/"},{"slug":"frost-giant","desc":"","name":"Frost Giant","size":"Huge","type":"Giant","subtype":"","group":"Giants","alignment":"neutral evil","armor_class":15,"armor_desc":"patchwork armor","hit_points":138,"hit_dice":"12d12+60","speed":{"walk":40},"strength":23,"dexterity":9,"constitution":21,"intelligence":9,"wisdom":10,"charisma":12,"strength_save":null,"dexterity_save":null,"constitution_save":8,"intelligence_save":null,"wisdom_save":3,"charisma_save":4,"perception":3,"skills":{"athletics":9,"perception":3},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"cold","condition_immunities":"","senses":"passive Perception 13","languages":"Giant","challenge_rating":"8","cr":8.0,"actions":[{"name":"Multiattack","desc":"The giant makes two greataxe attacks."},{"name":"Greataxe","desc":"Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 25 (3d12 + 6) slashing damage.","attack_bonus":9,"damage_dice":"3d12","damage_bonus":6},{"name":"Rock","desc":"Ranged Weapon Attack: +9 to hit, range 60/240 ft., one target. Hit: 28 (4d10 + 6) bludgeoning damage.","attack_bonus":9,"damage_dice":"4d10","damage_bonus":6}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":null,"spell_list":[],"page_no":313,"environments":["Shadowfell","Mountains","Mountain","Tundra","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_frost-giant/"},{"slug":"hezrou","desc":"","name":"Hezrou","size":"Large","type":"Fiend","subtype":"demon","group":"Demons","alignment":"chaotic evil","armor_class":16,"armor_desc":"natural armor","hit_points":136,"hit_dice":"13d10+65","speed":{"walk":30},"strength":19,"dexterity":17,"constitution":20,"intelligence":5,"wisdom":12,"charisma":13,"strength_save":7,"dexterity_save":null,"constitution_save":8,"intelligence_save":null,"wisdom_save":4,"charisma_save":null,"perception":null,"skills":{},"damage_vulnerabilities":"","damage_resistances":"cold, fire, lightning; bludgeoning, piercing, and slashing from nonmagical attacks","damage_immunities":"poison","condition_immunities":"poisoned","senses":"darkvision 120 ft., passive Perception 11","languages":"Abyssal, telepathy 120 ft.","challenge_rating":"8","cr":8.0,"actions":[{"name":"Multiattack","desc":"The hezrou makes three attacks: one with its bite and two with its claws."},{"name":"Bite","desc":"Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 15 (2d10 + 4) piercing damage.","attack_bonus":7,"damage_dice":"2d10","damage_bonus":4},{"name":"Claws","desc":"Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) slashing damage.","attack_bonus":7,"damage_dice":"2d6","damage_bonus":4},{"name":"Variant: Summon Demon (1/Day)","desc":"The demon chooses what to summon and attempts a magical summoning.\nA hezrou has a 30 percent chance of summoning 2d6 dretches or one hezrou.\nA summoned demon appears in an unoccupied space within 60 feet of its summoner, acts as an ally of its summoner, and can't summon other demons. It remains for 1 minute, until it or its summoner dies, or until its summoner dismisses it as an action."}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Magic Resistance","desc":"The hezrou has advantage on saving throws against spells and other magical effects."},{"name":"Stench","desc":"Any creature that starts its turn within 10 feet of the hezrou must succeed on a DC 14 Constitution saving throw or be poisoned until the start of its next turn. On a successful saving throw, the creature is immune to the hezrou's stench for 24 hours."}],"spell_list":[],"page_no":271,"environments":["Abyss"],"img_main":"http://api-beta.open5e.com/static/img/object_illustrations/open5e-illustrations/monsters/hezrou.png","document__slug":"wotc-srd","document__title":"5e Core Rules","document__license_url":"http://open5e.com/legal","document__url":"http://dnd.wizards.com/articles/features/systems-reference-document-srd","v2_converted_path":"/v2/creatures/srd_hezrou/"},{"slug":"hydra","desc":"","name":"Hydra","size":"Huge","type":"Monstrosity","subtype":"","group":null,"alignment":"unaligned","armor_class":15,"armor_desc":"natural armor","hit_points":172,"hit_dice":"15d12+75","speed":{"walk":30,"swim":30},"strength":20,"dexterity":12,"constitution":20,"intelligence":2,"wisdom":10,"charisma":7,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":6,"skills":{"perception":6},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"","condition_immunities":"","senses":"darkvision 60 ft., passive Perception 16","languages":"","challenge_rating":"8","cr":8.0,"actions":[{"name":"Multiattack","desc":"The hydra makes as many bite attacks as it has heads."},{"name":"Bite","desc":"Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 10 (1d10 + 5) piercing damage.","attack_bonus":8,"damage_dice":"1d10","damage_bonus":5}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Hold Breath","desc":"The hydra can hold its breath for 1 hour."},{"name":"Multiple Heads","desc":"The hydra has five heads. While it has more than one head, the hydra has advantage on saving throws against being blinded, charmed, deafened, frightened, stunned, and knocked unconscious.\nWhenever the hydra takes 25 or more damage in a single turn, one of its heads dies. If all its heads die, the hydra dies.\nAt the end of its turn, it grows two heads for each of its heads that died since its last turn, unless it has taken fire damage since its last turn. The hydra regains 10 hit points for each head regrown in this way."},{"name":"Reactive Heads","desc":"For each head the hydra has beyond one, it gets an extra reaction that can be used only for opportunity attacks."},{"name":"Wakeful","desc":"While the hydra sleeps, at least one of its heads is awake."}],"spell_list":[],"page_no":323,"environments":["Swamp","Caverns","Plane Of Water","Water"],"img_main":null,"document__slug":"wotc-srd","document__title":"5e Core Rules","document__license_url":"http://open5e.com/legal","document__url":"http://dnd.wizards.com/articles/features/systems-reference-document-srd","v2_converted_path":"/v2/creatures/srd_hydra/"},{"slug":"spirit-naga","desc":"","name":"Spirit Naga","size":"Large","type":"Monstrosity","subtype":"","group":"Nagas","alignment":"chaotic evil","armor_class":15,"armor_desc":"natural armor","hit_points":75,"hit_dice":"10d10+20","speed":{"walk":40},"strength":18,"dexterity":17,"constitution":14,"intelligence":16,"wisdom":15,"charisma":16,"strength_save":null,"dexterity_save":6,"constitution_save":5,"intelligence_save":null,"wisdom_save":5,"charisma_save":6,"perception":null,"skills":{},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"poison","condition_immunities":"charmed, poisoned","senses":"darkvision 60 ft., passive Perception 12","languages":"Abyssal, Common","challenge_rating":"8","cr":8.0,"actions":[{"name":"Bite","desc":"Melee Weapon Attack: +7 to hit, reach 10 ft., one creature. Hit: 7 (1d6 + 4) piercing damage, and the target must make a DC 13 Constitution saving throw, taking 31 (7d8) poison damage on a failed save, or half as much damage on a successful one.","attack_bonus":7,"damage_dice":"1d6","damage_bonus":4}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Rejuvenation","desc":"If it dies, the naga returns to life in 1d6 days and regains all its hit points. Only a wish spell can prevent this trait from functioning."