{"count":3207,"next":"https://api-beta.open5e.com/v1/monsters/?format=json&ordering=charisma&page=61","previous":"https://api-beta.open5e.com/v1/monsters/?format=json&ordering=charisma&page=59","results":[{"slug":"cave-sovereign","desc":"","name":"Cave Sovereign","size":"Huge","type":"Aberration","subtype":"","group":null,"alignment":"chaotic evil","armor_class":18,"armor_desc":"natural armor","hit_points":253,"hit_dice":"22d12+110","speed":{"walk":40,"climb":30},"strength":25,"dexterity":8,"constitution":20,"intelligence":16,"wisdom":12,"charisma":20,"strength_save":null,"dexterity_save":null,"constitution_save":1,"intelligence_save":8,"wisdom_save":6,"charisma_save":null,"perception":1,"skills":{"perception":1},"damage_vulnerabilities":"","damage_resistances":"poison, radiant; nonmagic B/P/S attacks not made w/adamantine weapons","damage_immunities":"psychic","condition_immunities":"charmed, frightened","senses":"darkvision 120', tremorsense 60', passive Perception 16","languages":"understands all but can't speak, telepathy 120'","challenge_rating":"16","cr":16.0,"actions":[{"name":"Multiattack","desc":"One Bite and two Slams. It can make one Tail in place of its Bite."},{"name":"Bite","desc":"Melee Weapon Attack: +12 to hit, 5 ft., one target, 25 (4d8+7) piercing damage + 11 (2d10) poison."},{"name":"Slam","desc":"Melee Weapon Attack: +12 to hit, 10 ft., one target, 23 (3d10+7) bludgeoning damage."},{"name":"Tail","desc":"Melee Weapon Attack: +12 to hit, 10 ft., one target, 26 (3d12+7) slashing damage. If target is a Large or smaller creature it is grappled (escape DC 18). Until the grapple ends the target is restrained and sovereign can't use its tail on another target."},{"name":"Consume Soul (Recharge 5-6)","desc":"Chooses up to three creatures it can see within 60' of it that are incapacitated or stunned by Deathlights. Each target: 55 (10d10) psychic (DC 18 Wis half). Creature stunned by Deathlights has disadvantage on this save. Sovereign then regains hp equal to half total psychic dealt. A Humanoid slain by this rises 1d4 rounds later as a zombie under sovereign's control unless Humanoid is restored to life or its body is destroyed. Sovereign can have no more than thirty zombies under its control at one time."},{"name":"Spellcasting (Psionics)","desc":"Cha (DC 18) no spell components: At will: detect thoughts mage hand (the hand is invisible)3/day ea: dimension door telekinesis1/day: hallucinatory terrain (as an action)"}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":[{"name":"Move","desc":"The cave sovereign moves up to its speed with o provoking opportunity attacks."},{"name":"Telekinetic Reel","desc":"Magically pulls incapacitated or stunned creature by its Deathlights it can see up to 20' straight toward it."},{"name":"Cast a Spell (2)","desc":"Uses Spellcasting."},{"name":"Tail Attack (2)","desc":"Makes one Tail attack."}],"special_abilities":[{"name":"Deathlights","desc":"When a creature that can see sovereigh's glowing antennae starts its turn within 30' of it sovereign can force it to make a DC 18 Wis save if sovereign isn't incapacitated and can see the creature. If save fails by 5+ creature is stunned until the start of its next turn. Otherwise creature that fails is incapacitated and its speed is reduced to 0 until start of its next turn as it remains transfixed in place by the lights. Unless surprised creature can avert its eyes to avoid the save at start of its turn. If creature does so it can't see sovereign until start of its next turn when it can avert again. If creature looks at sovereign in the meantime it must immediately save."},{"name":"Illumination","desc":"Its antennae shed dim light in a 5 ft. radius. Radius increases to 20' while at least one creature is incapacitated or stunned by Deathlights. At start of its turn if no creatures are incapacitated or stunned by Deathlights sovereign can suppress this light until start of its next turn."},{"name":"Inscrutable","desc":"Immune to any effect to sense its emotions or read its thoughts as well as any divination spell it refuses. Wis (Insight) checks made to ascertain sovereign's intentions or sincerity have disadvantage."},{"name":"Legendary Resistance (3/Day)","desc":"Choose to succeed failed save."},{"name":"Magic Resistance","desc":"Advantage: spell/magic effect saves."},{"name":"Spider Climb","desc":"Difficult surfaces even ceilings no ability check."},{"name":"Sinuous Form","desc":"Provided there is suitable room to accommodate its bulk can squeeze through any opening large enough for a Small creature."}],"spell_list":[],"page_no":78,"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_cave-sovereign/"},{"slug":"chimera-royal","desc":"","name":"Chimera, Royal","size":"Huge","type":"Monstrosity","subtype":"","group":null,"alignment":"neutral evil","armor_class":17,"armor_desc":"Regal Bearing","hit_points":189,"hit_dice":"18d12+72","speed":{"walk":40,"fly":80},"strength":21,"dexterity":14,"constitution":18,"intelligence":9,"wisdom":13,"charisma":20,"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":"force; nonmagic B/P/S attacks","damage_immunities":"fire, poison","condition_immunities":"charmed, frightened, poisoned","senses":"blindsight 30', darkvision 60', passive Perception 16","languages":"Common, Draconic","challenge_rating":"15","cr":15.0,"actions":[{"name":"Multiattack","desc":"One Bite one Claws and one Eldritch Horns or it makes two Arcane Blasts."},{"name":"Bite","desc":"Melee Weapon Attack: +10 to hit, 5 ft., one target, 15 (3d6+5) piercing damage."},{"name":"Claws","desc":"Melee Weapon Attack: +10 to hit, 10 ft., one target, 15 (3d6+5) slashing damage."},{"name":"Eldritch Horns","desc":"Melee Weapon Attack: +10 to hit, 5 ft., one target, 18 (2d12+5) force."},{"name":"Serpent Strike","desc":"Melee Weapon Attack: +10 to hit, 15 ft., one target, 9 (1d8+5) piercing damage + 7 (2d6) poison."},{"name":"Arcane Blast","desc":"Ranged Spell Attack: +10 to hit, 120 ft., one target, 21 (3d10+5) force."},{"name":"Searing Breath (Recharge 5-6)","desc":"Dragon head exhales 30' cone of fire that burns and blinds. Each creature in area: 45 (10d8) fire and is blinded until the end of its next turn (DC 17 Dex half damage not blinded)."},{"name":"Spellcasting","desc":"Goat head casts one of the following spells. Cha (DC 18) only verbal components: At will: charm person dispel magic mage hand3/day ea: bestow curse enthrall haste1/day: dominate person"}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":[{"name":"Prideful Prowl","desc":"Moves up to its walking speed or flies up to half its flying speed with o provoking opportunity attacks."},{"name":"Serpent Strike","desc":"Makes one Serpent Strike attack."},{"name":"Cast a Spell (2)","desc":"Uses Spellcasting."},{"name":"Roar of the King (2)","desc":"Lion head's bellow spurs allies. Each friendly creature including chimera within 30' of it that can hear roar gains 11 (2d10) temp hp and can't be frightened for 1 min."}],"special_abilities":[{"name":"Legendary Resistance (3/Day)","desc":"Choose to succeed failed save."},{"name":"Regal Bearing","desc":"The chimera's AC includes its Cha modifier."}],"spell_list":[],"page_no":83,"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_chimera-royal/"},{"slug":"demon-kogukhpak","desc":"","name":"Demon, Kogukhpak","size":"Huge","type":"Fiend","subtype":"","group":null,"alignment":"chaotic evil","armor_class":17,"armor_desc":"natural armor","hit_points":262,"hit_dice":"21d12+126","speed":{"walk":40,"swim":40},"strength":30,"dexterity":11,"constitution":23,"intelligence":8,"wisdom":16,"charisma":20,"strength_save":1,"dexterity_save":null,"constitution_save":1,"intelligence_save":null,"wisdom_save":9,"charisma_save":1,"perception":3,"skills":{"perception":3},"damage_vulnerabilities":"","damage_resistances":"lightning; nonmagic B/P/S attacks","damage_immunities":"cold, fire, poison","condition_immunities":"poisoned","senses":"truesight 120', passive Perception 13","languages":"understand Abyssal but can't speak","challenge_rating":"18","cr":18.0,"actions":[{"name":"Multiattack","desc":"One Bite and two Gores or three Spit Fires."},{"name":"Bite","desc":"Melee Weapon Attack: +16 to hit, 5 ft., one target, 19 (2d8+10) bludgeoning damage + 9 (2d8) fire and target is grappled (escape DC 18). Until the grapple ends the target is restrained kogukhpak can automatically hit target with its Bite and kogukhpak can't make Bite attacks vs. other targets."},{"name":"Gore","desc":"Melee Weapon Attack: +16 to hit, 10 ft., one target, 37 (5d10+10) piercing damage."},{"name":"Spit Fire","desc":"Ranged Spell Attack: +11 to hit, 120 ft., one target, 32 (6d8+5) fire."},{"name":"Devastating Leap (Recharge 6)","desc":"Leaps up to 30' and lands on its feet in a space it can see. Each creature in the space or within 5 ft. of it when it lands: 72 (16d8) bludgeoning damage and knocked prone (DC 20 Str half damage not prone and if in kogukhpak's space can choose to be pushed 5 ft. back or to side of kogukhpak). Creature in kogukhpak's space that chooses not to be pushed suffers consequences of failed save."},{"name":"Fire Breath (Recharge 6)","desc":"Exhales fire in a 90' cone. Each creature in that area: 70 (20d6) fire (DC 20 Dex half)."}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Magic Resistance","desc":"Advantage: spell/magic effect saves."},{"name":"Standing Leap","desc":"Its long jump is up to 30' and its high jump is up to 15 ft. with or with o a running start."},{"name":"Sunlight Hypersensitivity","desc":"Takes 20 radiant when it starts its turn in sunlight. If in sunlight: disadvantage on attacks/ability checks."}],"spell_list":[],"page_no":109,"environments":[],"img_main":null,"document__slug":"tob3","document__title":"Tome of Beasts 3","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/tome-of-beasts-3-for-5th-edition/","v2_converted_path":"/v2/creatures/tob3_demon-kogukhpak/"},{"slug":"life-broker","desc":"","name":"Life Broker","size":"Medium","type":"Fey","subtype":"","group":null,"alignment":"lawful neutral","armor_class":16,"armor_desc":"breastplate","hit_points":190,"hit_dice":"20d8+100","speed":{"walk":30},"strength":15,"dexterity":19,"constitution":20,"intelligence":19,"wisdom":14,"charisma":20,"strength_save":null,"dexterity_save":null,"constitution_save":1,"intelligence_save":null,"wisdom_save":7,"charisma_save":1,"perception":2,"skills":{"perception":2},"damage_vulnerabilities":"","damage_resistances":"nonmagic B/P/S attacks not made w/cold iron weapons","damage_immunities":"","condition_immunities":"charmed, frightened","senses":"darkvision 60', passive Perception 17","languages":"Common, Sylvan","challenge_rating":"13","cr":13.0,"actions":[{"name":"Multiattack","desc":"Three Rapier attacks."},{"name":"Rapier","desc":"Melee Weapon Attack: +9 to hit, 5 ft., one target, 8 (1d8+4) piercing damage + 18 (4d8) necrotic."},{"name":"Life Feast (Recharge 5-6)","desc":"Pulls life from hostile creatures within 30' of it that aren't Constructs or Undead. Each such creature in the area: 36 (8d8) necrotic (DC 18 Con half). Broker gains temp hp equal to the single highest amount of necrotic dealt and has advantage on attack rolls until the end of its next turn."}],"bonus_actions":[{"name":"Quick-Footed","desc":"Takes Dash Disengage or Dodge."}],"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Draw Life Essence","desc":"Can spend 10 min coaxing life essence out of willing creature taking only agreed amount of time from creature's max lifetime. Essence appears as rosy mist that rises from mouth nose or skin of creature and snakes into carved crystal vial in broker's cloak where it takes the form of a crimson liquid. Creature that drinks such a vial gains life stored within it provided broker gave vial willingly. If broker draws all remaining life from creature creature dies and can be returned to life only via wish spell."},{"name":"Life Reading","desc":"If it spends 1 min studying a mortal creature it can see within 30' of it broker can determine the remainder of that creature's natural life to the second."},{"name":"Magic Resistance","desc":"Advantage: spell/magic effect saves."},{"name":"Necrotic Weapons","desc":"Its weapon attacks are magical. When it hits with any weapon weapon deals + 4d8 necrotic (included below)."}],"spell_list":[],"page_no":261,"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_life-broker/"},{"slug":"shetani","desc":"","name":"Shetani","size":"Medium","type":"Fiend","subtype":"","group":null,"alignment":"neutral evil","armor_class":18,"armor_desc":"natural armor","hit_points":190,"hit_dice":"20d8+100","speed":{"walk":30,"fly":50},"strength":17,"dexterity":19,"constitution":20,"intelligence":18,"wisdom":17,"charisma":20,"strength_save":null,"dexterity_save":9,"constitution_save":null,"intelligence_save":null,"wisdom_save":8,"charisma_save":1,"perception":3,"skills":{"perception":3},"damage_vulnerabilities":"","damage_resistances":"cold; nonmagic B/P/S attacks not made w/silvered weapons","damage_immunities":"fire, poison","condition_immunities":"poisoned","senses":"darkvision 120', passive Perception 18","languages":"Abyssal, Common, Infernal, telepathy 120'","challenge_rating":"14","cr":14.0,"actions":[{"name":"Multiattack","desc":"3 Claws or Necrotic Bolts. Can replace 1 with Spellcasting."},{"name":"Claw","desc":"Melee Weapon Attack: +9 to hit, 5 ft., one target, 11 (2d6+4) slashing damage + 18 (4d8) necrotic."},{"name":"Necrotic Bolt","desc":"Ranged Spell Attack: +10 to hit, 120 ft., one target, 27 (5d8+5) necrotic."},{"name":"Desiccating Breath (Recharge 5-6)","desc":"Inhales drawing moisture from surrounding creatures. Each non-Construct/Undead creature within 15 ft. of shetani: 54 (12d8) necrotic (DC 18 Con half). If a creature fails the save by 5+ it suffers one level of exhaustion."},{"name":"Spellcasting","desc":"Cha (DC 18): At will: charm person silent image3/day ea: major image suggestion1/day ea: mirage arcane (as an action) programmed illusion"}],"bonus_actions":[{"name":"Change Shape","desc":"Transforms into a Large or smaller Beast or Humanoid or back into its true form which is a Fiend. Without wings it loses its flying speed. Its statistics other than size and speed are the same in each form. Items worn/carried transformed as desired by the shetani taking whatever color or shape it deems appropriate. Reverts on death."}],"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Devil's Sight","desc":"Magic darkness doesn't impede its darkvision."},{"name":"Magic Resistance","desc":"Advantage: spell/magic effect saves."},{"name":"Necrotic Weapons","desc":"Its weapon attacks are magical. When it hits with any weapon weapon deals+4d8 necrotic (included below)."}],"spell_list":[],"page_no":343,"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_shetani/"},{"slug":"adult-amethyst-dragon-a5e","desc":"","name":"Adult Amethyst Dragon","size":"Huge","type":"Dragon","subtype":"","group":null,"alignment":"","armor_class":18,"armor_desc":"","hit_points":220,"hit_dice":"21d12+84","speed":{"walk":40,"burrow":30,"fly":60},"strength":18,"dexterity":20,"constitution":18,"intelligence":22,"wisdom":14,"charisma":20,"strength_save":null,"dexterity_save":null,"constitution_save":10,"intelligence_save":12,"wisdom_save":8,"charisma_save":11,"perception":null,"skills":{"deception":11,"insight":8,"perception":8,"persuasion":11},"damage_vulnerabilities":"","damage_resistances":"force, psychic","damage_immunities":"","condition_immunities":"fatigue","senses":"darkvision 120 ft., passive Perception 18","languages":"Common, Deep Speech, Draconic, Undercommon, telepathy 120 ft.","challenge_rating":"17","cr":17.0,"actions":[{"name":"Multiattack","desc":"The dragon attacks once with its bite and twice with its claws. In place of its bite  it can use Psionic Wave."