{"count":3207,"next":"https://api-beta.open5e.com/v1/monsters/?format=json&ordering=challenge_rating&page=7","previous":"https://api-beta.open5e.com/v1/monsters/?format=json&ordering=challenge_rating&page=5","results":[{"slug":"eonicdrifter-tob1-2023","desc":"False","name":"Eonic Drifter","size":"Medium","type":"Humanoid","subtype":"","group":"null","alignment":"Chaotic Neutral","armor_class":13,"armor_desc":"leather armor","hit_points":65,"hit_dice":"10d8 + 20","speed":{"walk":30},"strength":9,"dexterity":14,"constitution":14,"intelligence":18,"wisdom":11,"charisma":13,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":10,"skills":{"Arcana":6,"History":6},"damage_vulnerabilities":"False","damage_resistances":"False","damage_immunities":"False","condition_immunities":"False","senses":"passive Perception 10","languages":"Common, Eonic, Giant, Sylvan","challenge_rating":"1","cr":1.0,"actions":[{"name":"Time-Warping Staff","desc":"Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) bludgeoning damage plus 3 (1d6) force damage."},{"name":"Drift Forward (Recharge 5-6)","desc":"The drifter chooses one creature it can see within 5 feet of its future self. The target must make a DC 13 Wisdom saving throw. On a failure, the target takes 7 (2d6) psychic damage and is pulled forward in time. On a success, the target takes half the damage and isn't pulled forward in time. A target pulled forward in time disappears, along with the drifter's future self, as the future self pulls the target with it. At the end of the drifter's next turn, the target and the drifter's future self reappear in the spaces they previously occupied, or the nearest unoccupied spaces. When the target reappears, it has disadvantage on attack rolls until the end of its next turn as it recovers from the disorienting experience."}],"bonus_actions":[{"name":"Call to the Future (1/Day)","desc":"The eonic drifter calls to a future version of itself, which appears in an unoccupied space the drifter can see within 30 feet of it. The drifter's future self acts on the drifter's turn, and each turn it makes one Time-Warping Staff attack against a creature of the drifter's choice or uses the Help action to aid the drifter. The future self can be attacked and destroyed (AC 13; hp 30; resistance to bludgeoning, piercing, and slashing damage; immunity to poison and psychic damage), otherwise it remains until the drifter dismisses it as a bonus action or the drifter finishes a long rest. If the drifter's future self is destroyed, the drifter must succeed on a DC 13 Wisdom saving throw or be stunned until the end of its next turn."}],"reactions":[],"legendary_desc":null,"legendary_actions":[],"special_abilities":[],"spell_list":[],"page_no":165,"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_eonic-drifter/"},{"slug":"erinadefender-tob1-2023","desc":"False","name":"Erina Defender","size":"Small","type":"Humanoid","subtype":"","group":"null","alignment":"Neutral","armor_class":15,"armor_desc":"chain shirt","hit_points":44,"hit_dice":"8d6 + 16","speed":{"walk":20,"burrow":20},"strength":11,"dexterity":14,"constitution":14,"intelligence":13,"wisdom":12,"charisma":11,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":13,"skills":{"Athletics":4,"Perception":3},"damage_vulnerabilities":"False","damage_resistances":"poison","damage_immunities":"False","condition_immunities":"False","senses":"darkvision 60 ft., passive Perception 13","languages":"Common, Erina","challenge_rating":"1","cr":1.0,"actions":[{"name":"Multiattack","desc":"The erina defender makes two Shortsword or Shortbow attacks."},{"name":"Shortsword","desc":"Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) piercing damage."},{"name":"Shortbow","desc":"Ranged Weapon Attack: +4 to hit, range 80/320 ft., one target. Hit: 5 (1d6 + 2) piercing damage."}],"bonus_actions":[],"reactions":[{"name":"Protective Interference","desc":"When a friendly creature the erina defender can see within 5 feet of it is the target of an attack, the defender can impose disadvantage on the attack roll. To do so, the defender must see the attacker and be wielding a melee weapon."}],"legendary_desc":null,"legendary_actions":[],"special_abilities":[{"name":"Keen Smell","desc":"The erina has advantage on Wisdom (Perception) checks that rely on smell."},{"name":"Hardy","desc":"The erina has advantage on saving throws against poison."},{"name":"Spines","desc":"As the erina, except the spines now deal 5 (2d4) piercing damage."}],"spell_list":[],"page_no":166,"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_erina-defender/"},{"slug":"gerridae-tob1-2023","desc":"False","name":"Gerridae","size":"Large","type":"Fey","subtype":"","group":"null","alignment":"Unaligned","armor_class":14,"armor_desc":"natural armor","hit_points":76,"hit_dice":"9d10 + 27","speed":{"walk":20},"strength":16,"dexterity":15,"constitution":17,"intelligence":2,"wisdom":13,"charisma":7,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":11,"skills":{},"damage_vulnerabilities":"False","damage_resistances":"False","damage_immunities":"False","condition_immunities":"False","senses":"darkvision 60 ft., passive Perception 11","languages":"—","challenge_rating":"1","cr":1.0,"actions":[{"name":"Multiattack","desc":"The gerridae makes one Bite attack and one Claw attack."},{"name":"Bite","desc":"Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) piercing damage."},{"name":"Claw","desc":"Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d4 + 3) slashing damage."}],"bonus_actions":[],"reactions":[],"legendary_desc":null,"legendary_actions":[],"special_abilities":[{"name":"Bred to the Saddle","desc":"The gerridae can't be charmed or frightened while it has a rider."},{"name":"Water Bound","desc":"For every hour the gerridae spends on dry land, its hp maximum is reduced by 2 (1d4)."},{"name":"Water Walker","desc":"The gerridae can move across the surface of water as if it were harmless, solid ground. This trait works like the water walk spell."}],"spell_list":[],"page_no":198,"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_gerridae/"},{"slug":"glassgator-tob1-2023","desc":"False","name":"Glass Gator","size":"Large","type":"Beast","subtype":"","group":"null","alignment":"Unaligned","armor_class":15,"armor_desc":"natural armor","hit_points":45,"hit_dice":"7d10 + 7","speed":{"walk":50},"strength":15,"dexterity":14,"constitution":12,"intelligence":4,"wisdom":10,"charisma":5,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":12,"skills":{"Perception":2,"Stealth":4},"damage_vulnerabilities":"False","damage_resistances":"False","damage_immunities":"False","condition_immunities":"False","senses":"blindsight 60 ft. (blind beyond this radius), passive Perception 12","languages":"—","challenge_rating":"1","cr":1.0,"actions":[{"name":"Claw","desc":"Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 9 (2d6 + 2) slashing damage."},{"name":"Constrict","desc":"Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 5 (1d6 + 2) bludgeoning damage, and the target is grappled (escape DC 12). Until the grapple ends, the target is restrained and takes 5 (2d4) poison damage at the start of each of its turns, and the glass gator can't use Constrict on another target."}],"bonus_actions":[],"reactions":[{"name":"Silt Cloud (Recharges after a Short or Long Rest)","desc":"When it takes damage while underwater and within 5 feet of the bottom of a body of water, the glass gator stirs up a 10-foot-radius sphere of silt centered on it. The silt spreads around corners, and its area is heavily obscured. It lasts for 1 minute or until a strong current disperses it. The glass gator can then swim up to half its speed. The cloud of silt doesn't move with the glass gator."}],"legendary_desc":null,"legendary_actions":[],"special_abilities":[{"name":"Amphibious","desc":"The glass gator can breathe air and water."},{"name":"Constricting Lunge","desc":"If the glass gator jumps at least 10 feet straight toward a target and then hits it with a Claw attack on the same turn, the target must succeed on a DC 12 Strength saving throw or be knocked prone. If the target is prone, the gator can make one Constrict attack against it as a bonus action."},{"name":"Standing Leap","desc":"The glass gator's long jump is up to 15 feet and its high jump is up to 10 feet, with or without a running start."},{"name":"Transparent","desc":"The glass gator has advantage on Dexterity (Stealth) checks made to hide while underwater or in dim light."}],"spell_list":[],"page_no":211,"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_glass-gator/"},{"slug":"leshy-tob1-2023","desc":"False","name":"Leshy","size":"Medium","type":"Monstrosity","subtype":"","group":"null","alignment":"Chaotic Neutral","armor_class":14,"armor_desc":"natural armor","hit_points":45,"hit_dice":"7d8 + 14","speed":{"walk":30},"strength":16,"dexterity":12,"constitution":14,"intelligence":14,"wisdom":15,"charisma":16,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":14,"skills":{"Deception":5,"Perception":4,"Stealth":3,"Survival":4},"damage_vulnerabilities":"False","damage_resistances":"False","damage_immunities":"poison","condition_immunities":"poisoned","senses":"darkvision 60 ft., passive Perception 14","languages":"Common, Elvish, Sylvan","challenge_rating":"1","cr":1.0,"actions":[{"name":"Club","desc":"Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d4 + 3) bludgeoning damage plus 5 (2d4) poison damage."},{"name":"Frightening Mien (Recharge 5-6)","desc":"The leshy briefly appears to grow to an enormous size, taking on a malicious mien before returning to normal. Each creature within 15 feet of the leshy and that can see it must succeed on a DC 13 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. A creature is immune to Frightening Mien if it can see through illusions."},{"name":"Encourage Growth (1/Day)","desc":"The leshy whispers magical words of growth to nonmagical plants on a point it can see within 30 feet of it. The plants burst with life and spread rapidly. The area within 20 feet of that point becomes difficult terrain for 24 hours."},{"name":"Familiar","desc":"The library automaton can serve another creature as a familiar, forming a magic, telepathic bond with that willing companion. While the two are bonded, the companion can sense what the automaton senses as long as they are within 1 mile of each other. While the automaton is within 10 feet of its companion, the companion has resistance to psychic damage. At any time and for any reason, the automaton can end its service as a familiar, ending the telepathic bond."}],"bonus_actions":[],"reactions":[],"legendary_desc":null,"legendary_actions":[],"special_abilities":[{"name":"Mimicry","desc":"The leshy can mimic animal sounds and Humanoid voices. A creature that hears the sounds can tell they are imitations with a successful DC 15 Wisdom (Insight) check."},{"name":"Plant Camouflage","desc":"The leshy has advantage on Dexterity (Stealth) checks it makes in any terrain with ample obscuring plant life."},{"name":"Speak with Beasts and Plants","desc":"The leshy can communicate with Beasts and Plants as if they shared a language."},{"name":"Vine-Wrapped Weapons","desc":"The poisonous vines growing from the leshy entwine around its weapon. When the leshy hits with any weapon, the weapon deals an extra 2d4 poison damage (included in the attack)."},{"name":"Woodland Stride","desc":"Difficult terrain composed of magical or nonmagical plants doesn't cost the leshy extra movement."}],"spell_list":[],"page_no":251,"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_leshy/"},{"slug":"mithraldragonwyrmling-tob1-2023","desc":"False","name":"Mithral Dragon Wyrmling","size":"Medium","type":"Dragon","subtype":"","group":"null","alignment":"Neutral","armor_class":14,"armor_desc":"natural armor","hit_points":44,"hit_dice":"8d8 + 8","speed":{"walk":60,"fly":50},"strength":12,"dexterity":14,"constitution":13,"intelligence":14,"wisdom":15,"charisma":14,"strength_save":null,"dexterity_save":4,"constitution_save":3,"intelligence_save":null,"wisdom_save":4,"charisma_save":4,"perception":16,"skills":{"Insight":4,"Perception":6,"Stealth":4},"damage_vulnerabilities":"False","damage_resistances":"False","damage_immunities":"slashing","condition_immunities":"charmed","senses":"blindsight 10 ft., darkvision 60 ft., passive Perception 16","languages":"all, telepathy 30 ft.","challenge_rating":"1","cr":1.0,"actions":[{"name":"Bite","desc":"Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 7 (1d10 + 2) piercing damage. Instead of dealing damage, the dragon can attempt to end one magical effect of its choice of 2nd level or lower on the target. This effect works like the dispel magic spell, except the dragon must always make an ability check. Its ability check for this is +4."},{"name":"Shard Breath (Recharge 5-6)","desc":"The mithral dragon spits metallic shards in a 15-foot cone. Each creature in that area must make a DC 11 Dexterity saving throw, taking 14 (4d6) slashing damage on a failed save, or half as much damage on a successful one. The area becomes difficult terrain until the start of the dragon's next turn, 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_mithral-dragon-wyrmling/"},{"slug":"mosslurker-tob1-2023","desc":"False","name":"Moss Lurker","size":"Small","type":"Humanoid","subtype":"","group":"null","alignment":"Chaotic Neutral","armor_class":15,"armor_desc":"natural armor","hit_points":45,"hit_dice":"10d6 + 10","speed":{"walk":30},"strength":14,"dexterity":14,"constitution":12,"intelligence":12,"wisdom":10,"charisma":10,"strength_save":4,"dexterity_save":4,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":12,"skills":{"Perception":2,"Stealth":4},"damage_vulnerabilities":"False","damage_resistances":"False","damage_immunities":"poison","condition_immunities":"poisoned","senses":"blindsight 60 ft., passive Perception 12","languages":"Giant, Sylvan, Trollkin","challenge_rating":"1","cr":1.0,"actions":[{"name":"Poisoned Claw","desc":"Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) slashing damage plus 7 (2d6) poison damage, and the target must succeed on a DC 12 Constitution saving throw or be poisoned until the end of its next turn."