{"count":3207,"next":"https://api-beta.open5e.com/v1/monsters/?format=json&ordering=charisma&page=28","previous":"https://api-beta.open5e.com/v1/monsters/?format=json&ordering=charisma&page=26","results":[{"slug":"slithy-tove","desc":"","name":"Slithy Tove","size":"Small","type":"Monstrosity","subtype":"","group":null,"alignment":"unaligned","armor_class":15,"armor_desc":"natural armor","hit_points":91,"hit_dice":"14d6+42","speed":{"walk":40,"burrow":10},"strength":10,"dexterity":20,"constitution":16,"intelligence":5,"wisdom":14,"charisma":9,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":2,"skills":{"perception":2},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"","condition_immunities":"paralyzed, poisoned, restrained","senses":"darkvision 60', passive Perception 14","languages":"understands Common but can't speak","challenge_rating":"4","cr":4.0,"actions":[{"name":"Multiattack","desc":"Two Claws or one Claw and one Lick."},{"name":"Claw","desc":"Melee Weapon Attack: +7 to hit, 5 ft., one creature,. 12 (3d4+5) slashing damage."},{"name":"Lick","desc":"Melee Weapon Attack: +7 to hit, 15 ft., one target, 9 (1d8+5) bludgeoning damage and target must make DC 13 Str save or be pulled up to 10 ft. toward the slithy tove."},{"name":"Musk of Clumsiness (Recharge 5-6)","desc":"Discharges musk in 30' cone. Each creature in area: 10 (3d6) poison and poisoned 1 min (DC 13 Con half damage and isn't poisoned). When poisoned creature moves 5 ft.+ on its turn it must make DC 13 Dex save or fall prone stepping in a hole hitting its head on a branch tripping over a rock bumping into an ally or some other clumsy act. Poisoned creature can re-save at end of each of its turns success ends effect on itself."}],"bonus_actions":[{"name":"Hidden Step","desc":"Magically teleports along with any equipment it is wearing or carrying up to 30' to an unoccupied space it can see and takes the Hide action."}],"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Distraction","desc":"Each creature with Int 5+ that starts its turn within 5 ft. of the slithy tove must make DC 13 Wis save or be incapacitated until start of its next turn as it hears imaginary murmurings and sees movement in its peripheral vision. On success creature has advantage on saves vs. the Distraction of all slighty toves for the next 24 hrs."}],"spell_list":[],"page_no":347,"environments":[],"img_main":null,"document__slug":"tob3","document__title":"Tome of Beasts 3","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/tome-of-beasts-3-for-5th-edition/","v2_converted_path":"/v2/creatures/tob3_slithy-tove/"},{"slug":"sodwose","desc":"","name":"Sodwose","size":"Medium","type":"Plant","subtype":"","group":null,"alignment":"neutral evil","armor_class":15,"armor_desc":"","hit_points":127,"hit_dice":"15d8+60","speed":{"walk":40,"climb":30},"strength":10,"dexterity":21,"constitution":18,"intelligence":15,"wisdom":14,"charisma":9,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":2,"skills":{"perception":2},"damage_vulnerabilities":"fire","damage_resistances":"bludgeoning, piercing","damage_immunities":"poison","condition_immunities":"blinded, charmed, exhaustion, frightened, poisoned, restrained, unconscious","senses":"blindsight 120' (blind beyond), passive Perception 15","languages":"Common, Sylvan","challenge_rating":"6","cr":6.0,"actions":[{"name":"Multiattack","desc":"Three Grass Whip attacks."},{"name":"Grass Whip","desc":"Melee Weapon Attack: +8 to hit, 15 ft., one creature,. 12 (2d6+5) slashing damage and target must make DC 15 Str save or be pulled up to 10 ft. to sodwose."},{"name":"Entangle (1/Day)","desc":"Compels all plants and roots within 20' of a point on the ground it can see within 60' of it to grasp and pull at nearby creatures for 1 min. When a creature enters the area for the first time on a turn or starts its turn there creature is restrained by grasses and roots (DC 15 Str negates). A creature including the restrained creature can take an action to free it by making a DC 15 Str check."}],"bonus_actions":[{"name":"Grass Step","desc":"Teleports along with any equipment it is wearing or carrying up to 30' to an unoccupied spot it sees. The origin and destination spaces must contain grass."},{"name":"Set Snare","desc":"Creates a snare in a square area it can see within 30' of it that is 5 ft. on a side and 50%+ grass. 1st creature to moves into that space within next min: DC 15 Str save or be restrained by grasses. A creature including restrained creature can use action to free restrained creature via DC 15 Str check. It can have at most 3 snares set at a time. If it sets a 4th oldest ceases to function."}],"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Grassland Camouflage","desc":"Advantage: Dex (Stealth) to hide in grassland."},{"name":"Scarecrow","desc":"Any creature that starts its turn within 10 ft. of sodwose: frightened until the end of its next turn (DC 15 Wis negates and is immune to sodwose's Scarecrow for the next 24 hrs)."}],"spell_list":[],"page_no":350,"environments":[],"img_main":null,"document__slug":"tob3","document__title":"Tome of Beasts 3","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/tome-of-beasts-3-for-5th-edition/","v2_converted_path":"/v2/creatures/tob3_sodwose/"},{"slug":"thripper","desc":"","name":"Thripper","size":"Medium","type":"Humanoid","subtype":"","group":null,"alignment":"chaotic neutral","armor_class":15,"armor_desc":"natural armor","hit_points":104,"hit_dice":"16d8+32","speed":{"walk":25},"strength":14,"dexterity":19,"constitution":15,"intelligence":11,"wisdom":16,"charisma":9,"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":"cold","damage_resistances":"nonmagic B/P/S attacks","damage_immunities":"","condition_immunities":"","senses":"truesight 60', passive Perception 16","languages":"Thrippish, Void Speech","challenge_rating":"6","cr":6.0,"actions":[{"name":"Multiattack","desc":"Two Extractor Spear or Disorienting Chitter attacks."},{"name":"Extractor Spear","desc":"Melee Weapon Attack: +7 to hit, 10 ft., one target, 13 (2d8+4) piercing damage + 7 (2d6) necrotic. Target's hp max is reduced by amount equal to half necrotic taken and thripper regains hp equal to that amount. Reduction lasts until target finishes short/long rest. Target dies if this reduces its hp max to 0."},{"name":"Disorienting Chitter","desc":"Ranged Spell Attack: +6 to hit, 60 ft., one target, 16 (3d8+3) thunder and the target must make DC 14 Wis save or fall prone as it briefly becomes disoriented and falls."}],"bonus_actions":null,"reactions":[{"name":"Glamour Counter","desc":"When creature thripper can see within 30' of it casts spell can counter the spell. This works like counterspell spell with +6 spellcasting ability check except thripper can counter only enchantment or illusion spells and it must make the ability check regardless of spell's level."}],"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Feybane Weapons","desc":"Its weapons are cold iron and are magical when used vs. fey. When it hits a fey with any weapon the weapon's damage is force instead of its normal damage type."},{"name":"Fey Sense","desc":"Can pinpoint by scent the location of fey within 60' of it and can sense the general direction of fey within 1 mile of it."},{"name":"Soft Wings","desc":"Can fly up to 40' on its turn but must start and end its move on solid surface (roof ground etc.). If it is flying at the end of its turn it falls to the ground and takes falling damage."}],"spell_list":[],"page_no":368,"environments":[],"img_main":null,"document__slug":"tob3","document__title":"Tome of Beasts 3","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/tome-of-beasts-3-for-5th-edition/","v2_converted_path":"/v2/creatures/tob3_thripper/"},{"slug":"trollkin-ironmonger","desc":"","name":"Trollkin Ironmonger","size":"Medium","type":"Humanoid","subtype":"","group":null,"alignment":"neutral","armor_class":19,"armor_desc":"plate","hit_points":105,"hit_dice":"14d8+42","speed":{"walk":30},"strength":18,"dexterity":13,"constitution":17,"intelligence":11,"wisdom":12,"charisma":9,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":1,"skills":{"perception":1},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"","condition_immunities":"","senses":"darkvision 60', passive Perception 11","languages":"Common, Trollkin","challenge_rating":"5","cr":5.0,"actions":[{"name":"Multiattack","desc":"One Greatsword attack and two Slam attacks or it makes three Throwing Axe attacks."},{"name":"Greatsword","desc":"Melee Weapon Attack: +7 to hit, 5 ft., one target, 11 (2d6+4) slashing damage."},{"name":"Slam","desc":"Melee Weapon Attack: +7 to hit, 5 ft., one target, 8 (1d8+4) bludgeoning damage."},{"name":"Throwing Axe","desc":"Melee or Ranged Weapon Attack: +6 to hit 5 ft. or range 30/60' one target 7 (1d6+4) slashing damage."}],"bonus_actions":null,"reactions":[{"name":"Impregnable Counter","desc":"When a creature within 5 ft. of the ironmonger misses a melee attack vs. it the attacker must make DC 15 Str save or be knocked prone."}],"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Regeneration","desc":"Gains 3 hp at the start of its turn. If the trollkin takes acid or fire this ability doesn't function at the start of its next turn. It dies only if it starts its turn with 0 hp and doesn't regenerate."},{"name":"Thick Skin","desc":"Its skin is thick and tough granting it a +1 bonus to Armor Class (already factored into its AC)."}],"spell_list":[],"page_no":376,"environments":[],"img_main":null,"document__slug":"tob3","document__title":"Tome of Beasts 3","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/tome-of-beasts-3-for-5th-edition/","v2_converted_path":"/v2/creatures/tob3_trollkin-ironmonger/"},{"slug":"tuberkith","desc":"","name":"Tuberkith","size":"Small","type":"Plant","subtype":"","group":null,"alignment":"any alignment","armor_class":13,"armor_desc":"natural armor","hit_points":22,"hit_dice":"4d6+8","speed":{"walk":30,"burrow":20},"strength":8,"dexterity":14,"constitution":15,"intelligence":10,"wisdom":12,"charisma":9,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":1,"skills":{"perception":1},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"","condition_immunities":"","senses":"darkvision 60', passive Perception 13","languages":"Common, Sylvan","challenge_rating":"1/4","cr":0.25,"actions":[{"name":"Peeler","desc":"Melee Weapon Attack: +4 to hit, 5 ft., one target, 5 (1d6+2) slashing damage."},{"name":"Masher","desc":"Melee Weapon Attack: +4 to hit, 5 ft., one target, 6 (1d8+2) bludgeoning damage. If the target is a creature it must make DC 12 Str save or be knocked prone."}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Deep Roots","desc":"Has advantage on Str and Dex saves made vs. effects that would move it vs. its will along the ground."},{"name":"Dozens of Eyes","desc":"Has advantage on Wis (Perception) checks that rely on sight and on saves vs. being blinded. In addition if the tuberkith isn't blinded creatures attacking it can't benefit from traits and features that rely on a creature's allies distracting or surrounding the tuberkith such as the Pack Tactics trait or Sneak Attack feature."}],"spell_list":[],"page_no":379,"environments":[],"img_main":null,"document__slug":"tob3","document__title":"Tome of Beasts 3","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/tome-of-beasts-3-for-5th-edition/","v2_converted_path":"/v2/creatures/tob3_tuberkith/"},{"slug":"stoneguard","desc":"The elemental wardens of earth are a stoic people, slow to change socially, and more likely to fight defensive battles and outlast enemies than wage offensive wars. The stoneguard are the perfect embodiment of this ideal; their druidic training has been augmented by ancient combat techniques, allowing them to hold fast against a tide of enemies. They craft arms and armor from the granite around them, and their magical stonecraft rivals that of the dwarves.","name":"Stoneguard","size":"Medium","type":"Humanoid","subtype":"any race","group":"Elemental Wardens","alignment":"lawful neutral","armor_class":15,"armor_desc":"granite half plate","hit_points":152,"hit_dice":"16d8+80","speed":{"walk":30},"strength":18,"dexterity":10,"constitution":20,"intelligence":10,"wisdom":14,"charisma":9,"strength_save":8,"dexterity_save":null,"constitution_save":9,"intelligence_save":null,"wisdom_save":6,"charisma_save":null,"perception":null,"skills":{},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"","condition_immunities":"petrified","senses":"tremorsense 30 ft., passive Perception 12","languages":"Common, Druidic, Primordial (Terran)","challenge_rating":"7","cr":7.0,"actions":[{"name":"Multiattack","desc":"The stoneguard makes three granite maul attacks."},{"name":"Granite Maul","desc":"Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) bludgeoning damage. If the attack hits, the stoneguard may also immediately cast _thunderwave_ as a bonus action. This casting uses a spell slot, but no material components.","attack_bonus":8,"damage_dice":"2d6","damage_bonus":4}],"bonus_actions":null,"reactions":[{"name":"Sentinel","desc":"When a creature within 5 feet of the stoneguard attacks a target other than the stoneguard, it can make a single attack roll against the attacker."},{"name":"Skin to Stone","desc":"When the stoneguard is attacked, it may gain resistance to bludgeoning, piercing, and slashing damage from nonmagical attacks until the end of the attacker’s turn."}],"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Spellcasting","desc":"The stoneguard is a 3rd-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 14, +6 to hit with spell attacks). It has the following druid spells prepared:\n\n* Cantrips (at will): druidcraft, resistance\n* 1st level (4 slots): goodberry, speak with animals, thunderwave\n* 2nd level (2 slots): hold person, spike growth"}],"spell_list":["https://api-beta.open5e.com/v2/spells/druidcraft/?format=json","https://api-beta.open5e.com/v2/spells/resistance/?format=json","https://api-beta.open5e.com/v2/spells/goodberry/?format=json","https://api-beta.open5e.com/v2/spells/speak-with-animals/?format=json","https://api-beta.open5e.com/v2/spells/thunderwave/?format=json","https://api-beta.open5e.com/v2/spells/hold-person/?format=json","https://api-beta.open5e.com/v2/spells/spike-growth/?format=json"],"page_no":128,"environments":[],"img_main":null,"document__slug":"taldorei","document__title":"Critical Role: Tal’Dorei Campaign Setting","document__license_url":"http://open5e.com/legal","document__url":"https://https://greenronin.com/blog/2017/09/25/ronin-round-table-integrating-wizards-5e-adventures-with-the-taldorei-campaign-setting/","v2_converted_path":"/v2/creatures/tdcs_stoneguard/"},{"slug":"bearfolk","desc":"_Although it has the head of a shaggy bear, this humanoid creature wears armor and carries a battleaxe in one massive, clawed hand and a warhammer in the other. It’s a solid slab of muscle that towers imposingly over most humans._  \nThe hulking bearfolk are intimidating creatures. Brutish and powerful, they combine features of humanoid beings and bears. Their heads are ursine with heavy jaws and sharp teeth. Dark fur covers their bodies, which are packed with muscle. Adult bearfolk stand at least 7 feet tall and weigh more than 600 pounds.  \n**Passionate and Volatile.** Boisterous and jovial, the bearfolk are a people of extremes. They celebrate with great passion and are quick to explosive anger. Settling differences with wrestling matches that leave permanent scars is common, as is seeing two bloodied bearfolk sharing a cask of mead and a raucous song after such a scuffle.","name":"Bearfolk","size":"Medium","type":"Humanoid","subtype":"bearfolk","group":null,"alignment":"chaotic good","armor_class":14,"armor_desc":"hide armor","hit_points":45,"hit_dice":"6d8+18","speed":{"walk":40},"strength":19,"dexterity":14,"constitution":16,"intelligence":8,"wisdom":12,"charisma":9,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":null,"skills":{},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"","condition_immunities":"","senses":"darkvision 60 ft., passive Perception 11","languages":"Common, Giant","challenge_rating":"3","cr":3.0,"actions":[{"name":"Multiattack","desc":"The bearfolk makes three attacks: one with its battleaxe, one with its warhammer, and one with its bite."