},{"name":"Bite","desc":"Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 20 (3d10 + 4) piercing damage plus 4 (1d8) force damage."},{"name":"Claws","desc":"Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 17 (3d8 + 4) slashing damage."},{"name":"Psionic Wave","desc":"The dragon psionically emits a wave of crushing mental pressure. Each creature within 20 feet makes a DC 19 Wisdom saving throw  taking 16 (3d10) psychic damage on a failed save or half damage on a success. Creatures charmed by the dragon make this saving throw with disadvantage."},{"name":"Concussive Breath (Recharge 5-6)","desc":"The dragon psionically unleashes telekinetic energy in a 60-foot cone. Each creature in that area makes a DC 18 Constitution saving throw  taking 60 (11d10) force damage on a failed save or half damage on a success."}],"bonus_actions":null,"reactions":[{"name":"Assume Control (While Bloodied)","desc":"When a creature charmed by the dragon begins its turn, the dragon telepathically commands the charmed creature until the end of the creatures turn. If the dragon commands the creature to take an action that would harm itself or an ally, the creature makes a DC 19 Wisdom saving throw. On a success, the creatures turn immediately ends."}],"legendary_desc":"","legendary_actions":[{"name":"The dragon can take 3 legendary actions","desc":"Only one legendary action can be used at a time and only at the end of another creatures turn. It regains spent legendary actions at the start of its turn."},{"name":"Charm","desc":"The dragon targets a creature within 60 feet, forcing it to make a DC 16 Wisdom saving throw. On a failure, the creature is charmed by the dragon for 24 hours, regarding it as a trusted friend to be heeded and protected. Although it isnt under the dragons control, it takes the dragons requests or actions in the most favorable way it can. At the end of each of the targets turns and at the end of any turn during which the dragon or its companions harmed the target, it repeats the saving throw, ending the effect on a success."},{"name":"Stupefy","desc":"The dragon targets a creature within 60 feet. If the target is concentrating on a spell, it must make a DC 19 Constitution saving throw or lose concentration."},{"name":"Psionic Wave (Costs 2 Actions)","desc":"The dragon uses Psionic Wave."},{"name":"Captivating Harmonics (1/Day)","desc":"Each creature of the dragons choice within 90 feet makes a DC 16 Wisdom saving throw. On a failure, it becomes psionically charmed by the dragon for 1 minute. A creature repeats the saving throw at the end of each of its turns, ending the effect on itself on a success."}],"special_abilities":[{"name":"Legendary Resistance (3/Day)","desc":"When the dragon fails a saving throw, it can choose to succeed instead. When it does, its scales dull briefly, and it can't use telepathy or psionic abilities until the end of its next turn."},{"name":"Psionic Powers","desc":"The dragons psionic abilities are considered both magical and psionic."},{"name":"Far Thoughts","desc":"The dragon is aware of any creature that uses a psionic ability or communicates telepathically within 100 miles of it. As an action, the dragon can psionically observe a creature, object, or location it is familiar with within 100 miles. While observing a subject in this way, the dragon can see, hear, and communicate telepathically, but it is blind and deaf in regard to its physical senses and does not require food or water. The dragon can psionically observe a subject indefinitely and can end this effect and return to its own senses as an action."},{"name":"Innate Spellcasting","desc":"The dragons spellcasting ability is Charisma (save DC 19). It can innately cast the following spells, requiring no material components. 3/day each:calm emotions, charm person, mass suggestion, modify memory"}],"spell_list":[],"page_no":141,"environments":[],"img_main":null,"document__slug":"menagerie","document__title":"Level Up Advanced 5e Monstrous Menagerie","document__license_url":"http://open5e.com/legal","document__url":"https://www.levelup5e.com","v2_converted_path":"/v2/creatures/a5e-mm_adult-amethyst-dragon/"},{"slug":"adult-earth-dragon-a5e","desc":"","name":"Adult Earth Dragon","size":"Huge","type":"Dragon","subtype":"","group":null,"alignment":"","armor_class":19,"armor_desc":"","hit_points":287,"hit_dice":"23d12+138","speed":{"walk":40,"fly":40,"burrow":60},"strength":22,"dexterity":14,"constitution":22,"intelligence":22,"wisdom":14,"charisma":20,"strength_save":12,"dexterity_save":null,"constitution_save":12,"intelligence_save":8,"wisdom_save":8,"charisma_save":7,"perception":null,"skills":{"athletics":12,"insight":8,"nature":12,"perception":8},"damage_vulnerabilities":"","damage_resistances":"damage from nonmagical weapons","damage_immunities":"","condition_immunities":"petrified","senses":"darkvision 120 ft., tremorsense 90 ft., passive Perception 21","languages":"Common, Draconic, Terran","challenge_rating":"18","cr":18.0,"actions":[{"name":"Multiattack","desc":"The dragon attacks once with its bite and twice with its slam. In place of its bite attack  it can use Rock Spire."},{"name":"Bite","desc":"Melee Weapon Attack: +12 to hit, reach 10 ft., one target. Hit: 28 (4d10 + 6) piercing damage. Instead of dealing piercing damage  the dragon can grapple the target (escape DC 20)  and a Large or smaller creature grappled in this way is restrained. While grappling a creature  the dragon can't bite another target."},{"name":"Slam","desc":"Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 19 (3d8 + 6) bludgeoning damage."},{"name":"Scouring Breath (Recharge 5-6)","desc":"The dragon exhales scouring sand and stones in a 60-foot cone. Each creature in that area makes a DC 20 Dexterity saving throw  taking 56 (16d6) slashing damage on a failed save or half damage on a success. A creature that fails the save is also blinded until the end of its next turn."},{"name":"Rock Spire","desc":"A permanent  25-foot-tall  5-foot-radius spire of rock magically rises from a point on the ground within 60 feet. A creature in the spires area when it appears makes a DC 19 Dexterity saving throw  taking 13 (3d8) piercing damage on a failure or half damage on a success. A creature that fails this saving throw by 10 or more is impaled at the top of the spire. A creature can use an action to make a DC 12 Strength check  freeing the implaced creature on a success. The impaled creature is also freed if the spire is destroyed. The spire is an object with AC 16  30 hit points and immunity to poison and psychic damage."}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":[{"name":"The dragon can take 3 legendary actions","desc":"Only one legendary action can be used at a time and only at the end of another creatures turn. It regains spent legendary actions at the start of its turn."},{"name":"Shake the Foundation","desc":"The dragon causes the ground to roil, creating a permanent, 40-foot-radius area of difficult terrain centered on a point the dragon can see. If the dragon is bloodied, creatures in the area make a DC 20 Dexterity saving throw, falling prone on a failure."},{"name":"Slam Attack (Costs 2 Actions)","desc":"The dragon makes a slam attack."},{"name":"Entomb (While Bloodied","desc":"The dragon targets a creature on the ground within 60 feet, forcing it to make a DC 15 Dexterity saving throw. On a failure, the creature is magically entombed 5 feet under the earth. While entombed, the target is blinded, restrained, and can't breathe. A creature can use an action to make a DC 15 Strength check, freeing an entombed creature on a success."}],"special_abilities":[{"name":"Earth Glide","desc":"The dragon can burrow through nonmagical, unworked earth and stone without disturbing it."},{"name":"False Appearance","desc":"While the dragon remains motionless within its linked area, it is indistinguishable from a natural rocky outcropping."},{"name":"Legendary Resistance (3/Day)","desc":"When the dragon fails a saving throw, it can choose to succeed instead. When it does, it becomes more like rock. Its movement is halved until the end of its next turn."},{"name":"Essence Link","desc":"The essence dragon is spiritually linked to a specific area or landmark. The dragon gains no benefit from a long rest when more than 1 mile away from its linked area. If the dragon dies, the area it is linked to loses its vital essence until it forms a new essence dragon, which can take centuries. When a creature first enters an area that has lost its vital essence in this way, they gain a level of fatigue and a level of strife. This fatigue and strife can be removed only by completing a long rest outside the area."},{"name":"Innate Spellcasting","desc":"The dragons spellcasting ability is Charisma (save DC 15). It can innately cast the following spells, requiring no material components. 3/day each:locate animals or plants, spike growth, stone shape, wall of stone"}],"spell_list":[],"page_no":127,"environments":[],"img_main":null,"document__slug":"menagerie","document__title":"Level Up Advanced 5e Monstrous Menagerie","document__license_url":"http://open5e.com/legal","document__url":"https://www.levelup5e.com","v2_converted_path":"/v2/creatures/a5e-mm_adult-earth-dragon/"},{"slug":"adult-red-dragon-a5e","desc":"","name":"Adult Red Dragon","size":"Huge","type":"Dragon","subtype":"","group":null,"alignment":"","armor_class":19,"armor_desc":"","hit_points":310,"hit_dice":"23d12+161","speed":{"walk":40,"climb":40,"fly":80},"strength":26,"dexterity":10,"constitution":24,"intelligence":16,"wisdom":14,"charisma":20,"strength_save":null,"dexterity_save":6,"constitution_save":13,"intelligence_save":null,"wisdom_save":8,"charisma_save":11,"perception":null,"skills":{"intimidation":11,"perception":9,"stealth":6},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"fire","condition_immunities":"","senses":"blindsight 60 ft., darkvision 120 ft., passive Perception 22","languages":"Common, Draconic, one more","challenge_rating":"20","cr":20.0,"actions":[{"name":"Multiattack","desc":"The dragon attacks once with its bite and twice with its claws. In place of its bite attack  it can Spit Fire."},{"name":"Bite","desc":"Melee Weapon Attack: +14 to hit, reach 10 ft., one target. Hit: 24 (3d10 + 8) piercing damage plus 4 (1d8) fire damage."},{"name":"Claw","desc":"Melee Weapon Attack: +14 to hit, reach 5 ft., one target. Hit: 21 (3d8 + 8) slashing damage."},{"name":"Tail","desc":"Melee Weapon Attack: +14 to hit, reach 15 ft., one target. Hit: 17 (2d8 + 8) bludgeoning damage  and the dragon pushes the target 10 feet away."},{"name":"Cruel Tyranny","desc":"The dragon snarls and threatens its minions  driving them to immediate action. The dragon chooses one creature it can see and that can hear the dragon. The creature uses its reaction to make one weapon attack with advantage."},{"name":"Spit Fire","desc":"The dragon targets a creature within 60 feet  forcing it to make a DC 21 Dexterity saving throw. The creature takes 22 (4d10) fire damage on a failure or half damage on a success. A creature that fails the save also takes 5 (1d10) ongoing fire damage. A creature can use an action to end the ongoing damage."},{"name":"Fire Breath (Recharge 5-6)","desc":"The dragon exhales a blast of fire in a 60-foot cone. Each creature in that area makes a DC 21 Dexterity saving throw  taking 73 (21d6) fire damage on a failed save or half damage on a success. A creature that fails the saving throw also takes 5 (1d10) ongoing fire damage. While affected by this ongoing damage  it is frightened of the dragon. A creature can use an action to end the ongoing damage."}],"bonus_actions":null,"reactions":[{"name":"Tail Attack","desc":"When a creature the dragon can see within 10 feet hits the dragon with a melee attack, the dragon makes a tail attack against it."}],"legendary_desc":"","legendary_actions":[{"name":"The dragon can take 3 legendary actions","desc":"Only one legendary action can be used at a time and only at the end of another creatures turn. It regains spent legendary actions at the start of its turn."},{"name":"Cruel Tyranny","desc":"The dragon uses its Cruel Tyranny action."},{"name":"Roar","desc":"Each creature of the dragons choice within 120 feet that can hear it makes a DC 19 Charisma saving throw. On a failure, it is frightened for 1 minute. A creature repeats the saving throw at the end of its turns, ending the effect on itself on a success. When it succeeds on a saving throw or the effect ends for it, it is immune to Roar for 24 hours."},{"name":"Wing Attack","desc":"The dragon beats its wings. Each creature within 15 feet makes a DC 21 Dexterity saving throw. On a failure, it is pushed 10 feet away and knocked prone. The dragon can then fly up to half its fly speed."}],"special_abilities":[{"name":"Legendary Resistance (3/Day)","desc":"When the dragon fails a saving throw, it can choose to succeed instead. When it does, it sheds some of its scales, which turn to sand. If it has no more uses of this ability, its Armor Class is reduced to 17 until it finishes a long rest."},{"name":"Searing Heat","desc":"A creature that touches the dragon or hits it with a melee attack for the first time on a turn takes 7 (2d6) fire damage."},{"name":"Volcanic Tyrant","desc":"The dragon is immune to the effects of poisonous gases caused by volcanic environments. It also ignores difficult terrain caused by lava."},{"name":"Innate Spellcasting","desc":"The dragons spellcasting ability is Charisma (save DC 19). It can innately cast the following spells, requiring no material components. 3/day each:command, hold person, glyph of warding, wall of fire"}],"spell_list":[],"page_no":118,"environments":[],"img_main":null,"document__slug":"menagerie","document__title":"Level Up Advanced 5e Monstrous Menagerie","document__license_url":"http://open5e.com/legal","document__url":"https://www.levelup5e.com","v2_converted_path":"/v2/creatures/a5e-mm_adult-red-dragon/"},{"slug":"adult-silver-dragon-a5e","desc":"","name":"Adult Silver Dragon","size":"Huge","type":"Dragon","subtype":"","group":null,"alignment":"","armor_class":19,"armor_desc":"","hit_points":283,"hit_dice":"21d12+147","speed":{"walk":40,"fly":80},"strength":24,"dexterity":14,"constitution":24,"intelligence":16,"wisdom":12,"charisma":20,"strength_save":null,"dexterity_save":8,"constitution_save":13,"intelligence_save":null,"wisdom_save":7,"charisma_save":11,"perception":null,"skills":{"arcana":9,"history":9,"perception":7,"stealth":8},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"cold","condition_immunities":"","senses":"blindsight 60 ft., darkvision 120 ft., passive Perception 20","languages":"Common, Draconic, one more","challenge_rating":"19","cr":19.0,"actions":[{"name":"Multiattack","desc":"The dragon attacks with its bite and twice with its claws. In place of its bite  it can use Spit Frost."