},{"name":"Throw Stone","desc":"Ranged Weapon Attack: +4 to hit, range 20/60 ft., one target. Hit: 7 (2d4 + 2) bludgeoning damage. If the target is at least 10 feet below the moss lurker, such as at the base of a cliff where the moss lurker stands, the target must succeed on a DC 12 Strength saving throw or take 1d4 bludgeoning damage for every 10 feet the rock fell before hitting the target, to a maximum of 10d4."}],"bonus_actions":[],"reactions":[],"legendary_desc":null,"legendary_actions":[],"special_abilities":[{"name":"Forest Camouflage","desc":"A moss lurker has advantage on Dexterity (Stealth) checks made to hide in forested terrain."},{"name":"Keen Hearing and Smell","desc":"The moss lurker has advantage on Wisdom (Perception) checks that rely on hearing or smell."},{"name":"Poisoned Gifts","desc":"A moss lurker can spend 1 minute stirring one of its red claws in a drink or cooked meal, contaminating the food or drink. A creature that eats or drinks the contaminated food or drink must succeed on a DC 12 Constitution saving throw or be poisoned for 1 hour. A creature that fails this saving throw by 5 or more is also unconscious while poisoned in this way. The creature wakes up if it takes damage or if another creature takes an action to shake it awake."}],"spell_list":[],"page_no":278,"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_moss-lurker/"},{"slug":"nihilethiczombie-tob1-2023","desc":"False","name":"Nihilethic Zombie","size":"Medium","type":"Undead","subtype":"","group":"null","alignment":"Neutral Evil","armor_class":8,"armor_desc":"","hit_points":37,"hit_dice":"5d8 + 15","speed":{"walk":30},"strength":13,"dexterity":6,"constitution":16,"intelligence":3,"wisdom":6,"charisma":5,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":0,"charisma_save":null,"perception":8,"skills":{},"damage_vulnerabilities":"False","damage_resistances":"False","damage_immunities":"cold, necrotic, poison","condition_immunities":"poisoned","senses":"darkvision 60 ft., passive Perception 8","languages":"understands Void Speech and the languages it knew in life but can’t speak","challenge_rating":"1","cr":1.0,"actions":[{"name":"Slam (Undead Form Only)","desc":"Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 (1d6 + 1) bludgeoning damage plus 7 (2d6) necrotic damage."},{"name":"Withering Touch (Void Ghost Form Only)","desc":"Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 8 (2d6 + 1) necrotic damage."}],"bonus_actions":[{"name":"Void Shape","desc":"The nihilethic zombie magically transforms into a dark purple, Void ghost form or back into its Undead form. Its statistics, other than its speed and resistances, are the same in each form. Any equipment it is wearing or carrying changes with it. It reverts to its Undead form of it dies."}],"reactions":[{"name":"Sacrifice Life","desc":"When the nihilethic zombie's controlling nihileth takes damage while within 30 feet of the zombie, the zombie can send its life force to the nihileth. The zombie's hp is reduced by up to the amount of damage the nihileth took, preventing that amount of damage to the nihileth. If this damage reduces the zombie to 0 hp, it is immediately destroyed. A nihileth can benefit from only one zombie's Sacrifice Life for each source of damage it takes."},{"name":"Void Body","desc":"When the nihilethic zombie takes damage that isn't radiant, it can reduce the damage by 1d12."}],"legendary_desc":null,"legendary_actions":[],"special_abilities":[{"name":"Ghostly Body (Void Ghost Form Only)","desc":"The nihilethic zombie has resistance to bludgeoning, piercing, and slashing damage from nonmagical attacks. In addition, the zombie 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":"Undead Fortitude","desc":"If damage reduces the nihilethic zombie to 0 hp, it must make a Constitution saving throw with a DC of 5 + the damage taken, unless the damage is radiant or from a critical hit. On a success, the zombie drops to 1 hp instead."},{"name":"Undead Nature","desc":"The nihilethic zombie doesn't require air, food, drink, or sleep."}],"spell_list":[],"page_no":9,"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_nihilethic-zombie/"},{"slug":"ratfolkrogue-tob1-2023","desc":"False","name":"Ratfolk Rogue","size":"Small","type":"Humanoid","subtype":"","group":"null","alignment":"Neutral","armor_class":15,"armor_desc":"studded leather","hit_points":31,"hit_dice":"7d6 + 7","speed":{"walk":10},"strength":7,"dexterity":16,"constitution":12,"intelligence":14,"wisdom":10,"charisma":10,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":12,"skills":{"Acrobatics":5,"Perception":2,"Stealth":7},"damage_vulnerabilities":"False","damage_resistances":"False","damage_immunities":"False","condition_immunities":"False","senses":"darkvision 60 ft., passive Perception 12","languages":"Common, Thieves Cant","challenge_rating":"1","cr":1.0,"actions":[{"name":"Dagger","desc":"Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 5 (1d4 + 3) piercing damage plus 7 (2d6) poison damage."},{"name":"Light Crossbow","desc":"Ranged Weapon Attack: +5 to hit, range 80/320 ft., one target. Hit: 7 (1d8 + 3) piercing damage plus 7 (2d6) poison damage."}],"bonus_actions":[{"name":"Cunning Action","desc":"The ratfolk rogue takes the Dash, Disengage, or Hide action."}],"reactions":[],"legendary_desc":null,"legendary_actions":[],"special_abilities":[{"name":"Nimbleness","desc":"The ratfolk rogue can move through the space of any Medium or larger hostile creature, and such a space isn't difficult terrain for the ratfolk."},{"name":"Pack Tactics","desc":"The ratfolk rogue has advantage on attack rolls against a creature if at least one of the ratfolk's allies is within 5 feet of the creature and the ally isn't incapacitated."}],"spell_list":[],"page_no":302,"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_ratfolk-rogue/"},{"slug":"rimewormgrub-tob1-2023","desc":"False","name":"Rime Worm Grub","size":"Medium","type":"Elemental","subtype":"","group":"null","alignment":"Unaligned","armor_class":13,"armor_desc":"natural armor","hit_points":45,"hit_dice":"6d8 + 18","speed":{"walk":20,"burrow":30},"strength":16,"dexterity":12,"constitution":16,"intelligence":4,"wisdom":12,"charisma":3,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":11,"skills":{"Stealth":3},"damage_vulnerabilities":"False","damage_resistances":"cold","damage_immunities":"False","condition_immunities":"False","senses":"darkvision 120 ft., passive Perception 11","languages":"—","challenge_rating":"1","cr":1.0,"actions":[{"name":"Rime Tendril","desc":"Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) bludgeoning damage plus 4 (1d8) cold damage."}],"bonus_actions":[],"reactions":[],"legendary_desc":null,"legendary_actions":[],"special_abilities":[{"name":"Amphibious","desc":"The rime worm grub can breathe air and water."},{"name":"Ravenous Larva","desc":"The rime worm grub can make an opportunity attack against any creature that leaves its reach, even if the creature takes the Disengage action. In addition, it has advantage on melee attack rolls against any creature that doesn't have all its hp."},{"name":"Snow Camouflage","desc":"The rime worm grub has advantage on Dexterity (Stealth) checks made to hide in snowy terrain."},{"name":"Snow Stride","desc":"The rime worm grub can burrow through nonmagical snow and ice in addition to sand, earth, and mud. In addition, difficult terrain composed of snow or ice doesn't cost it extra movement."}],"spell_list":[],"page_no":308,"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_rime-worm-grub/"},{"slug":"sharkjawskeleton-tob1-2023","desc":"False","name":"Sharkjaw Skeleton","size":"Large","type":"Undead","subtype":"","group":"null","alignment":"Lawful Evil","armor_class":13,"armor_desc":"natural armor","hit_points":45,"hit_dice":"6d10 + 12","speed":{"walk":30},"strength":16,"dexterity":10,"constitution":15,"intelligence":6,"wisdom":8,"charisma":4,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":11,"skills":{"Perception":1,"Stealth":2},"damage_vulnerabilities":"bludgeoning","damage_resistances":"False","damage_immunities":"cold, poison","condition_immunities":"exhaustion, poisoned","senses":"darkvision 60 ft., blindsight 30 ft., passive Perception 11","languages":"understands the languages of its creator but can’t speak","challenge_rating":"1","cr":1.0,"actions":[{"name":"Bite","desc":"Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) piercing damage. If the target is a Large or smaller creature, it is grappled (escape DC 13). The skeleton can grapple up to two targets at a time."},{"name":"Devouring Embrace","desc":"The sharkjaw skeleton devours a Medium or smaller creature grappled by it. The grapple ends, the devoured target is restrained in the skeleton's many jaws, and the target takes 7 (2d6) piercing damage at the start of each of the skeleton's turns. If the skeleton moves, the devoured target moves with it. The skeleton can devour only one target at a time. A creature, including the devoured target, can take its action to pry the devoured target out of the skeleton's many jaws by succeeding on a DC 13 Strength check."}],"bonus_actions":[],"reactions":[],"legendary_desc":null,"legendary_actions":[],"special_abilities":[{"name":"Undead Nature","desc":"The sharkjaw skeleton doesn't require air, food, drink, or sleep."}],"spell_list":[],"page_no":329,"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_sharkjaw-skeleton/"},{"slug":"wampuscat-tob1-2023","desc":"False","name":"Wampus Cat","size":"Medium","type":"Monstrosity","subtype":"","group":"null","alignment":"Chaotic Neutral","armor_class":14,"armor_desc":"","hit_points":39,"hit_dice":"6d8 + 12","speed":{"walk":30},"strength":14,"dexterity":18,"constitution":15,"intelligence":12,"wisdom":14,"charisma":16,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":12,"skills":{"Deception":5,"Persuasion":5},"damage_vulnerabilities":"False","damage_resistances":"False","damage_immunities":"False","condition_immunities":"False","senses":"darkvision 60 ft., passive Perception 12","languages":"Common","challenge_rating":"1","cr":1.0,"actions":[{"name":"Claw (True Form Only)","desc":"Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) slashing damage."},{"name":"Sweet Song (Recharge 5-6)","desc":"The wampus cat sings a sweet melody. Each creature within 60 feet of her that can hear the song must succeed on a DC 13 Charisma saving throw or be charmed for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the wampus cat's Sweet Song for the next 24 hours."},{"name":"Terrifying Yowl (Recharge 5-6)","desc":"The wampus cat emits an ear-piercing yowl. Each creature within 15 feet of the wampus cat that can hear the yowl must make a DC 13 Wisdom saving throw. On a failure, a creature takes 10 (3d6) thunder damage and is frightened until the end of its next turn. On a success, a creature takes half the damage and isn't frightened."}],"bonus_actions":[{"name":"Change Shape","desc":"The wampus cat magically polymorphs into a Medium female Humanoid, or back into her true form. Her statistics are the same in each form. Any equipment she is wearing or carrying transforms with her. She reverts to her true form if she dies."}],"reactions":[],"legendary_desc":null,"legendary_actions":[],"special_abilities":[{"name":"Divine Animosity","desc":"The wampus cat has advantage on attack rolls against creatures wielding divine or celestial power, such as clerics, paladins, or aasimars."}],"spell_list":[],"page_no":392,"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_wampus-cat/"},{"slug":"winddragonwyrmling-tob1-2023","desc":"False","name":"Wind Dragon Wyrmling","size":"Medium","type":"Dragon","subtype":"","group":"null","alignment":"Chaotic Neutral","armor_class":15,"armor_desc":"natural armor","hit_points":32,"hit_dice":"5d8 + 10","speed":{"walk":80,"fly":20},"strength":16,"dexterity":16,"constitution":14,"intelligence":12,"wisdom":11,"charisma":14,"strength_save":null,"dexterity_save":5,"constitution_save":4,"intelligence_save":null,"wisdom_save":2,"charisma_save":4,"perception":14,"skills":{"Acrobatics":7,"Perception":4,"Stealth":5},"damage_vulnerabilities":"False","damage_resistances":"cold","damage_immunities":"lightning","condition_immunities":"False","senses":"blindsight 10 ft., darkvision 60 ft., passive Perception 14","languages":"Draconic, Primordial","challenge_rating":"1","cr":1.0,"actions":[{"name":"Bite","desc":"Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 8 (1d10 + 3) piercing damage."},{"name":"Tempest Breath (Recharge 5-6)","desc":"The dragon exhales a blast of stormy wind in a 15-foot cone. Each creature in that area must make a DC 12 Strength saving throw. On a failure, a creature takes 9 (2d8) bludgeoning damage and is pushed up to 5 feet away from the dragon. On a success, a creature takes half the damage and isn't pushed. Unprotected flames, such as torches, in the area are extinguished, and protected flames, such as those in lanterns, have a 50 percent chance of being extinguished."}],"bonus_actions":[],"reactions":[],"legendary_desc":null,"legendary_actions":[],"special_abilities":[{"name":"Elusive","desc":"The dragon has advantage on ability checks and saving throws made to avoid or escape an effect that would reduce its speed or grapple or restrain it."},{"name":"Storm Sight","desc":"The dragon can see through areas obscured by fog, mist, clouds, or precipitation."}],"spell_list":[],"page_no":135,"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_wind-dragon-wyrmling/"},{"slug":"zanskaranviper-tob1-2023","desc":"False","name":"Zanskaran Viper","size":"Large","type":"Beast","subtype":"","group":"null","alignment":"Unaligned","armor_class":14,"armor_desc":"natural armor","hit_points":34,"hit_dice":"4d10 + 12","speed":{"walk":30},"strength":15,"dexterity":11,"constitution":17,"intelligence":2,"wisdom":13,"charisma":2,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":11,"skills":{},"damage_vulnerabilities":"False","damage_resistances":"False","damage_immunities":"False","condition_immunities":"False","senses":"darkvision 60 ft., passive Perception 11","languages":"—","challenge_rating":"1","cr":1.0,"actions":[{"name":"Bite","desc":"Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 11 (2d8 + 2) piercing damage, and the target must succeed on a DC 13 Constitution saving throw or become poisoned for 1 minute. While poisoned in this way, the target is blinded and takes 7 (2d6) poison damage at the start of each of its turns. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success."}],"bonus_actions":[],"reactions":[],"legendary_desc":null,"legendary_actions":[],"special_abilities":[],"spell_list":[],"page_no":334,"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_zanskaran-viper/"},{"slug":"animated-armor","desc":"","name":"Animated Armor","size":"Medium","type":"Construct","subtype":"","group":"Animated Objects","alignment":"unaligned","armor_class":18,"armor_desc":"natural armor","hit_points":33,"hit_dice":"6d8+6","speed":{"walk":25},"strength":14,"dexterity":11,"constitution":13,"intelligence":1,"wisdom":3,"charisma":1,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":null,"skills":{},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"poison, psychic","condition_immunities":"blinded, charmed, deafened, exhaustion, frightened, paralyzed, petrified, poisoned","senses":"blindsight 60 ft. (blind beyond this radius), passive Perception 6","languages":"","challenge_rating":"1","cr":1.0,"actions":[{"name":"Multiattack","desc":"The armor makes two melee attacks."},{"name":"Slam","desc":"Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) bludgeoning damage.","attack_bonus":4,"damage_dice":"1d6","damage_bonus":2}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Antimagic Susceptibility","desc":"The armor is incapacitated while in the area of an antimagic field. If targeted by dispel magic, the armor must succeed on a Constitution saving throw against the caster's spell save DC or fall unconscious for 1 minute."},{"name":"False Appearance","desc":"While the armor remains motionless, it is indistinguishable from a normal suit of armor."}],"spell_list":[],"page_no":263,"environments":["Temple","Ruin","Laboratory"],"img_main":null,"document__slug":"wotc-srd","document__title":"5e Core Rules","document__license_url":"http://open5e.com/legal","document__url":"http://dnd.wizards.com/articles/features/systems-reference-document-srd","v2_converted_path":"/v2/creatures/srd_animated-armor/"},{"slug":"brass-dragon-wyrmling","desc":"","name":"Brass Dragon Wyrmling","size":"Medium","type":"Dragon","subtype":"","group":"Brass Dragon","alignment":"chaotic good","armor_class":16,"armor_desc":"natural armor","hit_points":16,"hit_dice":"3d8+3","speed":{"walk":30,"burrow":15,"fly":60},"strength":15,"dexterity":10,"constitution":13,"intelligence":10,"wisdom":11,"charisma":13,"strength_save":null,"dexterity_save":2,"constitution_save":3,"intelligence_save":null,"wisdom_save":2,"charisma_save":3,"perception":4,"skills":{"perception":4,"stealth":2},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"fire","condition_immunities":"","senses":"blindsight 10 ft., darkvision 60 ft., passive Perception 14","languages":"Draconic","challenge_rating":"1","cr":1.0,"actions":[{"name":"Bite","desc":"Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 7 (1d10 + 2) piercing damage.","attack_bonus":4,"damage_dice":"1d10","damage_bonus":2},{"name":"Breath Weapons (Recharge 5-6)","desc":"The dragon uses one of the following breath weapons.\n**Fire Breath.** The dragon exhales fire in an 20-foot line that is 5 feet wide. Each creature in that line must make a DC 11 Dexterity saving throw, taking 14 (4d6) fire damage on a failed save, or half as much damage on a successful one.\n**Sleep Breath.** The dragon exhales sleep gas in a 15-foot cone. Each creature in that area must succeed on a DC 11 Constitution saving throw or fall unconscious for 1 minute. This effect ends for a creature if the creature takes damage or someone uses an action to wake it.","attack_bonus":0,"damage_dice":"4d6"}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":null,"spell_list":[],"page_no":292,"environments":["Desert"],"img_main":null,"document__slug":"wotc-srd","document__title":"5e Core Rules","document__license_url":"http://open5e.com/legal","document__url":"http://dnd.wizards.com/articles/features/systems-reference-document-srd","v2_converted_path":"/v2/creatures/srd_brass-dragon-wyrmling/"},{"slug":"brown-bear","desc":"","name":"Brown Bear","size":"Large","type":"Beast","subtype":"","group":"Miscellaneous Creatures","alignment":"unaligned","armor_class":11,"armor_desc":"natural armor","hit_points":34,"hit_dice":"4d10+12","speed":{"walk":40,"climb":30},"strength":19,"dexterity":10,"constitution":16,"intelligence":2,"wisdom":13,"charisma":7,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":3,"skills":{"perception":3},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"","condition_immunities":"","senses":"passive Perception 13","languages":"","challenge_rating":"1","cr":1.0,"actions":[{"name":"Multiattack","desc":"The bear makes two attacks: one with its bite and one with its claws."},{"name":"Bite","desc":"Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) piercing damage.","attack_bonus":5,"damage_dice":"1d8","damage_bonus":4},{"name":"Claws","desc":"Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) slashing damage.","attack_bonus":5,"damage_dice":"2d6","damage_bonus":4}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Keen Smell","desc":"The bear has advantage on Wisdom (Perception) checks that rely on smell."}],"spell_list":[],"page_no":369,"environments":["Hill","Feywild","Mountains","Forest","Arctic"],"img_main":null,"document__slug":"wotc-srd","document__title":"5e Core Rules","document__license_url":"http://open5e.com/legal","document__url":"http://dnd.wizards.com/articles/features/systems-reference-document-srd","v2_converted_path":"/v2/creatures/srd_brown-bear/"},{"slug":"bugbear","desc":"","name":"Bugbear","size":"Medium","type":"Humanoid","subtype":"goblinoid","group":null,"alignment":"chaotic evil","armor_class":16,"armor_desc":"hide armor, shield","hit_points":27,"hit_dice":"5d8+5","speed":{"walk":30},"strength":15,"dexterity":14,"constitution":13,"intelligence":8,"wisdom":11,"charisma":9,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":null,"skills":{"stealth":6,"survival":2},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"","condition_immunities":"","senses":"darkvision 60 ft., passive Perception 10","languages":"Common, Goblin","challenge_rating":"1","cr":1.0,"actions":[{"name":"Morningstar","desc":"Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 11 (2d8 + 2) piercing damage.","attack_bonus":4,"damage_dice":"2d8","damage_bonus":2},{"name":"Javelin","desc":"Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 30/120 ft., one target. Hit: 9 (2d6 + 2) piercing damage in melee or 5 (1d6 + 2) piercing damage at range.","attack_bonus":4,"damage_dice":"2d6","damage_bonus":2}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Brute","desc":"A melee weapon deals one extra die of its damage when the bugbear hits with it (included in the attack)."},{"name":"Surprise Attack","desc":"If the bugbear surprises a creature and hits it with an attack during the first round of combat, the target takes an extra 7 (2d6) damage from the attack.","attack_bonus":0,"damage_dice":"2d6"}],"spell_list":[],"page_no":266,"environments":["Underdark","Desert","Mountains","Grassland","Forest","Jungle","Hills","Swamp"],"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_bugbear/"},{"slug":"copper-dragon-wyrmling","desc":"","name":"Copper Dragon Wyrmling","size":"Medium","type":"Dragon","subtype":"","group":"Copper Dragon","alignment":"chaotic good","armor_class":16,"armor_desc":"natural armor","hit_points":22,"hit_dice":"4d8+4","speed":{"walk":30,"climb":30,"fly":60},"strength":15,"dexterity":12,"constitution":13,"intelligence":14,"wisdom":11,"charisma":13,"strength_save":null,"dexterity_save":3,"constitution_save":3,"intelligence_save":null,"wisdom_save":2,"charisma_save":3,"perception":4,"skills":{"perception":4,"stealth":3},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"acid","condition_immunities":"","senses":"blindsight 10 ft., darkvision 60 ft., passive Perception 14","languages":"Draconic","challenge_rating":"1","cr":1.0,"actions":[{"name":"Bite","desc":"Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 7 (1d10 + 2) piercing damage.","attack_bonus":4,"damage_dice":"1d10","damage_bonus":2},{"name":"Breath Weapons (Recharge 5-6)","desc":"The dragon uses one of the following breath weapons.\n**Acid Breath.** The dragon exhales acid in an 20-foot line that is 5 feet wide. Each creature in that line must make a DC 11 Dexterity saving throw, taking 18 (4d8) acid damage on a failed save, or half as much damage on a successful one.\n**Slowing Breath.** The dragon exhales gas in a 1 5-foot cone. Each creature in that area must succeed on a DC 11 Constitution saving throw. On a failed save, the creature can't use reactions, its speed is halved, and it can't make more than one attack on its turn. In addition, the creature can use either an action or a bonus action on its turn, but not both. These effects last for 1 minute. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself with a successful save.","attack_bonus":0,"damage_dice":"4d8"}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":null,"spell_list":[],"page_no":298,"environments":["Hills","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_copper-dragon-wyrmling/"},{"slug":"death-dog","desc":"A **death dog** is an ugly two-headed hound that roams plains, and deserts. Hate burns in a death dog's heart, and a taste for humanoid flesh drives it to attack travelers and explorers. Death dog saliva carries a foul disease that causes a victim's flesh to slowly rot off the bone.","name":"Death Dog","size":"Medium","type":"Monstrosity","subtype":"","group":"Miscellaneous Creatures","alignment":"neutral evil","armor_class":12,"armor_desc":null,"hit_points":39,"hit_dice":"6d8+12","speed":{"walk":40},"strength":15,"dexterity":14,"constitution":14,"intelligence":3,"wisdom":13,"charisma":6,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":5,"skills":{"perception":5,"stealth":4},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"","condition_immunities":"","senses":"darkvision 120 ft., passive Perception 15","languages":"","challenge_rating":"1","cr":1.0,"actions":[{"name":"Multiattack","desc":"The dog makes two bite attacks."},{"name":"Bite","desc":"Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) piercing damage. If the target is a creature, it must succeed on a DC 12 Constitution saving throw against disease or become poisoned until the disease is cured. Every 24 hours that elapse, the creature must repeat the saving throw, reducing its hit point maximum by 5 (1d10) on a failure. This reduction lasts until the disease is cured. The creature dies if the disease reduces its hit point maximum to 0.","attack_bonus":4,"damage_dice":"1d6","damage_bonus":2}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Two-Headed","desc":"The dog has advantage on Wisdom (Perception) checks and on saving throws against being blinded, charmed, deafened, frightened, stunned, or knocked unconscious."}],"spell_list":[],"page_no":370,"environments":["Desert","Abyss","Shadowfell","Grassland","Hell"],"img_main":null,"document__slug":"wotc-srd","document__title":"5e Core Rules","document__license_url":"http://open5e.com/legal","document__url":"http://dnd.wizards.com/articles/features/systems-reference-document-srd","v2_converted_path":"/v2/creatures/srd_death-dog/"},{"slug":"dire-wolf","desc":"","name":"Dire Wolf","size":"Large","type":"Beast","subtype":"","group":"Miscellaneous Creatures","alignment":"unaligned","armor_class":14,"armor_desc":"natural armor","hit_points":37,"hit_dice":"5d10+10","speed":{"walk":50},"strength":17,"dexterity":15,"constitution":15,"intelligence":3,"wisdom":12,"charisma":7,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":3,"skills":{"perception":3,"stealth":4},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"","condition_immunities":"","senses":"passive Perception 13","languages":"","challenge_rating":"1","cr":1.0,"actions":[{"name":"Bite","desc":"Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) piercing damage. If the target is a creature, it must succeed on a DC 13 Strength saving throw or be knocked prone.","attack_bonus":5,"damage_dice":"2d6","damage_bonus":3}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Keen Hearing and Smell","desc":"The wolf has advantage on Wisdom (Perception) checks that rely on hearing or smell."},{"name":"Pack Tactics","desc":"The wolf has advantage on an attack roll against a creature if at least one of the wolf's allies is within 5 ft. of the creature and the ally isn't incapacitated."}],"spell_list":[],"page_no":371,"environments":["Hill","Mountains","Tundra","Forest","Grassland","Hills","Feywild"],"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_dire-wolf/"},{"slug":"dryad","desc":"","name":"Dryad","size":"Medium","type":"Fey","subtype":"","group":null,"alignment":"neutral","armor_class":11,"armor_desc":"16 with _barkskin_","hit_points":22,"hit_dice":"5d8","speed":{"walk":30},"strength":10,"dexterity":12,"constitution":11,"intelligence":14,"wisdom":15,"charisma":18,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":4,"skills":{"perception":4,"stealth":5},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"","condition_immunities":"","senses":"darkvision 60 ft., passive Perception 14","languages":"Elvish, Sylvan","challenge_rating":"1","cr":1.0,"actions":[{"name":"Club","desc":"Melee Weapon Attack: +2 to hit (+6 to hit with shillelagh), reach 5 ft., one target. Hit: 2 (1d4) bludgeoning damage, or 8 (1d8 + 4) bludgeoning damage with shillelagh.","attack_bonus":2,"damage_dice":"1d4"},{"name":"Fey Charm","desc":"The dryad targets one humanoid or beast that she can see within 30 feet of her. If the target can see the dryad, it must succeed on a DC 14 Wisdom saving throw or be magically charmed. The charmed creature regards the dryad as a trusted friend to be heeded and protected. Although the target isn't under the dryad's control, it takes the dryad's requests or actions in the most favorable way it can.