},{"name":"Battleaxe","desc":"Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) slashing damage, or 9 (1d10 + 4) slashing damage if used two-handed.","attack_bonus":6,"damage_dice":"1d8"},{"name":"Bite","desc":"Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) piercing damage.","attack_bonus":6,"damage_dice":"2d6"},{"name":"Warhammer","desc":"Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) bludgeoning damage, or 9 (1d10 + 4) bludgeoning damage if used two-handed.","attack_bonus":6,"damage_dice":"1d8"}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Frenzy (1/rest)","desc":"As a bonus action, the bearfolk can trigger a berserk frenzy that lasts 1 minute. While in frenzy, it gains resistance to bludgeoning, piercing, and slashing damage and has advantage on attack rolls. Attack rolls made against a frenzied bearfolk have advantage."},{"name":"Keen Smell","desc":"The bearfolk has advantage on Wisdom (Perception) checks that rely on smell."}],"spell_list":[],"page_no":33,"environments":[],"img_main":null,"document__slug":"tob","document__title":"Tome of Beasts","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/tome-of-beasts-for-5th-edition-print/","v2_converted_path":"/v2/creatures/tob_bearfolk/"},{"slug":"cactid","desc":"_Rootlike tendrils explode from the sand at the base of this tall cactus bristling with needles. It uses its tendrils to reach for prey._  \n**Needled Sentients.** Cactids are semi-sentient cacti that grow in a myriad of shapes and sizes, from ground-hugging barrels and spheroid clumps that pin their victims to the ground to towering saguaros with clublike arms that yank victims off their feet. Most cactids are green or brown with distinct ribs; all are lined with countless needles.  \n**Drain Fluids.** In addition to gathering water, a cactid's tendril-roots can snag nearby creatures and pull them into a deadly embrace. Once a creature is pinned, the cactid’s spines siphon off the victim’s bodily fluids, until little but a dried husk remains. Many cactids are adorned with bright flowers or succulent fruit to lure prey into reach. Some scatter shiny objects within reach to attract sentient creatures. For those traveling the desert, however, a cactid’s greatest treasure is the water stored within its flesh. A slain cactid’s body yields four gallons of water with a successful DC 15 Wisdom (Survival) check. Failure indicates that only one gallon is recovered.  \n**Slow Packs.** Cactids were created by a nomadic sect of druids, but their original purpose is lost. They have limited mobility, so they often congregate in stands or to travel together in a pack to better hunting grounds.","name":"Cactid","size":"Large","type":"Plant","subtype":"","group":null,"alignment":"unaligned","armor_class":14,"armor_desc":"natural armor","hit_points":76,"hit_dice":"8d10+32","speed":{"walk":5},"strength":16,"dexterity":8,"constitution":18,"intelligence":7,"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":"fire","damage_resistances":"bludgeoning, piercing","damage_immunities":"","condition_immunities":"blinded, deafened","senses":"blindsight 60 ft. (blind beyond this radius), passive Perception 10","languages":"understands Sylvan, but can't speak","challenge_rating":"3","cr":3.0,"actions":[{"name":"Multiattack","desc":"The cactid makes two attacks with its tendrils and uses Reel."},{"name":"Tendril","desc":"Melee Weapon Attack: +5 to hit, reach 15 ft., one creature. Hit: 10 (2d6 + 3) bludgeoning damage plus 3 (1d6) piercing damage, and a Medium or smaller target is grappled (escape DC 13). Until this grapple ends, the target is restrained. If the target is neither undead nor a construct, the cactid drains the target's body fluids; at the start of each of the target's turns, the target must make a DC 13 Constitution saving throw. On a failed save, the creature's hit point maximum is reduced by 3 (1d6). If a creature's hit point maximum is reduced to 0 by this effect, the creature dies. This reduction lasts until the creature finishes a long rest and drinks abundant water or until it receives a greater restoration spell or comparable magic. The cactid has two tendrils, each of which can grapple one target at a time.","attack_bonus":5,"damage_dice":"2d6"},{"name":"Reel","desc":"Each creature grappled by the cactid is pulled up to 5 feet straight toward the cactid."}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Hail of Needles (1/Day)","desc":"When reduced below 10 hp (even below 0 hp), the cactid releases a hail of needles as a reaction. All creatures within 15 feet take 21 (6d6) piercing damage, or half damage with a successful DC 14 Dexterity saving throw."}],"spell_list":[],"page_no":50,"environments":[],"img_main":null,"document__slug":"tob","document__title":"Tome of Beasts","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/tome-of-beasts-for-5th-edition-print/","v2_converted_path":"/v2/creatures/tob_cactid/"},{"slug":"deathcap-myconid","desc":"_Deathcap flesh ranges from white to pale gray to a warm yelloworange. Their heads resemble fungal caps, often either red with white spots, red at the center with a brown edge, or a bluish-purple tone. Although deathcaps have vicious-looking fanged mouths, they use them only to ingest earth or mineral nutrients._  \n**Mushroom Farmers.** These sentient mushroom folk tend the white forests of fungi in the underworld and are allies of the darakhul. Despite their ominous name, deathcap myconids are chiefly farmers. They cultivate dozens of species of mushrooms anywhere they have water, dung, and a bit of earth or slime in the underworld deeps. For this reason, other races rarely attack them. The ghouls do not eat them, and they cannot be made into darakhul.  \n**Toxic Spores.** Although deathcaps are mostly peaceful, their spores are toxic and sleep-inducing. They make excellent allies in combat because their abilities tend to punish attackers, but they aren’t especially lethal on their own. They use their poison and slumber spores to full effect against living creatures; they typically flee from constructs and undead. They count on their allies (carrion beetles, darakhul, purple worms, dark creepers, or even various devils) to fend off the most powerful foes.  \n**Clones.** Deathcap myconids live in communal groups of related clones. They reproduce asexually, and an elder and its offspring can be nearly identical in all but age. These clone groups are called deathcap rings.  \nMyconids build no huts or towns, but their groups are defined by their crops and general appearance. Indeed, many sages claim that the deathcaps are merely the fruiting, mobile bodies of the forests they tend, and that this is why they fight so ferociously to defend their forests of giant fungi.","name":"Deathcap Myconid","size":"Medium","type":"Plant","subtype":"","group":null,"alignment":"neutral evil","armor_class":15,"armor_desc":"natural armor","hit_points":90,"hit_dice":"12d8+36","speed":{"walk":20},"strength":12,"dexterity":10,"constitution":16,"intelligence":10,"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":{},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"","condition_immunities":"","senses":"darkvision 60 ft., passive Perception 10","languages":"-","challenge_rating":"4","cr":4.0,"actions":[{"name":"Multiattack","desc":"The myconid uses either its Deathcap Spores or its Slumber Spores, then makes a fist attack."},{"name":"Fist","desc":"Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 11 (4d4 + 1) bludgeoning damage plus 10 (4d4) poison damage.","attack_bonus":3,"damage_dice":"4d4"},{"name":"Deathcap Spores (3/day)","desc":"The myconid ejects spores at one creature it can see within 5 feet of it. The target must succeed on a DC 13 Constitution saving throw or be poisoned for 3 rounds. While poisoned this way, the target also takes 10 (4d4) poison damage at the start of each of its turns. The target repeats the saving throw at the end of each of its turns, ending the effect on itself on a success."},{"name":"Slumber Spores (3/day)","desc":"The myconid ejects spores at one creature it can see within 5 feet of it. The target must succeed on a DC 13 Constitution saving throw or be poisoned and unconscious for 1 minute. A creature wakes up if it takes damage, or if another creature uses its action to shake it awake."}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Distress Spores","desc":"When a deathcap myconid takes damage, all other myconids within 240 feet of it sense its pain."},{"name":"Sun Sickness","desc":"While in sunlight, the myconid has disadvantage on ability checks, attack rolls, and saving throws. The myconid dies if it spends more than 1 hour in direct sunlight."}],"spell_list":[],"page_no":0,"environments":[],"img_main":null,"document__slug":"tob","document__title":"Tome of Beasts","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/tome-of-beasts-for-5th-edition-print/","v2_converted_path":"/v2/creatures/tob_deathcap-myconid/"},{"slug":"dwarven-ringmage","desc":"","name":"Dwarven Ringmage","size":"Medium","type":"Humanoid","subtype":"dwarf","group":null,"alignment":"any","armor_class":16,"armor_desc":"breastplate","hit_points":82,"hit_dice":"15d8+15","speed":{"walk":30},"strength":10,"dexterity":14,"constitution":13,"intelligence":18,"wisdom":12,"charisma":9,"strength_save":null,"dexterity_save":null,"constitution_save":4,"intelligence_save":7,"wisdom_save":4,"charisma_save":null,"perception":null,"skills":{"arcana":7,"history":7},"damage_vulnerabilities":"","damage_resistances":"poison","damage_immunities":"","condition_immunities":"","senses":"darkvision 60 ft., passive Perception 11","languages":"Common, Dwarvish","challenge_rating":"7","cr":7.0,"actions":[{"name":"Multiattack","desc":"The dwarven ringmage makes two melee attacks."},{"name":"Ring-Staff","desc":"Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 3 (1d6) bludgeoning damage.","attack_bonus":3,"damage_dice":"1d6"}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Dwarven Resistance","desc":"The dwarven ringmage has advantage on saving throws against poison."},{"name":"Ring Magic","desc":"The dwarven ringmage can imbue a nonmagical ring with a spell that has a range of self or touch. Doing so expends components as if the dwarven ringmage had cast the spell normally and uses a spell slot one level higher than the spell normally requires. When the wearer of the ring activates the ring as an action, the spell is cast as if the dwarven ringmage had cast the spell. The dwarven ringmage does not regain the spell slot until the ring is discharged or the dwarven ringmage chooses to dismiss the spell."},{"name":"Ring-Staff Focus","desc":"The dwarven ringmage can use his ring-staff as a focus for spells that require rings as a focus or component, or for his Ring Magic ability. If used as a focus for Ring Magic, the spell does not require a spell slot one level higher than the spell normally requires. Once per day, the dwarven ringmage can imbue a spell of 4th level or lower into his ring-staff by expending a spell slot equal to the spell being imbued."},{"name":"Spellcasting","desc":"the mage is a 9th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 15, +7 to hit with spell attacks). The mage has the following wizard spells prepared:\n\ncantrips (at will): fire bolt, mage hand, shocking grasp, true strike\n\n1st level (4 slots): expeditious retreat, magic missile, shield, thunderwave\n\n2nd level (3 slots): misty step, web\n\n3rd level (3 slots): counterspell, fireball, fly\n\n4th level (3 slots): greater invisibility, ice storm\n\n5th level (1 slot): cone of cold"}],"spell_list":[],"page_no":420,"environments":[],"img_main":null,"document__slug":"tob","document__title":"Tome of Beasts","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/tome-of-beasts-for-5th-edition-print/","v2_converted_path":"/v2/creatures/tob_dwarven-ringmage/"},{"slug":"fate-eater","desc":"_These human-sized parasites resemble ghostly centipedes surrounded in erratic violet radiance. Their flesh is translucent and their jaws are crystalline—they are clearly creatures of strange planes indeed._  \n**Destiny Destroyers.** Fate eaters infest remote areas of the planes, where they consume the threads of Fate itself. The Norns view them as vermin and sometimes engage particularly canny planar travelers either to hunt them or to help repair the damage they have done. This can be a deadly job as the fate eaters consider the destiny of a mortal to be the tastiest of delicacies, rich in savory possibilities.  \n**Planar Gossips.** Fate eaters can and do trade information about various dooms, fates, and outcomes, but one must have something rich in destiny to trade—or at least, juicy gossip about gods and demons.  \n**Visionary Flesh.** Eating the properly-prepared flesh of a fate eater grants insight into the fate of another.","name":"Fate Eater","size":"Medium","type":"Aberration","subtype":"","group":null,"alignment":"neutral","armor_class":16,"armor_desc":"natural armor","hit_points":182,"hit_dice":"28d8+56","speed":{"walk":40,"climb":40},"strength":18,"dexterity":12,"constitution":14,"intelligence":18,"wisdom":16,"charisma":9,"strength_save":null,"dexterity_save":null,"constitution_save":5,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":null,"skills":{"arcana":7,"history":7,"insight":6,"religion":7},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"","condition_immunities":"charmed, unconscious","senses":"truesight 60 ft., passive Perception 13","languages":"telepathy 100 ft.","challenge_rating":"6","cr":6.0,"actions":[{"name":"Bite","desc":"Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 26 (5d8 + 4) slashing damage plus 11 (2d10) necrotic damage.","attack_bonus":7,"damage_dice":"5d8"},{"name":"Spectral Bite","desc":"when a fate eater scores a critical hit against a target, it damages not only the creature but also the threads of its fate, changing the character's past or future. The target must roll 1d6 on the chart below for each critical hit that isn't negated by a successful DC 15 Charisma saving throw:1- Seeing the Alternates: Suffers the effects of the confusion spell for 1d4 rounds2- Untied from the Loom: Character's speed is randomized for four rounds. Roll 3d20 at the start of each of the character's turns to determine his or her speed in feet that turn3- Shifting Memories: Permanently loses 2 from a random skill and gains 2 in a random untrained skill4- Not So Fast: Loses the use of one class ability, chosen at random5- Lost Potential: Loses 1 point from one randomly chosen ability score6- Took the Lesser Path: The character's current hit point total becomes his or her hit point maximum effects 3-6 are permanent until the character makes a successful Charisma saving throw. The saving throw is repeated after every long rest, but the DC increases by 1 after every long rest, as the character becomes more entrenched in this new destiny. Otherwise, these new fates can be undone by nothing short of a wish spell or comparable magic."}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Innate Spellcasting","desc":"the fate eater's innate spellcasting ability is Intelligence (spell save DC 15). It can innately cast the following spells, requiring no material components:1/day each: blink, hallucinatory terrain"},{"name":"Visionary Flesh","desc":"Eating the flesh of a fate eater requires a DC 15 Constitution saving throw. If successful, the eater gains a divination spell. If failed, the victim vomits blood and fails the next saving throw made in combat."}],"spell_list":[],"page_no":180,"environments":[],"img_main":null,"document__slug":"tob","document__title":"Tome of Beasts","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/tome-of-beasts-for-5th-edition-print/","v2_converted_path":"/v2/creatures/tob_fate-eater/"},{"slug":"gnoll-havoc-runner","desc":"_The runner is a mottled blur, a sprinting gnoll laughing as it runs, ax held high. It sprints past, its weapon flashing in the sun._  \nWith the bristly mane and spotted fur characteristic of all gnolls, havoc runners blend into their tribe. Only the canny glint in the eyes hints at the deadly difference before the havoc runner explodes into violence.  \n_**Blinding Raids.