},{"name":"Spellcasting","desc":"The naga is a 10th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 14, +6 to hit with spell attacks), and it needs only verbal components to cast its spells. It has the following wizard spells prepared:\n\n* Cantrips (at will): mage hand, minor illusion, ray of frost\n* 1st level (4 slots): charm person, detect magic, sleep\n* 2nd level (3 slots): detect thoughts, hold person\n* 3rd level (3 slots): lightning bolt, water breathing\n* 4th level (3 slots): blight, dimension door\n* 5th level (2 slots): dominate person"}],"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/ray-of-frost/?format=json","https://api-beta.open5e.com/v2/spells/charm-person/?format=json","https://api-beta.open5e.com/v2/spells/detect-magic/?format=json","https://api-beta.open5e.com/v2/spells/sleep/?format=json","https://api-beta.open5e.com/v2/spells/detect-thoughts/?format=json","https://api-beta.open5e.com/v2/spells/hold-person/?format=json","https://api-beta.open5e.com/v2/spells/lightning-bolt/?format=json","https://api-beta.open5e.com/v2/spells/water-breathing/?format=json","https://api-beta.open5e.com/v2/spells/blight/?format=json","https://api-beta.open5e.com/v2/spells/dimension-door/?format=json","https://api-beta.open5e.com/v2/spells/dominate-person/?format=json"],"page_no":335,"environments":["Temple","Desert","Underdark","Astral Plane","Mountains","Forest","Ruin","Jungle","Caverns"],"img_main":null,"document__slug":"wotc-srd","document__title":"5e Core Rules","document__license_url":"http://open5e.com/legal","document__url":"http://dnd.wizards.com/articles/features/systems-reference-document-srd","v2_converted_path":"/v2/creatures/srd_spirit-naga/"},{"slug":"tyrannosaurus-rex","desc":"","name":"Tyrannosaurus Rex","size":"Huge","type":"Beast","subtype":"","group":"Dinosaurs","alignment":"unaligned","armor_class":13,"armor_desc":"natural armor","hit_points":136,"hit_dice":"13d12+52","speed":{"walk":50},"strength":25,"dexterity":10,"constitution":19,"intelligence":2,"wisdom":12,"charisma":9,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":4,"skills":{"perception":4},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"","condition_immunities":"","senses":"passive Perception 14","languages":"","challenge_rating":"8","cr":8.0,"actions":[{"name":"Multiattack","desc":"The tyrannosaurus makes two attacks: one with its bite and one with its tail. It can't make both attacks against the same target."},{"name":"Bite","desc":"Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 33 (4d12 + 7) piercing damage. If the target is a Medium or smaller creature, it is grappled (escape DC 17). Until this grapple ends, the target is restrained, and the tyrannosaurus can't bite another target.","attack_bonus":10,"damage_dice":"4d12","damage_bonus":7},{"name":"Tail","desc":"Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 20 (3d8 + 7) bludgeoning damage.","attack_bonus":10,"damage_dice":"3d8","damage_bonus":7}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":null,"spell_list":[],"page_no":279,"environments":["Jungle","Swamp","Grassland","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_tyrannosaurus-rex/"},{"slug":"young-bronze-dragon","desc":"","name":"Young Bronze Dragon","size":"Large","type":"Dragon","subtype":"","group":"Bronze Dragon","alignment":"lawful good","armor_class":18,"armor_desc":"natural armor","hit_points":142,"hit_dice":"15d10+60","speed":{"walk":40,"fly":80,"swim":40},"strength":21,"dexterity":10,"constitution":19,"intelligence":14,"wisdom":13,"charisma":17,"strength_save":null,"dexterity_save":3,"constitution_save":7,"intelligence_save":null,"wisdom_save":4,"charisma_save":6,"perception":7,"skills":{"insight":4,"perception":7,"stealth":3},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"lightning","condition_immunities":"","senses":"blindsight 30 ft., darkvision 120 ft., passive Perception 17","languages":"Common, Draconic","challenge_rating":"8","cr":8.0,"actions":[{"name":"Multiattack","desc":"The dragon makes three attacks: one with its bite and two with its claws."},{"name":"Bite","desc":"Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 16 (2d10 + 5) piercing damage.","attack_bonus":8,"damage_dice":"2d10","damage_bonus":5},{"name":"Claw","desc":"Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 12 (2d6 + 5) slashing damage.","attack_bonus":8,"damage_dice":"2d6","damage_bonus":5},{"name":"Breath Weapons (Recharge 5-6)","desc":"The dragon uses one of the following breath weapons.\n**Lightning Breath.** The dragon exhales lightning in a 60-foot line that is 5 feet wide. Each creature in that line must make a DC 15 Dexterity saving throw, taking 55 (10d10) lightning damage on a failed save, or half as much damage on a successful one.\n**Repulsion Breath.** The dragon exhales repulsion energy in a 30-foot cone. Each creature in that area must succeed on a DC 15 Strength saving throw. On a failed save, the creature is pushed 40 feet away from the dragon.","attack_bonus":0,"damage_dice":"10d10"}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Amphibious","desc":"The dragon can breathe air and water."}],"spell_list":[],"page_no":295,"environments":["Desert","Coastal"],"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_young-bronze-dragon/"},{"slug":"young-green-dragon","desc":"","name":"Young Green Dragon","size":"Large","type":"Dragon","subtype":"","group":"Green Dragon","alignment":"lawful evil","armor_class":18,"armor_desc":"natural armor","hit_points":136,"hit_dice":"16d10+48","speed":{"walk":40,"fly":80,"swim":40},"strength":19,"dexterity":12,"constitution":17,"intelligence":16,"wisdom":13,"charisma":15,"strength_save":null,"dexterity_save":4,"constitution_save":6,"intelligence_save":null,"wisdom_save":4,"charisma_save":5,"perception":7,"skills":{"deception":5,"perception":7,"stealth":4},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"poison","condition_immunities":"poisoned","senses":"blindsight 30 ft., darkvision 120 ft., passive Perception 17","languages":"Common, Draconic","challenge_rating":"8","cr":8.0,"actions":[{"name":"Multiattack","desc":"The dragon makes three attacks: one with its bite and two with its claws."},{"name":"Bite","desc":"Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 15 (2d10 + 4) piercing damage plus 7 (2d6) poison damage.","attack_bonus":7,"damage_dice":"2d10+2d6","damage_bonus":4},{"name":"Claw","desc":"Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) slashing damage.","attack_bonus":7,"damage_dice":"2d6","damage_bonus":4},{"name":"Poison Breath (Recharge 5-6)","desc":"The dragon exhales poisonous gas in a 30-foot cone. Each creature in that area must make a DC 14 Constitution saving throw, taking 42 (12d6) poison damage on a failed save, or half as much damage on a successful one.","attack_bonus":0,"damage_dice":"12d6"}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Amphibious","desc":"The dragon can breathe air and water."}],"spell_list":[],"page_no":285,"environments":["Forest"],"img_main":null,"document__slug":"wotc-srd","document__title":"5e Core Rules","document__license_url":"http://open5e.com/legal","document__url":"http://dnd.wizards.com/articles/features/systems-reference-document-srd","v2_converted_path":"/v2/creatures/srd_young-green-dragon/"},{"slug":"ahu-nixta-cataphract","desc":"At the core of its clockwork armor, the creature is a shapeless horror from beyond the stars._  \n**Clockwork Armor.** Weak and easy prey in their natural state, the ahu-nixta long ago mastered the art of clockwork design, building armor that could carry them through the voids between stars and bolster their physical abilities. After mastering clockwork design, the ahu-nixta turned to enhancing themselves to better utilize greater and greater clockwork creations.  \n**Evolved Terrors.** As ahu-nixta age and prove themselves against their people’s enemies, they are forcibly evolved in eugenic chambers and given new armor. The ahu-nixta are comprised of Open Game License","name":"Ahu-Nixta Cataphract","size":"Large","type":"Aberration","subtype":"","group":null,"alignment":"neutral evil","armor_class":17,"armor_desc":"clockwork armor","hit_points":135,"hit_dice":"18d10+36","speed":{"hover":true,"walk":30,"fly":30},"strength":20,"dexterity":8,"constitution":14,"intelligence":19,"wisdom":13,"charisma":10,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":4,"skills":{"perception":4},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"poison, psychic","condition_immunities":"charmed, exhaustion, frightened, paralyzed, petrified, poisoned, prone","senses":"darkvision 60 ft., passive Perception 14","languages":"Deep Speech, Void Speech","challenge_rating":"8","cr":8.0,"actions":[{"name":"Multiattack","desc":"The cataphract makes three melee attacks. It can cast one at will spell in place of two melee attacks. Alternatively, it can use its Arcane Cannon twice."