\nEach time the dryad or its allies do anything harmful to the target, it can repeat the saving throw, ending the effect on itself on a success. Otherwise, the effect lasts 24 hours or until the dryad dies, is on a different plane of existence from the target, or ends the effect as a bonus action. If a target's saving throw is successful, the target is immune to the dryad's Fey Charm for the next 24 hours.\nThe dryad can have no more than one humanoid and up to three beasts charmed at a time."}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Innate Spellcasting","desc":"The dryad's innate spellcasting ability is Charisma (spell save DC 14). The dryad can innately cast the following spells, requiring no material components:\n\nAt will: druidcraft\n3/day each: entangle, goodberry\n1/day each: barkskin, pass without trace, shillelagh"},{"name":"Magic Resistance","desc":"The dryad has advantage on saving throws against spells and other magical effects."},{"name":"Speak with Beasts and Plants","desc":"The dryad can communicate with beasts and plants as if they shared a language."},{"name":"Tree Stride","desc":"Once on her turn, the dryad can use 10 ft. of her movement to step magically into one living tree within her reach and emerge from a second living tree within 60 ft. of the first tree, appearing in an unoccupied space within 5 ft. of the second tree. Both trees must be large or bigger."}],"spell_list":["https://api-beta.open5e.com/v2/spells/druidcraft/?format=json","https://api-beta.open5e.com/v2/spells/entangle/?format=json","https://api-beta.open5e.com/v2/spells/goodberry/?format=json","https://api-beta.open5e.com/v2/spells/barkskin/?format=json","https://api-beta.open5e.com/v2/spells/pass-without-trace/?format=json","https://api-beta.open5e.com/v2/spells/shillelagh/?format=json"],"page_no":304,"environments":["Jungle","Forest"],"img_main":null,"document__slug":"wotc-srd","document__title":"5e Core Rules","document__license_url":"http://open5e.com/legal","document__url":"http://dnd.wizards.com/articles/features/systems-reference-document-srd","v2_converted_path":"/v2/creatures/srd_dryad/"},{"slug":"duergar","desc":"","name":"Duergar","size":"Medium","type":"Humanoid","subtype":"dwarf","group":null,"alignment":"lawful evil","armor_class":16,"armor_desc":"scale mail, shield","hit_points":26,"hit_dice":"4d8+8","speed":{"walk":25},"strength":14,"dexterity":11,"constitution":14,"intelligence":11,"wisdom":10,"charisma":9,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":null,"skills":{},"damage_vulnerabilities":"","damage_resistances":"poison","damage_immunities":"","condition_immunities":"","senses":"darkvision 120 ft., passive Perception 10","languages":"Dwarvish, Undercommon","challenge_rating":"1","cr":1.0,"actions":[{"name":"Enlarge (Recharges after a Short or Long Rest)","desc":"For 1 minute, the duergar magically increases in size, along with anything it is wearing or carrying. While enlarged, the duergar is Large, doubles its damage dice on Strength-based weapon attacks (included in the attacks), and makes Strength checks and Strength saving throws with advantage. If the duergar lacks the room to become Large, it attains the maximum size possible in the space available."},{"name":"War Pick","desc":"Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) piercing damage, or 11 (2d8 + 2) piercing damage while enlarged.","attack_bonus":4,"damage_dice":"1d8","damage_bonus":2},{"name":"Javelin","desc":"Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 30/120 ft., one target. Hit: 5 (1d6 + 2) piercing damage, or 9 (2d6 + 2) piercing damage while enlarged.","attack_bonus":4,"damage_dice":"1d6","damage_bonus":2},{"name":"Invisibility (Recharges after a Short or Long Rest)","desc":"The duergar magically turns invisible until it attacks, casts a spell, or uses its Enlarge, or until its concentration is broken, up to 1 hour (as if concentrating on a spell). Any equipment the duergar wears or carries is invisible with it."}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Duergar Resilience","desc":"The duergar has advantage on saving throws against poison, spells, and illusions, as well as to resist being charmed or paralyzed."},{"name":"Sunlight Sensitivity","desc":"While in sunlight, the duergar has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight."}],"spell_list":[],"page_no":305,"environments":["Underdark"],"img_main":null,"document__slug":"wotc-srd","document__title":"5e Core Rules","document__license_url":"http://open5e.com/legal","document__url":"http://dnd.wizards.com/articles/features/systems-reference-document-srd","v2_converted_path":"/v2/creatures/srd_duergar/"},{"slug":"ghoul","desc":"","name":"Ghoul","size":"Medium","type":"Undead","subtype":"","group":"Ghouls","alignment":"chaotic evil","armor_class":12,"armor_desc":null,"hit_points":22,"hit_dice":"5d8","speed":{"walk":30},"strength":13,"dexterity":15,"constitution":10,"intelligence":7,"wisdom":10,"charisma":6,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":null,"skills":{},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"poison","condition_immunities":"charmed, exhaustion, poisoned","senses":"darkvision 60 ft., passive Perception 10","languages":"Common","challenge_rating":"1","cr":1.0,"actions":[{"name":"Bite","desc":"Melee Weapon Attack: +2 to hit, reach 5 ft., one creature. Hit: 9 (2d6 + 2) piercing damage.","attack_bonus":2,"damage_dice":"2d6","damage_bonus":2},{"name":"Claws","desc":"Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 7 (2d4 + 2) slashing damage. If the target is a creature other than an elf or undead, it must succeed on a DC 10 Constitution saving throw or be paralyzed for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success."}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":null,"spell_list":[],"page_no":312,"environments":["Temple","Desert","Underdark","Mountains","Tundra","Grassland","Ruin","Swamp","Urban","Sewer","Abyss","Forest","Tomb","Jungle","Hills","Shadowfell","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_ghoul/"},{"slug":"giant-eagle","desc":"A **giant eagle** is a noble creature that speaks its own language and understands speech in the Common tongue. A mated pair of giant eagles typically has up to four eggs or young in their nest (treat the young as normal eagles).","name":"Giant Eagle","size":"Large","type":"Beast","subtype":"","group":"Miscellaneous Creatures","alignment":"neutral good","armor_class":13,"armor_desc":null,"hit_points":26,"hit_dice":"4d10+4","speed":{"walk":10,"fly":80},"strength":16,"dexterity":17,"constitution":13,"intelligence":8,"wisdom":14,"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":"","condition_immunities":"","senses":"passive Perception 14","languages":"Giant Eagle, understands Common and Auran but can't speak","challenge_rating":"1","cr":1.0,"actions":[{"name":"Multiattack","desc":"The eagle makes two attacks: one with its beak and one with its talons."},{"name":"Beak","desc":"Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) piercing damage.","attack_bonus":5,"damage_dice":"1d6","damage_bonus":3},{"name":"Talons","desc":"Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) slashing damage.","attack_bonus":5,"damage_dice":"2d6","damage_bonus":3}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Keen Sight","desc":"The eagle has advantage on Wisdom (Perception) checks that rely on sight."}],"spell_list":[],"page_no":375,"environments":["Hill","Mountains","Coastal","Grassland","Hills","Feywild","Mountain","Desert"],"img_main":null,"document__slug":"wotc-srd","document__title":"5e Core Rules","document__license_url":"http://open5e.com/legal","document__url":"http://dnd.wizards.com/articles/features/systems-reference-document-srd","v2_converted_path":"/v2/creatures/srd_giant-eagle/"},{"slug":"giant-hyena","desc":"","name":"Giant Hyena","size":"Large","type":"Beast","subtype":"","group":"Miscellaneous Creatures","alignment":"unaligned","armor_class":12,"armor_desc":null,"hit_points":45,"hit_dice":"6d10+12","speed":{"walk":50},"strength":16,"dexterity":14,"constitution":14,"intelligence":2,"wisdom":12,"charisma":7,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":3,"skills":{"perception":3},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"","condition_immunities":"","senses":"passive Perception 13","languages":"","challenge_rating":"1","cr":1.0,"actions":[{"name":"Bite","desc":"Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) piercing damage.","attack_bonus":5,"damage_dice":"1d6","damage_bonus":3}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Rampage","desc":"When the hyena reduces a creature to 0 hit points with a melee attack on its turn, the hyena can take a bonus action to move up to half its speed and make a bite attack."}],"spell_list":[],"page_no":376,"environments":["Hill","Desert","Shadowfell","Grassland","Ruin","Forest"],"img_main":null,"document__slug":"wotc-srd","document__title":"5e Core Rules","document__license_url":"http://open5e.com/legal","document__url":"http://dnd.wizards.com/articles/features/systems-reference-document-srd","v2_converted_path":"/v2/creatures/srd_giant-hyena/"},{"slug":"giant-octopus","desc":"","name":"Giant Octopus","size":"Large","type":"Beast","subtype":"","group":"Miscellaneous Creatures","alignment":"unaligned","armor_class":11,"armor_desc":null,"hit_points":52,"hit_dice":"8d10+8","speed":{"walk":10,"swim":60},"strength":17,"dexterity":13,"constitution":13,"intelligence":4,"wisdom":10,"charisma":4,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":4,"skills":{"perception":4,"stealth":5},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"","condition_immunities":"","senses":"darkvision 60 ft., passive Perception 14","languages":"","challenge_rating":"1","cr":1.0,"actions":[{"name":"Tentacles","desc":"Melee Weapon Attack: +5 to hit, reach 15 ft., one target. Hit: 10 (2d6 + 3) bludgeoning damage. If the target is a creature, it is grappled (escape DC 16). Until this grapple ends, the target is restrained, and the octopus can't use its tentacles on another target.","attack_bonus":5,"damage_dice":"2d6","damage_bonus":3},{"name":"Ink Cloud (Recharges after a Short or Long Rest)","desc":"A 20-foot-radius cloud of ink extends all around the octopus if it is underwater. The area is heavily obscured for 1 minute, although a significant current can disperse the ink. After releasing the ink, the octopus can use the Dash action as a bonus action."}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Hold Breath","desc":"While out of water, the octopus can hold its breath for 1 hour."},{"name":"Underwater Camouflage","desc":"The octopus has advantage on Dexterity (Stealth) checks made while underwater."},{"name":"Water Breathing","desc":"The octopus can breathe only underwater."}],"spell_list":[],"page_no":377,"environments":["Underwater","Water"],"img_main":null,"document__slug":"wotc-srd","document__title":"5e Core Rules","document__license_url":"http://open5e.com/legal","document__url":"http://dnd.wizards.com/articles/features/systems-reference-document-srd","v2_converted_path":"/v2/creatures/srd_giant-octopus/"},{"slug":"giant-spider","desc":"To snare its prey, a **giant spider** spins elaborate webs or shoots sticky strands of webbing from its abdomen. Giant spiders are most commonly found underground, making their lairs on ceilings or in dark, web-filled crevices. Such lairs are often festooned with web cocoons holding past victims.","name":"Giant Spider","size":"Large","type":"Beast","subtype":"","group":"Miscellaneous Creatures","alignment":"unaligned","armor_class":14,"armor_desc":"natural armor","hit_points":26,"hit_dice":"4d10+4","speed":{"walk":30,"climb":30},"strength":14,"dexterity":16,"constitution":12,"intelligence":2,"wisdom":11,"charisma":4,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":null,"skills":{"stealth":7},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"","condition_immunities":"","senses":"blindsight 10 ft., darkvision 60 ft., passive Perception 10","languages":"","challenge_rating":"1","cr":1.0,"actions":[{"name":"Bite","desc":"Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. Hit: 7 (1d8 + 3) piercing damage, and the target must make a DC 11 Constitution saving throw, taking 9 (2d8) poison damage on a failed save, or half as much damage on a successful one. If the poison damage reduces the target to 0 hit points, the target is stable but poisoned for 1 hour, even after regaining hit points, and is paralyzed while poisoned in this way.","attack_bonus":5,"damage_dice":"1d8","damage_bonus":3},{"name":"Web (Recharge 5-6)","desc":"Ranged Weapon Attack: +5 to hit, range 30/60 ft., one creature. Hit: The target is restrained by webbing. As an action, the restrained target can make a DC 12 Strength check, bursting the webbing on a success. The webbing can also be attacked and destroyed (AC 10; hp 5; vulnerability to fire damage; immunity to bludgeoning, poison, and psychic damage).","attack_bonus":5}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Spider Climb","desc":"The spider can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check."},{"name":"Web Sense","desc":"While in contact with a web, the spider knows the exact location of any other creature in contact with the same web."},{"name":"Web Walker","desc":"The spider ignores movement restrictions caused by webbing."}],"spell_list":[],"page_no":379,"environments":["Underdark","Urban","Forest","Ruin","Swamp","Jungle","Feywild","Shadowfell","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_giant-spider/"},{"slug":"giant-toad","desc":"","name":"Giant Toad","size":"Large","type":"Beast","subtype":"","group":"Miscellaneous Creatures","alignment":"unaligned","armor_class":11,"armor_desc":null,"hit_points":39,"hit_dice":"6d10+6","speed":{"walk":20,"swim":40},"strength":15,"dexterity":13,"constitution":13,"intelligence":2,"wisdom":10,"charisma":3,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":null,"skills":{},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"","condition_immunities":"","senses":"darkvision 30 ft., passive Perception 10","languages":"","challenge_rating":"1","cr":1.0,"actions":[{"name":"Bite","desc":"Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 7 (1d10 + 2) piercing damage plus 5 (1d10) poison damage, and the target is grappled (escape DC 13). Until this grapple ends, the target is restrained, and the toad can't bite another target.","attack_bonus":4,"damage_dice":"1d10","damage_bonus":2},{"name":"Swallow","desc":"The toad makes one bite attack against a Medium or smaller target it is grappling. If the attack hits, the target is swallowed, and the grapple ends. The swallowed target is blinded and restrained, it has total cover against attacks and other effects outside the toad, and it takes 10 (3d6) acid damage at the start of each of the toad's turns. The toad can have only one target swallowed at a time.