**_ Havoc runners are scouring storms across the trade routes that crisscross the tribe’s territory. Like all gnolls, they are deadly in battle. Havoc runners incorporate another quality that makes them the envy of many raiders: they can tell at a glance which pieces of loot from a laden camel or wagon are the most valuable, without spending time rummaging, weighing, or evaluating. Their ability to strike into a caravan, seize the best items, and withdraw quickly is unparalleled.","name":"Gnoll Havoc Runner","size":"Medium","type":"Humanoid","subtype":"gnoll","group":null,"alignment":"chaotic evil","armor_class":15,"armor_desc":"chain shirt","hit_points":58,"hit_dice":"9d8+18","speed":{"walk":30},"strength":16,"dexterity":14,"constitution":14,"intelligence":8,"wisdom":12,"charisma":9,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":5,"skills":{"athletics":5,"perception":5},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"","condition_immunities":"","senses":"darkvision 60 ft., passive Perception 15","languages":"Gnoll","challenge_rating":"3","cr":3.0,"actions":[{"name":"Multiattack","desc":"The gnoll makes one bite attack and two battleaxe attacks."},{"name":"Battleaxe","desc":"Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) slashing damage or 8 (1d10 + 3) slashing damage if used in two hands.","attack_bonus":5,"damage_dice":"1d8"},{"name":"Bite","desc":"Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) piercing damage.","attack_bonus":5,"damage_dice":"1d6"}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Harrying Attacks","desc":"If the gnoll attacks two creatures in the same turn, the first target has disadvantage on attack rolls until the end of its next turn."},{"name":"Lightning Lope","desc":"The gnoll can Dash or Disengage as a bonus action."},{"name":"Pack Tactics","desc":"The gnoll has advantage on its attack rolls against a target if at least one of the gnoll's allies is within 5 feet of the target and the ally isn't incapacitated."}],"spell_list":[],"page_no":230,"environments":[],"img_main":null,"document__slug":"tob","document__title":"Tome of Beasts","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/tome-of-beasts-for-5th-edition-print/","v2_converted_path":"/v2/creatures/tob_gnoll-havoc-runner/"},{"slug":"hulking-whelp","desc":"_This gray-skinned dog-like creature seems pathetically eager to please but fantastically skittish, its ears alerting at every nearby sound, and its large oval eyes following anything that passes by._  \n**Emotional Giant.** A hulking whelp is a tightly wound ball of emotion, extremely private and defensive of its personal space, and terrified of the world around it. When it feels its personal space violated, or its fragile concentration is broken, the small, quivery fey grows into a muscled beast of giant proportions.  \n**Calm Friend.** When its emotions are under control, a hulking whelp is friendly and even helpful, although this has more to do with its guilt over past actions and fear of what it might do if it feels threatened than a true desire to help others. In its calm form, a hulking whelp is just over three feet tall at the shoulder and weighs 50 lb. Unleashed, it is 20 feet tall and 4,000 lb.","name":"Hulking Whelp","size":"Small","type":"Fey","subtype":"shapechanger","group":null,"alignment":"chaotic neutral","armor_class":15,"armor_desc":"natural armor","hit_points":94,"hit_dice":"9d12+36","speed":{"walk":40},"strength":21,"dexterity":10,"constitution":18,"intelligence":7,"wisdom":14,"charisma":9,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":null,"skills":{},"damage_vulnerabilities":"","damage_resistances":"bludgeoning, piercing, and slashing from nonmagical attacks","damage_immunities":"","condition_immunities":"","senses":"impaired sight 30 ft., passive Perception 12","languages":"-","challenge_rating":"5","cr":5.0,"actions":[{"name":"Multiattack","desc":"The hulking whelp makes two slam attacks."},{"name":"Slam","desc":"Melee Weapon Attack: +8 to hit, reach 15 ft., one target. Hit: 18 (3d8 + 5) bludgeoning damage.","attack_bonus":8,"damage_dice":"3d8"}],"bonus_actions":null,"reactions":[{"name":"Quick Step","desc":"A hulking whelp can move 20 feet as a reaction when it is attacked. No opportunity attacks are triggered by this move."}],"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Calm State","desc":"When a hulking whelp is calm and unafraid, it uses the following statistics instead of those listed above: Size Small; HP 9 (6d6 - 12); Speed 20 ft.; STR 8 (-1); CON 6 (-2); Languages Common, Sylvan"},{"name":"Poor Senses","desc":"A hulking whelp has poor hearing and is nearsighted. It can see in normal or dim light up to 30 feet and hear sounds from up to 60 feet away."},{"name":"Unleashed Emotion","desc":"When a hulking whelp feels threatened - it's touched, intimidated, cornered, attacked, or even just if a stranger moves adjacent to the whelp - it immediately grows from size Small to Huge as a reaction. If the whelp was attacked, this reaction occurs after the attack is made but before damage is done. Nearby creatures and objects are pushed to the nearest available space and must make a successful DC 15 Strength saving throw or fall prone. Weapons, armor, and other objects worn or carried by the hulking whelp grow (and shrink again) proportionally when it changes size. Overcome by raw emotion, it sets about destroying anything and everything it can see (which isn't much) and reach (which is quite a lot). The transformation lasts until the hulking whelp is unaware of any nearby creatures for 1 round, it drops to 0 hit points, it has 5 levels of exhaustion, or it's affected by a calm emotions spell or comparable magic. The transformation isn't entirely uncontrollable; people or creatures the whelp knows and trusts can be near it without triggering the reaction. Under the wrong conditions, such as in a populated area, a hulking whelp's Unleashed Emotion can last for days."}],"spell_list":[],"page_no":252,"environments":[],"img_main":null,"document__slug":"tob","document__title":"Tome of Beasts","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/tome-of-beasts-for-5th-edition-print/","v2_converted_path":"/v2/creatures/tob_hulking-whelp/"},{"slug":"sathaq-worm","desc":"_This titanic worm’s rocky hide is rough and hard as stone. Its yawning gullet writhes with miniature worms like itself._  \n**Elemental Predators.** Sathaq worms are nightmarish predators from the Plane of Elemental Earth, 30 feet long and 10 feet thick, with rugged brown hide embedded with stones. They devour stone and flesh with equal ease.  \n**Guts Filled with Larvae.** Sathaq worms are solitary; they approach each other only to mate. Their young incubate inside the worms’ gullets. Creatures they swallow are simultaneously digested by the parent worm and devoured by the larvae.  \n**Painful Presence.** Ultrasonic noise and magical ripples that tear at flesh and bone make the very presence of a sathaq worm extremely uncomfortable for creatures of the Material Plane.","name":"Sathaq Worm","size":"Huge","type":"Elemental","subtype":"","group":null,"alignment":"neutral evil","armor_class":16,"armor_desc":"natural armor","hit_points":172,"hit_dice":"15d12+75","speed":{"walk":20,"burrow":20,"swim":20},"strength":22,"dexterity":6,"constitution":20,"intelligence":5,"wisdom":12,"charisma":9,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":5,"skills":{"perception":5,"stealth":2},"damage_vulnerabilities":"thunder","damage_resistances":"fire; bludgeoning, piercing, and slashing from nonmagical attacks","damage_immunities":"acid, poison","condition_immunities":"exhaustion, paralyzed, petrified, poisoned, unconscious","senses":"tremorsense 60 ft., passive Perception 15","languages":"understands Deep Speech and Terran, but can't speak","challenge_rating":"10","cr":10.0,"actions":[{"name":"Bite","desc":"Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 24 (4d8 + 6) piercing damage. If the target is a Large or smaller creature, it must succeed on a DC 18 Dexterity saving throw or be swallowed by the sathaq worm. A swallowed creature is blinded and restrained, has total cover against attacks and other effects outside the worm, and takes 7 (2d6) bludgeoning damage plus 7 (2d6) slashing damage plus 7 (2d6) acid damage at the start of each of the sathaq worm's turns. The sathaq worm can have only one creature swallowed at a time. If the sathaq worm takes 20 damage or more on a single turn from a creature inside it, the sathaq worm must succeed on a DC 15 Constitution saving throw at the end of that turn or regurgitate the swallowed creature, which falls prone in a space within 5 feet of the sathaq worm. If the sathaq worm dies, a swallowed creature is no longer restrained by it and can escape from the corpse by using 10 feet of movement, exiting prone.","attack_bonus":10,"damage_dice":"4d8"}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Agonizing Aura","desc":"The sathaq worms' presence induces pain in creatures native to the Material Plane. Any creature that starts its turn within 30 feet of the sathaq worm must make a DC 17 Fortitude saving throw. On a failed save, the creature is poisoned until the start of its next turn. If a creature's saving throw succeeds, it is immune to the sathaq worm's Agonizing Aura for the next 24 hours."},{"name":"Earth Glide","desc":"The sathaq worm can burrow through nonmagical, unworked earth and stone. While doing so, the elemental doesn't disturb the material it moves through."},{"name":"Siege Monster","desc":"The sathaq worm deals double damage to objects and structures."},{"name":"Earthen Camoflage","desc":"The sathaq worm's stealth bonus is increased to +6 in sand, mud, or dirt."}],"spell_list":[],"page_no":337,"environments":[],"img_main":null,"document__slug":"tob","document__title":"Tome of Beasts","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/tome-of-beasts-for-5th-edition-print/","v2_converted_path":"/v2/creatures/tob_sathaq-worm/"},{"slug":"uraeus","desc":"_A sleek serpent wends through the air, held aloft on bronze-feathered wings. The flying cobra flares its hood and hisses, hurling a spray of orange sparks from its fanged mouth._  \nA uraeus resembles a vibrantly colored cobra. The serpent’s scales are the rich gold-flecked blue of lapis lazuli and its eyes gleam white, but its most distinguishing feature is a pair of feathery bronze wings. It glides gracefully through the air with a deliberate vigilance that reveals its intelligence. A uraeus grows up to three feet long, and weighs around 5 pounds.  \n**Divine Protectors.** Uraeuses are celestial creatures that carry a spark of divine fire within them, and they thirst for purpose when they arrive on the Material Plane. Whether the creature was deliberately summoned or found its way to the Material Plane through other means, a uraeus is created to protect. Once it finds a worthy charge, it devotes its fiery breath and searing venom to protecting that ward.  \nA uraeus is fanatically loyal to the creature it protects. Only gross mistreatment or vicious evil can drive a uraeus to break its bond and leave.","name":"Uraeus","size":"Tiny","type":"Celestial","subtype":"","group":null,"alignment":"lawful neutral","armor_class":14,"armor_desc":"natural armor","hit_points":40,"hit_dice":"9d4+18","speed":{"walk":30,"fly":60},"strength":6,"dexterity":15,"constitution":14,"intelligence":10,"wisdom":14,"charisma":9,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":4,"skills":{"perception":4},"damage_vulnerabilities":"","damage_resistances":"fire; bludgeoning, piercing, and slashing from nonmagical attacks","damage_immunities":"poison","condition_immunities":"poisoned","senses":"blindsight 10 ft., passive Perception 14","languages":"understands Celestial and Common but can't speak","challenge_rating":"2","cr":2.0,"actions":[{"name":"Bite","desc":"Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) piercing damage plus 9 (2d8) poison damage, and the target must make a successful DC 12 Constitution saving throw or be poisoned for 1 minute. While poisoned in this way, the target takes 9 (2d8) fire damage at the start of its turn. A poisoned creature repeats the saving throw at the end of its turn, ending the effect on a success.","attack_bonus":4,"damage_dice":"1d6"},{"name":"Searing Breath (Recharge 5-6)","desc":"The uraeus exhales a 15-foot cone of fire. Creatures in the area take 10 (3d6) fire damage, or half damage with a successful DC 12 Dexterity saving throw."}],"bonus_actions":null,"reactions":[{"name":"Bonded Savior","desc":"When the uraeus' bonded ward takes damage, the uraeus can transfer the damage to itself instead. The uraeus' damage resistance and immunity don't apply to transferred damage."}],"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Flyby","desc":"The uraeus doesn't provoke opportunity attacks when it flies out of an enemy's reach."},{"name":"Ward Bond","desc":"As a bonus action, the uraeus forms a magical bond with a willing creature within 5 feet. Afterward, no matter how great the distance between them, the uraeus knows the distance and direction to its bonded ward and is aware of the creature's general state of health. The bond lasts until the uraeus or the ward dies, or the uraeus ends the bond as an action."}],"spell_list":[],"page_no":392,"environments":[],"img_main":null,"document__slug":"tob","document__title":"Tome of Beasts","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/tome-of-beasts-for-5th-edition-print/","v2_converted_path":"/v2/creatures/tob_uraeus/"},{"slug":"ushabti","desc":"_The eye sockets in a large, ornate death mask suddenly ignite with a golden radiance. With the creak of long-unused limbs, this towering figure in ancient armor raises a khopesh and scepter once more._  \n**Tomb Servants.** Ushabtis were placed in ancient tombs as servants for the tomb’s chief occupants in the afterlife. They are long-lasting constructs that can tend to physical work and maintenance inside sealed tombs where flesh-and-blood laborers couldn’t survive.  \n**Slaughter Tomb Robbers.** Ushabtis are most commonly encountered in their roles as guardians—a function they fulfill very effectively. An ushabti is sometimes obvious from the blood of its victims, staining its form. Some tombs are littered with bones of tomb robbers an ushabti has dispatched.  \n**Khopesh and Scepter.** Most ushabtis have human faces and proportions, with features resembling a death mask. When at rest, they stand or lie with arms folded across their chests, clutching their scepter and khopesh. Many variations have been found, however, including some that are completely inhuman, animal‑headed, or that have abstract or fanciful designs such as a sun sphere head or a body made entirely of papyrus scrolls.  \n**Constructed Nature.** An ushabti doesn’t require air, food, drink, or sleep.","name":"Ushabti","size":"Large","type":"Construct","subtype":"","group":null,"alignment":"unaligned","armor_class":18,"armor_desc":"natural armor","hit_points":105,"hit_dice":"10d10+50","speed":{"walk":30},"strength":21,"dexterity":17,"constitution":20,"intelligence":11,"wisdom":19,"charisma":9,"strength_save":null,"dexterity_save":null,"constitution_save":7,"intelligence_save":null,"wisdom_save":null,"charisma_save":3,"perception":8,"skills":{"arcana":4,"history":4,"perception":8},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"poison; bludgeoning, piercing, and slashing from nonmagical attacks","condition_immunities":"charmed, exhaustion, frightened, paralyzed, petrified, poisoned","senses":"darkvision 60 ft., passive Perception 18","languages":"Ancient language of DM's choice","challenge_rating":"9","cr":9.0,"actions":[{"name":"Multiattack","desc":"The ushabti makes one attack with Medjai's scepter and one with its khopesh."},{"name":"Medjai's Scepter","desc":"Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 12 (2d6 + 5) bludgeoning damage plus 10 (3d6) poison damage.","attack_bonus":9,"damage_dice":"2d6"},{"name":"Khopesh","desc":"Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 12 (2d6 + 5) slashing damage.","attack_bonus":9,"damage_dice":"2d6"}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Dynastic Aura","desc":"A creature that starts its turn within 15 feet of the ushabti must make a DC 17 Constitution saving throw, unless the ushabti is incapacitated. On a failed save, the creature has its breath stolen; it takes 9 (2d8) necrotic damage, and until the end of the ushabti's next turn, can't cast spells that require a verbal component or speak louder than a whisper. If a creature's saving throw is successful, the creature is immune to this ushabti's Dynastic Aura for the next 24 hours."