},{"name":"Whirring Blades","desc":"Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 12 (3d4 + 5) slashing damage, and the target must succeed on a DC 15 Dexterity saving throw or take 5 (2d4) slashing damage at the start of its next turn.","attack_bonus":8,"damage_dice":"3d4+5"},{"name":"Pronged Scepter","desc":"Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 12 (2d6 + 5) piercing damage.","attack_bonus":8,"damage_dice":"2d6+5"},{"name":"Bashing Rod","desc":"Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 16 (2d10 + 5) bludgeoning damage","attack_bonus":8,"damage_dice":"2d10+5"},{"name":"Arcane Cannon","desc":"Ranged Spell Attack: +7 to hit, range 100 ft., one target. Hit: 18 (4d8) force damage, and the target must succeed on a DC 15 Strength saving throw or be knocked prone.","attack_bonus":7,"damage_dice":"4d8"}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Clockwork Encasement","desc":"The creature within the machine is a somewhat shapeless mass, both protected and given concrete manipulators by its armor. The clockwork armor has a variety of manipulators that the ahu-nixta can use to attack or to interact with objects outside of the armor. When the ahu-nixta is reduced to 0 hp, its clockwork armor breaks and the ahu-nixta exits it. Once out of its armor, the creature's pulpy mass no longer receives the benefits of the listed Damage or Condition Immunities, except for psychic and prone.\n\nWithout its clockwork armor, the ahu-nixta has the following statistics: AC 12, hp 37 (5d10 + 10), Strength 9 (-1), and all its modes of travel are reduced to 20 feet. In addition, it has no attack actions, though it can still cast its spells. The ahu-nixta's body can form eyes, mouths, and grabbing appendages. Its grabbing appendages can pick up objects and manipulate them, but the appendages can't be used for combat. The ahu-nixta's extra appendages can open and close glass-covered viewing ports in the clockwork armor, requiring no action, so it can see and interact with objects outside the armor. \n\nThe ahu-nixta can exit or enter its clockwork armor as a bonus action."},{"name":"Immutable Form","desc":"The ahu-nixta's clockwork armor is immune to any spell or effect that would alter its form, as is the creature that controls it as long as the ahu-nixta remains within the armor."},{"name":"Innate Spellcasting","desc":"The ahu-nixta's innate spellcasting ability is Intelligence (spell save DC 15, +7 to hit with spell attacks). The ahu-nixta can innately cast the following spells, requiring no material components:\nAt will: fear, fire bolt (2d10), telekinesis"}],"spell_list":[],"page_no":9,"environments":[],"img_main":null,"document__slug":"tob2","document__title":"Tome of Beasts 2","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/tome-of-beasts-2-for-5th-edition/","v2_converted_path":"/v2/creatures/tob2_ahu-nixta-cataphract/"},{"slug":"astral-devourer","desc":"A swarm of strange, faceless gray snakes flies through the air—wingless, as if through water. Their mouths are rasping irises of gnashing fangs, and the sides of each snake are lined with milky, unblinking eyes._  \nWhen enough serpents on the Astral Plane gather, they form a collective creature called an astral devourer. The astral devourer has a hive mind made up of all the minds of its component creatures and possesses a great cunning that makes it more adept at hunting.  \n**All for the Whole.** The individual astral serpents that make up the astral devourer have no thoughts or wills of their own, and the collective freely uses the individuals as weapons. The astral devourer often flings serpents at hard-to-reach prey to consume it. The flung serpents return to the astral devourer, bringing the consumed life force back to the collective. When food is particularly scarce or the devourer is in danger, it can split into subgroups of the main collective, feeding the individuals while keeping the whole safely dispersed.  \n**Planar Hunters.** Hunger constantly drives astral devourers. They love the taste of sentient planar travelers, and they roam the multiverse, favoring desolate landscapes. Reports indicate they’re adept at finding portals between worlds and relentlessly hunt prey through these portals.","name":"Astral Devourer","size":"Medium","type":"Aberration","subtype":"","group":null,"alignment":"chaotic evil","armor_class":16,"armor_desc":"natural armor","hit_points":90,"hit_dice":"12d8+36","speed":{"fly":30,"hover":true,"walk":30},"strength":13,"dexterity":16,"constitution":17,"intelligence":14,"wisdom":16,"charisma":12,"strength_save":null,"dexterity_save":6,"constitution_save":null,"intelligence_save":5,"wisdom_save":null,"charisma_save":null,"perception":6,"skills":{"perception":6,"stealth":6},"damage_vulnerabilities":"","damage_resistances":"bludgeoning, piercing, slashing","damage_immunities":"poison, psychic","condition_immunities":"grappled, paralyzed, petrified, poisoned, prone, restrained, stunned","senses":"darkvision 60 ft., passive Perception 16","languages":"Deep Speech, Void Speech","challenge_rating":"8","cr":8.0,"actions":[{"name":"Multiattack","desc":"The astral devourer makes two melee attacks."},{"name":"Hungering Serpents","desc":"Melee Weapon Attack: +7 to hit, reach 0 ft., one target in the swarm's space. Hit: 8 (2d8) piercing damage, or 4 (1d8) piercing damage if the swarm has half of its hit points or fewer, plus 14 (4d6) poison damage.","attack_bonus":7,"damage_dice":"2d8"},{"name":"Serpent Spray (Recharge 6)","desc":"The astral devourer flings biting astral serpents outward. Each creature within 20 feet of the astral devourer must make a DC 16 Dexterity saving throw, taking 14 (4d6) piercing damage and 14 (4d6) poison damage on a failed save, or half as much damage on a successful one. The astral devourer regains hp equal to the single highest amount of piercing damage dealt by this spray."}],"bonus_actions":null,"reactions":[{"name":"Divide","desc":"When an astral devourer that is Small or larger takes bludgeoning, piercing, or slashing damage, it can split into two new astral devourers if it has at least 10 hp. Each new devourer has hp equal to half the original creature, rounded down. New astral devourers are one size smaller than the original. While within 1 mile of each other, the new astral devourers share one collective mind."},{"name":"Recombine","desc":"When one or more astral devourers that are Small or smaller and share a collective mind are within 5 feet of each other, they can combine into a new astral devourer. The new astral devourer is one size larger than the largest original creature, and it has hp equal to the combined total of the original creatures. The new astral devourer's hp can't exceed the normal hp maximum of a Medium astral devourer."}],"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Collective Mind","desc":"The astral devourer's individual serpents are connected via a hive mind. It can telepathically communicate with any of its individual serpents within 1 mile of it, and it can't be surprised."},{"name":"Magic Resistance","desc":"The astral devourer has advantage on saving throws against spells and other magical effects."},{"name":"Swarm","desc":"The astral devourer can occupy another creature's space and vice versa, and the devourer can move through any opening large enough for a Tiny serpent. Except via Serpent Spray and Recombine, the astral devourer can't regain hp or gain temporary hp."