},{"name":"Bite","desc":"Melee Weapon Attack: +13 to hit, reach 10 ft., one target. Hit: 23 (3d10 + 7) piercing damage plus 4 (1d8) cold damage."},{"name":"Claws","desc":"Melee Weapon Attack: +13 to hit, reach 5 ft., one target. Hit: 20 (3d8 + 7) slashing damage."},{"name":"Tail","desc":"Melee Weapon Attack: +13 to hit, reach 15 ft., one target. Hit: 16 (2d8 + 7) bludgeoning damage  and the dragon pushes the target 10 feet away."},{"name":"Rapier (Humanoid Form Only)","desc":"Melee Weapon Attack: +13 to hit, reach 5 ft., one target. Hit: 11 (1d8 + 7) piercing damage."},{"name":"Spit Frost","desc":"The creature targets one creature within 60 feet  forcing it to make a DC 21 Constitution saving throw. The creature takes 16 (3d10) cold damage on a failure or half damage on a success. On a failure  the creatures Speed is also halved until the end of its next turn. Flying creatures immediately fall unless they are magically kept aloft."},{"name":"Breath Weapons (Recharge 5-6)","desc":"The dragon uses one of the following breath weapons:"},{"name":"Frost Breath","desc":"The dragon exhales freezing wind in a 60-foot cone. Each creature in the area makes a DC 21 Constitution saving throw  taking 72 (16d8) cold damage on a failed save or half damage on a success. On a failure  the creature is also slowed until the end of its next turn."},{"name":"Paralyzing Breath","desc":"The dragon exhales paralytic gas in a 60-foot cone. Each creature in the area must succeed on a DC 20 Constitution saving throw or be paralyzed until the end of its next turn."},{"name":"Change Shape","desc":"The dragon magically takes the shape of a humanoid or beast  or changes back into its true form. It reverts to its true form if it dies. Any equipment it is wearing or carrying is absorbed or borne by the new form (dragons choice). In the new form  the dragons stats are unchanged except for its size. It can't use Spit Frost  Breath Weapons  Tail Attack  or Wing Attack except in dragon form. In beast form  it can attack only with its bite and claws  if appropriate to its form. If the beast form is Large or smaller  the reach of these attacks is reduced to 5 feet. In humanoid form  it can attack only with its rapier."}],"bonus_actions":null,"reactions":[{"name":"Tail Attack","desc":"When a creature the dragon can see within 10 feet hits the dragon with a melee attack, the dragon makes a tail attack against it."}],"legendary_desc":"","legendary_actions":[{"name":"The dragon can take 3 legendary actions","desc":"Only one legendary action can be used at a time and only at the end of another creatures turn. It regains spent legendary actions at the start of its turn."},{"name":"Roar","desc":"Each creature of the dragons choice within 120 feet that can hear it makes a DC 19 Charisma saving throw. On a failure, it is frightened for 1 minute. A creature repeats the saving throw at the end of its turns, ending the effect on itself on a success. When it succeeds on a saving throw or the effect ends for it, it is immune to Roar for 24 hours."},{"name":"Wing Attack","desc":"The dragon beats its wings. Each creature within 15 feet makes a DC 21 Dexterity saving throw. On a failure, it is pushed 10 feet away and knocked prone. The dragon can then fly up to half its fly speed."},{"name":"Windstorm (Costs 2 Actions)","desc":"Pounding winds surround the dragon in a 20-foot radius. A creature in this area attempting to move closer to the dragon must spend 2 feet of movement for every 1 foot closer it moves, and ranged attacks against the dragon are made with disadvantage. A creature that starts its turn in the windstorm makes a DC 20 Constitution saving throw, taking 5 (1d10) cold damage on a failure. The windstorm lasts until the start of the dragons next turn."}],"special_abilities":[{"name":"Cloud Strider","desc":"The dragon suffers no harmful effects from high altitudes. When flying at high altitude, the dragon can, after 1 minute of concentration, discorporate into clouds. In this form, it has advantage on Stealth checks, its fly speed increases to 300 feet, it is immune to all nonmagical damage, it has resistance to magical damage, and it can't take any actions except Hide. If it takes damage or descends more than 500 feet from where it transformed, it immediately returns to its corporeal form. It can revert to its true form as an action."},{"name":"Legendary Resistance (3/Day)","desc":"When the dragon fails a saving throw, it can choose to succeed instead. When it does, some of its scales dissipate into clouds. If it has no more uses of this ability, its Armor Class is reduced to 17 until it finishes a long rest."},{"name":"Innate Spellcasting","desc":"The dragons spellcasting ability is Charisma (save DC 19). It can innately cast the following spells, requiring no material components. 3/day each:charm person, faerie fire,awaken, geas"}],"spell_list":[],"page_no":178,"environments":[],"img_main":null,"document__slug":"menagerie","document__title":"Level Up Advanced 5e Monstrous Menagerie","document__license_url":"http://open5e.com/legal","document__url":"https://www.levelup5e.com","v2_converted_path":"/v2/creatures/a5e-mm_adult-silver-dragon/"},{"slug":"ancient-blue-dragon-a5e","desc":"","name":"Ancient Blue Dragon","size":"Gargantuan","type":"Dragon","subtype":"","group":null,"alignment":"","armor_class":22,"armor_desc":"","hit_points":407,"hit_dice":"22d20+176","speed":{"walk":40,"burrow":40,"fly":80,"swim":40},"strength":28,"dexterity":10,"constitution":26,"intelligence":18,"wisdom":16,"charisma":20,"strength_save":null,"dexterity_save":8,"constitution_save":16,"intelligence_save":null,"wisdom_save":11,"charisma_save":13,"perception":null,"skills":{"perception":11,"stealth":8,"survival":11},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"lightning","condition_immunities":"","senses":"blindsight 60 ft., tremorsense 60 ft., darkvision 120 ft., passive Perception 24","languages":"Common, Draconic, two more","challenge_rating":"25","cr":25.0,"actions":[{"name":"Multiattack","desc":"The dragon attacks once with its bite and twice with its claws. In place of its bite attack  it can use Arc Lightning."},{"name":"Bite","desc":"Melee Weapon Attack: +17 to hit, reach 15 ft., one target. Hit: 31 (4d10 + 9) piercing damage plus 9 (2d8) lightning damage."},{"name":"Claw","desc":"Melee Weapon Attack: +17 to hit, reach 10 ft., one target. Hit: 22 (3d8 + 9) slashing damage."},{"name":"Tail","desc":"Melee Weapon Attack: +17 to hit, reach 20 ft., one target. Hit: 22 (3d8 + 9) bludgeoning damage  and the dragon pushes the target 10 feet away."},{"name":"Arc Lightning","desc":"The dragon targets a creature within 60 feet  forcing it to make a DC 24 Dexterity saving throw. The creature takes 22 (4d10) lightning damage on a failure or half damage on a success. Also on a failure  the lightning jumps. Choose a creature within 30 feet of the target that hasnt been hit by this ability on this turn  and repeat the effect against it  possibly causing the lightning to jump again."},{"name":"Lightning Breath (Recharge 5-6)","desc":"The dragon exhales a 120-foot-long  10-foot-wide line of lightning. Each creature in that area makes a DC 24 Dexterity saving throw  taking 94 (17d10) lightning damage on a failed save or half damage on a success. A creature that fails the save can't take reactions until the end of its next turn."},{"name":"Quake","desc":"While touching natural ground  the dragon sends pulses of thunder rippling through it. Creatures within 30 feet make a DC 24 Strength saving throw  taking 22 (4d10) bludgeoning damage and falling prone on a failure. If a Large or smaller creature that fails the save is standing on sand  it also sinks partially  becoming restrained as well. A creature restrained in this way can spend half its movement to escape."}],"bonus_actions":null,"reactions":[{"name":"Tail Attack","desc":"When a creature the dragon can see within 10 feet hits the dragon with a melee attack, the dragon makes a tail attack against it."}],"legendary_desc":"","legendary_actions":[{"name":"The dragon can take 3 legendary actions","desc":"Only one legendary action can be used at a time and only at the end of another creatures turn. It regains spent legendary actions at the start of its turn."},{"name":"Roar","desc":"Each creature of the dragons choice within 120 feet that can hear it makes a DC 21 Charisma saving throw. On a failure, it is frightened for 1 minute. A creature repeats the saving throw at the end of its turns, ending the effect on itself on a success. When it succeeds on a saving throw or the effect ends for it, it is immune to Roar for 24 hours."},{"name":"Wing Attack","desc":"The dragon beats its wings. Each creature within 15 feet makes a DC 24 Dexterity saving throw. On a failure, it is pushed 10 feet away and knocked prone. The dragon can then fly up to half its fly speed."},{"name":"Quake (Costs 2 Actions)","desc":"The dragon uses its Quake action."}],"special_abilities":[{"name":"Desert Farer","desc":"The dragon ignores difficult terrain or obscurement caused by sand or gravel, even while flying. Additionally, it ignores the effects of extreme heat."},{"name":"Dune Splitter","desc":"The dragon can remain submerged in sand and gravel for up to 4 hours. It has advantage on Stealth checks made to hide in this way, and Large or smaller creatures within 20 feet of its hiding place when it emerges must succeed on a DC 24 Dexterity saving throw or be blinded until the end of its next turn."},{"name":"Legendary Resistance (3/Day)","desc":"When the dragon fails a saving throw, it can choose to succeed instead. When it does, it sheds some of its scales, which turn to sand. If it has no more uses of this ability, its Armor Class is reduced to 20 until it finishes a long rest."},{"name":"Innate Spellcasting","desc":"The dragons spellcasting ability is Charisma (save DC 21). It can innately cast the following spells, requiring no material components. 3/day each:blur, silent image, blight, hypnotic pattern,  1/day each:control water, mirage arcane"}],"spell_list":[],"page_no":106,"environments":[],"img_main":null,"document__slug":"menagerie","document__title":"Level Up Advanced 5e Monstrous Menagerie","document__license_url":"http://open5e.com/legal","document__url":"https://www.levelup5e.com","v2_converted_path":"/v2/creatures/a5e-mm_ancient-blue-dragon/"},{"slug":"ancient-bronze-dragon-a5e","desc":"","name":"Ancient Bronze Dragon","size":"Gargantuan","type":"Dragon","subtype":"","group":null,"alignment":"","armor_class":21,"armor_desc":"","hit_points":425,"hit_dice":"23d20+184","speed":{"walk":40,"fly":80,"swim":80},"strength":28,"dexterity":10,"constitution":26,"intelligence":18,"wisdom":16,"charisma":20,"strength_save":null,"dexterity_save":7,"constitution_save":15,"intelligence_save":null,"wisdom_save":10,"charisma_save":12,"perception":null,"skills":{"insight":10,"perception":10,"stealth":7},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"lightning","condition_immunities":"","senses":"blindsight 60 ft., darkvision 120 ft., passive Perception 23","languages":"Common, Draconic, two more","challenge_rating":"24","cr":24.0,"actions":[{"name":"Multiattack","desc":"The dragon attacks with its bite and twice with its claws. In place of its bite  it can use Lightning Pulse."},{"name":"Bite","desc":"Melee Weapon Attack: +16 to hit, reach 15 ft., one target. Hit: 31 (4d10 + 9) piercing damage plus 9 (2d8) lightning damage."},{"name":"Claws","desc":"Melee Weapon Attack: +16 to hit, reach 10 ft., one target. Hit: 22 (3d8 + 9) slashing damage."},{"name":"Tail","desc":"Melee Weapon Attack: +16 to hit, reach 20 ft., one target. Hit: 22 (3d8 + 9) bludgeoning damage  and the dragon pushes the target 10 feet away."},{"name":"Trident (Humanoid Form Only)","desc":"Melee or Ranged Weapon Attack: +16 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 12 (1d6 + 9) piercing damage."},{"name":"Lightning Pulse","desc":"The dragon targets one creature within 60 feet  forcing it to make a DC 23 Dexterity saving throw. The creature takes 22 (4d10) lightning damage on a failure or half damage on a success. If the initial target is touching a body of water  all other creatures within 20 feet of it and touching the same body of water must also make the saving throw against this damage."},{"name":"Breath Weapons (Recharge 5-6)","desc":"The dragon uses one of the following breath weapons:"},{"name":"Lightning Breath","desc":"The dragon exhales lightning in a 120-foot-long  10-foot-wide line. Each creature in the area makes a DC 23 Dexterity saving throw  taking 93 (16d10) lightning damage on a failed save or half damage on a success. A creature that fails the saving throw can't take reactions until the end of its next turn."},{"name":"Ocean Surge","desc":"The dragon exhales a torrent of seawater in a 30-foot cone. Each creature in the area makes a DC 23 Strength saving throw. A creature that fails is pushed 40 feet away from the dragon and knocked prone  while one that succeeds is pushed only 20 feet away and isnt knocked prone."}],"bonus_actions":[{"name":"Change Shape","desc":"The dragon magically takes the shape of a humanoid or beast, or changes back into its true form. It reverts to its true form if it dies. Any equipment it is wearing or carrying is absorbed or borne by the new form (dragons choice). In the new form, the dragons stats are unchanged except for its size. It can't use Lightning Pulse, Breath Weapons, Tail Attack, or Wing Attack except in dragon form. In beast form, it can attack only with its bite and claws, if appropriate to its form. If the beast form is Large or smaller, the reach of these attacks is reduced to 5 feet. In humanoid form, it can attack only with its trident."}],"reactions":[{"name":"Tail Attack","desc":"When a creature the dragon can see within 10 feet hits the dragon with a melee attack, the dragon makes a tail attack against it."}],"legendary_desc":"","legendary_actions":[{"name":"The dragon can take 3 legendary actions","desc":"Only one legendary action can be used at a time and only at the end of another creatures turn. It regains spent legendary actions at the start of its turn."},{"name":"Roar","desc":"Each creature of the dragons choice within 120 feet that can hear it makes a DC 20 Charisma saving throw. On a failure, it is frightened for 1 minute. A creature repeats the saving throw at the end of its turns, ending the effect on itself on a success. When it succeeds on a saving throw or the effect ends for it, it is immune to Roar for 24 hours."},{"name":"Wing Attack","desc":"The dragon beats its wings. Each creature within 15 feet makes a DC 24 Dexterity saving throw. On a failure, it is pushed 10 feet away and knocked prone. The dragon can then fly up to half its fly speed."},{"name":"Foresight (Costs 2 Actions)","desc":"The dragon focuses on the many sprawling futures before it and predicts what will come next. Until the start of its next turn, it gains advantage on saving throws, and attacks against it are made with disadvantage."