},{"name":"Healing Leech","desc":"If a creature within 30 feet of the ushabti regains hit points from a spell or a magical effect, the creature gains only half the normal number of hit points and the ushabti gains the other half."},{"name":"Immutable Form","desc":"The ushabti is immune to any spell or effect that would alter its form."},{"name":"Magic Resistance","desc":"The ushabti has advantage on saving throws against spells and other magical effects."},{"name":"Magic Weapons","desc":"The ushabti's weapon attacks are magical."}],"spell_list":[],"page_no":394,"environments":[],"img_main":null,"document__slug":"tob","document__title":"Tome of Beasts","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/tome-of-beasts-for-5th-edition-print/","v2_converted_path":"/v2/creatures/tob_ushabti/"},{"slug":"wolf-reaver-dwarf","desc":"","name":"Wolf Reaver Dwarf","size":"Medium","type":"Humanoid","subtype":"dwarf","group":null,"alignment":"any chaotic","armor_class":16,"armor_desc":"chain shirt, shield","hit_points":76,"hit_dice":"9d8+36","speed":{"walk":35},"strength":18,"dexterity":12,"constitution":19,"intelligence":9,"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":{"athletics":6,"intimidation":1},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"","condition_immunities":"","senses":"darkvision 60 ft., passive Perception 10","languages":"Common, Dwarvish","challenge_rating":"3","cr":3.0,"actions":[{"name":"Multiattack","desc":"The wolf reaver dwarf makes two melee or ranged attacks."},{"name":"Battleaxe","desc":"Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) slashing damage.","attack_bonus":6,"damage_dice":"1d8+4"},{"name":"Dagger","desc":"Melee or Ranged Weapon Attack: +6 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 6 (1d4 + 4) piercing damage.","attack_bonus":6,"damage_dice":"1d4+4"},{"name":"Spear","desc":"Melee or Ranged Weapon Attack: +6 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 7 (1d6 + 4) piercing damage, or 8 (1d8 + 4) piercing damage if used with two hands to make a melee attack.","attack_bonus":6,"damage_dice":"1d6+4"}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Danger Sense","desc":"The wolf reaver dwarf has advantage on Dexterity saving throws against attacks it can see when it is not blinded, deafened, or incapacitated."},{"name":"Dwarven Resistance","desc":"The wolf reaver dwarf has advantage on saving throws against poison."},{"name":"Pack Tactics","desc":"The wolf reaver dwarf has advantage on attacks if at least one of the dwarf's allies is within 5 feet of the target and the ally isn't incapacitated."},{"name":"Reckless","desc":"At the start of its turn, the wolf reaver dwarf can gain advantage on all melee weapon attack rolls during that turn, but attack rolls against it have advantage until the start of its next turn."}],"spell_list":[],"page_no":426,"environments":[],"img_main":null,"document__slug":"tob","document__title":"Tome of Beasts","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/tome-of-beasts-for-5th-edition-print/","v2_converted_path":"/v2/creatures/tob_wolf-reaver-dwarf/"},{"slug":"alliumite","desc":"","name":"Alliumite","size":"Small","type":"Plant","subtype":"","group":null,"alignment":"chaotic neutral","armor_class":14,"armor_desc":null,"hit_points":18,"hit_dice":"4d6+4","speed":{"burrow":20,"walk":30},"strength":6,"dexterity":18,"constitution":12,"intelligence":7,"wisdom":12,"charisma":9,"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,"survival":3},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"","condition_immunities":"","senses":"darkvision 60 ft., passive Perception 13","languages":"Sylvan","challenge_rating":"1/4","cr":0.25,"actions":[{"attack_bonus":6,"damage_dice":"1d4+4","desc":"Ranged Weapon Attack: +6 to hit, range 20/60 ft., one target. Hit: 6 (1d4 + 4) piercing damage.","name":"Thorn Dart"},{"attack_bonus":6,"damage_dice":"1d6+4","desc":"Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) slashing damage.","name":"Grass Blade"}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"desc":"The alliumite has advantage on Dexterity (Stealth) checks it makes in any terrain with ample obscuring plant life.","name":"Plant Camouflage"},{"desc":"Each creature other than an alliumite within 5 feet of the alliumite when it takes damage must succeed on a DC 13 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 for 1 minute.","name":"Tearful Stench"}],"spell_list":[],"page_no":13,"environments":[],"img_main":null,"document__slug":"cc","document__title":"Creature Codex","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/creature-codex-for-5th-edition-dnd/","v2_converted_path":"/v2/creatures/ccdx_alliumite/"},{"slug":"bar-brawl","desc":"","name":"Bar Brawl","size":"Huge","type":"Humanoid","subtype":"","group":null,"alignment":"unaligned","armor_class":12,"armor_desc":"leather armor","hit_points":67,"hit_dice":"9d12+9","speed":{"walk":30},"strength":14,"dexterity":12,"constitution":13,"intelligence":11,"wisdom":10,"charisma":9,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":null,"skills":{},"damage_vulnerabilities":"bludgeoning","damage_resistances":"piercing, slashing","damage_immunities":"","condition_immunities":"charmed, frightened, paralyzed, petrified, prone, restrained, stunned","senses":"passive Perception 10","languages":"any two languages","challenge_rating":"3","cr":3.0,"actions":[{"desc":"The bar brawl makes two melee attacks or two darts attacks.","name":"Multiattack"},{"attack_bonus":4,"damage_dice":"4d6","desc":"Melee Weapon Attack: +4 to hit, range 0 ft., one target in the bar brawl's space. Hit: 14 (4d6) bludgeoning damage, or 7 (2d6) if the bar brawl has half its hit points or fewer.","name":"Barstool"},{"attack_bonus":4,"damage_dice":"4d4","desc":"Melee Weapon Attack: +4 to hit, range 0 ft., one target in the bar brawl's space. Hit: 10 (4d4) slashing damage, or 5 (2d4) if the bar brawl has half its hit points or fewer.","name":"Broken Bottles"},{"attack_bonus":3,"damage_dice":"4d4","desc":"Ranged Weapon Attack: +3 to hit, range 20/40 ft. Hit: 10 (4d4) piercing damage, or 5 (2d4) if the bar brawl has half its hit points or fewer.","name":"Darts"}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"desc":"As a bonus action, the bar brawl imbibes nearby alcohol to gain access to a hidden reservoir of audacity and grit. The bar brawl gains 7 (2d6) temporary hp for 1 minute.","name":"Liquid Courage (Recharge 5-6)"},{"desc":"The bar brawl can occupy another creature's space and vice versa, and the bar brawl can move through any opening large enough for a Medium humanoid. Except for Liquid Courage, the bar brawl can't regain hp or gain temporary hp.","name":"Swarm"}],"spell_list":[],"page_no":48,"environments":[],"img_main":null,"document__slug":"cc","document__title":"Creature Codex","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/creature-codex-for-5th-edition-dnd/","v2_converted_path":"/v2/creatures/ccdx_bar-brawl/"},{"slug":"darakhul-shadowmancer","desc":"","name":"Darakhul Shadowmancer","size":"Medium","type":"Undead","subtype":"","group":null,"alignment":"neutral evil","armor_class":12,"armor_desc":"15 with mage armor","hit_points":52,"hit_dice":"8d8+16","speed":{"walk":30},"strength":12,"dexterity":16,"constitution":14,"intelligence":18,"wisdom":13,"charisma":9,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":6,"wisdom_save":3,"charisma_save":null,"perception":null,"skills":{"arcana":6,"deception":1,"investigation":6,"stealth":7},"damage_vulnerabilities":"","damage_resistances":"necrotic","damage_immunities":"poison","condition_immunities":"charmed, exhaustion, poisoned","senses":"darkvision 60 ft., passive Perception 11","languages":"Common, Darakhul, Umbral","challenge_rating":"4","cr":4.0,"actions":[{"desc":"The darakhul shadowmancer makes two attacks: one with its bite and one with its dagger.","name":"Multiattack"},{"attack_bonus":5,"damage_dice":"2d8+2","desc":"Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. Hit: 11 (2d8 + 2) piercing damage, and, if the target is a humanoid, it must succeed on a DC 13 Constitution saving throw or contract darakhul fever.","name":"Bite"},{"attack_bonus":5,"damage_dice":"1d4+2","desc":"Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 4 (1d4 + 2) piercing damage.","name":"Dagger"}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"desc":"A darakhul in a prepared disguise has advantage on Charisma (Deception) checks made to pass as a living creature. While using this ability, the darakhul loses its stench.","name":"Master of Disguise"},{"desc":"While in dim light or darkness, the darakhul shadowmancer can take the Hide action as a bonus action.","name":"Shadow Stealth"},{"desc":"Any creature that starts its turn within 5 feet of the darakhul must succeed on a DC 13 Constitution saving throw or be poisoned until the start of its next turn. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the darakhul's Stench for the next 24 hours. A darakhul shadowmancer using this ability can't also benefit from Master of Disguise.","name":"Stench"},{"desc":"While in sunlight, the darakhul has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.","name":"Sunlight Sensitivity"},{"desc":"The darakhul shadowmancer and any ghouls within 30 feet of it have advantage on saving throws against effects that turn undead.","name":"Turning Defiance"},{"desc":"The darakhul shadowmancer is a 9th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 14, +6 to hit with spell attacks). It has the following wizard spells prepared: \nCantrips (at will): acid splash, chill touch, mage hand, prestidigitation\n1st level (4 slots): mage armor, ray of sickness, silent image\n2nd level (3 slots): misty step, scorching ray, see invisibility\n3rd level (3 slots): animate dead, dispel magic, stinking cloud\n4th level (2 slots): arcane eye, black tentacles, confusion\n5th level (1 slot): teleportation circle","name":"Spellcasting"}],"spell_list":[],"page_no":173,"environments":[],"img_main":null,"document__slug":"cc","document__title":"Creature Codex","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/creature-codex-for-5th-edition-dnd/","v2_converted_path":"/v2/creatures/ccdx_darakhul-shadowmancer/"},{"slug":"dvarapala","desc":"","name":"Dvarapala","size":"Huge","type":"Giant","subtype":"","group":null,"alignment":"any alignment (as its patron deity)","armor_class":14,"armor_desc":"natural armor","hit_points":136,"hit_dice":"13d12+52","speed":{"walk":40},"strength":19,"dexterity":8,"constitution":18,"intelligence":10,"wisdom":16,"charisma":9,"strength_save":7,"dexterity_save":null,"constitution_save":7,"intelligence_save":null,"wisdom_save":6,"charisma_save":null,"perception":6,"skills":{"perception":6,"religion":3},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"","condition_immunities":"charmed, exhaustion, frightened","senses":"darkvision 120 ft., passive Perception 16","languages":"Common; telepathy 120 ft.","challenge_rating":"5","cr":5.0,"actions":[{"attack_bonus":7,"damage_dice":"6d6+4","desc":"Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 25 (6d6 + 4) bludgeoning damage and if the target is Large or smaller it must succeed on a DC 16 Strength saving throw or be pushed up to 15 feet away from the dvarapala.","name":"Gada"},{"attack_bonus":7,"damage_dice":"3d6+4","desc":"Melee or Ranged Weapon Attack: +7 to hit, reach 10 ft. or range 20/60 ft., one target. Hit: 14 (3d6 + 4) piercing damage.","name":"Javelin"},{"desc":"The dvarapala targets one or more creatures it can see within 10 feet of it. Each target must make a DC 16 Strength saving throw, taking 24 (7d6) bludgeoning damage on a failed save, or half as much damage on a successful one. A creature who fails its save is pushed 5 feet away from the dvarapala.","name":"Sweeping Strike (Recharge 4-6)"}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"desc":"In addition to Common, a dvarapala can speak one language associated with its patron deity: Abyssal (chaotic or neutral evil deities), Celestial (good deities), or Infernal (lawful evil deities). A dvarapala who serves a neutral deity knows a language that is most appropriate for service to its deity (such as Primordial for a neutral god of elementals or Sylvan for a neutral god of nature).","name":"Divine Words"},{"desc":"The dvarapala has advantage on Wisdom (Perception) checks that rely on sight, hearing, or smell.","name":"Keen Senses"},{"desc":"The dvarapala has advantage on saving throws against spells and other magical effects.","name":"Magic Resistance"},{"desc":"The dvarapala can make an opportunity attack when a hostile creature moves within its reach as well as when a hostile creature moves out of its reach. It gets one extra reaction that be used only for opportunity attacks.","name":"You Shall Not Pass"},{"desc":"The dvarapala's innate spellcasting ability is Wisdom (spell save DC 14). The dvarapala can innately cast the following spells, requiring no material components:\nAt will: sacred flame (2d8)\n3/day: thunderwave\n1/day each: gust of wind, wind wall","name":"Innate Spellcasting"}],"spell_list":[],"page_no":137,"environments":[],"img_main":null,"document__slug":"cc","document__title":"Creature Codex","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/creature-codex-for-5th-edition-dnd/","v2_converted_path":"/v2/creatures/ccdx_dvarapala/"},{"slug":"grindylow","desc":"","name":"Grindylow","size":"Medium","type":"Aberration","subtype":"","group":null,"alignment":"chaotic evil","armor_class":13,"armor_desc":"natural armor","hit_points":27,"hit_dice":"5d8+5","speed":{"swim":40,"walk":10},"strength":13,"dexterity":14,"constitution":12,"intelligence":8,"wisdom":14,"charisma":9,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":null,"skills":{"acrobatics":4,"athletics":3,"stealth":4},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"","condition_immunities":"","senses":"darkvision 60 ft., passive Perception 12","languages":"Aquan","challenge_rating":"1","cr":1.0,"actions":[{"desc":"The grindylow makes two attacks: one with its bite and one with its claws.","name":"Multiattack"},{"attack_bonus":3,"damage_dice":"1d6+1","desc":"Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 (1d6 + 1) piercing damage.","name":"Bite"},{"attack_bonus":3,"damage_dice":"2d6+1","desc":"Melee Weapon Attack: +3 to hit, reach 10 ft., one target. Hit: 8 (2d6 + 1) slashing damage and the target is grappled (escape DC 13). Until this grapple ends, the target is restrained, and the grindylow can't use its claws on another target.","name":"Claws"},{"desc":"A 20-foot-radius cloud of ink extends all around the grindylow if it is underwater. The area is heavily obscured for 1 minute, although a significant current can disperse the ink.