}],"spell_list":[],"page_no":30,"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_astral-devourer/"},{"slug":"astri","desc":"Human hands sit at the ends of the raccoon-headed creature’s four short legs. It flicks its banded tail as it turns toward cries for help, setting its vivid blue eyes on those in need._  \n**Good Samaritans.** Astri range the badlands and deserts of the Material Plane, seeking opportunities to assist lost and dying travelers. When an astri encounters people in distress, it works to grant them the assistance they need—be it food, healing, or a safe place to rest—and remains until they no longer require its help.  \n**Bringers of Hope.** When they aren’t helping individuals or small groups, astri quietly watch over villages in their territories. They keep the surroundings clear of threats, aerate the soil, and dig out wells in places with limited access to clean water. Astri become quite fond of the settlements under their protection and take pride in the residents’ successes.  \n**Enemies of Greed.** Mercenary behavior offends the sensibilities of astri, but they understand many people have strong selfish streaks. Astri counter this selfishness by magically enforcing the desire to help others. Before an astri assists an intelligent creature, it asks the creature to promise to do good deeds over the next few weeks. If a creature won’t make the promise, the astri still assists, but the creature must contend with the _geas_ that may be attached to the helping hand.","name":"Astri","size":"Small","type":"Celestial","subtype":"","group":null,"alignment":"chaotic good","armor_class":15,"armor_desc":null,"hit_points":112,"hit_dice":"15d6+60","speed":{"burrow":30,"walk":30},"strength":12,"dexterity":21,"constitution":18,"intelligence":15,"wisdom":16,"charisma":20,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":6,"charisma_save":8,"perception":6,"skills":{"perception":6,"stealth":8,"survival":9},"damage_vulnerabilities":"","damage_resistances":"poison; bludgeoning, piercing, and slashing from nonmagical attacks","damage_immunities":"","condition_immunities":"charmed, exhaustion","senses":"darkvision 90 ft., passive Perception 16","languages":"Common, telepathy 120 ft.","challenge_rating":"8","cr":8.0,"actions":[{"name":"Multiattack","desc":"The astri makes three bite attacks."},{"name":"Bite","desc":"Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 9 (1d8 + 5) piercing damage plus 7 (2d6) radiant damage.","attack_bonus":8,"damage_dice":"1d8+5"},{"name":"Healing Touch (3/Day)","desc":"The astri touches another creature. The target magically regains 14 (3d8 + 1) hit points and is freed from any disease, poison, blindness, or deafness."}],"bonus_actions":null,"reactions":[{"name":"Defensive Counter","desc":"When a creature within 5 feet of the astri makes an attack against a creature other than the astri, the astri can bite the attacker. To do so, the astri must be able to see the attacker."}],"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Enforce Good Deeds","desc":"A creature that has received assistance, such as food or healing, from the astri must succeed on a DC 16 Wisdom saving throw or be affected by the geas spell for 30 days. While under the geas, the affected creature must assist nonhostile creatures suffering from injury or exhaustion by alleviating the injury or exhaustion."},{"name":"Helping Hand","desc":"The astri can take the Help action as a bonus action on each of its turns."},{"name":"Magic Resistance","desc":"The astri has advantage on saving throws against spells and other magical effects."},{"name":"Magic Weapons","desc":"The astri's weapon attacks are magical."},{"name":"Innate Spellcasting","desc":"The astri's spellcasting ability is Charisma (spell save DC 16, +8 to hit with spell attacks). The astri can cast the following spells, requiring no material components:\nAt will: create or destroy water, detect poison and disease, produce flame, purify food and drink\n3/day each: bless, create food and water, lesser restoration\n1/day each: remove curse"}],"spell_list":[],"page_no":31,"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_astri/"},{"slug":"avulzor","desc":"A horrid-looking bipedal creature with cracked, leathery skin and long arms and legs—ending in wicked, flensing talons—rears up. A trio of unblinking purple eyes is situated in the monster’s chest, and its neck ends in a nest of lamprey-like heads. It wears a kilt of humanoid bones that rattles unnervingly as it moves._  \n**Horrors from Beyond Reality.** Avulzors are hideous aberrations native to a dimension inundated with necrotic energy. There they weave plans for dominating the other planes of existence, launching expeditionary forces into other worlds to kidnap humanoids for experimentation, steal useful magical devices, or destroy perceived threats. Their reasons for doing so are largely unknown, yet they despise all other living creatures.  \n**Masters of Bone.** While avulzors hate all life, they have a disturbingly accurate understanding of humanoid anatomy and use this knowledge to grant their undead constructs extra power. They can also shape bone as if it were putty, transforming an ogre’s pelvis into a usable chair or a dwarf ’s teeth and ribs into a complex musical instrument. While they find undead creatures like Open Game License","name":"Avulzor","size":"Large","type":"Aberration","subtype":"","group":null,"alignment":"lawful evil","armor_class":17,"armor_desc":"bone kilt","hit_points":135,"hit_dice":"18d10+36","speed":{"walk":30},"strength":19,"dexterity":17,"constitution":14,"intelligence":18,"wisdom":16,"charisma":15,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":5,"perception":6,"skills":{"arcana":7,"insight":6,"intimidation":8,"medicine":6,"perception":6},"damage_vulnerabilities":"","damage_resistances":"bludgeoning, piercing, and slashing from nonmagical attacks","damage_immunities":"necrotic","condition_immunities":"paralyzed, stunned","senses":"darkvision 90 ft., passive Perception 16","languages":"Common, Deep Speech, Void Speech","challenge_rating":"8","cr":8.0,"actions":[{"name":"Multiattack","desc":"The avulzor makes two claw attacks and two synchronized bite attacks."},{"name":"Claw","desc":"Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) slashing damage.","attack_bonus":7,"damage_dice":"1d8+4"},{"name":"Synchronized Bite","desc":"Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 14 (4d4 + 4) piercing damage.","attack_bonus":7,"damage_dice":"4d4+4"},{"name":"Animate Bones (Recharge 5-6)","desc":"The avulzor creates a skeleton out of a pile of bones or a the corpse of a Large or smaller creature within 10 feet of it. The skeleton is under the control of the avulzor, obeying the avulzor's mental commands, and uses the statistics of a CR 1 or lower skeleton of your choice. The avulzor can control up to three skeletons at one time. If the avulzor creates a skeleton while it already has three under its control, the oldest skeleton crumbles to dust."}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Bone Shaping","desc":"The avulzor can shape bones with its touch, altering the appearance, function, size, and density of bone to match its needs. It can't use this trait to alter the bones of a living creature, but it can otherwise alter any bone it touches that isn't being worn or carried. In addition, as a bonus action, the avulzor can touch any skeleton it created with its Animate Bones action and grant the target one of the following benefits until the end of the target's next turn: \n* Armor Class increases by 2 \n* Reach increases by 5 feet \n* Melee weapon attacks deal an extra 1d4 damage of the weapon's type. \n* Speed increases by 10 feet."},{"name":"Bone Kilt","desc":"The avulzor wears a kilt made out of the bones of the many humanoids it has slain. The kilt increases the avulzor's Armor Class by 3. If lost, the avulzor can create a new bone kilt with ample bones and 1 hour of work. The avulzor can use its Animate Bones as a bonus action if it targets the bone kilt. Doing so creates 1 skeleton of CR 2 or lower, but the avulzor subsequently reduces its Armor Class by 3."