}],"special_abilities":[{"name":"Amphibious","desc":"The dragon can breathe air and water."},{"name":"Legendary Resistance (3/Day)","desc":"When the dragon fails a saving throw, it can choose to succeed instead. When it does, some of its scales fall away and dissolve into sea foam. If it has no more uses of this ability, its Armor Class is reduced to 19 until it finishes a long rest."},{"name":"Oracle of the Coast","desc":"The dragon can accurately predict the weather up to 7 days in advance and is never considered surprised while conscious. Additionally, by submerging itself in a body of water and spending 1 minute in concentration, it can cast scrying, requiring no components. The scrying orb appears in a space in the same body of water."},{"name":"Innate Spellcasting","desc":"The dragons spellcasting ability is Charisma (save DC 20). It can innately cast the following spells, requiring no material components. 3/day each:fog cloud, speak with animals,commune with nature, speak with plants,  1/day:control weather, etherealness"}],"spell_list":[],"page_no":160,"environments":[],"img_main":null,"document__slug":"menagerie","document__title":"Level Up Advanced 5e Monstrous Menagerie","document__license_url":"http://open5e.com/legal","document__url":"https://www.levelup5e.com","v2_converted_path":"/v2/creatures/a5e-mm_ancient-bronze-dragon/"},{"slug":"ancient-river-dragon-a5e","desc":"","name":"Ancient River Dragon","size":"Gargantuan","type":"Dragon","subtype":"","group":null,"alignment":"","armor_class":20,"armor_desc":"","hit_points":372,"hit_dice":"24d20+120","speed":{"walk":60,"fly":80,"swim":100},"strength":20,"dexterity":24,"constitution":20,"intelligence":16,"wisdom":24,"charisma":20,"strength_save":null,"dexterity_save":14,"constitution_save":12,"intelligence_save":10,"wisdom_save":14,"charisma_save":12,"perception":null,"skills":{"acrobatics":14,"deception":12,"insight":14,"nature":10,"perception":14,"stealth":14},"damage_vulnerabilities":"","damage_resistances":"damage from nonmagical weapons","damage_immunities":"","condition_immunities":"fatigue","senses":"darkvision 120 ft., tremorsense 300 ft. (only detects vibrations in water), passive Perception 24","languages":"Aquan, Common, Draconic","challenge_rating":"23","cr":23.0,"actions":[{"name":"Multiattack","desc":"The dragon attacks once with its bite and twice with its claws."},{"name":"Bite","desc":"Melee Weapon Attack: +14 to hit, reach 15 ft., one target. Hit: 29 (4d10 + 7) piercing damage."},{"name":"Claws","desc":"Melee Weapon Attack: +14 to hit, reach 10 ft., one target. Hit: 20 (3d8 + 7) slashing damage."},{"name":"Torrential Breath (Recharge 5-6)","desc":"The dragon exhales water in a 90-foot-long  10-foot-wide line. Each creature in the area makes a DC 20 Dexterity saving throw  taking 66 (19d6) bludgeoning damage on a failed save or half damage on a success. A creature that fails the save is also knocked prone and is pushed up to 60 feet away. A creature that impacts a solid object takes an extra 21 (6d6) bludgeoning damage."}],"bonus_actions":[{"name":"Whirlpool","desc":"A cylindrical, 15-foot-tall, 10-foot-radius whirlpool or waterspout magically appears in the water or air, centered on a point within 60 feet. Creatures in the area make a DC 20 Strength saving throw. On a failure, a creature takes 35 (10d6) bludgeoning damage and is knocked prone and pushed up to 15 feet. On a failure, a creature takes half damage."}],"reactions":[{"name":"Snap Back (While Bloodied)","desc":"When a creature the dragon can see hits it with a melee weapon attack, the dragon makes a bite attack against the attacker."}],"legendary_desc":"","legendary_actions":[{"name":"The dragon can take 3 legendary actions","desc":"Only one legendary action can be used at a time and only at the end of another creatures turn. It regains spent legendary actions at the start of its turn."},{"name":"Dart Away","desc":"The dragon swims up to half its speed."},{"name":"Lurk","desc":"The dragon takes the Hide action."},{"name":"River Surge (Costs 2 Actions)","desc":"The dragon generates a 20-foot-tall, 100-foot-wide wave on the surface of water within 120 feet. The wave travels up to 60 feet in any direction the dragon chooses and crashes down, carrying Huge or smaller creatures and vehicles with it. Vehicles moved in this way have a 25 percent chance of capsizing. Creatures that impact a solid object take 35 (10d6) bludgeoning damage."},{"name":"Sudden Maelstrom (While Bloodied","desc":"The dragon magically surrounds itself with a 60-foot-radius maelstrom of surging wind and rain for 1 minute. A creature other than the dragon that starts its turn in the maelstrom or enters it for the first time on a turn makes a DC 20 Strength saving throw. On a failed save, the creature takes 28 (8d6) bludgeoning damage and is knocked prone and pushed 15 feet away from the dragon."}],"special_abilities":[{"name":"Amphibious","desc":"The dragon can breathe air and water."},{"name":"Flowing Grace","desc":"The dragon doesnt provoke opportunity attacks when it flies or swims out of an enemys reach."},{"name":"Legendary Resistance (3/Day)","desc":"When the dragon fails a saving throw, it can choose to succeed instead. When it does, it loses coordination as white-crested waves run up and down its body. It loses its Flowing Grace and Shimmering Scales traits until the beginning of its next turn."},{"name":"Shimmering Scales","desc":"While in water, the dragon gains three-quarters cover from attacks made by creatures more than 30 feet away."},{"name":"Essence Link","desc":"The essence dragon is spiritually linked to a specific area or landmark. The dragon gains no benefit from a long rest when more than 1 mile away from its linked area. If the dragon dies, the area it is linked to loses its vital essence until it forms a new essence dragon, which can take centuries. When a creature first enters an area that has lost its vital essence in this way, they gain a level of fatigue and a level of strife. This fatigue and strife can be removed only by completing a long rest outside the area."},{"name":"Innate Spellcasting","desc":"The dragons spellcasting ability is Charisma (save DC 20). It can innately cast the following spells, requiring no material components. 3/day each:create or destroy water, fog cloud, control water, freedom of movement,  1/day each:control weather, wall of ice"}],"spell_list":[],"page_no":131,"environments":[],"img_main":null,"document__slug":"menagerie","document__title":"Level Up Advanced 5e Monstrous Menagerie","document__license_url":"http://open5e.com/legal","document__url":"https://www.levelup5e.com","v2_converted_path":"/v2/creatures/a5e-mm_ancient-river-dragon/"},{"slug":"ancient-sapphire-dragon-a5e","desc":"","name":"Ancient Sapphire Dragon","size":"Gargantuan","type":"Dragon","subtype":"","group":null,"alignment":"","armor_class":21,"armor_desc":"","hit_points":429,"hit_dice":"26d20+156","speed":{"walk":40,"burrow":40,"fly":80},"strength":24,"dexterity":24,"constitution":22,"intelligence":26,"wisdom":24,"charisma":20,"strength_save":null,"dexterity_save":null,"constitution_save":13,"intelligence_save":15,"wisdom_save":14,"charisma_save":12,"perception":null,"skills":{"arcana":15,"deception":12,"history":15,"insight":14,"perception":14,"persuasion":12},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"psychic","condition_immunities":"fatigue","senses":"darkvision 120 ft., passive Perception 27","languages":"Common, Deep Speech, Draconic, Undercommon, telepathy 120 ft.","challenge_rating":"25","cr":25.0,"actions":[{"name":"Multiattack","desc":"The dragon attacks once with its bite and twice with its claws. In place of its bite  it can use Psionic Wave."},{"name":"Bite","desc":"Melee Weapon Attack: +14 to hit, reach 15 ft., one target. Hit: 29 (4d10 + 7) piercing damage plus 9 (2d8) psychic damage."},{"name":"Claws","desc":"Melee Weapon Attack: +14 to hit, reach 10 ft., one target. Hit: 20 (3d8 + 7) slashing damage."},{"name":"Psionic Wave","desc":"The dragon psionically emits a wave of crushing mental pressure. Each creature within 20 feet makes a DC 21 Wisdom saving throw  taking 22 (4d10) psychic damage on a failed save or half damage on a success. Creatures suffering ongoing psychic damage make this saving throw with disadvantage."},{"name":"Discognitive Breath (Recharge 5-6)","desc":"The dragon unleashes psychic energy in a 90-foot cone. Each creature in that area makes a DC 21 Intelligence saving throw  taking 66 (12d10) psychic damage and 22 (4d10) ongoing psychic damage on a failed save or half damage and no ongoing psychic damage on a success. The ongoing damage ends if a creature falls unconscious. A creature can use an action to ground itself in reality  ending the ongoing damage."},{"name":"Prognosticate (3/Day)","desc":"The dragon psionically makes a prediction of an event up to 300 years in the future. This prediction has a 75 percent chance of being perfectly accurate and a 25 percent chance of being partially or wholly wrong. Alternatively  the dragon can choose to gain truesight to a range of 120 feet for 1 minute."}],"bonus_actions":null,"reactions":[{"name":"Prophesy Doom (When Bloodied)","desc":"When a language-using creature suffering ongoing psychic damage targets the dragon with an attack or spell, the dragon telepathically prophesies the attackers doom. The attacker makes a DC 20 Intelligence saving throw. On a failure, the target magically gains the doomed condition. It is aware that it will die due to some bizarre circumstance within 13 (2d12) hours. In addition to the normal means of removing the condition, this doom can be avoided by a spell that can predict the future, such as augury, contact other plane, or foresight. The dragon can end the effect as an action."}],"legendary_desc":"","legendary_actions":[{"name":"The dragon can take 3 legendary actions","desc":"Only one legendary action can be used at a time and only at the end of another creatures turn. It regains spent legendary actions at the start of its turn."},{"name":"Foretell","desc":"The dragon psionically catches a glimpse of a fast-approaching moment and plans accordingly. The dragon rolls a d20 and records the number rolled. Until the end of the dragons next turn, the dragon can replace the result of any d20 rolled by it or a creature within 120 feet with the foretold number. Each foretold roll can be used only once."},{"name":"Psionic Wave (Costs 2 Actions)","desc":"The dragon uses Psionic Wave."},{"name":"Shatter Mind (Costs 2 Actions)","desc":"The dragon targets a creature within 60 feet, forcing it to make a DC 23 Intelligence saving throw. On a failure, the target takes 22 (4d10) ongoing psychic damage. An affected creature repeats the saving throw at the end of each of its turns, ending the ongoing psychic damage on a success. A creature can also use an action to ground itself in reality, ending the ongoing damage."}],"special_abilities":[{"name":"Legendary Resistance (3/Day)","desc":"When the dragon fails a saving throw, it can choose to succeed instead. When it does, its eyes dull as it briefly loses its connection to the future. Until the end of its next turn, it can't use Foretell, Prognosticate, or Prophesy Doom, and it loses its Predictive Harmonics trait."},{"name":"Predictive Harmonics","desc":"The dragon is psionically aware of its own immediate future. The dragon cannot be surprised, and any time the dragon would make a roll with disadvantage, it makes that roll normally instead."},{"name":"Psionic Powers","desc":"The dragons psionic abilities are considered both magical and psionic."},{"name":"Far Thoughts","desc":"The dragon is aware of any creature that uses a psionic ability or communicates telepathically within 100 miles of it. As an action, the dragon can psionically observe a creature, object, or location it is familiar with within 100 miles. While observing a subject in this way, the dragon can see, hear, and communicate telepathically, but it is blind and deaf in regard to its physical senses and does not require food or water. The dragon can psionically observe a subject indefinitely and can end this effect and return to its own senses as an action."},{"name":"Innate Spellcasting","desc":"The dragons spellcasting ability is Charisma (save DC 20). It can innately cast the following spells, requiring no material components. 3/day each:comprehend languages, detect thoughts, telekinesis, wall of force,  1/day:etherealness, mind blank"}],"spell_list":[],"page_no":149,"environments":[],"img_main":null,"document__slug":"menagerie","document__title":"Level Up Advanced 5e Monstrous Menagerie","document__license_url":"http://open5e.com/legal","document__url":"https://www.levelup5e.com","v2_converted_path":"/v2/creatures/a5e-mm_ancient-sapphire-dragon/"},{"slug":"archfey-a5e","desc":"","name":"Archfey","size":"Medium","type":"Fey","subtype":"","group":null,"alignment":"","armor_class":16,"armor_desc":"","hit_points":330,"hit_dice":"44d8+132","speed":{"walk":35,"fly":60},"strength":16,"dexterity":20,"constitution":16,"intelligence":16,"wisdom":20,"charisma":20,"strength_save":null,"dexterity_save":9,"constitution_save":null,"intelligence_save":null,"wisdom_save":9,"charisma_save":9,"perception":null,"skills":{"arcana":7,"history":7,"insight":9,"nature":7,"perception":9,"persuasion":9},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"","condition_immunities":"charmed, paralyzed, poisoned, unconscious","senses":"truesight 60 ft., passive Perception 19","languages":"Common, Elvish, Sylvan, two more","challenge_rating":"12","cr":12.0,"actions":[{"name":"Multiattack","desc":"The archfey makes two glittering scimitar attacks."},{"name":"Glittering Scimitar","desc":"Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 8 (1d6 + 5) slashing damage plus 10 (3d6) cold  fire  lightning  or psychic damage (its choice)."},{"name":"Gleaming Longbow","desc":"Ranged Weapon Attack: +9 to hit, range 150/600 ft., one target. This attack ignores half or three-quarters cover. Hit: 9 (1d8 + 5) piercing damage plus 14 (4d6) cold  fire  lightning  or psychic damage (its choice)."},{"name":"Evil Eye (Gaze)","desc":"The archfey targets one creature not under the effect of a faeries Evil Eye within 60 feet. The target makes a DC 17 Wisdom saving throw. On a failed saving throw  the archfey chooses one of the following effects to magically impose on the target. Each effect lasts for 1 minute."},{"name":"The target falls asleep","desc":"This effect ends if the target takes damage or another creature uses an action to rouse it."},{"name":"The target is frightened","desc":"This effect ends if the target is ever 60 feet or more from the archfey."},{"name":"The target is poisoned","desc":"It can repeat the saving throw at the end of each of its turns  ending the effect on itself on a success."},{"name":"Summon Midnight (1/Day)","desc":"Night magically falls over a 5-mile-diameter area  lasting for 1 hour. As an action  the archfey can end this effect."},{"name":"Weird (9th-Level; V, S, Concentration)","desc":"The archfey terrifies creatures with their own worst nightmares. Each creature within 30 feet of a point within 120 feet makes a DC 17 Wisdom saving throw. On a failure  the creature is frightened for 1 minute. At the end of each of the creatures turns  the creature takes 22 (4d10) psychic damage and then repeats the saving throw  ending the effect on itself on a success."