\n\nAfter releasing the ink, the grindylow can use the Dash action as a bonus action.","name":"Ink Cloud (Recharges after a Short or Long Rest)"}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"desc":"The grindylow can mimic humanoid voices. A creature that hears the sounds can tell they are imitations with a successful DC 13 Wisdom (Insight) check.","name":"Mimicry"},{"desc":"The grindylow has advantage on ability checks and saving throws made to escape a grapple.","name":"Slippery"},{"desc":"The grindylow can breathe only underwater.","name":"Water Breathing"}],"spell_list":[],"page_no":210,"environments":[],"img_main":null,"document__slug":"cc","document__title":"Creature Codex","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/creature-codex-for-5th-edition-dnd/","v2_converted_path":"/v2/creatures/ccdx_grindylow/"},{"slug":"ijiraq","desc":"","name":"Ijiraq","size":"Medium","type":"Fey","subtype":"","group":null,"alignment":"chaotic neutral","armor_class":14,"armor_desc":"natural armor","hit_points":127,"hit_dice":"15d8+60","speed":{"walk":30},"strength":17,"dexterity":13,"constitution":19,"intelligence":11,"wisdom":15,"charisma":9,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":5,"skills":{"perception":5},"damage_vulnerabilities":"","damage_resistances":"bludgeoning, piercing, and slashing from nonmagical attacks","damage_immunities":"","condition_immunities":"","senses":"darkvision 60 ft., truesight 30 ft., passive Perception 15","languages":"Sylvan","challenge_rating":"7","cr":7.0,"actions":[{"desc":"In its true form, the ijiraq makes two claw attacks. In its hybrid form, it makes one gore attack and one claw attack.","name":"Multiattack"},{"attack_bonus":6,"damage_dice":"1d8+3","desc":"Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) piercing damage and 9 (2d8) poison damage.","name":"Gore (Hybrid Form Only)"},{"attack_bonus":6,"damage_dice":"1d6+3","desc":"Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) slashing damage plus 13 (3d8) poison damage. Invisibility (True Form Only). The ijiraq magically turns invisible until it attacks, or until its concentration ends (as if concentrating on a spell). It may choose whether equipment it wears or carries is invisible with it or not.","name":"Claw (Hybrid Form or True Form Only)"},{"desc":"The ijiraq magically polymorphs into any beast that has a challenge rating no higher than its own, into its caribou-human hybrid form, or back into its true from. It reverts to its true form if it dies. Any equipment it is wearing or carrying is absorbed or borne by the new form (the ijiraq's choice). \n\nWhile in its true form or its hybrid form, its statistics are the same. When in a beast form, the ijiraq retains its alignment, hp, Hit Dice, ability to speak, proficiencies, and Intelligence, Wisdom, and Charisma scores, as well as this action. Its statistics and capabilities are otherwise replaced by those of the new form, except any class features or legendary actions of that form.","name":"Change Shape"}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"desc":"The ijiraq's weapon attacks are magical.","name":"Magic Weapons"},{"desc":"After encountering an ijiraq, a creature must succeed on a DC 15 Wisdom saving throw to remember the events. On a failure, the details of the encounter rapidly fade away from the creature's mind, including the presence of the ijiraq.","name":"Memory Loss"}],"spell_list":[],"page_no":225,"environments":[],"img_main":null,"document__slug":"cc","document__title":"Creature Codex","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/creature-codex-for-5th-edition-dnd/","v2_converted_path":"/v2/creatures/ccdx_ijiraq/"},{"slug":"junk-shaman","desc":"","name":"Junk Shaman","size":"Small","type":"Humanoid","subtype":"kobold","group":null,"alignment":"lawful neutral","armor_class":12,"armor_desc":"15 with junk armor","hit_points":42,"hit_dice":"12d6","speed":{"walk":30},"strength":6,"dexterity":14,"constitution":11,"intelligence":11,"wisdom":17,"charisma":9,"strength_save":null,"dexterity_save":4,"constitution_save":null,"intelligence_save":null,"wisdom_save":5,"charisma_save":null,"perception":null,"skills":{},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"","condition_immunities":"","senses":"darkvision 60 ft., passive Perception 13","languages":"Common, Draconic","challenge_rating":"2","cr":2.0,"actions":[{"desc":"The kobold junk shaman makes two junk staff attacks.","name":"Multiattack"},{"attack_bonus":4,"damage_dice":"1d4+2","desc":"Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) bludgeoning damage plus 3 (1d6) fire damage.","name":"Junk Staff"},{"attack_bonus":5,"damage_dice":"2d6","desc":"Ranged Spell Attack: +5 to hit, range 120 ft., one target. Hit: 7 (2d6) fire damage. If the target is a creature or flammable object that isn't being worn or carried, it ignites. Until a creature takes an action to douse the fire, the target takes 3 (1d6) fire damage at the start of each of its turns.","name":"Flame Jet"}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"desc":"The kobold casts animate objects without any components. Wisdom is its spellcasting ability.","name":"Animate Objects (1/Day)"},{"desc":"As a bonus action, the kobold can create magical armor out of scrap metal and bits of junk it touches. The armor provides AC 13 + Dexterity modifier, and a critical hit scored against the kobold becomes a normal hit instead. The armor lasts until the kobold uses a bonus action to end it, the armor is removed from the kobold, or the kobold dies.","name":"Junk Armor"},{"desc":"The kobold has advantage on attack rolls against a creature if at least one of the kobold's allies is within 5 feet of the creature and the ally isn't incapacitated.","name":"Pack Tactics"},{"desc":"While in sunlight, the kobold has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.","name":"Sunlight Sensitivity"}],"spell_list":[],"page_no":238,"environments":[],"img_main":null,"document__slug":"cc","document__title":"Creature Codex","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/creature-codex-for-5th-edition-dnd/","v2_converted_path":"/v2/creatures/ccdx_junk-shaman/"},{"slug":"kapi","desc":"","name":"Kapi","size":"Medium","type":"Humanoid","subtype":"simian","group":null,"alignment":"chaotic good","armor_class":14,"armor_desc":null,"hit_points":13,"hit_dice":"3d8","speed":{"climb":30,"walk":30},"strength":14,"dexterity":18,"constitution":10,"intelligence":11,"wisdom":13,"charisma":9,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":null,"skills":{"acrobatics":6,"stealth":6},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"","condition_immunities":"","senses":"darkvision 60 ft., passive Perception 11","languages":"Common, Simian","challenge_rating":"1/2","cr":0.5,"actions":[{"desc":"The kapi makes two attacks: one with its quarterstaff and one with its tail trip.","name":"Multiattack"},{"attack_bonus":4,"damage_dice":"1d6+2","desc":"Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) bludgeoning damage or 6 (1d8 + 2) bludgeoning damage if used with two hands.","name":"Quarterstaff"},{"desc":"Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: The target must succeed on a DC 14 Dexterity saving throw or be knocked prone.","name":"Tail Trip"},{"attack_bonus":6,"damage_dice":"1d4+4","desc":"Ranged Weapon Attack: +6 to hit, range 30/120 ft., one target. Hit: 6 (1d4 + 4) bludgeoning damage.","name":"Sling"}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"desc":"The kapi can take the Disengage action as a bonus action on each of its turns.","name":"Nimble Feet"},{"desc":"The kapi can use its tail to pick up or hold a small object that isn't being worn or carried. It can use its tail to interact with objects, leaving its hands free to wield weapons or carry heavier objects. The kapi can't use its tail to wield a weapon but can use it to trip an opponent (see below).","name":"Prehensile Tail"}],"spell_list":[],"page_no":234,"environments":[],"img_main":null,"document__slug":"cc","document__title":"Creature Codex","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/creature-codex-for-5th-edition-dnd/","v2_converted_path":"/v2/creatures/ccdx_kapi/"},{"slug":"lesser-scrag","desc":"","name":"Lesser Scrag","size":"Medium","type":"Monstrosity","subtype":"","group":null,"alignment":"chaotic evil","armor_class":13,"armor_desc":"natural armor","hit_points":45,"hit_dice":"7d8+14","speed":{"swim":40,"walk":10},"strength":18,"dexterity":10,"constitution":15,"intelligence":8,"wisdom":10,"charisma":9,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":null,"skills":{},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"","condition_immunities":"","senses":"darkvision 60 ft., passive Perception 10","languages":"Abyssal, Aquan","challenge_rating":"2","cr":2.0,"actions":[{"desc":"The lesser scrag makes two attacks: one with its bite and one with its claws.","name":"Multiattack"},{"attack_bonus":6,"damage_dice":"1d8+4","desc":"Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4)","name":"Bite"},{"attack_bonus":6,"damage_dice":"2d4+4","desc":"Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 9 (2d4 + 4)","name":"Claws"}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"desc":"The scrag can breathe air and water","name":"Amphibious"},{"desc":"The lesser scrag regains 5 hp at the start of its turn if it is in contact with water. If the scrag takes acid or fire damage, this trait doesn't function at the start of the scrag's next turn. The scrag dies only if it starts its turn with 0 hp and doesn't regenerate.","name":"Regeneration"}],"spell_list":[],"page_no":200,"environments":[],"img_main":null,"document__slug":"cc","document__title":"Creature Codex","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/creature-codex-for-5th-edition-dnd/","v2_converted_path":"/v2/creatures/ccdx_lesser-scrag/"},{"slug":"light-cavalry","desc":"","name":"Light Cavalry","size":"Medium","type":"Humanoid","subtype":"dragonborn","group":null,"alignment":"lawful neutral","armor_class":14,"armor_desc":"leather, shield","hit_points":39,"hit_dice":"6d8+12","speed":{"walk":30},"strength":15,"dexterity":12,"constitution":15,"intelligence":8,"wisdom":14,"charisma":9,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":4,"skills":{"athletics":4,"perception":4},"damage_vulnerabilities":"","damage_resistances":"fire","damage_immunities":"","condition_immunities":"","senses":"passive Perception 14","languages":"Common, Draconic","challenge_rating":"1","cr":1.0,"actions":[{"attack_bonus":4,"damage_dice":"1d6+2","desc":"Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) slashing damage.","name":"Cavalry Saber"},{"attack_bonus":3,"damage_dice":"1d6+1","desc":"Ranged Weapon Attack: +3 to hit, range 80/320 ft., one target. Hit: 4 (1d6 + 1) piercing damage.","name":"Shortbow"},{"desc":"The dragonborn breathes fire in a 15-foot cone. All creatures in that area must make a DC 12 Dexterity saving throw, taking 10 (3d6) fire damage on a failed save, or half as much damage on a successful one.","name":"Fire Breath (Recharges after a Short or Long Rest)"}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"desc":"While mounted, the dragonborn has advantage on melee weapon attacks against creatures that are Medium or smaller and are not mounted.","name":"Infantry Slayer"},{"desc":"While mounted, the dragonborn's mount can't be charmed or frightened.","name":"Mounted Warrior"}],"spell_list":[],"page_no":256,"environments":[],"img_main":null,"document__slug":"cc","document__title":"Creature Codex","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/creature-codex-for-5th-edition-dnd/","v2_converted_path":"/v2/creatures/ccdx_light-cavalry/"},{"slug":"nachzehrer","desc":"","name":"Nachzehrer","size":"Medium","type":"Undead","subtype":"","group":null,"alignment":"chaotic evil","armor_class":15,"armor_desc":"natural armor","hit_points":136,"hit_dice":"16d8+64","speed":{"burrow":15,"walk":30},"strength":20,"dexterity":12,"constitution":18,"intelligence":10,"wisdom":15,"charisma":9,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":null,"skills":{"stealth":7},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"necrotic, poison","condition_immunities":"charmed, exhaustion, frightened, poisoned","senses":"darkvision 60 ft., passive Perception 12","languages":"the languages it knew in life","challenge_rating":"8","cr":8.0,"actions":[{"desc":"The nachzehrer makes three attacks: two with its fists and one with its bite.","name":"Multiattack"},{"attack_bonus":8,"damage_dice":"1d4+5","desc":"Melee Weapon Attack: +8 to hit, reach 5 ft., one creature. Hit: 7 (1d4 + 5) piercing damage plus 13 (3d8) necrotic damage. The target's hp maximum is reduced by an amount equal to the necrotic damage taken, and the nachzehrer regains hp equal to that amount. The reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hp maximum to 0. The target must succeed on a DC 16 Constitution saving throw or become infected with the grave pox disease (see the Grave Pox trait).","name":"Bite"},{"attack_bonus":8,"damage_dice":"2d6+5","desc":"Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 12 (2d6 + 5) bludgeoning damage.","name":"Fist"}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"desc":"A creature infected with grave pox becomes vulnerable to necrotic damage and gains one level of exhaustion that can't be removed until the disease is cured. Additionally, the creature cannot reduce its exhaustion by finishing a long rest. The infected creature is highly contagious. Each creature that touches it, or that is within 10 feet of it when it finishes a long rest, must succeed on a DC 12 Constitution saving throw or also contract grave pox. \n\nWhen an infected creature finishes a long rest, it must succeed on a DC 16 Constitution saving throw or gain one level of exhaustion. As the disease progresses, the infected creature becomes weaker and develops painful green pustules all over its skin. A creature that succeeds on two saving throws against the disease recovers from it. The cured creature is no longer vulnerable to necrotic damage and can remove exhaustion levels as normal.","name":"Grave Pox"},{"desc":"A creature other than a construct or undead has disadvantage on attack rolls, saving throws, and ability checks based on Strength while within 5 feet of the nachzehrer.","name":"Weakening Shadow"}],"spell_list":[],"page_no":272,"environments":[],"img_main":null,"document__slug":"cc","document__title":"Creature Codex","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/creature-codex-for-5th-edition-dnd/","v2_converted_path":"/v2/creatures/ccdx_nachzehrer/"},{"slug":"nalusa-falaya","desc":"","name":"Nalusa Falaya","size":"Medium","type":"Aberration","subtype":"","group":null,"alignment":"neutral evil","armor_class":13,"armor_desc":"natural armor","hit_points":33,"hit_dice":"6d8+6","speed":{"walk":30},"strength":12,"dexterity":15,"constitution":13,"intelligence":11,"wisdom":13,"charisma":9,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":null,"skills":{"stealth":4},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"","condition_immunities":"","senses":"darkvision 120 ft., passive Perception 11","languages":"Umbral, Void Speech","challenge_rating":"1/2","cr":0.5,"actions":[{"attack_bonus":4,"damage_dice":"1d6+2","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 Strength saving throw or be knocked prone.","name":"Bite"},{"attack_bonus":4,"damage_dice":"1d8+2","desc":"Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) slashing damage.","name":"Claw"},{"desc":"The nalusa falaya targets one creature it can see within 30 feet of it. If the target can see the nalusa falaya, the target must succeed on a DC 12 Wisdom saving throw or be frightened until the end of the nalusa falaya's next turn.","name":"Terrifying Glare"}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"desc":"While in dim light or darkness, the nalusa falaya can take the Hide action as a bonus action.","name":"Shadow Stealth"},{"desc":"As an action, the nalusa falaya can teleport itself to a shadow it can see within 30 feet.","name":"Shadow Step"},{"desc":"While in sunlight, the nalusa falaya has disadvantage on ability checks, attack rolls, and saving throws.","name":"Sunlight Weakness"}],"spell_list":[],"page_no":274,"environments":[],"img_main":null,"document__slug":"cc","document__title":"Creature Codex","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/creature-codex-for-5th-edition-dnd/","v2_converted_path":"/v2/creatures/ccdx_nalusa-falaya/"},{"slug":"nian","desc":"","name":"Nian","size":"Large","type":"Monstrosity","subtype":"","group":null,"alignment":"chaotic neutral","armor_class":13,"armor_desc":"natural armor","hit_points":102,"hit_dice":"12d10+36","speed":{"climb":30,"swim":30,"walk":50},"strength":18,"dexterity":11,"constitution":17,"intelligence":11,"wisdom":16,"charisma":9,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":null,"skills":{},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"poison","condition_immunities":"charmed, paralyzed, poisoned","senses":"truesight 60 ft., passive Perception 13","languages":"Sylvan, telepathy 60 ft.","challenge_rating":"4","cr":4.0,"actions":[{"attack_bonus":6,"damage_dice":"2d12+4","desc":"Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 17 (2d12 + 4) piercing damage.","name":"Bite"},{"attack_bonus":6,"damage_dice":"2d8+4","desc":"Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) piercing damage.","name":"Gore"},{"attack_bonus":6,"damage_dice":"2d10+4","desc":"Melee Weapon Attack: +6 to hit, reach 5 ft., one prone creature. Hit: 15 (2d10 + 4) bludgeoning damage.","name":"Stomp"},{"desc":"The nian creates magical darkness and silence around it in a 15-foot-radius sphere that moves with it and spreads around corners. The dark silence lasts as long as the nian maintains concentration, up to 10 minutes (as if concentrating on a spell). The nian sees objects in the