},{"name":"Turning Defiance","desc":"Friendly undead within 30 feet of the avulzor have advantage on saving throws against effects that turn undead."}],"spell_list":[],"page_no":37,"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_avulzor/"},{"slug":"bloodstone-sentinel","desc":"A humanoid statue made of green stone streaked with red steps forward, its long, curved claws reaching out. Its face is blank of features except two deep eye sockets that drip fresh blood like tears._  \nEvil cults exsanguinate sacrifices over specially prepared bloodstone statues, infusing the life force of the victims into the rock and granting it life. These sentinels are driven to see more blood spilled, whether by their own hands, those of their masters, or even those of their enemies.  \n**Blood Calls Blood.** The blood infused into the sentinel perpetually leaks out, a representation of the agony that created the construct. This agony pulls on nearby creatures, drawing out vital fluids and ripping minor wounds into great injuries. The sentinel stores this blood inside itself, and the red veins in its stone become more prevalent the more blood it stores.  \n**Mindless Fury.** Those who create bloodstone sentinels invariably see power through the spilling of blood and utilize the construct to spread their faith. Some blood cults use the sentinels as mobile containers for the primary component of their profane rituals.  \n**Construct Nature.** A bloodstone sentinel doesn’t require air, food, drink, or sleep.","name":"Bloodstone Sentinel","size":"Large","type":"Construct","subtype":"","group":null,"alignment":"neutral evil","armor_class":15,"armor_desc":"natural armor","hit_points":114,"hit_dice":"11d10+48","speed":{"walk":30},"strength":18,"dexterity":7,"constitution":18,"intelligence":8,"wisdom":10,"charisma":16,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":null,"skills":{},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"poison; bludgeoning, piercing, and slashing from nonmagical attacks not made with adamantine weapons","condition_immunities":"charmed, exhaustion, frightened, paralyzed, petrified, poisoned","senses":"darkvision 60 ft., passive Perception 10","languages":"understands the languages of its creators but can’t speak","challenge_rating":"8","cr":8.0,"actions":[{"name":"Multiattack","desc":"The bloodstone sentinel makes two claw attacks."},{"name":"Claw","desc":"Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) slashing damage.","attack_bonus":7,"damage_dice":"2d8+4"}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Blood Lure","desc":"When a creature within 10 feet of the sentinel that isn't an undead or a construct takes piercing or slashing damage, it must succeed on a DC 15 Constitution saving throw or take an extra 7 (2d6) damage of that type. The sentinel's Blood Reservoir increases by an amount equal to the extra damage dealt."},{"name":"Blood Reservoir","desc":"The bloodstone sentinel absorbs blood that is spilled nearby into itself. This reservoir of blood grows when a creature takes extra damage from the sentinel's Blood Lure trait. The Blood Reservoir can't exceed the sentinel's hp maximum. As a bonus action, the sentinel can reduce the Blood Reservoir by 10 to cause one of the following effects: \n* Empower Blood. A friendly creature within 30 feet of the sentinel that isn't an undead or a construct has advantage on its next weapon attack roll. \n* Inspire Fury. A creature of the sentinel's choice within 30 feet of the sentinel must succeed on a DC 15 Charisma saving throw or immediately use its reaction to move up to its speed and make one melee weapon attack against its nearest ally. If no ally is near enough to move to and attack, the target attacks the nearest creature that isn't the bloodstone sentinel. If no creature other than the sentinel is near enough to move to and attack, the target stalks off in a random direction, seeking a target for its fury. \n* Sustain. A nonhostile undead creature within 30 feet of the sentinel that must eat or drink, such as a ghoul or vampire, regains 10 hit points."}],"spell_list":[],"page_no":45,"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_bloodstone-sentinel/"},{"slug":"greater-ghast-of-leng","desc":"The creature has a maddened expression on its almost featureless face. Its vaguely humanoid body is covered in lumpy, grayish-green skin, and its head sits on a long neck. Its long arms end in vicious claws, and it stands on sharp hooves._  \n**Leaders of Carnivores.** Open Game License","name":"Greater Ghast of Leng","size":"Large","type":"Aberration","subtype":"","group":null,"alignment":"chaotic evil","armor_class":17,"armor_desc":"natural armor","hit_points":153,"hit_dice":"18d10+54","speed":{"walk":40},"strength":17,"dexterity":19,"constitution":16,"intelligence":12,"wisdom":10,"charisma":8,"strength_save":null,"dexterity_save":null,"constitution_save":6,"intelligence_save":null,"wisdom_save":3,"charisma_save":null,"perception":null,"skills":{},"damage_vulnerabilities":"radiant","damage_resistances":"bludgeoning, cold","damage_immunities":"","condition_immunities":"","senses":"darkvision 60 ft., passive Perception 10","languages":"Void Speech","challenge_rating":"8","cr":8.0,"actions":[{"name":"Multiattack","desc":"The greater ghast of Leng makes three attacks: one with its bite and two with its claws. If both claw attacks hit a Medium or smaller target, the target is grappled (escape DC 15). Until this grapple ends, the target is restrained, the greater ghast can automatically hit the target with its claws, and the greater ghast can't make claw attacks against other targets."},{"name":"Bite","desc":"Melee Weapon Attack: +7 to hit, reach 5 ft., one creature. Hit: 8 (1d8 + 4) piercing damage plus 7 (2d6) necrotic damage.","attack_bonus":7,"damage_dice":"1d8+4"},{"name":"Claws","desc":"Melee Weapon Attack: +7 to hit, reach 5 ft., one creature. Hit: 11 (2d6 + 4) slashing damage.","attack_bonus":7,"damage_dice":"2d6+4"}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Blood Frenzy","desc":"The greater ghast of Leng has advantage on melee attack rolls against any creature that doesn't have all its hp."},{"name":"Command Ghasts of Leng","desc":"As a bonus action, the greater ghast of Leng commands a ghast of Leng within 30 feet of it to make one attack as a reaction against a creature the greater ghast attacked this round."},{"name":"Keen Smell","desc":"The greater ghast of Leng has advantage on Wisdom (Perception) checks that rely on smell."},{"name":"Sunlight Hypersensitivity","desc":"The greater ghast of Leng takes 20 radiant damage when it starts its turn in sunlight. While in sunlight, it has disadvantage on attack rolls and ability checks."}],"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_greater-ghast-of-leng/"},{"slug":"hantu-penanggal","desc":"The head of a beautiful woman flies through the air, trailing tentacle-like entrails while her headless body follows, bearing demonic claws._  \n**Cursed Nature.** Hantu penanggal arise when creatures pledged to fiendish powers break their agreements. They are cursed, becoming fiends hungering for the flesh and blood of the innocent.  \n**Mistaken for Undead.