}],"bonus_actions":[{"name":"Faerie Step (Recharge 5-6)","desc":"The archfey magically teleports up to 60 feet to a space it can see."}],"reactions":[{"name":"Riposte","desc":"When the archfey is hit by a melee attack made by a creature it can see, it makes a glittering scimitar attack against the attacker."},{"name":"Vengeful Eye","desc":"When the archfey is hit by a ranged attack or targeted with a spell by a creature within 60 feet, it uses Evil Eye on the attacker if they can see each other."}],"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Faerie Form","desc":"The archfey can magically change its size between Large, Medium, and Tiny as an action. While Tiny, the bludgeoning, piercing, and slashing damage dealt by the archfeys attacks is halved. Additionally, it has disadvantage on Strength checks and advantage on Dexterity checks. While Large, the archfey has advantage on Strength checks. Its statistics are otherwise unchanged."},{"name":"Faerie Light","desc":"As a bonus action, the archfey can cast dim light for 30 feet, or extinguish its glow."},{"name":"Innate Spellcasting","desc":"The archfeys spellcasting ability is Charisma (spell save DC 17). It can innately cast the following spells, requiring no material components: At will: animal messenger, detect evil and good, detect magic, disguise self, 3/day each: charm person, scrying, zone of truth, 1/day each: dream, geas, heroes feast, magic circle, polymorph (self only)"}],"spell_list":[],"page_no":200,"environments":[],"img_main":null,"document__slug":"menagerie","document__title":"Level Up Advanced 5e Monstrous Menagerie","document__license_url":"http://open5e.com/legal","document__url":"https://www.levelup5e.com","v2_converted_path":"/v2/creatures/a5e-mm_archfey/"},{"slug":"corrupted-unicorn-a5e","desc":"","name":"Corrupted Unicorn","size":"Large","type":"Celestial","subtype":"","group":null,"alignment":"","armor_class":14,"armor_desc":"","hit_points":85,"hit_dice":"9d10+36","speed":{"walk":80},"strength":20,"dexterity":18,"constitution":18,"intelligence":16,"wisdom":20,"charisma":20,"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":"darkvision 60 ft., passive Perception 15","languages":"Celestial, Elvish, Sylvan, telepathy 60 ft.","challenge_rating":"5","cr":5.0,"actions":[{"name":"Multiattack","desc":"The unicorn attacks once with its hooves and once with its horn."},{"name":"Hooves","desc":"Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 9 (1d8 + 5) bludgeoning damage."},{"name":"Horn","desc":"Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 9 (1d8 + 5) piercing damage plus 10 (3d6) radiant damage. If the target is a creature and the unicorn moves at least 20 feet straight towards the target before the attack  the target takes an extra 9 (2d8) bludgeoning damage and makes a DC 16 Strength saving throw  falling prone on a failure."},{"name":"Trample","desc":"The unicorn attacks a prone creature with its hooves."},{"name":"Darkness Aura (1/Day)","desc":"A 15-foot radius area of magical darkness emanates from the unicorn  spreading around corners and moving with it. Darkvision and natural light can't penetrate it. If the darkness overlaps with an area of light created by a 2nd-level spell or lower  the spell creating the light is dispelled. The darkness aura lasts for 10 minutes or until the unicorn takes damage. The aura doesnt hinder the unicorns sight."},{"name":"Grant Boon (3/Day)","desc":"The unicorn touches a willing creature including itself  with its horn and grants one of the following boons:"},{"name":"Healing","desc":"The creature magically regains 21 (6d6) hit points. It is cured of all diseases and poisons affecting it are neutralized."},{"name":"Luck: During the next 24 hours, the creature can roll a d12 and add the result to one ability check, attack roll, or saving throw after seeing the result","desc":""},{"name":"Protection: A glowing mote of light orbits the creatures head","desc":"The mote lasts 24 hours. When the creature fails a saving throw  it can use its reaction to expend the mote and succeed on the saving throw."},{"name":"Resolution","desc":"The creature is immune to being charmed or frightened for 24 hours."}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Magic Resistance","desc":"The unicorn has advantage on saving throws against spells and magical effects."}],"spell_list":[],"page_no":416,"environments":[],"img_main":null,"document__slug":"menagerie","document__title":"Level Up Advanced 5e Monstrous Menagerie","document__license_url":"http://open5e.com/legal","document__url":"https://www.levelup5e.com","v2_converted_path":"/v2/creatures/a5e-mm_corrupted-unicorn/"},{"slug":"demilich-a5e","desc":"","name":"Demilich","size":"Tiny","type":"Undead","subtype":"","group":null,"alignment":"","armor_class":20,"armor_desc":"","hit_points":159,"hit_dice":"29d4+87","speed":{"walk":0,"fly":30},"strength":10,"dexterity":24,"constitution":16,"intelligence":24,"wisdom":22,"charisma":20,"strength_save":6,"dexterity_save":null,"constitution_save":9,"intelligence_save":13,"wisdom_save":12,"charisma_save":11,"perception":null,"skills":{"arcana":13,"perception":12,"stealth":13},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"necrotic, poison, psychic; damage from nonmagical weapons","condition_immunities":"charmed, deafened, fatigue, frightened, paralyzed, petrified, poisoned, prone, stunned","senses":"truesight 60 ft., passive Perception 22","languages":"understands the languages it knew in life but doesnt speak","challenge_rating":"18","cr":18.0,"actions":[{"name":"Devour Soul","desc":"The demilich targets one creature within 120 feet  forcing it to make a DC 17 Wisdom saving throw. On a success  or if all the large soul gems on the demilichs skull are occupied  the creature takes 40 necrotic damage  and the demilich regains the same number of hit points. If the target fails its saving throw and there is at least one unoccupied soul gem on the demilichs skull  the demilich regains 40 hit points  and the target dies instantly. Its soul is trapped in a soul gem on the demilichs skull  visible as a tiny  creature-shaped mote of light. While its soul is trapped  a creature can't be restored to life by any means. A soul that remains in a soul gem for 30 days is destroyed forever. If the demilich is defeated and a soul gem crushed  the creature is restored to life if its body is within 100 miles. A creature that succeeds on a saving throw against this effect is immune to it for 24 hours."},{"name":"A demilich begins combat with one or two empty soul gems","desc":""}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":[{"name":"The demilich can take 3 legendary actions","desc":"Only one legendary action can be used at a time and only at the end of another creatures turn. The demilich regains spent legendary actions at the start of its turn."},{"name":"Cranial Transposition","desc":"The dust surrounding the demilich falls to the ground. The demilich and a nonmagical, unattended skull within 30 teleport, switching places. Until the demilich moves or attacks, it is indistinguishable from a nonmagical skull, and the dust composing the demilichs wraithlike body doesnt reform around it."},{"name":"Dust Storm (Costs 2 Actions)","desc":"The dust of the demilichs body swirls in a 30-foot radius around the demilich. Each creature in the area makes a DC 17 Constitution saving throw. On a failure, the creature takes 21 (6d6) necrotic damage and is blinded until the end of its next turn. The demilich then moves up to its speed."},{"name":"Ringing Laugh (Costs 2 Actions)","desc":"Each creature within 60 feet that can hear the demilich makes a DC 17 Wisdom saving throw. On a failure, a creature is frightened until the end of its next turn."},{"name":"Telekinesis","desc":"The demilich targets a Huge or smaller creature or an object weighing up to 1,000 pounds within 60 feet. If the target is a creature, it must succeed on a DC 17 Strength saving throw. Otherwise, the demilich moves the target up to 30 feet in any direction, including up. If another creature or object stops the targets movement, both take 10 (3d6) bludgeoning damage. At the end of this movement, the target falls if it is still in the air, taking falling damage as normal."}],"special_abilities":[{"name":"Avoidance","desc":"If the demilich makes a saving throw against an effect that deals half damage on a success, it takes no damage on a success and half damage on a failure."},{"name":"Legendary Resistance (5/Day)","desc":"If the demilich fails a saving throw, it can choose to succeed instead. When it does so, one of the five tiny warding gems set on its forehead or teeth shatters."},{"name":"Undead Nature","desc":"A demilich doesnt require air, sustenance, or sleep."}],"spell_list":[],"page_no":62,"environments":[],"img_main":null,"document__slug":"menagerie","document__title":"Level Up Advanced 5e Monstrous Menagerie","document__license_url":"http://open5e.com/legal","document__url":"https://www.levelup5e.com","v2_converted_path":"/v2/creatures/a5e-mm_demilich/"},{"slug":"demilich-mastermind-a5e","desc":"","name":"Demilich Mastermind","size":"Tiny","type":"Undead","subtype":"","group":null,"alignment":"","armor_class":20,"armor_desc":"","hit_points":319,"hit_dice":"58d4+174","speed":{"walk":0,"fly":30},"strength":10,"dexterity":24,"constitution":16,"intelligence":24,"wisdom":22,"charisma":20,"strength_save":6,"dexterity_save":null,"constitution_save":9,"intelligence_save":13,"wisdom_save":12,"charisma_save":11,"perception":null,"skills":{"arcana":13,"perception":12,"stealth":13},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"necrotic, poison, psychic; damage from nonmagical weapons","condition_immunities":"charmed, deafened, fatigue, frightened, paralyzed, petrified, poisoned, prone, stunned","senses":"truesight 60 ft., passive Perception 22","languages":"understands the languages it knew in life but doesnt speak","challenge_rating":"18","cr":18.0,"actions":[{"name":"Devour Soul","desc":"The demilich targets one creature within 120 feet  forcing it to make a DC 17 Wisdom saving throw. On a success  or if all the large soul gems on the demilichs skull are occupied  the creature takes 40 necrotic damage  and the demilich regains the same number of hit points. If the target fails its saving throw and there is at least one unoccupied soul gem on the demilichs skull  the demilich regains 40 hit points  and the target dies instantly. Its soul is trapped in a soul gem on the demilichs skull  visible as a tiny  creature-shaped mote of light. While its soul is trapped  a creature can't be restored to life by any means. A soul that remains in a soul gem for 30 days is destroyed forever. If the demilich is defeated and a soul gem crushed  the creature is restored to life if its body is within 100 miles. A creature that succeeds on a saving throw against this effect is immune to it for 24 hours."},{"name":"A demilich mastermind begins combat with up to four empty soul gems","desc":""}],"bonus_actions":null,"reactions":[],"legendary_desc":"","legendary_actions":[{"name":"The demilich can take 3 legendary actions","desc":"Only one legendary action can be used at a time and only at the end of another creatures turn. The demilich regains spent legendary actions at the start of its turn."},{"name":"Cranial Transposition","desc":"The dust surrounding the demilich falls to the ground. The demilich and a nonmagical, unattended skull within 30 teleport, switching places. Until the demilich moves or attacks, it is indistinguishable from a nonmagical skull, and the dust composing the demilichs wraithlike body doesnt reform around it."},{"name":"Dust Storm (Costs 2 Actions)","desc":"The dust of the demilichs body swirls in a 30-foot radius around the demilich. Each creature in the area makes a DC 17 Constitution saving throw. On a failure, the creature takes 21 (6d6) necrotic damage and is blinded until the end of its next turn. The demilich then moves up to its speed."},{"name":"Ringing Laugh (Costs 2 Actions)","desc":"Each creature within 60 feet that can hear the demilich makes a DC 17 Wisdom saving throw. On a failure, a creature is frightened until the end of its next turn."},{"name":"Telekinesis","desc":"The demilich targets a Huge or smaller creature or an object weighing up to 1,000 pounds within 60 feet. If the target is a creature, it must succeed on a DC 17 Strength saving throw. Otherwise, the demilich moves the target up to 30 feet in any direction, including up. If another creature or object stops the targets movement, both take 10 (3d6) bludgeoning damage. At the end of this movement, the target falls if it is still in the air, taking falling damage as normal."}],"special_abilities":[{"name":"Avoidance","desc":"If the demilich makes a saving throw against an effect that deals half damage on a success, it takes no damage on a success and half damage on a failure."},{"name":"Legendary Resistance (5/Day)","desc":"If the demilich fails a saving throw, it can choose to succeed instead. When it does so, one of the five tiny warding gems set on its forehead or teeth shatters."},{"name":"Undead Nature","desc":"A demilich doesnt require air, sustenance, or sleep."}],"spell_list":[],"page_no":63,"environments":[],"img_main":null,"document__slug":"menagerie","document__title":"Level Up Advanced 5e Monstrous Menagerie","document__license_url":"http://open5e.com/legal","document__url":"https://www.levelup5e.com","v2_converted_path":"/v2/creatures/a5e-mm_demilich-mastermind/"},{"slug":"deva-a5e","desc":"","name":"Deva","size":"Medium","type":"Celestial","subtype":"","group":null,"alignment":"","armor_class":17,"armor_desc":"","hit_points":153,"hit_dice":"18d8+72","speed":{"walk":30,"fly":90},"strength":18,"dexterity":18,"constitution":18,"intelligence":18,"wisdom":20,"charisma":20,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":9,"charisma_save":9,"perception":null,"skills":{"insight":9,"perception":9,"religion":9},"damage_vulnerabilities":"","damage_resistances":"radiant; damage from nonmagical weapons","damage_immunities":"","condition_immunities":"charmed, exhaustion, frightened","senses":"truesight 30 ft., passive Perception 19","languages":"all, telepathy 120 ft.","challenge_rating":"10","cr":10.0,"actions":[{"name":"Multiattack","desc":"The deva makes two attacks."},{"name":"Celestial Hammer (Deva Form Only)","desc":"Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) bludgeoning damage plus 17 (5d6) radiant damage. On a hit  the target can't make opportunity attacks against the deva until the beginning of the targets next turn."},{"name":"Divine Blast","desc":"Ranged Spell Attack: +8 to hit, range 60 ft., one target. Hit: 22 (5d8) radiant damage."},{"name":"Radiant Energy (1/Day)","desc":"The deva touches a creature other than itself. If the target is unwilling  the deva makes an attack roll with a +8 bonus. The deva can choose to magically heal 60 hit points of damage and end any blindness  curse  deafness  disease  or poison on the target. Alternatively  the deva can choose to deal 60 radiant damage to the target."