\nIf the toad dies, a swallowed creature is no longer restrained by it and can escape from the corpse using 5 feet of movement, exiting prone."}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Amphibious","desc":"The toad can breathe air and water"},{"name":"Standing Leap","desc":"The toad's long jump is up to 20 ft. and its high jump is up to 10 ft., with or without a running start."}],"spell_list":[],"page_no":380,"environments":["Underdark","Coastal","Forest","Swamp","Jungle","Water","Desert"],"img_main":null,"document__slug":"wotc-srd","document__title":"5e Core Rules","document__license_url":"http://open5e.com/legal","document__url":"http://dnd.wizards.com/articles/features/systems-reference-document-srd","v2_converted_path":"/v2/creatures/srd_giant-toad/"},{"slug":"giant-vulture","desc":"","name":"Giant Vulture","size":"Large","type":"Beast","subtype":"","group":"Miscellaneous Creatures","alignment":"neutral evil","armor_class":10,"armor_desc":null,"hit_points":22,"hit_dice":"3d10+6","speed":{"walk":10,"fly":60},"strength":15,"dexterity":10,"constitution":15,"intelligence":6,"wisdom":12,"charisma":7,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":3,"skills":{"perception":3},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"","condition_immunities":"","senses":"passive Perception 13","languages":"understands Common but can't speak","challenge_rating":"1","cr":1.0,"actions":[{"name":"Multiattack","desc":"The vulture makes two attacks: one with its beak and one with its talons."},{"name":"Beak","desc":"Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 7 (2d4 + 2) piercing damage.","attack_bonus":4,"damage_dice":"2d4","damage_bonus":2},{"name":"Talons","desc":"Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 9 (2d6 + 2) slashing damage.","attack_bonus":4,"damage_dice":"2d6","damage_bonus":2}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Keen Sight and Smell","desc":"The vulture has advantage on Wisdom (Perception) checks that rely on sight or smell."},{"name":"Pack Tactics","desc":"The vulture has advantage on an attack roll against a creature if at least one of the vulture's allies is within 5 ft. of the creature and the ally isn't incapacitated."}],"spell_list":[],"page_no":380,"environments":["Desert","Grassland"],"img_main":null,"document__slug":"wotc-srd","document__title":"5e Core Rules","document__license_url":"http://open5e.com/legal","document__url":"http://dnd.wizards.com/articles/features/systems-reference-document-srd","v2_converted_path":"/v2/creatures/srd_giant-vulture/"},{"slug":"harpy","desc":"","name":"Harpy","size":"Medium","type":"Monstrosity","subtype":"","group":null,"alignment":"chaotic evil","armor_class":11,"armor_desc":null,"hit_points":38,"hit_dice":"7d8+7","speed":{"walk":20,"fly":40},"strength":12,"dexterity":13,"constitution":12,"intelligence":7,"wisdom":10,"charisma":13,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":null,"skills":{},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"","condition_immunities":"","senses":"passive Perception 10","languages":"Common","challenge_rating":"1","cr":1.0,"actions":[{"name":"Multiattack","desc":"The harpy makes two attacks: one with its claws and one with its club."},{"name":"Claws","desc":"Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 6 (2d4 + 1) slashing damage.","attack_bonus":3,"damage_dice":"2d4","damage_bonus":1},{"name":"Club","desc":"Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 3 (1d4 + 1) bludgeoning damage.","attack_bonus":3,"damage_dice":"1d4","damage_bonus":1},{"name":"Luring Song","desc":"The harpy sings a magical melody. Every humanoid and giant within 300 ft. of the harpy that can hear the song must succeed on a DC 11 Wisdom saving throw or be charmed until the song ends. The harpy must take a bonus action on its subsequent turns to continue singing. It can stop singing at any time. The song ends if the harpy is incapacitated.\nWhile charmed by the harpy, a target is incapacitated and ignores the songs of other harpies. If the charmed target is more than 5 ft. away from the harpy, the must move on its turn toward the harpy by the most direct route. It doesn't avoid opportunity attacks, but before moving into damaging terrain, such as lava or a pit, and whenever it takes damage from a source other than the harpy, a target can repeat the saving throw. A creature can also repeat the saving throw at the end of each of its turns. If a creature's saving throw is successful, the effect ends on it.\nA target that successfully saves is immune to this harpy's song for the next 24 hours."}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":null,"spell_list":[],"page_no":321,"environments":["Hill","Desert","Mountains","Coastal","Tundra","Forest","Grassland","Jungle","Hills","Swamp","Mountain"],"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_harpy/"},{"slug":"hippogriff","desc":"","name":"Hippogriff","size":"Large","type":"Monstrosity","subtype":"","group":null,"alignment":"unaligned","armor_class":11,"armor_desc":null,"hit_points":19,"hit_dice":"3d10+3","speed":{"walk":40,"fly":60},"strength":17,"dexterity":13,"constitution":13,"intelligence":2,"wisdom":12,"charisma":8,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":5,"skills":{"perception":5},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"","condition_immunities":"","senses":"passive Perception 15","languages":"","challenge_rating":"1","cr":1.0,"actions":[{"name":"Multiattack","desc":"The hippogriff makes two attacks: one with its beak and one with its claws."},{"name":"Beak","desc":"Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 8 (1d10 + 3) piercing damage.","attack_bonus":5,"damage_dice":"1d10","damage_bonus":3},{"name":"Claws","desc":"Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) slashing damage.","attack_bonus":5,"damage_dice":"2d6","damage_bonus":3}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Keen Sight","desc":"The hippogriff has advantage on Wisdom (Perception) checks that rely on sight."}],"spell_list":[],"page_no":322,"environments":["Hill","Mountains","Grassland","Forest","Hills","Plane Of Air","Mountain"],"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_hippogriff/"},{"slug":"imp","desc":"","name":"Imp","size":"Tiny","type":"Fiend","subtype":"devil","group":"Devils","alignment":"lawful evil","armor_class":13,"armor_desc":null,"hit_points":10,"hit_dice":"3d4+3","speed":{"walk":20,"fly":40},"strength":6,"dexterity":17,"constitution":13,"intelligence":11,"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":{"deception":4,"insight":3,"persuasion":4,"stealth":5},"damage_vulnerabilities":"","damage_resistances":"cold; bludgeoning, piercing, and slashing from nonmagical/nonsilver weapons","damage_immunities":"fire, poison","condition_immunities":"poisoned","senses":"darkvision 120 ft., passive Perception 11","languages":"Infernal, Common","challenge_rating":"1","cr":1.0,"actions":[{"name":"Sting (Bite in Beast Form)","desc":"Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d4 + 3) piercing damage, and the target must make on a DC 11 Constitution saving throw, taking 10 (3d6) poison damage on a failed save, or half as much damage on a successful one.","attack_bonus":5,"damage_dice":"1d4","damage_bonus":3},{"name":"Invisibility","desc":"The imp magically turns invisible until it attacks, or until its concentration ends (as if concentrating on a spell). Any equipment the imp wears or carries is invisible with it."}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Shapechanger","desc":"The imp can use its action to polymorph into a beast form that resembles a rat (speed 20 ft.), a raven (20 ft., fly 60 ft.), or a spider (20 ft., climb 20 ft.), or back into its true form. Its statistics are the same in each form, except for the speed changes noted. Any equipment it is wearing or carrying isn't transformed. It reverts to its true form if it dies."},{"name":"Devil's Sight","desc":"Magical darkness doesn't impede the imp's darkvision."},{"name":"Magic Resistance","desc":"The imp has advantage on saving throws against spells and other magical effects."},{"name":"Variant: Familiar","desc":"The imp can serve another creature as a familiar, forming a telepathic bond with its willing master. While the two are bonded, the master can sense what the imp senses as long as they are within 1 mile of each other. While the imp is within 10 feet of its master, the master shares the imp's Magic Resistance trait. At any time and for any reason, the imp can end its service as a familiar, ending the telepathic bond."}],"spell_list":[],"page_no":277,"environments":["Hell"],"img_main":null,"document__slug":"wotc-srd","document__title":"5e Core Rules","document__license_url":"http://open5e.com/legal","document__url":"http://dnd.wizards.com/articles/features/systems-reference-document-srd","v2_converted_path":"/v2/creatures/srd_imp/"},{"slug":"lion","desc":"","name":"Lion","size":"Large","type":"Beast","subtype":"","group":"Miscellaneous Creatures","alignment":"unaligned","armor_class":12,"armor_desc":null,"hit_points":26,"hit_dice":"4d10+4","speed":{"walk":50},"strength":17,"dexterity":15,"constitution":13,"intelligence":3,"wisdom":12,"charisma":8,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":3,"skills":{"perception":3,"stealth":6},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"","condition_immunities":"","senses":"passive Perception 13","languages":"","challenge_rating":"1","cr":1.0,"actions":[{"name":"Bite","desc":"Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) piercing damage.","attack_bonus":5,"damage_dice":"1d8","damage_bonus":3},{"name":"Claw","desc":"Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) slashing damage.","attack_bonus":5,"damage_dice":"1d6","damage_bonus":3}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Keen Smell","desc":"The lion has advantage on Wisdom (Perception) checks that rely on smell."},{"name":"Pack Tactics","desc":"The lion has advantage on an attack roll against a creature if at least one of the lion's allies is within 5 ft. of the creature and the ally isn't incapacitated."},{"name":"Pounce","desc":"If the lion moves at least 20 ft. straight toward a creature and then hits it with a claw attack on the same turn, that target must succeed on a DC 13 Strength saving throw or be knocked prone. If the target is prone, the lion can make one bite attack against it as a bonus action."},{"name":"Running Leap","desc":"With a 10-foot running start, the lion can long jump up to 25 ft.."}],"spell_list":[],"page_no":383,"environments":["Hill","Desert","Grassland","Mountain","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_lion/"},{"slug":"quasit","desc":"","name":"Quasit","size":"Tiny","type":"Fiend","subtype":"demon","group":"Demons","alignment":"chaotic evil","armor_class":13,"armor_desc":null,"hit_points":7,"hit_dice":"3d4","speed":{"walk":40},"strength":5,"dexterity":17,"constitution":10,"intelligence":7,"wisdom":10,"charisma":10,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":null,"skills":{"stealth":5},"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 10","languages":"Abyssal, Common","challenge_rating":"1","cr":1.0,"actions":[{"name":"Claw (Bite in Beast Form)","desc":"Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d4 + 3) piercing damage, and the target must succeed on a DC 10 Constitution saving throw or take 5 (2d4) poison damage and become poisoned for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.","attack_bonus":4,"damage_dice":"1d4","damage_bonus":3},{"name":"Scare (1/day)","desc":"One creature of the quasit's choice within 20 ft. of it must succeed on a DC 10 Wisdom saving throw or be frightened for 1 minute. The target can repeat the saving throw at the end of each of its turns, with disadvantage if the quasit is within line of sight, ending the effect on itself on a success."},{"name":"Invisibility","desc":"The quasit magically turns invisible until it attacks or uses Scare, or until its concentration ends (as if concentrating on a spell). Any equipment the quasit wears or carries is invisible with it."}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Shapechanger","desc":"The quasit can use its action to polymorph into a beast form that resembles a bat (speed 10 ft. fly 40 ft.), a centipede (40 ft., climb 40 ft.), or a toad (40 ft., swim 40 ft.), or back into its true form. Its statistics are the same in each form, except for the speed changes noted. Any equipment it is wearing or carrying isn't transformed. It reverts to its true form if it dies."},{"name":"Magic Resistance","desc":"The quasit has advantage on saving throws against spells and other magical effects."},{"name":"Variant: Familiar","desc":"The quasit can serve another creature as a familiar, forming a telepathic bond with its willing master. While the two are bonded, the master can sense what the quasit senses as long as they are within 1 mile of each other. While the quasit is within 10 feet of its master, the master shares the quasit's Magic Resistance trait. At any time and for any reason, the quasit can end its service as a familiar, ending the telepathic bond."