** Hantu penanggal are often mistaken for undead and don’t correct this error, finding delight in taking advantage of adventurers ill-prepared for an encounter with a fiend.","name":"Hantu Penanggal","size":"Medium","type":"Fiend","subtype":"","group":null,"alignment":"any evil","armor_class":14,"armor_desc":"natural armor","hit_points":123,"hit_dice":"19d8+38","speed":{"fly":40,"walk":30},"strength":14,"dexterity":16,"constitution":14,"intelligence":11,"wisdom":10,"charisma":18,"strength_save":null,"dexterity_save":6,"constitution_save":null,"intelligence_save":null,"wisdom_save":3,"charisma_save":null,"perception":null,"skills":{"deception":10,"stealth":6},"damage_vulnerabilities":"","damage_resistances":"cold, lightning; bludgeoning, piercing, and slashing from nonmagical attacks","damage_immunities":"fire, poison","condition_immunities":"poisoned","senses":"truesight 60 ft., passive Perception 10","languages":"Abyssal, Common, Infernal","challenge_rating":"8","cr":8.0,"actions":[{"name":"Multiattack","desc":"When detached, the hantu penanggal's head makes one bite attack and one entrails attack, and its body makes two claw attacks. In its whole form, it can make three rapier attacks."},{"name":"Rapier (Whole Form Only)","desc":"Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) piercing damage plus 7 (2d6) necrotic damage.","attack_bonus":6,"damage_dice":"1d8+3"},{"name":"Claw (Body Only)","desc":"Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) slashing damage plus 3 (1d6) necrotic damage.","attack_bonus":6,"damage_dice":"1d8+3"},{"name":"Bite (Head Only)","desc":"Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 12 (2d8 + 3) piercing damage plus 7 (2d6) necrotic damage. The target's hp maximum is reduced by an amount equal to the necrotic damage taken, and the penanggal regains hp equal to that amount. This reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hp maximum to 0. A humanoid slain in this way becomes the new body for the penanggal, if it is detached and its body died. Otherwise, the humanoid rises 24 hours later as a new hantu penanggal.","attack_bonus":6,"damage_dice":"2d8+3"},{"name":"Entrails (Head Only)","desc":"Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 10 (2d6 + 3) bludgeoning damage and the target is grappled (escape DC 15). Until this grapple ends, the target is restrained, and the penanggal can't use its entrails on another target.","attack_bonus":6,"damage_dice":"2d6+3"}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Detachable Head","desc":"As a bonus action, the hantu penanggal detaches its head. The head trails entrails like flexible tentacles. While detached, the head and body act independently from each other on the same initiative, and each has hp equal to half its hp before detaching its head. Its statistics remain the same in both forms, except the body loses its truesight and gains blindsight out to a range of 60 feet.\n\nThe head and body can use the whole form's innate spellcasting trait, expending daily uses as normal. The two forms can rejoin into the fiend's whole form as a bonus action if they are within 5 feet of each other. If the head is destroyed while it is detached, the body also perishes. If the body is destroyed while the head is detached, the head has disadvantage on attack rolls and ability checks until it acquires a new body. A creature within 30 feet of the penanggal and that can see the detachment must succeed on a DC 14 Wisdom saving throw or be frightened for 1 minute. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success."},{"name":"Innate Spellcasting","desc":"The hantu penanggal's innate spellcasting ability is Charisma (spell save DC 15, +7 to hit with spell attacks). It can innately cast the following spells, requiring no material components.\nAt will: darkness, detect evil and good\n2/day each: protection from evil and good, scorching ray\n1/day each: gaseous form"}],"spell_list":[],"page_no":192,"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_hantu-penanggal/"},{"slug":"hebi-doku","desc":"A serpent rises in tight coils, until its head is level with that of a tall man. Its body is thick and covered in glossy black scales broken by wide bands of bright orange. The two smaller serpents growing from its torso wind together and hiss menacingly. Twin rattles shake rapidly behind the creature._  \n**Ophidian Masters.** Shrines to hebi-doku are found most often in places where venomous snakes are common. They are also located in regions where snakes are considered sacred and in the homes and guilds of assassins who favor the use of toxins. Hebi-doku are never found without an accompaniment of other serpents.  \n**Feared and Placated.** Adventurers and archaeologists who travel through snake-filled jungles and ruins offer hebi-doku tribute, hoping that doing so will purchase some protection from the snakes they encounter. Scorned lovers sometimes venerate a local hebi-doku in the hopes that it will poison future relationships for their former paramour. A hebi-doku claims to care little for the veneration of non-serpents, but it knows it will cease to exist without their gifts.  \n**Toxic Shrines.** To summon a hebi-doku, a heart stilled by snake venom must be laid at the foot of a low altar built of mongoose bones.  \n**Immortal Spirit Nature.** The kami doesn’t require food, drink, or sleep.","name":"Hebi-Doku","size":"Medium","type":"Fey","subtype":"kami","group":null,"alignment":"chaotic evil","armor_class":15,"armor_desc":null,"hit_points":123,"hit_dice":"13d8+65","speed":{"climb":40,"walk":40},"strength":17,"dexterity":21,"constitution":21,"intelligence":15,"wisdom":13,"charisma":17,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":4,"skills":{"perception":4},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"poison","condition_immunities":"poisoned","senses":"passive Perception 14","languages":"Common, Sylvan","challenge_rating":"8","cr":8.0,"actions":[{"name":"Multiattack","desc":"The hebi-doku can use its Transfixing Rattle. It then makes two attacks: one with its bite and one with its disabling sting, or two with its toxic spittle."},{"name":"Bite","desc":"Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 14 (2d8 + 5) piercing plus 14 (4d6) poison damage.","attack_bonus":8,"damage_dice":"2d8+5"},{"name":"Disabling Sting","desc":"Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 12 (3d4 + 5) piercing damage, and the target must succeed on a DC 16 Constitution saving throw or be unable to use bonus actions and reactions until the end of its next turn.","attack_bonus":8,"damage_dice":"3d4+5"},{"name":"Toxic Spittle","desc":"Ranged Weapon Attack: +8 to hit, range 30/90 ft., one target. Hit: 10 (3d6) poison damage, and the target must make a DC 16 Constitution saving throw. On a failure, the target is paralyzed for 1 minute. On a success, the target is poisoned for 1 minute. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.","attack_bonus":8,"damage_dice":"3d6"},{"name":"Transfixing Rattle","desc":"The hebi-doku rattles its tail at one creature it can see within 30 feet of it. The target must make a DC 14 Wisdom saving throw or be incapacitated and have its speed reduced to 0 until the end of its next turn."}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Keen Smell","desc":"The hebi-doku has advantage on Wisdom (Perception) checks that rely on smell."},{"name":"Serpentine Mind","desc":"The hebi-doku can magically command any snake within 120 feet of it, using a limited form of telepathy."}],"spell_list":[],"page_no":222,"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_hebi-doku/"},{"slug":"hoard-drake","desc":"A plump, wingless drake with golden scales and glowing amber eyes lounges on a pile of treasure. When it opens its crooked mouth, molten gold drips from its jaws._  \n**Avarice Personified.** Hoard drakes are perhaps the most avaricious and lazy of all dragonkind, spending their days lying on huge mounds of copper, silver, and gold pieces, rarely—if ever—venturing out of their lairs. Hoard drakes feed irregularly, gorging themselves on metals, minerals, and the occasional dwarf or goat when hunger finally gets the better of them. Hoard drakes are almost as vain as they are greedy and meticulously clean their scales to a polished gleam that matches their golden treasure. Hoard drakes lust after the hoards of true dragons and sometimes attack small dragons to steal their treasure or take over their lairs.  \n**Robbers Beware.