},{"name":"Change Form","desc":"The deva magically transforms into a beast or humanoid or back into its true form. It retains its deva statistics  including speech and telepathy  except that it has the size  movement modes  and traits of its new form."}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Magic Resistance","desc":"The deva has advantage on saving throws against spells and magical effects."},{"name":"Aligned","desc":"An angel radiates a Lawful aura. Most angels also radiate a Good aura, and a few radiate Evil."},{"name":"Celestial Dissolution","desc":"When an angel dies, its body and equipment dissolve into motes of light."},{"name":"Detect Alignment","desc":"An angel knows the alignment, if any, of each creature within 30 feet that it can see."},{"name":"Immortal Nature","desc":"An angel doesnt require air, sustenance, or sleep."}],"spell_list":[],"page_no":19,"environments":[],"img_main":null,"document__slug":"menagerie","document__title":"Level Up Advanced 5e Monstrous Menagerie","document__license_url":"http://open5e.com/legal","document__url":"https://www.levelup5e.com","v2_converted_path":"/v2/creatures/a5e-mm_deva/"},{"slug":"djinni-a5e","desc":"","name":"Djinni","size":"Large","type":"Elemental","subtype":"","group":null,"alignment":"","armor_class":16,"armor_desc":"","hit_points":172,"hit_dice":"15d10+90","speed":{"walk":30,"fly":90},"strength":18,"dexterity":22,"constitution":22,"intelligence":14,"wisdom":16,"charisma":20,"strength_save":null,"dexterity_save":10,"constitution_save":null,"intelligence_save":6,"wisdom_save":7,"charisma_save":9,"perception":null,"skills":{"acrobatics":10,"insight":7,"perception":7},"damage_vulnerabilities":"","damage_resistances":"lightning, thunder","damage_immunities":"","condition_immunities":"","senses":"darkvision 120 ft., passive Perception 17","languages":"Auran","challenge_rating":"11","cr":11.0,"actions":[{"name":"Multiattack","desc":"The djinni makes three scimitar attacks."},{"name":"Scimitar","desc":"Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 13 (2d6 + 6) slashing damage plus 5 (1d10) lightning damage."},{"name":"Lightning Blast","desc":"Ranged Spell Attack: +9 to hit, range 90 ft., one target. Hit: 35 (10d6) lightning damage."},{"name":"Scimitar Sweep (1/Day, Giant Form Only)","desc":"The djinn makes a scimitar attack against each creature of its choice within its reach."}],"bonus_actions":[{"name":"Giant Form (1/Day","desc":"The djinni magically becomes a Huge, semi-substantial creature of billowing cloud. In this form, it gains resistance to nonmagical damage, and its scimitar attacks gain a reach of 10 feet. The effect ends after 1 minute, when the djinni is incapacitated, or if the djinn becomes bloodied."},{"name":"Whirlwind (1/Day)","desc":"A magical, 5-foot-wide, 30-foot-tall whirlwind appears in a space the djinni can see within 60 feet. The whirlwind may appear in another creatures space. If the whirlwind appears in another creatures space, or when it enters a creatures space for the first time on a turn, the creature makes a DC 18 Strength check, becoming restrained by the whirlwind on a failure. The whirlwind may restrain one creature at a time. A creature within 5 feet of the whirlwind (including the restrained creature) can use an action to make a DC 18 Strength check, freeing the restrained creature on a success. A freed creature can move to an unoccupied space within 5 feet of the whirlwind."},{"name":"As a bonus action","desc":"The whirlwind disappears if the djinni loses sight of it, if the djinni dies or is incapacitated, or if the djinni dismisses it as an action."}],"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Innate Spellcasting","desc":"The djinnis innate spellcasting ability is Charisma (spell save DC 17). It can innately cast the following spells, requiring no material components: At will: alter self (can assume Medium or Large form), detect magic, wind wall, 3/day each: creation, major image, tongues, wind walk, 1/day each: conjure elemental (air elemental only), control weather, create food and water (10 supply), plane shift (to Elemental Plane of Air only)"}],"spell_list":[],"page_no":219,"environments":[],"img_main":null,"document__slug":"menagerie","document__title":"Level Up Advanced 5e Monstrous Menagerie","document__license_url":"http://open5e.com/legal","document__url":"https://www.levelup5e.com","v2_converted_path":"/v2/creatures/a5e-mm_djinni/"},{"slug":"djinni-noble-a5e","desc":"","name":"Djinni Noble","size":"Large","type":"Elemental","subtype":"","group":null,"alignment":"","armor_class":16,"armor_desc":"","hit_points":344,"hit_dice":"30d10+180","speed":{"walk":30,"fly":90},"strength":18,"dexterity":22,"constitution":22,"intelligence":14,"wisdom":16,"charisma":20,"strength_save":null,"dexterity_save":10,"constitution_save":null,"intelligence_save":6,"wisdom_save":7,"charisma_save":9,"perception":null,"skills":{"acrobatics":10,"insight":7,"perception":7},"damage_vulnerabilities":"","damage_resistances":"lightning, thunder","damage_immunities":"","condition_immunities":"","senses":"darkvision 120 ft., passive Perception 17","languages":"Auran","challenge_rating":"11","cr":11.0,"actions":[{"name":"Multiattack","desc":"The djinni makes three scimitar attacks."},{"name":"Scimitar","desc":"Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 13 (2d6 + 6) slashing damage plus 5 (1d10) lightning damage."},{"name":"Lightning Blast","desc":"Ranged Spell Attack: +9 to hit, range 90 ft., one target. Hit: 35 (10d6) lightning damage."},{"name":"Scimitar Sweep (1/Day, Giant Form Only)","desc":"The djinn makes a scimitar attack against each creature of its choice within its reach."}],"bonus_actions":[{"name":"Giant Form (1/Day","desc":"The djinni magically becomes a Huge, semi-substantial creature of billowing cloud. In this form, it gains resistance to nonmagical damage, and its scimitar attacks gain a reach of 10 feet. The effect ends after 1 minute, when the djinni is incapacitated, or if the djinn becomes bloodied."},{"name":"Whirlwind (1/Day)","desc":"A magical, 5-foot-wide, 30-foot-tall whirlwind appears in a space the djinni can see within 60 feet. The whirlwind may appear in another creatures space. If the whirlwind appears in another creatures space, or when it enters a creatures space for the first time on a turn, the creature makes a DC 18 Strength check, becoming restrained by the whirlwind on a failure. The whirlwind may restrain one creature at a time. A creature within 5 feet of the whirlwind (including the restrained creature) can use an action to make a DC 18 Strength check, freeing the restrained creature on a success. A freed creature can move to an unoccupied space within 5 feet of the whirlwind."},{"name":"As a bonus action","desc":"The whirlwind disappears if the djinni loses sight of it, if the djinni dies or is incapacitated, or if the djinni dismisses it as an action."}],"reactions":[],"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Innate Spellcasting","desc":"The djinnis innate spellcasting ability is Charisma (spell save DC 17). It can innately cast the following spells, requiring no material components: At will: alter self (can assume Medium or Large form), detect magic, wind wall, 3/day each: creation, major image, tongues, wind walk, 1/day each: conjure elemental (air elemental only), control weather, create food and water (10 supply), plane shift (to Elemental Plane of Air only)"}],"spell_list":[],"page_no":220,"environments":[],"img_main":null,"document__slug":"menagerie","document__title":"Level Up Advanced 5e Monstrous Menagerie","document__license_url":"http://open5e.com/legal","document__url":"https://www.levelup5e.com","v2_converted_path":"/v2/creatures/a5e-mm_djinni-noble/"},{"slug":"dread-knight-a5e","desc":"","name":"Dread Knight","size":"Medium","type":"Undead","subtype":"","group":null,"alignment":"","armor_class":18,"armor_desc":"","hit_points":262,"hit_dice":"25d8+150","speed":{"walk":30},"strength":22,"dexterity":16,"constitution":22,"intelligence":14,"wisdom":18,"charisma":20,"strength_save":null,"dexterity_save":9,"constitution_save":12,"intelligence_save":8,"wisdom_save":10,"charisma_save":11,"perception":null,"skills":{"history":8,"intimidation":11,"perception":10},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"cold, fire, necrotic, poison","condition_immunities":"charmed, fatigue, frightened, poisoned, stunned","senses":"truesight 60 ft., passive Perception 20","languages":"the languages it knew in life","challenge_rating":"19","cr":19.0,"actions":[{"name":"Cursed Greatsword","desc":"Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 13 (2d6 + 6) slashing damage plus 14 (4d6) necrotic damage  and the targets hit point maximum is reduced by an amount equal to the necrotic damage taken. This reduction lasts until the target finishes a long rest. The target dies if its hit point maximum is reduced to 0."},{"name":"Fire Blast (1/Day)","desc":"A fiery mote streaks from the dread knights finger to a point within 120 feet and blossoms into a 20-foot-radius sphere of black fire which spreads around corners. Each creature within the area makes a DC 16 Dexterity saving throw  taking 63 (18d6) fire damage on a failed saving throw or half damage on a success. This damage ignores fire resistance and treats immunity to fire damage as fire resistance."},{"name":"Ice Wall (1/Day)","desc":"The dread knight magically creates a wall of ice on a solid surface it can see within 60 feet. The wall is flat  1 foot thick  and can be up to 50 feet long and 15 feet high. The wall lasts for 1 minute or until destroyed. Each 10-foot section has AC 12  30 hit points  vulnerability to fire damage  and immunity to cold  necrotic  poison  and psychic damage."},{"name":"If the wall enters a creatures space when it appears, the creature is pushed to one side of the wall (creatures choice)","desc":"The creature then makes a DC 16 Dexterity saving throw  taking 49 (14d6) cold damage on a successful save or half damage on a success."},{"name":"Soul Wrack (1/Day)","desc":"A creature within 60 feet makes a DC 16 Constitution saving throw  taking 70 (20d6) necrotic damage and falling prone on a failed save or taking half damage on a success."},{"name":"Summon Fiendish Steed (1/Day)","desc":"A fell nightmare or wyvern magically appears in an empty space within 5 feet. The steed follows the dread knights commands and acts on its turn. It may attack on the turn on which it is summoned. It remains until the dread knight dismisses it as an action or it is killed."}],"bonus_actions":[{"name":"Cursed Greatsword","desc":"The dread knight makes a cursed greatsword attack."},{"name":"Break Magic","desc":"The dread knight ends all spell effects created by a 5th-level or lower spell slot on a creature, object, or point within 30 feet."}],"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Undead Nature","desc":"A dread knight doesnt require air, sustenance, or sleep."},{"name":"Unholy Aura","desc":"The dread knight and allies within 30 feet have advantage on saving throws against spells and other magic effects and against features that turn undead. Other creatures of the dread knights choice within 30 feet have disadvantage on saving throws against spells and other magic effects."}],"spell_list":[],"page_no":184,"environments":[],"img_main":null,"document__slug":"menagerie","document__title":"Level Up Advanced 5e Monstrous Menagerie","document__license_url":"http://open5e.com/legal","document__url":"https://www.levelup5e.com","v2_converted_path":"/v2/creatures/a5e-mm_dread-knight/"},{"slug":"dread-knight-champion-a5e","desc":"","name":"Dread Knight Champion","size":"Medium","type":"Undead","subtype":"","group":null,"alignment":"","armor_class":18,"armor_desc":"","hit_points":346,"hit_dice":"33d8+198","speed":{"walk":30},"strength":22,"dexterity":16,"constitution":22,"intelligence":14,"wisdom":18,"charisma":20,"strength_save":null,"dexterity_save":9,"constitution_save":12,"intelligence_save":8,"wisdom_save":10,"charisma_save":11,"perception":null,"skills":{"history":8,"intimidation":11,"perception":10},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"cold, fire, necrotic, poison","condition_immunities":"charmed, fatigue, frightened, poisoned, stunned","senses":"truesight 60 ft., passive Perception 20","languages":"the languages it knew in life","challenge_rating":"23","cr":23.0,"actions":[{"name":"Cursed Greatsword","desc":"Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 13 (2d6 + 6) slashing damage plus 14 (4d6) necrotic damage  and the targets hit point maximum is reduced by an amount equal to the necrotic damage taken. This reduction lasts until the target finishes a long rest. The target dies if its hit point maximum is reduced to 0."},{"name":"Fire Blast (1/Day)","desc":"A fiery mote streaks from the dread knights finger to a point within 120 feet and blossoms into a 20-foot-radius sphere of black fire which spreads around corners. Each creature within the area makes a DC 16 Dexterity saving throw  taking 63 (18d6) fire damage on a failed saving throw or half damage on a success. This damage ignores fire resistance and treats immunity to fire damage as fire resistance."},{"name":"Ice Wall (1/Day)","desc":"The dread knight magically creates a wall of ice on a solid surface it can see within 60 feet. The wall is flat  1 foot thick  and can be up to 50 feet long and 15 feet high. The wall lasts for 1 minute or until destroyed. Each 10-foot section has AC 12  30 hit points  vulnerability to fire damage  and immunity to cold  necrotic  poison  and psychic damage."},{"name":"If the wall enters a creatures space when it appears, the creature is pushed to one side of the wall (creatures choice)","desc":"The creature then makes a DC 16 Dexterity saving throw  taking 49 (14d6) cold damage on a successful save or half damage on a success."},{"name":"Soul Wrack (1/Day)","desc":"A creature within 60 feet makes a DC 16 Constitution saving throw  taking 70 (20d6) necrotic damage and falling prone on a failed save or taking half damage on a success."},{"name":"Summon Fiendish Steed (1/Day)","desc":"A fell nightmare or wyvern magically appears in an empty space within 5 feet. The steed follows the dread knights commands and acts on its turn. It may attack on the turn on which it is summoned. It remains until the dread knight dismisses it as an action or it is killed."}],"bonus_actions":[{"name":"Cursed Greatsword","desc":"The dread knight makes a cursed greatsword attack."},{"name":"Break Magic","desc":"The dread knight ends all spell effects created by a 5th-level or lower spell slot on a creature, object, or point within 30 feet."}],"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Undead Nature","desc":"A dread knight doesnt require air, sustenance, or sleep."},{"name":"Unholy Aura","desc":"The dread knight and allies within 30 feet have advantage on saving throws against spells and other magic effects and against features that turn undead. Other creatures of the dread knights choice within 30 feet have disadvantage on saving throws against spells and other magic effects."