}],"spell_list":[],"page_no":273,"environments":["Abyss"],"img_main":null,"document__slug":"wotc-srd","document__title":"5e Core Rules","document__license_url":"http://open5e.com/legal","document__url":"http://dnd.wizards.com/articles/features/systems-reference-document-srd","v2_converted_path":"/v2/creatures/srd_quasit/"},{"slug":"specter","desc":"","name":"Specter","size":"Medium","type":"Undead","subtype":"","group":null,"alignment":"chaotic evil","armor_class":12,"armor_desc":null,"hit_points":22,"hit_dice":"5d8","speed":{"hover":true,"walk":0,"fly":50},"strength":1,"dexterity":14,"constitution":11,"intelligence":10,"wisdom":10,"charisma":11,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":null,"skills":{},"damage_vulnerabilities":"","damage_resistances":"acid, cold, fire, lightning, thunder; bludgeoning, piercing, and slashing from nonmagical attacks","damage_immunities":"necrotic, poison","condition_immunities":"charmed, exhaustion, grappled, paralyzed, petrified, poisoned, prone, restrained, unconscious","senses":"darkvision 60 ft., passive Perception 10","languages":"understands all languages it knew in life but can't speak","challenge_rating":"1","cr":1.0,"actions":[{"name":"Life Drain","desc":"Melee Spell Attack: +4 to hit, reach 5 ft., one creature. Hit: 10 (3d6) necrotic damage. The target must succeed on a DC 10 Constitution saving throw or its hit point maximum is reduced by an amount equal to the damage taken. This reduction lasts until the creature finishes a long rest. The target dies if this effect reduces its hit point maximum to 0.","attack_bonus":4,"damage_dice":"3d6"}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Incorporeal Movement","desc":"The specter 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 specter has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight."}],"spell_list":[],"page_no":346,"environments":["Underdark","Urban","Shadowfell","Ruin","Tomb"],"img_main":null,"document__slug":"wotc-srd","document__title":"5e Core Rules","document__license_url":"http://open5e.com/legal","document__url":"http://dnd.wizards.com/articles/features/systems-reference-document-srd","v2_converted_path":"/v2/creatures/srd_specter/"},{"slug":"spy","desc":"Rulers, nobles, merchants, guildmasters, and other wealthy individuals use **spies** to gain the upper hand in a world of cutthroat politics. A spy is trained to secretly gather information. Loyal spies would rather die than divulge information that could compromise them or their employers.","name":"Spy","size":"Medium","type":"Humanoid","subtype":"any race","group":"NPCs","alignment":"any alignment","armor_class":12,"armor_desc":null,"hit_points":27,"hit_dice":"6d8","speed":{"walk":30},"strength":10,"dexterity":15,"constitution":10,"intelligence":12,"wisdom":14,"charisma":16,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":6,"skills":{"deception":5,"insight":4,"investigation":5,"perception":6,"persuasion":5,"stealth":4},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"","condition_immunities":"","senses":"passive Perception 16","languages":"any two languages","challenge_rating":"1","cr":1.0,"actions":[{"name":"Multiattack","desc":"The spy makes two melee attacks."},{"name":"Shortsword","desc":"Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) piercing damage.","attack_bonus":4,"damage_dice":"1d6","damage_bonus":2},{"name":"Hand Crossbow","desc":"Ranged Weapon Attack: +4 to hit, range 30/120 ft., one target. Hit: 5 (1d6 + 2) piercing damage.","attack_bonus":4,"damage_dice":"1d6","damage_bonus":2}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Cunning Action","desc":"On each of its turns, the spy can use a bonus action to take the Dash, Disengage, or Hide action."},{"name":"Sneak Attack (1/Turn)","desc":"The spy deals an extra 7 (2d6) 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 spy that isn't incapacitated and the spy doesn't have disadvantage on the attack roll.","attack_bonus":0,"damage_dice":"2d6"}],"spell_list":[],"page_no":402,"environments":["Urban","Sewer","Ruin","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_spy/"},{"slug":"swarm-of-quippers","desc":"","name":"Swarm of Quippers","size":"Medium","type":"Beast","subtype":"Swarm","group":"Miscellaneous Creatures","alignment":"unaligned","armor_class":13,"armor_desc":null,"hit_points":28,"hit_dice":"8d8-8","speed":{"walk":0,"swim":40},"strength":13,"dexterity":16,"constitution":9,"intelligence":1,"wisdom":7,"charisma":2,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":null,"skills":{},"damage_vulnerabilities":"","damage_resistances":"bludgeoning, piercing, slashing","damage_immunities":"","condition_immunities":"charmed, frightened, grappled, paralyzed, petrified, prone, restrained, stunned","senses":"darkvision 60 ft., passive Perception 8","languages":"","challenge_rating":"1","cr":1.0,"actions":[{"name":"Bites","desc":"Melee Weapon Attack: +5 to hit, reach 0 ft., one creature in the swarm's space. Hit: 14 (4d6) piercing damage, or 7 (2d6) piercing damage if the swarm has half of its hit points or fewer.","attack_bonus":5,"damage_dice":"4d6"}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Blood Frenzy","desc":"The swarm has advantage on melee attack rolls against any creature that doesn't have all its hit points."},{"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 quipper. The swarm can't regain hit points or gain temporary hit points."},{"name":"Water Breathing","desc":"The swarm can breathe only underwater."}],"spell_list":[],"page_no":390,"environments":["Underwater","Sewer","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_swarm-of-quippers/"},{"slug":"tiger","desc":"","name":"Tiger","size":"Large","type":"Beast","subtype":"","group":"Miscellaneous Creatures","alignment":"unaligned","armor_class":12,"armor_desc":null,"hit_points":37,"hit_dice":"5d10+10","speed":{"walk":40},"strength":17,"dexterity":15,"constitution":14,"intelligence":3,"wisdom":12,"charisma":8,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":3,"skills":{"perception":3,"stealth":6},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"","condition_immunities":"","senses":"darkvision 60 ft., passive Perception 13","languages":"","challenge_rating":"1","cr":1.0,"actions":[{"name":"Bite","desc":"Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 8 (1d10 + 3) piercing damage.","attack_bonus":5,"damage_dice":"1d10","damage_bonus":3},{"name":"Claw","desc":"Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) slashing damage."}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Keen Smell","desc":"The tiger has advantage on Wisdom (Perception) checks that rely on smell."},{"name":"Pounce","desc":"If the tiger moves at least 20 ft. straight toward a creature and then hits it with a claw attack on the same turn, that target must succeed on a DC 13 Strength saving throw or be knocked prone. If the target is prone, the tiger can make one bite attack against it as a bonus action."}],"spell_list":[],"page_no":391,"environments":["Jungle","Grassland","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_tiger/"},{"slug":"balloon-spider","desc":"Honed by evolutionary processes, the balloon spider has perfected the art of ballooning, floating through the air held aloft by strands of webbing suspended by electromagnetic fields. Electrified mandibles grant these spiders precise control over nearby electromagnetic fields and a potent weapon for shocking its prey.  \nBeneath their hunting grounds, the corpses and bones of their prey lie sparsely coated with stray strands of blue webbing. These remains wobble and glide across the ground of their own accord, caught in stray eddies in the electromagnetic field. The webbing of a balloon spider is prized by arcanists as a component for spells and the construction of magical flying machines.","name":"Balloon Spider","size":"Medium","type":"Beast","subtype":"","group":null,"alignment":"unaligned","armor_class":13,"armor_desc":null,"hit_points":36,"hit_dice":"8d8","speed":{"hover":true,"walk":20,"fly":40},"strength":10,"dexterity":16,"constitution":10,"intelligence":2,"wisdom":12,"charisma":4,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":3,"skills":{"perception":3},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"lightning","condition_immunities":"","senses":"blindsight 10 ft., darkvision 60 ft., passive Perception 13","languages":"—","challenge_rating":"1","cr":1.0,"actions":[{"name":"Bite","desc":"Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. Hit: 5 (1d6 + 2) piercing damage plus 5 (2d4) lightning damage, and the target must succeed on a DC 12 Constitution saving throw or it can move or take an action on its turn, but not both.","attack_bonus":5,"damage_dice":"1d6+2"},{"name":"Charged Web (Recharge 4-6)","desc":"Ranged Weapon Attack: +5 to hit, range 40/80 ft., one creature. Hit: The target is grappled (escape DC 13) by strands of charged webbing and begins to hover off the ground. Until this grapple ends, the target takes 1 lightning damage at the start of each of its turns. In addition, the grappled target can make a DC 12 Dexterity (Acrobatics) check to manipulate the strands of webbing and fly 10 feet in any direction."},{"name":"Draw In","desc":"The balloon spider magically pulls all creatures grappled by its webbing up to 10 feet toward it. If this movement pulls the creature within 5 feet of the balloon spider, the spider can make one bite attack against the creature as a bonus action."}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Erratic Discharge","desc":"A creature that starts its turn within 10 feet of the balloon spider must make a DC 12 Constitution saving throw. On a failure, the creature takes 2 (1d4) lightning damage and can move or take an action on its turn, but not both. On a success, the creature gains the benefits of the haste spell until the end of its turn. If a creature's saving throw is successful, it is immune to the spider's Erratic Discharge for the next 24 hours."}],"spell_list":[],"page_no":387,"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_balloon-spider/"},{"slug":"bulbous-violet","desc":"An enormous deep purple flower pushes forward on its vines, which are covered in throbbing black protrusions. As it moves, a single protrusion bursts open, spraying a green, sizzling substance all over the forest floor._  \n**Meat Drinkers.** Bulbous violets are carnivorous plants. The black growths that cover their vines are filled with acid and pop on impact, dissolving the violets’ prey. The plants then stand in the remains and drink in the liquefied gore.  \n**Migrating Predators.** Bulbous violets travel in packs that follow warm weather. Although they can survive the cold, most of their prey disappears in the colder months, forcing the plants to travel for food. Sometimes these paths take the plants through farms where the plants attack livestock and people. If the violets find food, they stop their migration, hunting every morsel they can find before moving on. Violets can sense the nearby presence of creatures made of flesh. This magical ability guides their migration route and leads them into unexpected places.  \n**Germinating in Gore.** In order to grow, bulbous violet seeds need to be sown in ground that has been covered in the blood, entrails, and corpses of other creatures. When a pack of violets is ready to drop their seeds, they go into areas crowded with prey and begin killing all they can. They attack monster hideouts, animal herds, and even villages to provide enough sustenance for their seeds.","name":"Bulbous Violet","size":"Medium","type":"Plant","subtype":"","group":null,"alignment":"unaligned","armor_class":12,"armor_desc":null,"hit_points":38,"hit_dice":"7d8+7","speed":{"walk":20,"climb":20},"strength":15,"dexterity":14,"constitution":13,"intelligence":2,"wisdom":10,"charisma":2,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":null,"skills":{},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"acid","condition_immunities":"","senses":"passive Perception 10","languages":"—","challenge_rating":"1","cr":1.0,"actions":[{"name":"Tendril","desc":"Melee Weapon Attack: +4 to hit, reach 10 ft., one target. Hit: 4 (1d4 + 2) bludgeoning damage plus 2 (1d4) acid damage, and the target is grappled (escape DC 12). Until this grapple ends, the target is restrained and takes 2 (1d4) acid damage at the start of each of its turns. The violet has two tendrils strong enough to grapple creatures; each can grapple only one target. If the acid damage reduces the target to 0 hp, the violet regains 7 (2d6) hp.","attack_bonus":4,"damage_dice":"1d4+2"}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Acid Sacs","desc":"When the violet takes bludgeoning, piercing, or slashing damage, each creature within 5 feet of the violet must succeed on a DC 12 Dexterity saving throw or take 2 (1d4) acid damage."},{"name":"False Appearance","desc":"While the violet remains motionless, it is indistinguishable from other large flowering plants."},{"name":"Flesh Sense","desc":"The violet can pinpoint, by scent, the location of flesh-based creatures within 60 feet of it."}],"spell_list":[],"page_no":53,"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_bulbous-violet/"},{"slug":"carnivorous-sod","desc":"What was a mere patch of green grass suddenly uproots itself and shows its true form: a flat, turtle-like creature with a wide maw filled with sharklike wooden teeth._  \n**Grassland Ambushers.** The carnivorous sod is a plant monster that disguises itself as a simple patch of grass until it is stepped on. It then uses its grass-like tendrils to trip a creature before biting with its vicious jaws. Carnivorous sods typically prey on small herbivores, such as deer and rabbits, that come to graze on their backs, but they have been known to attack just about anything that treads on them as long as the target is Medium or smaller. Sometimes dozens of carnivorous sods gather together to hunt, though this is due more to happenstance than planning on the part of the monsters.  \n**Links to the Fey.** Carnivorous sods begin their lives when a fey creature such as a pixie or Open Game License","name":"Carnivorous Sod","size":"Medium","type":"Plant","subtype":"","group":null,"alignment":"unaligned","armor_class":12,"armor_desc":"natural armor","hit_points":33,"hit_dice":"6d8+6","speed":{"walk":20,"burrow":20},"strength":14,"dexterity":6,"constitution":12,"intelligence":2,"wisdom":10,"charisma":3,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":null,"skills":{},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"poison","condition_immunities":"blinded, deafened, poisoned","senses":"blindsight 30 ft., tremorsense 60 ft., passive Perception 10","languages":"—","challenge_rating":"1","cr":1.0,"actions":[{"name":"Bite","desc":"Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 9 (2d6 + 2) piercing damage.","attack_bonus":4,"damage_dice":"2d6+2"},{"name":"Grass Trip","desc":"Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: The target is knocked prone."