** Strangely, hoard drakes are docile creatures that are open to conversation with visitors. However, hoard drakes are roused to terrible anger when even the smallest portion of their treasure is taken. At such times, a hoard drake leaves its lair to relentlessly pursue the thief, not resting until its treasure is reclaimed and the offending party is slain and eaten. A hoard drake never gives up any part of its hoard unless threatened with certain death. Even then, it doesn’t rest until the indignity it has suffered has been repaid in full.","name":"Hoard Drake","size":"Large","type":"Dragon","subtype":"","group":null,"alignment":"neutral evil","armor_class":16,"armor_desc":"natural armor","hit_points":147,"hit_dice":"14d10+70","speed":{"walk":40},"strength":18,"dexterity":7,"constitution":20,"intelligence":16,"wisdom":10,"charisma":12,"strength_save":7,"dexterity_save":null,"constitution_save":8,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":3,"skills":{"arcana":6,"history":6,"nature":6,"perception":3},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"fire","condition_immunities":"","senses":"darkvision 120 ft., passive Perception 13","languages":"Common, Draconic","challenge_rating":"8","cr":8.0,"actions":[{"name":"Multiattack","desc":"The hoard drake makes three attacks: one with its bite and two with its claws."},{"name":"Bite","desc":"Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 17 (3d8 + 4) piercing damage.","attack_bonus":7,"damage_dice":"3d8+4"},{"name":"Claws","desc":"Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 14 (3d6 + 4) slashing damage.","attack_bonus":7,"damage_dice":"3d6+4"},{"name":"Midas Breath (Recharge 6)","desc":"The hoard drake spits molten gold in a 30-foot cone. Each creature in the area must make a DC 16 Dexterity saving throw. On a failure, a creature takes 36 (8d8) fire damage and the gold clings to it. On a success, a creature takes half the damage and the gold doesn't cling to it. A creature with gold clinging to it has its speed halved until it takes an action to scrape off the gold.\n\nThe gold produced by Midas Breath can be collected once it has cooled, providing roughly 50 gp worth of gold dust and scraps each time it spits molten gold."}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Miser's Fury","desc":"The hoard drake knows the scent of every coin, gem and item of value in its hoard. The drake has advantage on Wisdom (Perception and Survival) checks to find and track its hoard. In addition, it has advantage on attack rolls against a creature if the creature is in possession of any portion of its hoard."},{"name":"Treasure Sense","desc":"A hoard drake can pinpoint, by scent, the location of precious metals and minerals, such as coins and gems, within 60 feet of it. In addition, it can differentiate between various types of metals and minerals and can determine if the metal or mineral is magical."}],"spell_list":[],"page_no":258,"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_hoard-drake/"},{"slug":"hongaek","desc":"A faint disturbance signifies the presence of something terrible and evil—an unnatural miasma. Suddenly, the hazy air coalesces into a mass of greenish fog with multiple red eyes and a dozen vaporous tentacles._  \n**Harbingers of Pestilence.** The hongaek is an elemental creature from the most stagnant and fouled regions of the Elemental Plane of Air. Its mere presence serves to strengthen and empower diseases and poisons in its proximity. Hongaeks typically arrive on the Material Plane through planar portals in areas where pestilence and famine are rampant, but they are occasionally summoned by death cults or by those who venerate gods of plague or poison.  \n**Elemental Hatred.** Hongaeks are thoroughly evil and hate land-dwelling lifeforms like humans and elves. They detest other elemental creatures just as much, and battles between them are not uncommon where their territories on the planes meet.  \n**Elemental Nature.** The hongaek doesn’t require air, food, drink, or sleep.","name":"Hongaek","size":"Large","type":"Elemental","subtype":"","group":null,"alignment":"neutral evil","armor_class":15,"armor_desc":null,"hit_points":105,"hit_dice":"14d10+28","speed":{"fly":40,"walk":0,"hover":true},"strength":5,"dexterity":20,"constitution":14,"intelligence":12,"wisdom":15,"charisma":13,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":5,"skills":{"medicine":5,"perception":5,"stealth":8},"damage_vulnerabilities":"fire","damage_resistances":"lightning, thunder; bludgeoning, piercing, and slashing from nonmagical attacks","damage_immunities":"poison","condition_immunities":"blinded, exhaustion, grappled, paralyzed, petrified, poisoned, prone, restrained, unconscious","senses":"blindsight 90 ft. (blind beyond this radius), passive Perception 15","languages":"Auran, Common, Deep Speech","challenge_rating":"8","cr":8.0,"actions":[{"name":"Multiattack","desc":"The hongaek makes two attacks with its vaporous tentacles."},{"name":"Vaporous Tentacle","desc":"Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 18 (4d8) poison damage, and the target must succeed on a DC 14 Constitution saving throw or be poisoned for 1 minute. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.","attack_bonus":8,"damage_dice":"4d8"},{"name":"Invisibility","desc":"The hongaek magically turns invisible until it attacks or casts a spell, or until its concentration ends (as if concentrating on a spell). Any equipment the hongaek wears or carries is invisible with it."}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Exacerbate Affliction","desc":"The hongaek has advantage on attack rolls against a creature that is suffering from a disease or that has the poisoned condition."},{"name":"Gas Form","desc":"The hongaek can enter a hostile creature's space and stop there. It can move through a space as narrow as 1 inch wide without squeezing, but it can't move through water or other liquids."},{"name":"Prolong Affliction","desc":"Each creature within 30 feet of the hongaek that is suffering a disease or that has the poisoned condition has disadvantage on saving throws against the disease or poison afflicting it. In addition, the hongaek can pinpoint the location of such creatures within 30 feet of it."},{"name":"Innate Spellcasting (1/Day)","desc":"The hongaek can innately cast contagion, requiring no material components. Its innate spellcasting ability is Charisma."}],"spell_list":[],"page_no":201,"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_hongaek/"},{"slug":"huecambra","desc":"The squat newt’s body is dappled gray and chocolate-brown and covered in colorful, wart-like gems, most prominently over its back and along its thick tail. It has long claws, a mouth full of needle-like fangs, and a gleam of intelligence in its multifaceted amber eyes._  \n**Mysterious Jungle Hunters.** The huecambra is an unusual and rarely seen predator native to tropical jungles and swamps. It hides amid tall reeds or in murky stretches of water, covering itself in mud to hide the gleam of the gem-like growths covering its body. Open Game License","name":"Huecambra","size":"Large","type":"Monstrosity","subtype":"","group":null,"alignment":"unaligned","armor_class":17,"armor_desc":"natural armor","hit_points":136,"hit_dice":"13d10+65","speed":{"swim":30,"walk":40},"strength":18,"dexterity":12,"constitution":20,"intelligence":8,"wisdom":13,"charisma":17,"strength_save":null,"dexterity_save":null,"constitution_save":8,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":4,"skills":{"perception":4,"stealth":4},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"poison, thunder","condition_immunities":"charmed, petrified, poisoned","senses":"darkvision 60 ft., passive Perception 14","languages":"—","challenge_rating":"8","cr":8.0,"actions":[{"name":"Multiattack","desc":"The huecambra makes three attacks: one with its bite, one with its claw, and one with its tail."