},{"name":"Legion","desc":"The dread knights sword is a +3 greatsword that grants a +3 bonus to attack and damage rolls when it attacks with its cursed greatsword. A humanoid killed by damage from this sword rises the next dusk as a zombie. While attuned to the sword, the dread knight can use a bonus action to command zombies created in this way."}],"spell_list":[],"page_no":185,"environments":[],"img_main":null,"document__slug":"menagerie","document__title":"Level Up Advanced 5e Monstrous Menagerie","document__license_url":"http://open5e.com/legal","document__url":"https://www.levelup5e.com","v2_converted_path":"/v2/creatures/a5e-mm_dread-knight-champion/"},{"slug":"faerie-noble-a5e","desc":"","name":"Faerie Noble","size":"Medium","type":"Fey","subtype":"","group":null,"alignment":"","armor_class":16,"armor_desc":"","hit_points":165,"hit_dice":"22d8+66","speed":{"walk":35,"fly":60},"strength":16,"dexterity":20,"constitution":16,"intelligence":16,"wisdom":20,"charisma":20,"strength_save":null,"dexterity_save":9,"constitution_save":null,"intelligence_save":null,"wisdom_save":9,"charisma_save":9,"perception":null,"skills":{"arcana":7,"history":7,"insight":9,"nature":7,"perception":9,"persuasion":9},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"","condition_immunities":"charmed, paralyzed, poisoned, unconscious","senses":"truesight 60 ft., passive Perception 19","languages":"Common, Elvish, Sylvan, two more","challenge_rating":"12","cr":12.0,"actions":[{"name":"Multiattack","desc":"The noble makes two glittering scimitar attacks."},{"name":"Glittering Scimitar","desc":"Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 8 (1d6 + 5) slashing damage plus 10 (3d6) cold  fire  lightning  or psychic damage (its choice)."},{"name":"Gleaming Longbow","desc":"Ranged Weapon Attack: +9 to hit, range 150/600 ft., one target. This attack ignores half or three-quarters cover. Hit: 9 (1d8 + 5) piercing damage plus 14 (4d6) cold  fire  lightning  or psychic damage (its choice)."},{"name":"Evil Eye (Gaze)","desc":"The noble targets one creature not under the effect of a faeries Evil Eye within 60 feet. The target makes a DC 17 Wisdom saving throw. On a failed saving throw  the noble chooses one of the following effects to magically impose on the target. Each effect lasts for 1 minute."},{"name":"The target falls asleep","desc":"This effect ends if the target takes damage or another creature uses an action to rouse it."},{"name":"The target is frightened","desc":"This effect ends if the target is ever 60 feet or more from the noble."},{"name":"The target is poisoned","desc":"It can repeat the saving throw at the end of each of its turns  ending the effect on itself on a success."}],"bonus_actions":[{"name":"Faerie Step (Recharge 5-6)","desc":"The noble magically teleports up to 60 feet to a space it can see."}],"reactions":[{"name":"Riposte","desc":"When the noble is hit by a melee attack made by a creature it can see, it makes a glittering scimitar attack against the attacker."},{"name":"Vengeful Eye","desc":"When the noble is hit by a ranged attack or targeted with a spell by a creature within 60 feet, it uses Evil Eye on the attacker if they can see each other."}],"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Faerie Form","desc":"The noble can magically change its size between Large, Medium, and Tiny as an action. While Tiny, the bludgeoning, piercing, and slashing damage dealt by the nobles attacks is halved. Additionally, it has disadvantage on Strength checks and advantage on Dexterity checks. While Large, the noble has advantage on Strength checks. Its statistics are otherwise unchanged."},{"name":"Faerie Light","desc":"As a bonus action, the noble can cast dim light for 30 feet, or extinguish its glow."},{"name":"Innate Spellcasting","desc":"The nobles spellcasting ability is Charisma (spell save DC 17). It can innately cast the following spells, requiring no material components: At will: animal messenger, detect evil and good, detect magic, disguise self, 3/day each: charm person, scrying, zone of truth, 1/day each: dream, geas, heroes feast, magic circle, polymorph (self only)"}],"spell_list":[],"page_no":200,"environments":[],"img_main":null,"document__slug":"menagerie","document__title":"Level Up Advanced 5e Monstrous Menagerie","document__license_url":"http://open5e.com/legal","document__url":"https://www.levelup5e.com","v2_converted_path":"/v2/creatures/a5e-mm_faerie-noble/"},{"slug":"fallen-deva-a5e","desc":"","name":"Fallen Deva","size":"Medium","type":"Celestial","subtype":"","group":null,"alignment":"","armor_class":17,"armor_desc":"","hit_points":153,"hit_dice":"18d8+72","speed":{"walk":30,"fly":90},"strength":18,"dexterity":18,"constitution":18,"intelligence":18,"wisdom":20,"charisma":20,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":9,"charisma_save":9,"perception":null,"skills":{"insight":9,"perception":9,"religion":9},"damage_vulnerabilities":"radiant","damage_resistances":"radiant; damage from nonmagical weapons","damage_immunities":"","condition_immunities":"charmed, exhaustion, frightened","senses":"truesight 30 ft., passive Perception 19","languages":"all, telepathy 120 ft.","challenge_rating":"10","cr":10.0,"actions":[{"name":"Multiattack","desc":"The deva makes two attacks."},{"name":"Celestial Hammer (Deva Form Only)","desc":"Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) bludgeoning damage plus 17 (5d6) radiant damage. On a hit  the target can't make opportunity attacks against the deva until the beginning of the targets next turn."},{"name":"Divine Blast","desc":"Ranged Spell Attack: +8 to hit, range 60 ft., one target. Hit: 22 (5d8) radiant damage."},{"name":"Radiant Energy (1/Day)","desc":"The deva touches a creature other than itself. If the target is unwilling  the deva makes an attack roll with a +8 bonus. The deva can choose to magically heal 60 hit points of damage and end any blindness  curse  deafness  disease  or poison on the target. Alternatively  the deva can choose to deal 60 radiant damage to the target."},{"name":"Change Form","desc":"The deva magically transforms into a beast or humanoid or back into its true form. It retains its deva statistics  including speech and telepathy  except that it has the size  movement modes  and traits of its new form."},{"name":"Consume Life Energy (1/Day)","desc":"The angel feasts on the departing life energy of a humanoid within 5 feet. The target must have been slain within the last hour. The angel magically gains temporary hit points equal to half the dead creatures maximum hit points. These hit points last until depleted. Only a spell cast with a 9th-level slot can raise the corpse from the dead."}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Magic Resistance","desc":"The deva has advantage on saving throws against spells and magical effects."},{"name":"Aligned","desc":"An angel radiates a Lawful aura. Most angels also radiate a Good aura, and a few radiate Evil."},{"name":"Celestial Dissolution","desc":"When an angel dies, its body and equipment dissolve into motes of light."},{"name":"Detect Alignment","desc":"An angel knows the alignment, if any, of each creature within 30 feet that it can see."},{"name":"Immortal Nature","desc":"An angel doesnt require air, sustenance, or sleep."}],"spell_list":[],"page_no":19,"environments":[],"img_main":null,"document__slug":"menagerie","document__title":"Level Up Advanced 5e Monstrous Menagerie","document__license_url":"http://open5e.com/legal","document__url":"https://www.levelup5e.com","v2_converted_path":"/v2/creatures/a5e-mm_fallen-deva/"},{"slug":"forgotten-god-a5e","desc":"","name":"Forgotten God","size":"Large","type":"Celestial","subtype":"","group":null,"alignment":"","armor_class":17,"armor_desc":"","hit_points":161,"hit_dice":"17d8+85","speed":{"walk":40,"fly":40},"strength":20,"dexterity":18,"constitution":20,"intelligence":10,"wisdom":20,"charisma":20,"strength_save":null,"dexterity_save":null,"constitution_save":9,"intelligence_save":null,"wisdom_save":9,"charisma_save":9,"perception":null,"skills":{"arcana":4,"history":4,"intimidation":9,"perception":9,"persuasion":9,"religion":9},"damage_vulnerabilities":"","damage_resistances":"poison, radiant; damage from nonmagical weapons","damage_immunities":"","condition_immunities":"fatigue, frightened, poisoned","senses":"truesight 120 ft., passive Perception 19","languages":"All","challenge_rating":"10","cr":10.0,"actions":[{"name":"Divine Weapon","desc":"Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 9 (1d8 + 5) damage (damage type based on the form of the weapon or implement) plus 3 (1d6) radiant damage."},{"name":"Stunning Gaze (Gaze)","desc":"The god targets a creature within 60 feet. The target makes a DC 17 Charisma saving throw. On a failure  the target takes 10 (3d6) radiant damage and is stunned until the end of its next turn. On a success  the target is immune to Stunning Gaze for 24 hours."},{"name":"Divine Wrath (1/Day, While Bloodied)","desc":"Each creature of the gods choice within 60 feet makes a DC 17 Constitution saving throw  taking 28 (8d6) radiant damage on a failure or half damage on a success."},{"name":"Spirit Guardians (3rd-Level; V, S, Concentration)","desc":"Spirits of former divine servants surround the god in a 10-foot radius for 10 minutes. The god can choose creatures they can see to be unaffected by the spell. Other creatures treat the area as difficult terrain  and when a creature enters the area for the first time on a turn or starts its turn there  it makes a DC DC 17 Wisdom saving throw  taking 10 (3d6) radiant damage on a failed save or half damage on a success."},{"name":"Flame Strike (5th-Level; V, S)","desc":"A 10-foot-radius  40-foot-high column of divine flame appears centered on a point the god can see within 60 feet. Each creature in the area makes a DC 17 Dexterity saving throw  taking 14 (4d6) fire damage and 14 (4d6) radiant damage on a failed save  or half damage on a success."}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Aligned","desc":"The forgotten god radiates a weak alignment aura, most often Lawful and Good, Chaotic and Good, Lawful and Evil, or Chaotic and Evil. Its behavior may not match its alignment."},{"name":"Flawed Spellcasting","desc":"The gods innate spellcasting ability is Wisdom (save DC 17).The god can try to cast flame strike or spirit guardians at will with no material component. When the god tries to cast the spell, roll 1d6. On a 1, 2, or 3 on the die, the spell visibly fails and has no effect. The gods action for the turn is not wasted, but it can't be used to cast a spell."},{"name":"Legendary Resistance (3/Day)","desc":"When the god fails a saving throw, it can choose to succeed instead. When it does so, it seems to flicker and shrink, as if it is using up its essence."},{"name":"Divine Nature","desc":"A forgotten god doesnt require air, sustenance, or sleep."}],"spell_list":[],"page_no":209,"environments":[],"img_main":null,"document__slug":"menagerie","document__title":"Level Up Advanced 5e Monstrous Menagerie","document__license_url":"http://open5e.com/legal","document__url":"https://www.levelup5e.com","v2_converted_path":"/v2/creatures/a5e-mm_forgotten-god/"},{"slug":"great-wyrm-blue-dragon-a5e","desc":"","name":"Great Wyrm Blue Dragon","size":"Gargantuan","type":"Dragon","subtype":"","group":null,"alignment":"","armor_class":22,"armor_desc":"","hit_points":814,"hit_dice":"44d20+352","speed":{"walk":40,"burrow":40,"fly":80,"swim":40},"strength":28,"dexterity":10,"constitution":26,"intelligence":18,"wisdom":16,"charisma":20,"strength_save":null,"dexterity_save":8,"constitution_save":16,"intelligence_save":null,"wisdom_save":11,"charisma_save":13,"perception":null,"skills":{"perception":11,"stealth":8,"survival":11},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"lightning","condition_immunities":"","senses":"blindsight 60 ft., tremorsense 60 ft., darkvision 120 ft., passive Perception 24","languages":"Common, Draconic, two more","challenge_rating":"25","cr":25.0,"actions":[{"name":"Multiattack","desc":"The dragon attacks once with its bite and twice with its claws. In place of its bite attack  it can use Arc Lightning."},{"name":"Bite","desc":"Melee Weapon Attack: +17 to hit, reach 15 ft., one target. Hit: 31 (4d10 + 9) piercing damage plus 9 (2d8) lightning damage."},{"name":"Claw","desc":"Melee Weapon Attack: +17 to hit, reach 10 ft., one target. Hit: 22 (3d8 + 9) slashing damage."},{"name":"Tail","desc":"Melee Weapon Attack: +17 to hit, reach 20 ft., one target. Hit: 22 (3d8 + 9) bludgeoning damage  and the dragon pushes the target 10 feet away."},{"name":"Arc Lightning","desc":"The dragon targets a creature within 60 feet  forcing it to make a DC 24 Dexterity saving throw. The creature takes 22 (4d10) lightning damage on a failure or half damage on a success. Also on a failure  the lightning jumps. Choose a creature within 30 feet of the target that hasnt been hit by this ability on this turn  and repeat the effect against it  possibly causing the lightning to jump again."},{"name":"Lightning Breath (Recharge 5-6)","desc":"The dragon exhales a 120-foot-long  10-foot-wide line of lightning. Each creature in that area makes a DC 24 Dexterity saving throw  taking 94 (17d10) lightning damage on a failed save or half damage on a success. A creature that fails the save can't take reactions until the end of its next turn."},{"name":"Quake","desc":"While touching natural ground  the dragon sends pulses of thunder rippling through it. Creatures within 30 feet make a DC 24 Strength saving throw  taking 22 (4d10) bludgeoning damage and falling prone on a failure. If a Large or smaller creature that fails the save is standing on sand  it also sinks partially  becoming restrained as well. A creature restrained in this way can spend half its movement to escape."}],"bonus_actions":null,"reactions":[{"name":"Tail Attack","desc":"When a creature the dragon can see within 10 feet hits the dragon with a melee attack, the dragon makes a tail attack against it."}],"legendary_desc":"","legendary_actions":[{"name":"The dragon can take 3 legendary actions","desc":"Only one legendary action can be used at a time and only at the end of another creatures turn. It regains spent legendary actions at the start of its turn."},{"name":"Roar","desc":"Each creature of the dragons choice within 120 feet that can hear it makes a DC 21 Charisma saving throw. On a failure, it is frightened for 1 minute. A creature repeats the saving throw at the end of its turns, ending the effect on itself on a success. When it succeeds on a saving throw or the effect ends for it, it is immune to Roar for 24 hours."},{"name":"Wing Attack","desc":"The dragon beats its wings. Each creature within 15 feet makes a DC 24 Dexterity saving throw. On a failure, it is pushed 10 feet away and knocked prone. The dragon can then fly up to half its fly speed."},{"name":"Quake (Costs 2 Actions)","desc":"The dragon uses its Quake action."}],"special_abilities":[{"name":"Desert Farer","desc":"The dragon ignores difficult terrain or obscurement caused by sand or gravel, even while flying. Additionally, it ignores the effects of extreme heat."