}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"False Appearance","desc":"While the carnivorous sod remains motionless, it is indistinguishable from a normal patch of grass."},{"name":"Spell Eater","desc":"If the carnivorous sod is in an area targeted by a spell that enhances plants in that area, such as the entangle, plant growth, and spike growth spells, the carnivorous sod absorbs the spell, ending it, and gains 10 temporary hp for each level of the spell it absorbed for 1 hour."},{"name":"Tripping Grass","desc":"If the carnivorous sod didn't move on its previous turn and hits a target with its Grass Trip, it can make one attack with its bite as a bonus action."}],"spell_list":[],"page_no":57,"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_carnivorous-sod/"},{"slug":"chamrosh","desc":"This large sheepdog has luxuriant white-gold fur. A pair of broad wings stretches out from the creature’s back, and its eyes are filled with an intelligent, silvery gleam._  \n**Celestial Guard Dogs.** Created from the souls of exceptionally faithful guards and retainers who selflessly sacrificed themselves to protect others, chamrosh are celestials that take the form of large sheepdogs with silver-gold fur and eagle-like wings. They are known for their ability to sniff out evil and for their steadfast nature, refusing to back down from a fight even in the face of overwhelming odds. Because of this quality, chamrosh are often used as guard beasts by other celestials, though they are never treated as simple pets by even the haughtiest of angels.  \n**Roaming Defenders.** When not employed by more powerful celestials as companions and guards, chamrosh gather in small packs to roam the planes of good, attacking any fiend or evil monster they come across. They also rescue lost or trapped mortals of good or neutral alignment, leading the mortals to a place of safety or to the nearest portal back to the Material Plane. Despite their appearance, chamrosh can speak and readily do so with mortals they rescue or celestials they serve or protect. .  \n**Occasional Planar Travelers.** Chamrosh rarely travel to the Material Plane, but when they do, it is usually for an important mission, such as to defend a holy relic or to aid a paladin on a divine quest. Since a chamrosh cannot change its form, such missions do not generally involve infiltration or deception, and when the task is finished, the chamrosh is quick to return to its normal duties.","name":"Chamrosh","size":"Medium","type":"Celestial","subtype":"","group":null,"alignment":"neutral good","armor_class":14,"armor_desc":"natural armor","hit_points":39,"hit_dice":"6d8+12","speed":{"fly":60,"walk":40},"strength":14,"dexterity":13,"constitution":15,"intelligence":8,"wisdom":15,"charisma":16,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":4,"charisma_save":5,"perception":6,"skills":{"insight":4,"perception":6,"survival":6},"damage_vulnerabilities":"","damage_resistances":"fire, radiant","damage_immunities":"","condition_immunities":"frightened","senses":"darkvision 60 ft., passive Perception 16","languages":"Celestial, Common, telepathy 60 ft.","challenge_rating":"1","cr":1.0,"actions":[{"name":"Bite","desc":"Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 7 (1d10 + 2) piercing damage.","attack_bonus":4,"damage_dice":"1d10+2"},{"name":"Fearsome Bark (Recharge 5-6)","desc":"The chamrosh lets out a highpitched bark at a creature it can see within 30 feet of it. If the target is of evil alignment, it must make a DC 13 Wisdom saving throw. On a failure, the target takes 10 (3d6) psychic damage and is frightened until the end of its next turn. On a success, the target takes half the damage and isn't frightened. The bark has no effect on neutral or good-aligned creatures."},{"name":"Healing Lick (2/Day)","desc":"The chamrosh licks another creature. The target magically regains 10 (2d8 + 1) hp and is cured of the charmed, frightened, and poisoned conditions."}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Angelic Awareness","desc":"The chamrosh has advantage on Wisdom (Insight) checks to determine if a creature is lying or if a creature has an evil alignment."},{"name":"Flyby","desc":"The chamrosh doesn't provoke opportunity attacks when it flies out of an enemy's reach."},{"name":"Keen Hearing and Smell","desc":"The chamrosh has advantage on Wisdom (Perception) checks that rely on hearing or smell."}],"spell_list":[],"page_no":59,"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_chamrosh/"},{"slug":"clockwork-leech","desc":"From a distance this creature appears to be an enormous leech. Closer observation reveals it to be a clockwork device. Blood stains its maw, which leaks a green fluid with a vaguely astringent odor._  \n**Collectors of Blood.** Hags and other magic practitioners who require blood for their rituals and sacrifices create clockwork leeches to scout marshlands and neighboring settlements for large groups of living creatures. The leeches are designed to extract their fill and return to their controllers, who access and drain their reservoirs. Autonomous clockwork leeches continue to collect blood, but, without masters to whom they deliver it, they go through cycles of draining blood then violently disgorging it. Regardless of their purpose (or lack thereof) for obtaining blood, most clockwork leeches retreat after getting their fill.  \n**Waterproof Swimmer.** A clockwork leech has layered copper plating that keeps water away from its inner mechanisms. These mechanisms allow the leech to propel itself through water. They can use this propelling undulation on land to make attacks with their “tails.” Leeches that don’t receive regular cleanings eventually turn green as the copper corrodes.  \n**Unseen, Unheard, and Unfelt.** The same plating that protects the clockwork leech’s inner mechanisms also buffers noise from the gears. Its coloration allows it to blend in with marshland foliage and silty water. Finally, when it punctures a creature’s skin, it releases a sedative to numb the wound, leaving the victim unaware of the injury and subsequent blood drain. The leech doesn’t have an unlimited supply of the sedative, and a leech that hasn’t undergone maintenance for a few weeks loses its Anesthetizing Bite trait. Because the leech must remain attached to its victim to drain its blood, it prefers to attack lone or sleeping targets.  \n**Construct Nature.** A clockwork leech doesn’t require air, food, drink, or sleep.","name":"Clockwork Leech","size":"Medium","type":"Construct","subtype":"","group":null,"alignment":"neutral","armor_class":13,"armor_desc":"natural armor","hit_points":45,"hit_dice":"6d8+18","speed":{"walk":30,"swim":60},"strength":14,"dexterity":12,"constitution":17,"intelligence":3,"wisdom":10,"charisma":7,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":2,"skills":{"perception":2,"stealth":3},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"poison, psychic","condition_immunities":"charmed, exhaustion, frightened, paralyzed, petrified, poisoned","senses":"darkvision 60 ft., passive Perception 12","languages":"—","challenge_rating":"1","cr":1.0,"actions":[{"name":"Bite","desc":"Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 5 (1d6 + 2) piercing damage, and the clockwork leech attaches to the target. While attached, the leech doesn't attack. Instead, at the start of each of the clockwork leech's turns, the target loses 5 (1d6 + 2) hp due to blood loss, and the target must succeed on a DC 13 Constitution saving throw or be poisoned until the start of the leech's next turn. The clockwork leech can detach itself by spending 5 feet of its movement. It does so after it drains 10 hp of blood from its target or the target dies. A creature, including the target, can use its action to detach the leech by succeeding on a DC 10 Strength check.","attack_bonus":4,"damage_dice":"1d6+2"},{"name":"Tail","desc":"Melee Weapon Attack: +4 to hit, reach 10 ft., one target. Hit: 7 (1d10 + 2) bludgeoning damage.","attack_bonus":4,"damage_dice":"1d10+2"}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Anesthetizing Bite","desc":"When the clockwork leech successfully bites a creature, the creature must succeed on a DC 13 Wisdom (Perception) check to notice the bite. If the leech remains attached to the target, the target can repeat this check at the start of each of its turns."},{"name":"Immutable Form","desc":"The clockwork leech is immune to any spell or effect that would alter its form."},{"name":"Magic Resistance","desc":"The clockwork leech has advantage on saving throws against spells and other magical effects."}],"spell_list":[],"page_no":66,"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_clockwork-leech/"},{"slug":"flithidir","desc":"The gnome-like creature flutters from tree to tree, sporting colorful, avian features._  \n**Avian Fey.** Flithidirs are small fey that embody the bright, chaotic nature of birds. They are slender and keen-eyed with feathery crests and feathered wings. Flithidirs are creatures of contrasts—loud and lively, yet prone to moments of calm wonder; bold and cocky, yet easily startled; able to sing with breathtaking beauty or confuse their foes with earsplitting noise.  \n**Shapeshifters.** Flithidirs are shapeshifters, able to change into birds or smaller humanoids, and they favor colorful clothes and adornments, even while shapeshifted. Relentlessly curious, flithidirs often take the form of a bird when they encounter strangers, quietly following and studying the creatures. If the strangers are deemed safe and intriguing, the flithidir approaches in a humanoid form to get better acquainted.  \n**Easily Bored.** Flithidirs tirelessly seek out new things. Some desire new experiences—songs and stories, unusual foods, and sudden discoveries—while others are more covetous, ceaselessly collecting objects they find interesting. Sometimes this greed manifests as a magpie-like desire for shiny things, but a flithidir is also just as likely to be fascinated by items of a certain shape, texture, or color. When a flithidir encounters someone who possesses a thing it wants, it may offer something in exchange— usually a splendid song or acrobatic display—or it may simply request the item with great charm, reacting with frustration or rage if the object is denied to it.","name":"Flithidir","size":"Small","type":"Fey","subtype":"shapechanger","group":null,"alignment":"chaotic neutral","armor_class":13,"armor_desc":null,"hit_points":27,"hit_dice":"6d6+6","speed":{"walk":30,"fly":60},"strength":10,"dexterity":16,"constitution":12,"intelligence":12,"wisdom":13,"charisma":15,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":3,"skills":{"acrobatics":5,"perception":3,"performance":6},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"","condition_immunities":"","senses":"darkvision 60 ft., passive Perception 13","languages":"Auran, Common, Sylvan","challenge_rating":"1","cr":1.0,"actions":[{"name":"Multiattack","desc":"The flithidir makes two melee attacks."},{"name":"Dagger (Humanoid or Fey Form Only)","desc":"Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 5 (1d4 + 3) piercing damage.","attack_bonus":5,"damage_dice":"1d4+3"},{"name":"Beak (Bird Form Only)","desc":"Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d4 + 3) piercing damage.","attack_bonus":5,"damage_dice":"1d4+3"}],"bonus_actions":null,"reactions":[{"name":"Mocking Retort","desc":"When a creature the flithidir can see misses it with an attack, the flithidir can cast vicious mockery at the attacker."}],"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Cacophony","desc":"If three or more flithidirs are within 15 feet of each other, they can use their reactions to start a cacophony. Each creature that starts its turn within 30 feet of one of the flithidirs and that can hear the cacophony must succeed on a DC 10 Constitution saving throw or have disadvantage on its next attack roll or ability check. The DC increases by 1 for each flithidir participating in the cacophony to a maximum of DC 16. To join or maintain an existing cacophony, a flithidir must use its bonus action on its turn and end its turn within 15 feet of another flithidir participating in the cacophony. The cacophony ends when less than three flithidir maintain it. A flithidir can still speak and cast spells with verbal components while participating in a cacophony."},{"name":"Shapechanger","desc":"The flithidir can use its action to polymorph into a Small humanoid, into a Small or smaller bird, or back into its true fey form. Its statistics, other than its size and speed, are the same in each form. Any equipment it is wearing or carrying isn't transformed. No matter the form, it always has bright or multicolored hair, fur, scales, or feathers. It reverts to its true form if it dies."},{"name":"Innate Spellcasting","desc":"The flithidir's innate spellcasting ability is Charisma (spell save DC 12). It can innately cast the following spells, requiring no material components.\nAt will: minor illusion (auditory only), vicious mockery\n1/day each: charm person, enthrall"}],"spell_list":[],"page_no":154,"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_flithidir/"},{"slug":"garlicle","desc":"The leafy creature chants as it interprets a portent in a column of roiling, acrid smoke. The little creature shouts “Woe!” while pointing a gnarled finger, signaling the other leafy creatures to rise with readied weapons._  \n**Trusted Seers.