},{"name":"Bite","desc":"Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) piercing damage, and the target must succeed on a DC 16 Constitution saving throw or become cursed. While cursed, the creature grows gem-like growths across its body. When the cursed creature takes damage that isn't poison or psychic, it and each creature within 5 feet of it must succeed on a DC 16 Constitution saving throw or take 7 (2d6) thunder damage. This damage doesn't trigger further explosions. The curse lasts until it is lifted by a remove curse spell or similar magic.","attack_bonus":7,"damage_dice":"2d8+4"},{"name":"Claw","desc":"Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 9 (1d10 + 4) slashing damage.","attack_bonus":7,"damage_dice":"1d10+4"},{"name":"Tail","desc":"Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 11 (2d6 + 4) bludgeoning damage.","attack_bonus":7,"damage_dice":"2d6+4"},{"name":"Gem Explosion (Recharge 6)","desc":"The huecambra causes some of the gem-like nodules on its body to detonate. Each creature within 20 feet of the huecambra must make a DC 16 Dexterity saving throw. On a failure, a creature takes 24 (7d6) thunder damage and is stunned until the end of its next turn. On a success, a creature takes half the damage and isn't stunned. A creature cursed by the huecambra's bite has disadvantage on this saving throw."}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":null,"spell_list":[],"page_no":203,"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_huecambra/"},{"slug":"ikuchi","desc":"An immense, pale-blue, eel-like creature dripping a thick, gelatinous oil rises above the waves. Dozens of tiny eyes blink along its serpentine flanks._  \n**Giant Elementals.** One of the more unusual denizens of the Elemental Plane of Water, the ikuchi can also be found in the oceans of the Material Plane, hunting the natural fauna and causing havoc for shipping lanes. Though the typical ikuchi is just under a hundred feet long, rumors abound of ikuchi that are hundreds of feet or even miles in length in the largest oceans and the depths of their home plane. Ikuchi are also known as ayakashi in various lands and are sometimes confused with sea serpents.  \n**Sinker of Boats.** More dangerous than even the size of the ikuchi is the oil it produces almost constantly from its body. This oil is thicker than the surrounding water and impedes the movement of any creature moving through it, even those native to the Elemental Plane of Water. The ikuchi uses its oil to swamp small ships by slithering on board and filling the ship with its oil, gradually causing the ship to sink. Why the ikuchi goes to such lengths to sink watercraft is unknown, as the creatures are highly temperamental and are just as likely to ignore a vessel as they are to go after it.","name":"Ikuchi","size":"Gargantuan","type":"Elemental","subtype":"","group":null,"alignment":"chaotic neutral","armor_class":16,"armor_desc":"natural armor","hit_points":116,"hit_dice":"8d20+32","speed":{"walk":20,"swim":50},"strength":20,"dexterity":13,"constitution":18,"intelligence":6,"wisdom":12,"charisma":8,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":4,"skills":{"perception":4},"damage_vulnerabilities":"","damage_resistances":"bludgeoning, piercing, and slashing from nonmagical attacks","damage_immunities":"poison","condition_immunities":"poisoned","senses":"darkvision 60 ft., passive Perception 14","languages":"Aquan","challenge_rating":"8","cr":8.0,"actions":[{"name":"Multiattack","desc":"The ikuchi makes two attacks: one with its bite and one to constrict."},{"name":"Bite","desc":"Melee Weapon Attack: +8 to hit, reach 15 ft., one target. Hit: 16 (2d10 + 5) piercing damage.","attack_bonus":8,"damage_dice":"2d10+5"},{"name":"Constrict","desc":"Melee Weapon Attack: +8 to hit, reach 20 ft., one Huge or smaller creature. Hit: 14 (2d8 + 5) bludgeoning damage. The target is grappled (escape DC 16) if the ikuchi isn't already constricting two other creatures. Until this grapple ends, the target is restrained.","attack_bonus":8,"damage_dice":"2d8+5"},{"name":"Crush (Recharge 4-6)","desc":"Each creature grappled by the ikuchi must make a DC 16 Strength saving throw, taking 23 (4d8 + 5) bludgeoning 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":"Ikuchi Oil","desc":"The ikuchi constantly emits a thick, nonflammable, yellowish oil. When the ikuchi is underwater, this oil makes the water within 30 feet of the ikuchi difficult terrain. Each time a creature moves more than 10 feet through this area it must succeed on a DC 15 Strength saving throw or be restrained by the thick oil until the end of its next turn. A creature under the effects of a freedom of movement spell or similar magic is immune to the effects of Ikuchi Oil."},{"name":"Water Breathing","desc":"The ikuchi can breathe only underwater."}],"spell_list":[],"page_no":210,"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_ikuchi/"},{"slug":"kachlian","desc":"This floating creature has numerous writhing tentacles protruding from a body that is hidden inside an enormous shell. The colors of its body shift slowly between grays, greens, and even deep purples._  \n**Otherborn.** Kachlians form in the space between spaces, birthed where madness prevails. They find their way to the darkened caverns beneath the ground through portals of chaos and darkness—breaches in the fabric of reality caused by concentrations of turmoil, despair, and insanity. They are no strangers to the plateaus of Leng, and its denizens give wandering kachlians a wide berth.  \n**Eater of Souls.** The kachlian consumes the souls of creatures, preferring intelligent and enlightened prey. When it consumes a creature, the creature’s soul is torn to pieces. The kachlian absorbs the parts it considers valuable into its own being and discards the rest. These partial souls often combine into a twisted amalgam of spirits called a Open Game License","name":"Kachlian","size":"Huge","type":"Aberration","subtype":"","group":null,"alignment":"neutral evil","armor_class":16,"armor_desc":"natural armor","hit_points":157,"hit_dice":"15d12+60","speed":{"fly":40,"walk":0,"hover":true},"strength":18,"dexterity":10,"constitution":19,"intelligence":16,"wisdom":15,"charisma":9,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":null,"skills":{},"damage_vulnerabilities":"","damage_resistances":"bludgeoning","damage_immunities":"","condition_immunities":"stunned, paralyzed, prone","senses":"darkvision 120 ft., passive Perception 12","languages":"Deep Speech, Undercommon","challenge_rating":"8","cr":8.0,"actions":[{"name":"Multiattack","desc":"The kachlian makes three attacks with its tentacles."},{"name":"Tentacle","desc":"Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 17 (3d8 + 4) bludgeoning damage. If the target is a Large or smaller creature, it is grappled (escape DC 16). The kachlian has three tentacles, each of which can grapple only one target.","attack_bonus":7,"damage_dice":"3d8+4"}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Consume Soul","desc":"A creature slain by the kachlian can't be restored to life unless the kachlian is killed within 24 hours of slaying the creature. After 24 hours, the soul becomes part of the kachlian, and the creature can be restored only with a wish spell."},{"name":"Spellcasting","desc":"The kachlian is a 7th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 14, +6 to hit with spell attacks). The kachlian has the following wizard spells prepared:\nCantrips (at will): chill touch, minor illusion, ray of frost, shocking grasp\n1st level (4 slots): detect magic, hideous laughter, identify, magic missile\n2nd level (3 slots): blindness/deafness, darkness, see invisibility\n3rd level (3 slots): counterspell, slow\n4th level (1 slots): confusion"}],"spell_list":[],"page_no":219,"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_kachlian/"}]}