sphere in shades of gray. Darkvision can't penetrate the darkness, no natural light can illuminate it, no sound can be created within or pass through it, and any creature or object entirely inside the sphere of dark silence is immune to thunder damage. Creatures entirely inside the darkness are deafened and can't cast spells that include a verbal component. If any of the darkness overlaps with an area of light created by a spell of 2nd level or lower, the spell creating the light is destroyed.","name":"Year's Termination (1/Day)"}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"desc":"The nian can hold its breath for 30 minutes.","name":"Hold Breath"},{"desc":"If the nian moves at least 20 feet straight toward a creature and then hits it with a gore attack on the same turn, that target must succeed on a DC 14 Strength saving throw or be knocked prone. If the target is prone, the nian can make one stomp attack against it as a bonus action.","name":"Trampling Charge"},{"desc":"The nian is inherently fearful of loud noises, fire, and the color red. It will not choose to move toward any red object or any fiery or burning materials. If presented forcefully with a red object, flame, or if it is dealt fire or thunder damage, the nian must succeed on a DC 13 Wisdom saving throw or become frightened until the end of its next turn. After it has been frightened by a specific red object or a particular source of noise (such as clanging a weapon on a shield) or fire (such as the burning hands spell), the nian can't be frightened by that same source again for 24 hours.","name":"Tremulous"}],"spell_list":[],"page_no":276,"environments":[],"img_main":null,"document__slug":"cc","document__title":"Creature Codex","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/creature-codex-for-5th-edition-dnd/","v2_converted_path":"/v2/creatures/ccdx_nian/"},{"slug":"rattok","desc":"","name":"Rattok","size":"Small","type":"Fiend","subtype":"demon","group":null,"alignment":"chaotic evil","armor_class":14,"armor_desc":"natural armor","hit_points":66,"hit_dice":"12d6+24","speed":{"swim":20,"walk":30},"strength":10,"dexterity":16,"constitution":14,"intelligence":14,"wisdom":6,"charisma":9,"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, lightning","damage_immunities":"fire, necrotic, poison","condition_immunities":"poisoned","senses":"darkvision 60 ft., passive Perception 8","languages":"Abyssal, Common, Void Speech","challenge_rating":"4","cr":4.0,"actions":[{"desc":"The rattok makes three attacks: one with its bite and two with its claws.","name":"Multiattack"},{"attack_bonus":5,"damage_dice":"1d8+3","desc":"Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) piercing damage plus 3 (1d6) necrotic damage.","name":"Bite"},{"attack_bonus":5,"damage_dice":"1d4+3","desc":"Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d4 + 3) slashing damage.","name":"Claws"},{"desc":"The rattok unleashes a wave of shadowy versions of itself that fan out and rake dark claws across all creatures within 15 feet. Each creature in that area must make a DC 13 Dexterity saving throw, taking 14 (4d6) necrotic damage on a failed save, or half as much damage on a successful one.","name":"Necrotic Rush (Recharge 5-6)"}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"desc":"As a bonus action, the rattok demon consumes one of the bottled souls in its possession, regaining 7 (2d4 + 2) hp and gaining advantage on all attack rolls and ability checks for 1 round. Any non-fiend who consumes a bottled soul regains 7 (2d4 + 2) hit points and must make a DC 14 Constitution saving throw. On a failure, the creature is stunned for 1 round and poisoned for 1 hour. On a success, the creature is poisoned for 1 hour.","name":"Bottled Soul (3/Day)"},{"desc":"Whenever the rattok demon is subjected to fire or necrotic damage, it takes no damage and instead is unaffected by spells and other magical effects that would impede its movement. This trait works like the freedom of movement spell, except it only lasts for 1 minute.","name":"Fire Dancer"},{"desc":"The rattok has advantage on saving throws against spells and other magical effects.","name":"Magic Resistance"}],"spell_list":[],"page_no":90,"environments":[],"img_main":null,"document__slug":"cc","document__title":"Creature Codex","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/creature-codex-for-5th-edition-dnd/","v2_converted_path":"/v2/creatures/ccdx_rattok/"},{"slug":"shadow-skeleton","desc":"","name":"Shadow Skeleton","size":"Medium","type":"Undead","subtype":"","group":null,"alignment":"neutral evil","armor_class":13,"armor_desc":null,"hit_points":52,"hit_dice":"8d8+16","speed":{"swim":40,"walk":30},"strength":10,"dexterity":16,"constitution":15,"intelligence":9,"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":{},"damage_vulnerabilities":"","damage_resistances":"fire, piercing, slashing","damage_immunities":"poison","condition_immunities":"exhaustion, poisoned","senses":"darkvision 60 ft., passive Perception 10","languages":"understands all languages it knew in life but can't speak","challenge_rating":"2","cr":2.0,"actions":[{"desc":"The shadow skeleton makes two scimitar attacks.","name":"Multiattack"},{"attack_bonus":5,"damage_dice":"1d8+3","desc":"Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. Hit: 7 (1d8 + 3) slashing damage.","name":"Scimitar"},{"attack_bonus":5,"damage_dice":"1d4+3","desc":"Ranged Weapon Attack: +5 to hit, range 30 ft., one target. Hit: 5 (1d4 + 3) piercing damage plus 3 (1d6) necrotic damage. If the target is a creature other than an undead or a construct, it must make a DC 12 Constitution saving throw. On a failure, the target is surrounded by a shadowy aura for 1 minute. While surrounded by the aura, the target takes an extra 7 (2d6) necrotic damage when hit by the scimitar attack of a shadow skeleton. Any creature can take an action to extinguish the shadow with a successful DC 12 Intelligence (Arcana) check. The shadow also extinguishes if the target receives magical healing.","name":"Finger Darts"}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":null,"spell_list":[],"page_no":326,"environments":[],"img_main":null,"document__slug":"cc","document__title":"Creature Codex","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/creature-codex-for-5th-edition-dnd/","v2_converted_path":"/v2/creatures/ccdx_shadow-skeleton/"},{"slug":"tulpa","desc":"","name":"Tulpa","size":"Medium","type":"Undead","subtype":"","group":null,"alignment":"neutral evil","armor_class":13,"armor_desc":null,"hit_points":39,"hit_dice":"6d8+12","speed":{"hover":true},"strength":14,"dexterity":16,"constitution":14,"intelligence":10,"wisdom":14,"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":"radiant","damage_resistances":"acid, fire, lightning, thunder; bludgeoning, piercing, and slashing from nonmagical attacks","damage_immunities":"cold, necrotic, poison","condition_immunities":"charmed, exhaustion, frightened, grappled, paralyzed, petrified, poisoned, prone, restrained","senses":"darkvision 60 ft., passive Perception 12","languages":"the languages spoken by its creator","challenge_rating":"4","cr":4.0,"actions":[{"desc":"The tulpa makes two black claw attacks.","name":"Multiattack"},{"attack_bonus":5,"damage_dice":"2d8+3","desc":"Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 12 (2d8 + 3) necrotic damage.","name":"Black Claw"},{"attack_bonus":4,"damage_dice":"4d10","desc":"Ranged Spell Attack: +4 to hit, range 120 ft., one target. Hit: 22 (4d10) psychic damage.","name":"Psychic Blast"},{"desc":"The tulpa uses its action to fill a 40-foot radius around itself with dread-inducing psychic energy. Each creature, other than the tulpa's creator, within that area must succeed on a DC 13 Wisdom saving throw or be frightened of the tulpa until the end of its next turn and become cursed. A creature with an Intelligence of 5 or lower can't be cursed. While cursed by the tulpa, that creature's own thoughts turn ever more dark and brooding. Its sense of hope fades, and shadows seem overly large and ominous. The cursed creature can repeat the saving throw whenever it finishes a long rest, ending the effect on itself on a success. If not cured within three days, the cursed creature manifests its own tulpa.","name":"Imposing Dread (1/Day)"}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"desc":"The tulpa 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":"Incorporeal Movement"},{"desc":"Within a day of being slain, the tulpa reforms within 500 feet of its creator. It doesn't reform if its creator is slain, or if the creator's mental disturbance is healed. The tulpa is immune to all damage dealt to it by its creator.","name":"Rise Again"},{"desc":"The tulpa always remains within 500 feet if its creator. As long as the tulpa is within 500 feet of its creator, the creator has disadvantage on Wisdom saving throws.","name":"It Follows"}],"spell_list":[],"page_no":358,"environments":[],"img_main":null,"document__slug":"cc","document__title":"Creature Codex","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/creature-codex-for-5th-edition-dnd/","v2_converted_path":"/v2/creatures/ccdx_tulpa/"},{"slug":"undead-phoenix","desc":"","name":"Undead Phoenix","size":"Huge","type":"Undead","subtype":"","group":null,"alignment":"chaotic evil","armor_class":17,"armor_desc":"natural armor","hit_points":142,"hit_dice":"15d12+45","speed":{"fly":90,"walk":30},"strength":23,"dexterity":14,"constitution":17,"intelligence":8,"wisdom":17,"charisma":9,"strength_save":10,"dexterity_save":null,"constitution_save":7,"intelligence_save":null,"wisdom_save":7,"charisma_save":null,"perception":7,"skills":{"perception":7},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"necrotic, fire, poison","condition_immunities":"poisoned","senses":"darkvision 120 ft., passive Perception 17","languages":"-","challenge_rating":"12","cr":12.0,"actions":[{"desc":"The undead phoenix makes three attacks: two with its claws and one with its decaying bite.","name":"Multiattack"},{"attack_bonus":10,"damage_dice":"4d6+6","desc":"Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 20 (4d6 + 6) slashing damage.","name":"Claws"},{"attack_bonus":10,"damage_dice":"2d8+6","desc":"Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 15 (2d8 + 6) piercing damage plus 14 (4d6) necrotic damage. The target must succeed on a DC 15 Constitution saving throw or be cursed with perpetual decay. The cursed target can't regain hp until the curse is lifted by the remove curse spell or similar magic.","name":"Decaying Bite"}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"desc":"A living creature that starts its turn within 10 feet of the undead phoenix can't regain hp and has disadvantage on Constitution saving throws until the start of its next turn.","name":"Bilious Aura"},{"desc":"If it dies, the undead phoenix reverts into a pile of necrotic-tainted ooze and is reborn in 24 hours with all of its hp. Only killing it with radiant damage prevents this trait from functioning.","name":"Eternal Unlife"}],"spell_list":[],"page_no":361,"environments":[],"img_main":null,"document__slug":"cc","document__title":"Creature Codex","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/creature-codex-for-5th-edition-dnd/","v2_converted_path":"/v2/creatures/ccdx_undead-phoenix/"},{"slug":"unhatched","desc":"","name":"Unhatched","size":"Small","type":"Undead","subtype":"","group":null,"alignment":"chaotic evil","armor_class":14,"armor_desc":"natural armor","hit_points":71,"hit_dice":"11d6+33","speed":{"fly":40,"walk":30},"strength":15,"dexterity":14,"constitution":16,"intelligence":18,"wisdom":10,"charisma":9,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":2,"skills":{"perception":2},"damage_vulnerabilities":"bludgeoning","damage_resistances":"necrotic, piercing","damage_immunities":"poison","condition_immunities":"charmed, exhaustion, frightened, paralyzed, poisoned","senses":"darkvision 60 ft., passive Perception 12","languages":"Common, Draconic","challenge_rating":"4","cr":4.0,"actions":[{"desc":"The unhatched makes one bite attack and one claw attack.","name":"Multiattack"},{"attack_bonus":4,"damage_dice":"3d6+2","desc":"Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 12 (3d6 + 2) slashing damage.","name":"Claw"},{"attack_bonus":4,"damage_dice":"2d8+2","desc":"Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 11 (2d8 + 2) piercing damage plus 4 (1d8) necrotic damage.","name":"Bite"},{"desc":"The dragon exhales a cloud of choking dust infused with necrotic magic in a 30-foot cone. Each creature in the area must make a DC 14 Dexterity saving throw, taking 16 (3d10) necrotic damage on a failed save, or half as much damage on a successful one. A creature who fails this save can't speak until the end of its next turn as it chokes on the dust.","name":"Desiccating Breath (Recharge 5-6)"}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"desc":"Deprived of parental bonds, the unhatched despise those who nurture and heal others. The unhatched has advantage on attacks against a creature whose most recent action was to heal, restore, strengthen, or otherwise aid another creature.","name":"Hatred"},{"desc":"As a bonus action, the unhatched gives itself advantage on its next saving throw against spells or other magical effects.","name":"Minor Magic Resistance (3/Day)"},{"desc":"The unhatched‘s innate spellcasting ability is Intelligence (spell save DC 14, +6 to hit with spell attacks). It can innately cast the following spells, requiring only verbal components:\nAt will: chill touch, minor illusion\n1/day: bane","name":"Innate Spellcasting"}],"spell_list":[],"page_no":363,"environments":[],"img_main":null,"document__slug":"cc","document__title":"Creature Codex","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/creature-codex-for-5th-edition-dnd/","v2_converted_path":"/v2/creatures/ccdx_unhatched/"},{"slug":"werebat","desc":"","name":"Werebat","size":"Medium","type":"Humanoid","subtype":"human, shapechanger","group":null,"alignment":"lawful evil","armor_class":13,"armor_desc":"in humanoid form, 14 (natural armor) in bat or hybrid form","hit_points":66,"hit_dice":"12d8+12","speed":{"fly":50,"walk":30},"strength":12,"dexterity":16,"constitution":12,"intelligence":10,"wisdom":12,"charisma":9,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":3,"skills":{"perception":3,"stealth":5},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"bludgeoning, piercing, and slashing from nonmagical attacks not made with silver","condition_immunities":"","senses":"blindsight 60 ft., passive Perception 13","languages":"Common (can't speak in bat form)","challenge_rating":"3","cr":3.0,"actions":[{"desc":"In humanoid form, the werebat makes two mace attacks. In hybrid form, it makes two attacks: one with its bite and one with its claws or mace.","name":"Multiattack (Humanoid or Hybrid Form Only)"},{"attack_bonus":4,"damage_dice":"2d4+2","desc":"Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 7 (2d4 + 2) piercing damage. If the target is a humanoid, it must succeed on a DC 14 Constitution saving throw or be cursed with werebat lycanthropy.","name":"Bite (Bat or Hybrid Form Only)"},{"attack_bonus":4,"damage_dice":"1d6+2","desc":"Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 5 (1d6 + 2) slashing damage.","name":"Claws (Hybrid Form Only)"},{"attack_bonus":4,"damage_dice":"1d6+2","desc":"Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 5 (1d6 + 2) bludgeoning damage.","name":"Mace (Humanoid Form Only)"}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"desc":"The werebat can't use its blindsight while deafened.","name":"Echolocation"},{"desc":"The werebat has advantage on Wisdom (Perception) checks that rely on hearing.","name":"Keen Hearing"},{"desc":"The werebat can use its action to polymorph into a bat-humanoid hybrid or into a Medium-sized bat, or back into its true form, which is humanoid. Its statistics, other than its AC, are the same in each form with the exception that only its true and bat forms retain its flying speed. Any equipment it is wearing or carrying isn't transformed. It reverts to its true form if it dies.","name":"Shapechanger"},{"desc":"While in sunlight, the werebat has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.","name":"Sunlight Sensitivity"}],"spell_list":[],"page_no":258,"environments":[],"img_main":null,"document__slug":"cc","document__title":"Creature Codex","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/creature-codex-for-5th-edition-dnd/","v2_converted_path":"/v2/creatures/ccdx_werebat/"},{"slug":"bearfolk-tob1-2023","desc":"False","name":"Bearfolk","size":"Medium","type":"Humanoid","subtype":"","group":"null","alignment":"Chaotic Good","armor_class":14,"armor_desc":"hide armor","hit_points":45,"hit_dice":"6d8 + 18","speed":{"walk":40},"strength":19,"dexterity":14,"constitution":16,"intelligence":8,"wisdom":12,"charisma":9,"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":"Common, Giant","challenge_rating":"3","cr":3.0,"actions":[{"name":"Multiattack","desc":"The bearfolk makes one Battleaxe attack, one Warhammer attack, and one Bite attack."