** In the gardens of the Open Game License","name":"Garlicle","size":"Small","type":"Plant","subtype":"","group":null,"alignment":"chaotic neutral","armor_class":12,"armor_desc":null,"hit_points":31,"hit_dice":"7d6+7","speed":{"walk":20,"burrow":20},"strength":6,"dexterity":14,"constitution":12,"intelligence":12,"wisdom":18,"charisma":12,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":6,"skills":{"insight":6,"perception":6,"persuasion":3,"stealth":4},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"","condition_immunities":"","senses":"darkvision 60 ft., passive Perception 16","languages":"Sylvan","challenge_rating":"1","cr":1.0,"actions":[{"name":"Walking Staff","desc":"Melee Weapon Attack: +0 to hit (+6 to hit with shillelagh), reach 5 ft., one target. Hit: 1 (1d6 - 2) bludgeoning damage, 2 (1d8 - 2) bludgeoning damage if wielded with two hands, or 8 (1d8 + 4) bludgeoning damage with shillelagh.","attack_bonus":0,"damage_dice":"1d6-2"},{"name":"Cloves of Fate (Recharge 4-6)","desc":"The garlicle plucks cloves from its head and throws them at up to three creatures it can see within 30 feet of it. Roll a d4 for each creature. The garlicles allies have +1 on the roll while its enemies have a -1 on the roll. Determine the result and consult the following table. \n| d4 | Fate |\n|----|------|\n| 0 | Worst Fortune. Whatever the target is holding slips from its grasp into a random space within 5 feet of the target, and the target falls prone as it trips over a rock, rain-dampened grass, its shoelaces, or similar. |\n| 1 | Bad Fortune. The target takes 10 (3d6) poison damage and must succeed on a DC 14 Constitution saving throw or be poisoned until the end of its next turn. |\n| 2 | Adverse Fortune. The target has disadvantage on its next attack roll. |\n| 3 | Favorable Fortune. The target has advantage on its next attack roll. |\n| 4 | Good Fortune. The target regains 5 (2d4) hp. |\n| 5 | Best Fortune. The target's next successful hit is critical. |"}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Plant Camouflage","desc":"The garlicle has advantage on Dexterity (Stealth) checks it makes in any terrain with ample obscuring plant life."},{"name":"Tearful Stench","desc":"Each creature other than an alliumite or garlicle within 5 feet of the garlicle when it takes damage must succeed on a DC 14 Constitution saving throw or be blinded until the start of the creature's next turn. On a successful saving throw, the creature is immune to the Tearful Stench of all alliumites and garlicles for 1 minute."},{"name":"Innate Spellcasting","desc":"The garlicle's innate spellcasting ability is Wisdom (spell save DC 14). It can innately cast the following spells, requiring no material components:\nAt will: guidance, shillelagh\n3/day: augury, comprehend languages\n1/day: divination, entangle"}],"spell_list":[],"page_no":162,"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_garlicle/"},{"slug":"ghillie-dubh","desc":"This bipedal creature seems to be a humanoid-shaped mound of leaves and moss given life. Dark pits in its head resemble empty eye sockets._  \n**Protectors of the Lost.** Ghillie dubhs hail from good-aligned arboreal planes. There, they guide visitors through the sometimes-confounding landscape. They often rescue those who incidentally succumb to the peaceful nature of planar woodlands and might otherwise perish. However, they find their services more useful on the Material Plane where nature is generally more unforgiving. Their desire to help mortals leads them to more extreme climates, with a strong preference for colder weather. Ghillie dubhs find lost travelers and guide these unfortunates to safe places. If a traveler impresses a ghillie dubh with knowledge or a desire for knowledge about the forest, the ghillie dubh gifts the traveler with some of its knowledge.  \n**Punishment of Transgression.** Likewise, a ghillie dubh expects visitors to the area it oversees to be respectful of the land. Ghillie dubhs lecture mild violators and briefly use nature to inconvenience them, such as by covering paths or removing tracks. More heinous acts—like wantonly slaughtering animals or setting trees ablaze—are met with physical retaliation.  \n**Part of the Forest.** Ghillie dubhs take on characteristics of the forests they call home to blend in seamlessly with the trees and other plants. They can listen to subtle variations in the trees’ movements to receive early warning about attacks, and they can turn their attention to any part of the forest to ensure no harm is coming to an area.","name":"Ghillie Dubh","size":"Medium","type":"Celestial","subtype":"","group":null,"alignment":"lawful good","armor_class":13,"armor_desc":"natural armor","hit_points":52,"hit_dice":"8d8+16","speed":{"walk":30,"climb":20,"swim":20},"strength":15,"dexterity":13,"constitution":14,"intelligence":12,"wisdom":19,"charisma":16,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":6,"charisma_save":5,"perception":6,"skills":{"nature":3,"perception":6,"stealth":3,"survival":8},"damage_vulnerabilities":"","damage_resistances":"cold, radiant","damage_immunities":"poison","condition_immunities":"poisoned","senses":"passive Perception 16","languages":"Celestial, Common, Sylvan, telepathy 60 ft.","challenge_rating":"1","cr":1.0,"actions":[{"name":"Slam","desc":"Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 9 (2d6 + 2) bludgeoning damage.","attack_bonus":4,"damage_dice":"2d6+2"},{"name":"Forest Knowledge (Recharge 6)","desc":"The ghillie dubh can alter nearby creatures' knowledge of the forest, choosing one of the following. An effect lasts for 24 hours, until the creature leaves the ghillie dubh's forest, or until the ghillie dubh dismisses it as a bonus action. \n* Remove Knowledge. Each creature within 30 feet of the ghillie dubh must succeed on a DC 13 Charisma saving throw or become hopelessly lost in the ghillie dubh's forest. The creature has disadvantage on Wisdom (Survival) checks and takes 50 percent more time on overland travel, even delaying clearheaded companions. \n* Share Knowledge. Each creature within 30 feet of the ghillie dubh has advantage on Wisdom (Survival) checks. The creature can move at a fast pace through forest terrain, and difficult terrain composed of nonmagical plants doesn't cost it extra movement."}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Forest Camouflage","desc":"The ghillie dubh has advantage on Dexterity (Stealth) checks made to hide in forest terrain."},{"name":"One with the Trees","desc":"If the ghillie dubh has spent at least 24 hours in a forest, it has advantage on Wisdom (Perception) checks while in that forest. In addition, it can spend 10 minutes focusing its attention on the forest and an invisible, sapling-shaped sensor anywhere in its forest within 1 mile of it. It can see and hear everything within 60 feet of this sensor, but it is deaf and blind with regard to its own senses while doing so. The sensor lasts for 1 minute or until the ghillie dubh dismisses it (no action required)."},{"name":"Speak with Beasts and Plants","desc":"The ghillie dubh can communicate with beasts and plants as if they shared a language."}],"spell_list":[],"page_no":165,"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_ghillie-dubh/"},{"slug":"giant-snow-beetle","desc":"Many types of beetles inhabit the world, and, depending on the location and culture, they are used as food, companions, or beasts of burden by its people._  \n_**Forest Beetles.**_ Open Game License","name":"Giant Snow Beetle","size":"Large","type":"Beast","subtype":"","group":null,"alignment":"unaligned","armor_class":12,"armor_desc":"natural armor","hit_points":45,"hit_dice":"6d10+12","speed":{"walk":30},"strength":17,"dexterity":10,"constitution":14,"intelligence":1,"wisdom":10,"charisma":4,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":null,"skills":{"athletics":5,"stealth":2},"damage_vulnerabilities":"","damage_resistances":"cold","damage_immunities":"","condition_immunities":"","senses":"tremorsense 30 ft., passive Perception 10","languages":"—","challenge_rating":"1","cr":1.0,"actions":[{"name":"Pincer","desc":"Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. Hit: 7 (1d8 + 3) bludgeoning damage.","attack_bonus":5,"damage_dice":"1d8+3"},{"name":"Rotten Snowball Shove (Recharge 6)","desc":"The giant snow beetle tosses one of its carrion-filled snowballs at a point it can see within 20 feet of it. Each creature within 5 feet of that point must make a DC 12 Dexterity saving throw. On a failure, a target takes 7 (2d6) bludgeoning damage and becomes poisoned for 1 minute. On a success, a target takes half the damage and isn't poisoned. A poisoned creature can make a DC 13 Constitution saving throw at the end of each of its turns, ending the poisoned condition on itself on a success."},{"name":"Snowball Shove","desc":"The giant snow beetle tosses one of its rolled snowballs at a point it can see within 20 feet of it. Each creature within 5 feet of that point must make a DC 12 Dexterity saving throw. On a failure, a target takes 7 (2d6) bludgeoning damage and is knocked prone. On a success, a target takes half the damage and isn't knocked prone."}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Snowball Concealment","desc":"The giant snow beetle has advantage on Dexterity (Stealth) checks to hide if it is within 10 feet of a Large or larger snowball. It can attempt to hide even if another creature can see it clearly."},{"name":"Snowball Roll","desc":"The giant snow beetle can spend 1 minute to roll up a ball of snow equal to its size."}],"spell_list":[],"page_no":392,"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_giant-snow-beetle/"},{"slug":"glacial-corrupter","desc":"This skeleton’s bones are crystal and caked with layers of frost and ice._  \n**Origin.** Glacial corrupters are similar in nature to most Open Game License","name":"Glacial Corrupter","size":"Medium","type":"Undead","subtype":"","group":null,"alignment":"lawful evil","armor_class":15,"armor_desc":"natural armor","hit_points":34,"hit_dice":"4d8+16","speed":{"walk":30},"strength":14,"dexterity":13,"constitution":18,"intelligence":6,"wisdom":8,"charisma":5,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":null,"skills":{},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"cold, poison","condition_immunities":"exhaustion, poisoned, petrified","senses":"darkvision 60 ft., passive Perception 9","languages":"understands all languages it knew in life but can’t speak","challenge_rating":"1","cr":1.0,"actions":[{"name":"Longsword","desc":"Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) slashing damage, or 7 (1d10 + 2) slashing damage if used with two hands.","attack_bonus":4,"damage_dice":"1d8+2"},{"name":"Longbow","desc":"Ranged Weapon Attack: +4 to hit, range 150/600 ft., one target. Hit: 6 (1d8 + 2) piercing damage.","attack_bonus":4,"damage_dice":"1d8+2"},{"name":"Glacial Touch (Recharge 5-6)","desc":"Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 9 (2d6 + 2) cold damage. The target must succeed on a DC 13 Constitution saving throw or take 2 (1d4) cold damage at the start of each of its turns, as a frozen shard lodges itself in the wound. Any creature can take an action to remove the shard with a successful DC 12 Wisdom (Medicine) check. The shard crumbles to snow if the target receives magical healing.\n\nA humanoid slain by this attack rises in 1 week as a glacial corrupter, unless the humanoid is restored to life or its body is destroyed.","attack_bonus":4,"damage_dice":"2d6+2"}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":null,"spell_list":[],"page_no":176,"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_glacial-corrupter/"},{"slug":"grimmlet","desc":"A jagged shard of smoky translucent crystal, approximately the size and mass of a housecat, hovers silently across the field._  \n**Strange Families.** Grimmlets reproduce by creating near clones of themselves when injured by arcane energy, leading them to quickly gather in large familial swarms. Strangely, a grimmlet can only swarm with other grimmlets created from the same progenitor grimmlet, which leads the swarm. Not long after the swarm forms, it disperses, each grimmlet moving on to create new swarms through magic injury.  \n**Whispering Menace.** Grimmlets do not speak. In fact, they never communicate with other creatures via any known form of language or telepathy, though they do seem to understand creatures of the Void. Despite this, the air around a grimmlet mutters and whispers at all times in a foul-sounding invocation. When the creature uses its innate magic, these whispers rise in volume slightly, giving canny listeners a split-second warning that something, likely unpleasant, is about to occur.","name":"Grimmlet","size":"Tiny","type":"Monstrosity","subtype":"","group":null,"alignment":"unaligned","armor_class":11,"armor_desc":null,"hit_points":28,"hit_dice":"8d4+8","speed":{"walk":0,"hover":true,"fly":30},"strength":8,"dexterity":12,"constitution":13,"intelligence":3,"wisdom":10,"charisma":14,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":null,"skills":{},"damage_vulnerabilities":"","damage_resistances":"bludgeoning, piercing, and slashing from nonmagical attacks","damage_immunities":"psychic","condition_immunities":"blinded, charmed, deafened, petrified, poisoned, prone, stunned","senses":"blindsight 60 ft., passive Perception 10","languages":"understands Void Speech but can’t speak","challenge_rating":"1","cr":1.0,"actions":[{"name":"Crystal Edge","desc":"Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 3 (1d4 + 1) slashing damage plus 2 (1d4) psychic damage.","attack_bonus":3,"damage_dice":"1d4+1"}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Reproduce","desc":"When a grimmlet takes damage from a spell and isn't reduced to 0 hp, a number of new grimmlets equal to the spell's level appear in unoccupied spaces within 10 feet of the grimmlet. If the spell is a cantrip, only one grimmlet is created. Sixteen or more grimmlets within 30 feet of each other can use their reactions to come together and form a grimmlet swarm in a space within 5 feet of one grimmlet."},{"name":"Self-destruct","desc":"When the grimmlet dies, it explodes in a spray of Void-infused crystal shards. Each creature within 5 feet of the grimmlet must succeed on a DC 12 Dexterity saving throw or take 3 (1d6) slashing damage and 3 (1d6) psychic damage. Grimmlets damaged by this trait don't Reproduce."},{"name":"Innate Spellcasting (Psionics)","desc":"The grimmlet's innate spellcasting ability is Charisma (spell save DC 12, +4 to hit with spell attacks). It can innately cast the following spells, requiring no components:\nAt will: crushing curse, minor illusion\n3/day each: maddening whispers"}],"spell_list":[],"page_no":186,"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_grimmlet/"}]}