},{"name":"Battleaxe","desc":"Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) slashing damage, or 9 (1d10 + 4) slashing damage if used with two hands."},{"name":"Bite","desc":"Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) piercing damage."},{"name":"Warhammer","desc":"Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) bludgeoning damage, or 9 (1d10 + 4) bludgeoning damage if used with two hands."}],"bonus_actions":[{"name":"Frenzy (Recharges after a Long or Short Rest)","desc":"The bearfolk triggers a berserk frenzy that lasts 1 minute. While in frenzy, it has resistance to bludgeoning, piercing, and slashing damage and has advantage on attack rolls. Attack rolls made against a frenzied bearfolk have advantage."}],"reactions":[],"legendary_desc":null,"legendary_actions":[],"special_abilities":[{"name":"Keen Smell","desc":"The bearfolk has advantage on Wisdom (Perception) checks that rely on smell."}],"spell_list":[],"page_no":33,"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_bearfolk/"},{"slug":"cactid-tob1-2023","desc":"False","name":"Cactid","size":"Large","type":"Plant","subtype":"","group":"null","alignment":"Unaligned","armor_class":14,"armor_desc":"natural armor","hit_points":76,"hit_dice":"8d10 + 32","speed":{"walk":15},"strength":16,"dexterity":8,"constitution":18,"intelligence":5,"wisdom":10,"charisma":9,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":10,"skills":{},"damage_vulnerabilities":"fire","damage_resistances":"bludgeoning, piercing","damage_immunities":"False","condition_immunities":"blinded, deafened","senses":"blindsight 60 ft. (blind beyond this radius), passive Perception 10","languages":"understands Sylvan but can’t speak","challenge_rating":"3","cr":3.0,"actions":[{"name":"Multiattack","desc":"The cactid makes two Tendril attacks and uses Reel."},{"name":"Tendril","desc":"Melee Weapon Attack: +5 to hit, reach 15 ft., one creature. Hit: 10 (2d6 + 3) bludgeoning damage plus 3 (1d6) piercing damage, and the target is grappled (escape DC 13) if it is a Medium or smaller creature. Until this grapple ends, the target is restrained, and if it isn't a Construct or Undead, the cactid begins draining fluid from the target's body. At the start of each of the grappled creature's turns, the creature must make a DC 13 Constitution saving throw. On a failure, its hp maximum is reduced by 3 (1d6). This reduction lasts until the creature finishes a long rest after drinking at least one gallon of water. The grappled creature dies if this effect reduces its hp maximum to 0. The cactid has two tendrils, each of which can grapple only one target."},{"name":"Reel","desc":"The cactid pulls each creature grappled by it up to 10 feet straight toward it."}],"bonus_actions":[],"reactions":[{"name":"Hail of Needles (1/Day)","desc":"When reduced to below half its hp maximum, the cactid releases a hail of needles. Each creature within 15 feet of the cactid must make a DC 14 Dexterity saving throw, taking 10 (3d6) piercing damage on a failed save, or half as much damage on a successful one."}],"legendary_desc":null,"legendary_actions":[],"special_abilities":[],"spell_list":[],"page_no":48,"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_cactid/"},{"slug":"deathcapmyconid-tob1-2023","desc":"False","name":"Deathcap Myconid","size":"Medium","type":"Plant","subtype":"","group":"null","alignment":"Neutral Evil","armor_class":15,"armor_desc":"natural armor","hit_points":90,"hit_dice":"12d8 + 36","speed":{"walk":20},"strength":14,"dexterity":10,"constitution":16,"intelligence":10,"wisdom":11,"charisma":9,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":10,"skills":{},"damage_vulnerabilities":"False","damage_resistances":"False","damage_immunities":"False","condition_immunities":"False","senses":"darkvision 60 ft., passive Perception 10","languages":"—","challenge_rating":"4","cr":4.0,"actions":[{"name":"Multiattack","desc":"The myconid can use its Eject Spores. It then makes two Spore-Coated Fist attacks."},{"name":"Spore-Coated Fist","desc":"Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) bludgeoning damage plus 10 (3d6) poison damage."},{"name":"Eject Spores","desc":"The myconid ejects one of the following types of spores at one creature it can see within 15 feet of it."}],"bonus_actions":[],"reactions":[],"legendary_desc":null,"legendary_actions":[],"special_abilities":[{"name":"Sunlight Hypersensitivity","desc":"The deathcap takes 10 radiant damage when it starts its turn in sunlight. While in sunlight, it has disadvantage on attack rolls and ability checks."}],"spell_list":[],"page_no":280,"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_deathcap-myconid/"},{"slug":"dwarvenringmage-tob1-2023","desc":"False","name":"Dwarven Ringmage","size":"Medium","type":"Humanoid","subtype":"","group":"null","alignment":"Any Alignment","armor_class":16,"armor_desc":"breastplate","hit_points":136,"hit_dice":"21d8 + 42","speed":{"walk":30},"strength":10,"dexterity":14,"constitution":15,"intelligence":18,"wisdom":12,"charisma":9,"strength_save":null,"dexterity_save":null,"constitution_save":4,"intelligence_save":7,"wisdom_save":4,"charisma_save":null,"perception":11,"skills":{"Arcana":7,"History":7},"damage_vulnerabilities":"False","damage_resistances":"poison","damage_immunities":"False","condition_immunities":"False","senses":"darkvision 60 ft., passive Perception 11","languages":"Common, Dwarvish","challenge_rating":"7","cr":7.0,"actions":[{"name":"Ring Staff","desc":"Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) bludgeoning damage plus 10 (3d6) acid, cold, fire, lightning, or thunder damage (the ringmage's choice)."},{"name":"Ring Magic","desc":"The dwarven ringmage draws circles of magic in the air and sends them toward one creature it can see within 30 feet of it, causing one of the following effects:"},{"name":"Spellcasting","desc":"The dwarven ringmage casts one of the following spells, requiring no material components and using Intelligence as the spellcasting ability (spell save DC 15):\nAt will: color spray, mage hand, true strike\n3/day each: expeditious retreat, fly, haste\n1/day each: greater invisibility, wall of stone"}],"bonus_actions":[],"reactions":[],"legendary_desc":null,"legendary_actions":[],"special_abilities":[{"name":"Dwarven Resilience","desc":"The dwarven ringmage has advantage on saving throws against poison."}],"spell_list":[],"page_no":409,"environments":[],"img_main":"http://api-beta.open5e.com/","document__slug":"tob-2023","document__title":"Tome of Beasts 2023","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/tome-of-beasts-1-2023-edition/","v2_converted_path":"/v2/creatures/tob-2023_dwarven-ringmage/"},{"slug":"fateeater-tob1-2023","desc":"False","name":"Fate Eater","size":"Medium","type":"Aberration","subtype":"","group":"null","alignment":"Neutral","armor_class":16,"armor_desc":"natural armor","hit_points":130,"hit_dice":"20d8 + 40","speed":{"walk":40},"strength":18,"dexterity":12,"constitution":14,"intelligence":18,"wisdom":16,"charisma":9,"strength_save":null,"dexterity_save":null,"constitution_save":5,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":13,"skills":{"Arcana":7,"History":7,"Insight":6,"Religion":7},"damage_vulnerabilities":"False","damage_resistances":"False","damage_immunities":"False","condition_immunities":"charmed, frightened","senses":"truesight 60 ft., passive Perception 13","languages":"understands all but can’t speak, telepathy 100 ft.","challenge_rating":"6","cr":6.0,"actions":[{"name":"Multiattack","desc":"The fate eater makes two Bite attacks."},{"name":"Bite","desc":"Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) slashing damage plus 7 (2d6) necrotic damage."},{"name":"Alter Fate (Recharge 5-6)","desc":"The fate eater alters the fate of one creature it can see within 30 feet of it. The creature must make a DC 15 Charisma saving throw. On a failure, the creature takes 36 (8d8) psychic damage, and its fate is altered. Roll a d6 to determine which of the following alterations affects the creature. On a success, the creature takes half the damage, and its fate isn't altered. A creature with an altered fate for 1 minute or less can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Otherwise, a creature with an altered fate can repeat the saving throw at the end of each long rest, ending the effect on itself on a success."}],"bonus_actions":[],"reactions":[],"legendary_desc":null,"legendary_actions":[],"special_abilities":[{"name":"Visionary Flesh","desc":"A creature that eats the flesh of a fate eater must make a DC 15 Constitution saving throw. On a failure, the creature is poisoned for 1 hour. On a success, the creature gains the benefits of the divination spell."}],"spell_list":[],"page_no":168,"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_fate-eater/"},{"slug":"gnollhavocrunner-tob1-2023","desc":"False","name":"Gnoll Havoc Runner","size":"Medium","type":"Humanoid","subtype":"","group":"null","alignment":"Chaotic Evil","armor_class":15,"armor_desc":"chain shirt","hit_points":58,"hit_dice":"9d8 + 18","speed":{"walk":30},"strength":16,"dexterity":14,"constitution":14,"intelligence":8,"wisdom":12,"charisma":9,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":15,"skills":{"Athletics":5,"Perception":5},"damage_vulnerabilities":"False","damage_resistances":"False","damage_immunities":"False","condition_immunities":"False","senses":"darkvision 60 ft., passive Perception 15","languages":"Gnoll","challenge_rating":"3","cr":3.0,"actions":[{"name":"Multiattack","desc":"The gnoll makes one Bite attack and two Battleaxe attacks."},{"name":"Battleaxe","desc":"Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) slashing damage, or 8 (1d10 + 3) slashing damage if used with two hands."},{"name":"Bite","desc":"Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) piercing damage."}],"bonus_actions":[{"name":"Lightning Lope","desc":"The gnoll takes the Dash or Disengage action."}],"reactions":[],"legendary_desc":null,"legendary_actions":[],"special_abilities":[{"name":"Harrying Attacks","desc":"If the gnoll attacks more than one creature in the same turn, the first target has disadvantage on attack rolls until the end of its next turn."},{"name":"Pack Tactics","desc":"The gnoll has advantage on attack rolls against a creature if at least one of the gnoll's allies is within 5 feet of the creature and the ally isn't incapacitated."}],"spell_list":[],"page_no":213,"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_gnoll-havoc-runner/"},{"slug":"hulkingwhelp-tob1-2023","desc":"False","name":"Hulking Whelp","size":"Small","type":"Fey","subtype":"","group":"null","alignment":"Chaotic Neutral","armor_class":15,"armor_desc":"natural armor","hit_points":94,"hit_dice":"9d12 + 36","speed":{"walk":40},"strength":21,"dexterity":10,"constitution":18,"intelligence":7,"wisdom":14,"charisma":9,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":12,"skills":{},"damage_vulnerabilities":"False","damage_resistances":"bludgeoning, piercing, and slashing from nonmagical attacks","damage_immunities":"False","condition_immunities":"False","senses":"passive Perception 12","languages":"—","challenge_rating":"5","cr":5.0,"actions":[{"name":"Multiattack","desc":"The hulking whelp makes two Slam attacks."},{"name":"Slam","desc":"Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 18 (3d8 + 5) bludgeoning damage."}],"bonus_actions":[{"name":"Change Shape","desc":"The hulking whelp transforms into a Huge, hulking canine or back into its true whelp form, which is Fey. Its statistics, other than its size and creature type, are the same in each form. Any equipment it is wearing or carrying isn't transformed. It reverts to its true form if it dies."}],"reactions":[{"name":"Defensive Transformation (Whelp Form Only)","desc":"When the hulking whelp is hit with an attack or when a creature it can see or hear within 30 feet of it threatens to harm it, it must succeed on a DC 12 Wisdom saving throw or transform into its hulking canine form (see the Change Shape bonus action)."}],"legendary_desc":null,"legendary_actions":[],"special_abilities":[{"name":"Frightened Anger (Hulking Form Only)","desc":"The hulking whelp has disadvantage on saving throws against spells and other magical effects that reduce strong emotions, such as the calm emotions spell."},{"name":"Pacify (Hulking Form Only)","desc":"A friendly creature that has interacted peacefully with the hulking whelp in its whelp form can try to calm it by speaking firmly and persuasively. The hulking whelp must be able to hear the creature, who must take an action to make a DC 15 Charisma (Persuasion) check. If the check succeeds, the hulking whelp transforms back into its whelp form on its next turn and stops attacking. If the hulking whelp takes damage before then, it remains in its hulking form and continues attacking."},{"name":"Unleashed Emotion (Hulking Form Only)","desc":"On each of the hulking whelp's turns, it attacks the nearest creature it can see. If no creature is near enough to move to and attack, the hulking whelp attacks an object, with preference for an object smaller than itself. If no creature is near enough to move to and attack for two turns in a row, the hulking whelp uses Change Shape to return to its whelp form and stops attacking."}],"spell_list":[],"page_no":236,"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_hulking-whelp/"},{"slug":"sathaqworm-tob1-2023","desc":"False","name":"Sathaq Worm","size":"Huge","type":"Elemental","subtype":"","group":"null","alignment":"Neutral Evil","armor_class":16,"armor_desc":"natural armor","hit_points":149,"hit_dice":"13d12 + 65","speed":{"walk":40,"burrow":20},"strength":22,"dexterity":6,"constitution":20,"intelligence":5,"wisdom":12,"charisma":9,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":15,"skills":{"Perception":5,"Stealth":2},"damage_vulnerabilities":"False","damage_resistances":"bludgeoning, piercing, and slashing from nonmagical attacks","damage_immunities":"acid, poison","condition_immunities":"exhaustion, paralyzed, petrified, poisoned","senses":"tremorsense 60 ft., passive Perception 15","languages":"understands Deep Speech and Terran but can’t speak","challenge_rating":"10","cr":10.0,"actions":[{"name":"Multiattack","desc":"The sathaq worm makes one Bite attack and two Slam attacks, or it makes three Slam attacks. It can replace its Bite attack with a use of Swallow."},{"name":"Bite","desc":"Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 24 (4d8 + 6) piercing damage, and the target is grappled (escape DC 17). Until this grapple ends, the target is restrained, and the sathaq worm can't Bite another target."},{"name":"Slam","desc":"Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 19 (3d8 + 6) bludgeoning damage."},{"name":"Swallow","desc":"The sathaq worm makes one Bite attack against a Large or smaller creature it is grappling. If the attack hits, the target is also swallowed, and the grapple ends. While swallowed, the target is blinded and restrained, it has total cover against attacks and other effects outside the worm (including the worm's Agonizing Aura), and takes 10 (3d6) piercing damage and 10 (3d6) acid damage at the start of each of the sathaq worm's turns. The sathaq worm can have only one creature swallowed at a time."}],"bonus_actions":[],"reactions":[],"legendary_desc":null,"legendary_actions":[],"special_abilities":[{"name":"Agonizing Aura","desc":"The sathaq worm emits ultrasonic noise and minor vibrations that cause pain and subtly disrupt the functions of most creatures. A creature that starts its turn within 15 feet of the sathaq worm must succeed on a DC 17 Constitution saving throw or have disadvantage on attack rolls until the start of its next turn. Creatures with resistance or immunity to thunder damage automatically succeed on the saving throw."},{"name":"Earth Glide","desc":"The sathaq worm can burrow through nonmagical, unworked earth and stone. While doing so, the worm doesn't disturb the material it moves through."},{"name":"Earthen Camouflage","desc":"The sathaq worm has advantage on Dexterity (Stealth) checks made to hide in sandy, muddy, or rocky terrain."},{"name":"Siege Monster","desc":"The sathaq worm deals double damage to objects and structures."}],"spell_list":[],"page_no":317,"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_sathaq-worm/"},{"slug":"uraeus-tob1-2023","desc":"False","name":"Uraeus","size":"Tiny","type":"Celestial","subtype":"","group":"null","alignment":"Lawful Neutral","armor_class":14,"armor_desc":"natural armor","hit_points":40,"hit_dice":"9d4 + 18","speed":{"walk":60,"fly":30},"strength":6,"dexterity":15,"constitution":14,"intelligence":10,"wisdom":14,"charisma":9,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":4,"charisma_save":1,"perception":14,"skills":{"Perception":4},"damage_vulnerabilities":"False","damage_resistances":"radiant; bludgeoning, piercing, and slashing damage from nonmagical attacks","damage_immunities":"fire, poison","condition_immunities":"poisoned","senses":"blindsight 10 ft., passive Perception 14","languages":"understands Celestial and Common but can’t speak","challenge_rating":"2","cr":2.0,"actions":[{"name":"Bite","desc":"Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) piercing damage plus 9 (2d8) poison damage, and the target must succeed on a DC 12 Constitution saving throw or be poisoned for 1 minute. While poisoned, the target takes 3 (1d6) fire damage at the start of each of its turns. A poisoned creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success."},{"name":"Spit Fire","desc":"Ranged Weapon Attack: +4 to hit, range 20/60 ft., one target. Hit: 16 (4d6 + 2) fire damage."},{"name":"Searing Breath (Recharge 5-6)","desc":"The uraeus exhales a 15-foot cone of fire. Each creature in the area must make a DC 12 Dexterity saving throw, taking 10 (3d6) fire damage on a failed save, or half as much damage on a successful one."}],"bonus_actions":[{"name":"Ward Bond","desc":"The uraeus forms a magical bond with a willing creature within 5 feet of it. While bonded, the uraeus and its ward know the distance and direction to each other and the general state of each other's health, even if the two are on different planes of existence. The bond lasts until the uraeus or its ward dies, until the uraeus ends it as a bonus action, or until the uraeus uses this bonus action to create a bond with another creature."}],"reactions":[{"name":"Bonded Savior","desc":"When the uraeus's bonded ward takes damage, the uraeus prevents the ward from taking the damage and loses hp equal to that amount instead, regardless of the type of damage dealt."}],"legendary_desc":null,"legendary_actions":[],"special_abilities":[{"name":"Flyby","desc":"The uraeus doesn't provoke opportunity attacks when it flies out of an enemy's reach."},{"name":"Magic Resistance","desc":"The uraeus has advantage on saving throws against spells and other magical effects."}],"spell_list":[],"page_no":373,"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_uraeus/"},{"slug":"ushabtiroyalguard-tob1-2023","desc":"False","name":"Ushabti Royal Guard","size":"Large","type":"Construct","subtype":"","group":"null","alignment":"Unaligned","armor_class":19,"armor_desc":"natural armor","hit_points":168,"hit_dice":"16d10 + 80","speed":{"walk":30},"strength":22,"dexterity":16,"constitution":20,"intelligence":11,"wisdom":19,"charisma":9,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":9,"charisma_save":4,"perception":19,"skills":{"Arcana":5,"History":5,"Perception":9},"damage_vulnerabilities":"False","damage_resistances":"False","damage_immunities":"poison, psychic; bludgeoning, piercing, and slashing from nonmagical attacks","condition_immunities":"charmed, exhaustion, frightened, paralyzed, petrified, poisoned","senses":"darkvision 60 ft., passive Perception 19","languages":"understands the languages of its creator but can’t speak","challenge_rating":"14","cr":14.0,"actions":[{"name":"Multiattack","desc":"The ushabti can use its Breath-Stealing Presence. It then makes two Khopesh attacks and one Medjai's Scepter attack."},{"name":"Khopesh","desc":"Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 13 (2d6 + 6) slashing damage plus 9 (2d8) necrotic damage."},{"name":"Medjai's Scepter","desc":"Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 15 (2d8 + 6) bludgeoning damage plus 9 (2d8) necrotic damage."},{"name":"Breath-Stealing Presence","desc":"Each creature of the ushabti's choice within 30 feet of the ushabti and aware of it must succeed on a DC 18 Constitution saving throw or take 9 (2d8) necrotic damage and be unable to speak or breathe 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 ushabti's Breath-Stealing Presence for the next 24 hours."},{"name":"Enervating Surge (Recharge 5-6)","desc":"The ushabti emits waves of necrotic energy. Each creature within 30 feet of the ushabti must make a DC 18 Constitution saving throw, taking 49 (11d8) necrotic damage on a failed save, or half as much damage on a successful one. A creature that can't breathe because of the ushabti's Breath-Stealing Presence has disadvantage on the saving throw. If the saving throw fails by 5 or more, the creature also suffers one level of exhaustion. A Humanoid slain by this effect rises 1d4 hours later as a mummy under the ushabti's control, unless the Humanoid is restored to life or its body is destroyed. The ushabti can have no more than five mummies under its control at one time."}],"bonus_actions":[],"reactions":[{"name":"Sudden Strike","desc":"When a creature more than 5 feet away from the ushabti moves to a space within 5 feet of the ushabti, the ushabti can make one Khopesh attack against it."}],"legendary_desc":"The ushabti can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. The ushabti regains spent legendary actions at the start of its turn.","legendary_actions":[{"name":"Move","desc":"The ushabti moves up to its speed without provoking opportunity attacks."},{"name":"Medjai's Scepter (Costs 2 Actions)","desc":"The ushabti makes one Medjai's Scepter attack."},{"name":"Telekinesis (Costs 2 Actions)","desc":"Up to two creatures the ushabti can see within 60 feet of it must succeed on a DC 18 Strength saving throw or the ushabti moves the creature up to 30 feet in any direction (including upward). A moved target is then restrained until the start of the ushabti's next turn."}],"special_abilities":[{"name":"Construct Nature","desc":"The ushabti doesn't require air, food, drink, or sleep."},{"name":"False Appearance","desc":"While the ushabti is motionless, it is indistinguishable from a normal funerary statue."},{"name":"Healing Leech","desc":"If a creature within 30 feet of the ushabti regains hp from a spell or magical effect, the creature regains only half the amount and the ushabti regains the other half."},{"name":"Immutable Form","desc":"The ushabti is immune to any spell or effect that would alter its form."},{"name":"Legendary Resistance (3/Day)","desc":"If the ushabti fails a saving throw, it can choose to succeed instead."},{"name":"Magic Resistance","desc":"The ushabti has advantage on saving throws against spells and other magical effects."},{"name":"Necrotic Weapons","desc":"The ushabti's weapon attacks are magical. When the ushabti hits with any weapon, the weapon deals an extra 2d8 necrotic damage (included in the attack)."}],"spell_list":[],"page_no":377,"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_ushabti-royal-guard/"},{"slug":"wolfreaverdwarf-tob1-2023","desc":"False","name":"Wolf Reaver Dwarf","size":"Medium","type":"Humanoid","subtype":"","group":"null","alignment":"Any Chaotic Alignment","armor_class":16,"armor_desc":"chain shirt, shield","hit_points":76,"hit_dice":"9d8 + 36","speed":{"walk":25},"strength":18,"dexterity":12,"constitution":19,"intelligence":9,"wisdom":11,"charisma":9,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":10,"skills":{"Athletics":6,"Intimidation":3},"damage_vulnerabilities":"False","damage_resistances":"False","damage_immunities":"False","condition_immunities":"False","senses":"darkvision 60 ft., passive Perception 10","languages":"Common, Dwarvish","challenge_rating":"3","cr":3.0,"actions":[{"name":"Multiattack","desc":"The wolf reaver dwarf makes one Battleaxe attack and two Spear attacks, or it makes three Handaxe attacks."},{"name":"Battleaxe","desc":"Melee Weapon Attack: +6 to hit, reach 5 ft, one target. Hit: 8 (1d8 + 4) slashing damage, or 9 (1d10 + 4) slashing damage if used with two hands."},{"name":"Handaxe","desc":"Melee or Ranged Weapon Attack: +6 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 7 (1d6 + 4) slashing damage."},{"name":"Spear","desc":"Melee or Ranged Weapon Attack: +6 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 7 (1d6 + 4) piercing damage, or 8 (1d8 + 4) piercing damage if used with two hands to make a melee attack."}],"bonus_actions":[],"reactions":[],"legendary_desc":null,"legendary_actions":[],"special_abilities":[{"name":"Danger Sense","desc":"While conscious, the wolf reaver dwarf has advantage on Dexterity saving throws."},{"name":"Dwarven Resilience","desc":"The wolf reaver dwarf has advantage on saving throws against poison."},{"name":"Pack Tactics","desc":"The wolf reaver dwarf has advantage on attack rolls against a creature if at least one of the dwarf's allies is within 5 feet of the creature and the ally isn't incapacitated."},{"name":"Reckless","desc":"At the start of its turn, the wolf reaver dwarf can gain advantage on all melee weapon attack rolls during that turn, but attack rolls against it have advantage until the start of its next turn."}],"spell_list":[],"page_no":412,"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_wolf-reaver-dwarf/"},{"slug":"assassin","desc":"Trained in the use of poison, **assassins** are remorseless killers who work for nobles, guildmasters, sovereigns, and anyone else who can afford them.","name":"Assassin","size":"Medium","type":"Humanoid","subtype":"any race","group":"NPCs","alignment":"any non-good alignment","armor_class":15,"armor_desc":"studded leather","hit_points":78,"hit_dice":"12d8+24","speed":{"walk":30},"strength":11,"dexterity":16,"constitution":14,"intelligence":13,"wisdom":11,"charisma":10,"strength_save":null,"dexterity_save":6,"constitution_save":null,"intelligence_save":4,"wisdom_save":null,"charisma_save":null,"perception":3,"skills":{"acrobatics":6,"deception":3,"perception":3,"stealth":9},"damage_vulnerabilities":"","damage_resistances":"poison","damage_immunities":"","condition_immunities":"","senses":"passive Perception 13","languages":"Thieves' cant plus any two languages","challenge_rating":"8","cr":8.0,"actions":[{"name":"Multiattack","desc":"The assassin makes two shortsword attacks."},{"name":"Shortsword","desc":"Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) piercing damage, and the target must make a DC 15 Constitution saving throw, taking 24 (7d6) poison damage on a failed save, or half as much damage on a successful one.","attack_bonus":6,"damage_dice":"1d6","damage_bonus":3},{"name":"Light Crossbow","desc":"Ranged Weapon Attack: +6 to hit, range 80/320 ft., one target. Hit: 7 (1d8 + 3) piercing damage, and the target must make a DC 15 Constitution saving throw, taking 24 (7d6) poison damage on a failed save, or half as much damage on a successful one.","attack_bonus":6,"damage_dice":"1d8","damage_bonus":3}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Assassinate","desc":"During its first turn, the assassin has advantage on attack rolls against any creature that hasn't taken a turn. Any hit the assassin scores against a surprised creature is a critical hit."},{"name":"Evasion","desc":"If the assassin is subjected to an effect that allows it to make a Dexterity saving throw to take only half damage, the assassin instead takes no damage if it succeeds on the saving throw, and only half damage if it fails."},{"name":"Sneak Attack (1/Turn)","desc":"The assassin deals an extra 13 (4d6) damage when it hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5 ft. of an ally of the assassin that isn't incapacitated and the assassin doesn't have disadvantage on the attack roll.","attack_bonus":0,"damage_dice":"4d6"}],"spell_list":[],"page_no":396,"environments":["Urban","Desert","Sewer","Forest","Settlement"],"img_main":null,"document__slug":"wotc-srd","document__title":"5e Core Rules","document__license_url":"http://open5e.com/legal","document__url":"http://dnd.wizards.com/articles/features/systems-reference-document-srd","v2_converted_path":"/v2/creatures/srd_assassin/"},{"slug":"azer","desc":"","name":"Azer","size":"Medium","type":"Elemental","subtype":"","group":null,"alignment":"lawful neutral","armor_class":17,"armor_desc":"natural armor, shield","hit_points":39,"hit_dice":"6d8+12","speed":{"walk":30},"strength":17,"dexterity":12,"constitution":15,"intelligence":12,"wisdom":13,"charisma":10,"strength_save":null,"dexterity_save":null,"constitution_save":4,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":null,"skills":{},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"fire, poison","condition_immunities":"poisoned","senses":"passive Perception 11","languages":"Ignan","challenge_rating":"2","cr":2.0,"actions":[{"name":"Warhammer","desc":"Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) bludgeoning damage, or 8 (1d10 + 3) bludgeoning damage if used with two hands to make a melee attack, plus 3 (1d6) fire damage.","attack_bonus":5,"damage_dice":"1d8+1d6","damage_bonus":3}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Heated Body","desc":"A creature that touches the azer or hits it with a melee attack while within 5 ft. of it takes 5 (1d10) fire damage.","attack_bonus":0,"damage_dice":"1d10"},{"name":"Heated Weapons","desc":"When the azer hits with a metal melee weapon, it deals an extra 3 (1d6) fire damage (included in the attack)."},{"name":"Illumination","desc":"The azer sheds bright light in a 10-foot radius and dim light for an additional 10 ft.."}],"spell_list":[],"page_no":265,"environments":["Plane Of Fire","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_azer/"},{"slug":"bandit","desc":"**Bandits** rove in gangs and are sometimes led by thugs, veterans, or spellcasters. Not all bandits are evil. Oppression, drought, disease, or famine can often drive otherwise honest folk to a life of banditry. \n**Pirates** are bandits of the high seas. They might be freebooters interested only in treasure and murder, or they might be privateers sanctioned by the crown to attack and plunder an enemy nation's vessels.","name":"Bandit","size":"Medium","type":"Humanoid","subtype":"any race","group":"NPCs","alignment":"any non-lawful alignment","armor_class":12,"armor_desc":"leather armor","hit_points":11,"hit_dice":"2d8+2","speed":{"walk":30},"strength":11,"dexterity":12,"constitution":12,"intelligence":10,"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":{},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"","condition_immunities":"","senses":"passive Perception 10","languages":"any one language (usually Common)","challenge_rating":"1/8","cr":0.125,"actions":[{"name":"Scimitar","desc":"Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 (1d6 + 1) slashing damage.","attack_bonus":3,"damage_dice":"1d6","damage_bonus":1},{"name":"Light Crossbow","desc":"Ranged Weapon Attack: +3 to hit, range 80/320 ft., one target. Hit: 5 (1d8 + 1) piercing damage.","attack_bonus":3,"damage_dice":"1d8","damage_bonus":1}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":null,"spell_list":[],"page_no":396,"environments":["Hill","Desert","Mountains","Coastal","Tundra","Grassland","Ruin","Laboratory","Swamp","Settlement","Urban","Sewer","Forest","Arctic","Jungle","Hills","Caverns"],"img_main":null,"document__slug":"wotc-srd","document__title":"5e Core Rules","document__license_url":"http://open5e.com/legal","document__url":"http://dnd.wizards.com/articles/features/systems-reference-document-srd","v2_converted_path":"/v2/creatures/srd_bandit/"}]}