},{"name":"Dune Splitter","desc":"The dragon can remain submerged in sand and gravel for up to 4 hours. It has advantage on Stealth checks made to hide in this way, and Large or smaller creatures within 20 feet of its hiding place when it emerges must succeed on a DC 24 Dexterity saving throw or be blinded until the end of its next turn."},{"name":"Legendary Resistance (3/Day)","desc":"When the dragon fails a saving throw, it can choose to succeed instead. When it does, it sheds some of its scales, which turn to sand. If it has no more uses of this ability, its Armor Class is reduced to 20 until it finishes a long rest."},{"name":"High Voltage (1/Day)","desc":"When the dragon is first bloodied, it immediately recharges its breath weapon, if its not already available. After doing so, the air around it becomes electrically charged. A creature that starts its turn within 15 feet of the dragon or moves within 15 feet of it for the first time on a turn makes a DC 24 Dexterity saving throw. On a failure, it takes 11 (2d10) lightning damage and can't take reactions until the start of its next turn. Creatures in metal armor or wielding metal weapons have disadvantage on this saving throw."},{"name":"Innate Spellcasting","desc":"The dragons spellcasting ability is Charisma (save DC 21). It can innately cast the following spells, requiring no material components. 3/day each:blur, silent image, blight, hypnotic pattern,  1/day each:control water, mirage arcane,antipathy/sympathy"}],"spell_list":[],"page_no":107,"environments":[],"img_main":null,"document__slug":"menagerie","document__title":"Level Up Advanced 5e Monstrous Menagerie","document__license_url":"http://open5e.com/legal","document__url":"https://www.levelup5e.com","v2_converted_path":"/v2/creatures/a5e-mm_great-wyrm-blue-dragon/"},{"slug":"greater-sphinx-a5e","desc":"","name":"Greater Sphinx","size":"Huge","type":"Monstrosity","subtype":"","group":null,"alignment":"","armor_class":20,"armor_desc":"","hit_points":220,"hit_dice":"21d12+84","speed":{"walk":40,"fly":60},"strength":22,"dexterity":14,"constitution":18,"intelligence":18,"wisdom":22,"charisma":20,"strength_save":null,"dexterity_save":6,"constitution_save":8,"intelligence_save":8,"wisdom_save":10,"charisma_save":null,"perception":null,"skills":{"arcana":8,"history":8,"perception":10,"religion":8},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"psychic; damage from nonmagical weapons","condition_immunities":"charmed, frightened, paralyzed, stunned","senses":"truesight 120 ft., passive Perception 20","languages":"Celestial, Common, telepathy 120 ft.","challenge_rating":"17","cr":17.0,"actions":[{"name":"Multiattack","desc":"The sphinx attacks twice with its claw."},{"name":"Claw","desc":"Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 17 (2d10 + 6) slashing damage."},{"name":"Dispel Magic (3rd-Level; V, S)","desc":"The sphinx scours the magic from one creature  object  or magical effect within 120 feet that it can see. A spell ends if it was cast with a 3rd-level or lower spell slot. For spells using a 4th-level or higher spell slot  the sphinx makes a Wisdom ability check (DC 10 + the spells level) for each one  ending the effect on a success."},{"name":"Flame Strike (5th-Level; V, S)","desc":"A column of divine flame fills a 10-foot-radius  40-foot-high cylinder within 60 feet. Creatures in the area make a DC 18 Dexterity saving throw  taking 14 (4d6) fire damage and 14 (4d6) radiant damage on a failure or half damage on a success."},{"name":"Roar (3/Day)","desc":"The sphinx unleashes a magical roar. Each time it roars before taking a long rest  its roar becomes more powerful. Each creature within 300 feet of the sphinx that can hear it makes a DC 18 Constitution saving throw with the following consequences:"},{"name":"First Roar: A creature that fails the saving throw is frightened for 1 minute","desc":"It can repeat the saving throw at the end of each of its turns  ending the effect on itself on a success."},{"name":"Second Roar: A creature that fails the saving throw takes 22 (4d10) thunder damage and is frightened for 1 minute","desc":"On a success  the creature takes half damage. While frightened by this roar  the creature is paralyzed. It can repeat the saving throw at the end of each of its turns  ending the effect on itself on a success."},{"name":"Third Roar: A creature that fails the saving throw takes 44 (8d10) thunder damage and is knocked prone","desc":"On a success  the creature takes half damage."}],"bonus_actions":[{"name":"Speed Time (1/Day","desc":"For 1 minute, the sphinxs Speed and flying speed are doubled, opportunity attacks against it are made with disadvantage, and it can attack three times with its claw (instead of twice) when it uses Multiattack."},{"name":"Planar Jaunt (1/Day)","desc":"The sphinx targets up to eight willing creatures it can see within 300 feet. The targets are magically transported to a different place, plane of existence, demiplane, or time. This effect ends after 24 hours or when the sphinx takes a bonus action to end it. When the effect ends, the creatures reappear in their original locations, along with any items they acquired on their jaunt. While the effect lasts, the sphinx can communicate telepathically with the targets. The sphinx chooses one of the following destinations:"},{"name":"Different Location or Plane of Existence","desc":"The creatures appear in empty spaces of the sphinxs choice anywhere on the Material Plane or on a different plane altogether."},{"name":"Demiplane","desc":"The creatures appear in empty spaces of the sphinxs choice on a demiplane. The demiplane can be up to one square mile in size. The demiplane can appear to be inside, outside, or underground, and can contain terrain, nonmagical objects, and magical effects of the sphinxs choosing. The sphinx may populate it with creatures and hazards with a total Challenge Rating equal to or less than the sphinxs Challenge Rating."},{"name":"Time","desc":"The creatures appear in empty spaces of the sphinxs choosing anywhere on the Material Plane, at any time from 1,000 years in the past to 1,000 years in the future. At the Narrators discretion, changes made in the past may alter the present."}],"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Inscrutable","desc":"The sphinx is immune to divination and to any effect that would sense its emotions or read its thoughts. Insight checks made to determine the sphinxs intentions are made with disadvantage."},{"name":"Legendary Resistance (1/Day)","desc":"Each greater sphinx wears a piece of jewelry, such as a crown, headdress, or armlet. When the greater sphinx fails a saving throw, it can choose to succeed instead. When it does so, its jewelry shatters. The sphinx can create a new piece of jewelry when it finishes a long rest."},{"name":"Innate Spellcasting","desc":"The sphinxs spellcasting ability is Wisdom (spell save DC 18). It can cast the following spells, requiring no material components: At will: detect evil and good, detect magic, minor illusion, spare the dying, 3/day each: dispel magic, identify, lesser restoration, remove curse, scrying, tongues, zone of truth, 1/day each: contact other plane, flame strike, freedom of movement, greater restoration, legend lore, heroes feast"}],"spell_list":[],"page_no":399,"environments":[],"img_main":null,"document__slug":"menagerie","document__title":"Level Up Advanced 5e Monstrous Menagerie","document__license_url":"http://open5e.com/legal","document__url":"https://www.levelup5e.com","v2_converted_path":"/v2/creatures/a5e-mm_greater-sphinx/"},{"slug":"malcubus-a5e","desc":"","name":"Malcubus","size":"Medium","type":"Fiend","subtype":"","group":null,"alignment":"","armor_class":14,"armor_desc":"","hit_points":78,"hit_dice":"12d8+24","speed":{"walk":30,"fly":60},"strength":10,"dexterity":16,"constitution":14,"intelligence":14,"wisdom":16,"charisma":20,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":null,"skills":{"deception":7,"insight":5,"perception":5,"persuasion":7,"stealth":5},"damage_vulnerabilities":"","damage_resistances":"cold, fire, lightning, poison; damage from nonmagical weapons","damage_immunities":"","condition_immunities":"","senses":"darkvision 60 ft., passive Perception 15","languages":"Abyssal, Common, Infernal, telepathy 60 ft.","challenge_rating":"4","cr":4.0,"actions":[{"name":"Claw (Malcubus Form Only)","desc":"Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) slashing damage plus 7 (2d6) necrotic damage."},{"name":"Charm","desc":"The malcubus targets one humanoid on the same plane of existence within 30 feet  forcing it to make a DC 15 Wisdom saving throw. On a failure  the target is magically charmed for 1 day or until the malcubus charms another creature. The charmed creature obeys the malcubuss commands. The creature repeats the saving throw whenever it takes damage or if it receives a suicidal command. If a creatures saving throw is successful or the effect ends for it  it is immune to any malcubuss Charm for 24 hours."},{"name":"Draining Kiss","desc":"The malcubus kisses a willing or charmed creature. The target makes a DC 15 Constitution saving throw  taking 22 (4d10) psychic damage on a failed save or half damage on a success. The targets hit point maximum is reduced by the same amount until it finishes a long rest  and the malcubus regains hit points equal to the same amount. If the target is charmed by the malcubus  the charm ends."},{"name":"Etherealness","desc":"The malcubus magically travels to the Ethereal Plane. While on the Ethereal Plane  the malcubus can see and hear into the Material Plane and can choose to make itself audible and hazily visible to creatures on the Material Plane. If a humanoid on the Material Plane invites the malcubus to do so  the malcubus can use an action to magically travel from the Ethereal Plane to the Material Plane."},{"name":"Dream (1/Day)","desc":"While on the Ethereal Plane  the malcubus magically touches a sleeping humanoid that is not protected by a magic circle or protection from evil and good spell or similar magic. While the touch persists  the malcubus appears in the creatures dreams. The creature can end the dream at any time. If the dream lasts for 1 hour  the target gains no benefit from the rest  and the malcubus can use Charm on the creature even if its on a different plane of existence."}],"bonus_actions":[{"name":"Shapeshift","desc":"The malcubus magically changes its form to a Medium or Small humanoid or into its true form. It can fly only in its true form. While shapeshifted, its statistics are unchanged except for its size and speed. Its equipment is not transformed. It reverts to its true form if it dies."}],"reactions":[{"name":"Living Shield","desc":"When a creature the malcubus can see hits it with an attack, the malcubus can give an order to a creature charmed by it within 5 feet. The charmed creature uses its reaction, if available, to swap places with the malcubus. The attack hits the charmed creature instead of the malcubus."}],"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Cloaked Mind","desc":"When subjected to a divination effect that detects fiends or alignment, the malcubus makes a DC 15 Charisma saving throw. On a success, the malcubuss nature is not detected."},{"name":"Evil","desc":"The malcubus radiates an Evil aura."},{"name":"Telepathic Bond","desc":"The malcubus can communicate telepathically with a charmed creature over any distance, even on a different plane of existence."}],"spell_list":[],"page_no":319,"environments":[],"img_main":null,"document__slug":"menagerie","document__title":"Level Up Advanced 5e Monstrous Menagerie","document__license_url":"http://open5e.com/legal","document__url":"https://www.levelup5e.com","v2_converted_path":"/v2/creatures/a5e-mm_malcubus/"},{"slug":"marilith-a5e","desc":"","name":"Marilith","size":"Large","type":"Fiend","subtype":"","group":null,"alignment":"","armor_class":18,"armor_desc":"","hit_points":220,"hit_dice":"21d10+105","speed":{"walk":40},"strength":20,"dexterity":22,"constitution":20,"intelligence":20,"wisdom":18,"charisma":20,"strength_save":10,"dexterity_save":11,"constitution_save":10,"intelligence_save":null,"wisdom_save":9,"charisma_save":10,"perception":null,"skills":{},"damage_vulnerabilities":"","damage_resistances":"cold, fire, lightning; damage from nonmagical weapons","damage_immunities":"poison","condition_immunities":"poisoned","senses":"truesight 120 ft., passive Perception 14","languages":"Abyssal, telepathy 120 ft.","challenge_rating":"16","cr":16.0,"actions":[{"name":"Multiattack","desc":"The marilith makes six attacks with its longswords."},{"name":"Longsword","desc":"Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 14 (2d8 + 5) slashing damage."}],"bonus_actions":[{"name":"Tail","desc":"Melee Weapon Attack: +10 to hit, reach 10 ft., one creature. Hit: 10 (2d4 + 5) bludgeoning damage, and the target is grappled (escape DC 19)."},{"name":"Teleport","desc":"The marilith magically teleports up to 120 feet to an unoccupied space it can see."}],"reactions":[{"name":"Reactive Teleport","desc":"When the marilith is hit or missed by a ranged attack, it uses Teleport. If it teleports within 5 feet of a creature, it can attack with its tail."}],"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Chaotic Evil","desc":"The marilith radiates a Chaotic and Evil aura."},{"name":"Magic Resistance","desc":"The marilith has advantage on saving throws against spells and magical effects."}],"spell_list":[],"page_no":71,"environments":[],"img_main":null,"document__slug":"menagerie","document__title":"Level Up Advanced 5e Monstrous Menagerie","document__license_url":"http://open5e.com/legal","document__url":"https://www.levelup5e.com","v2_converted_path":"/v2/creatures/a5e-mm_marilith/"},{"slug":"rakshasa-a5e","desc":"","name":"Rakshasa","size":"Medium","type":"Fiend","subtype":"","group":null,"alignment":"","armor_class":16,"armor_desc":"","hit_points":161,"hit_dice":"19d8+76","speed":{"walk":40},"strength":16,"dexterity":16,"constitution":18,"intelligence":16,"wisdom":16,"charisma":20,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":null,"skills":{"deception":10,"insight":8},"damage_vulnerabilities":"","damage_resistances":"bludgeoning and slashing from nonmagical weapons","damage_immunities":"","condition_immunities":"","senses":"darkvision 60 ft., passive Perception 13","languages":"Common, Infernal, one other","challenge_rating":"13","cr":13.0,"actions":[{"name":"Multiattack","desc":"The rakshasa makes two attacks."},{"name":"Claw (True Form Only)","desc":"Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) slashing damage. If the target is a creature  it is cursed. Whenever a cursed creature takes a long rest  it is troubled by terrible visions and dreams and gains no benefit from the rest. The curse can be lifted with remove curse and similar magic."},{"name":"Rapier","desc":"Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) piercing damage."},{"name":"Sweet Promises","desc":"The rakshasa targets a creature that can hear it within 60 feet  offering something the target covets. The target makes a DC 18 Wisdom saving throw. On a failure  the target is charmed until the end of its next turn  and stunned while charmed in this way."},{"name":"Invisibility (2nd-Level; V, S, Concentration)","desc":"The rakshasa is invisible for 1 hour or until it attacks or casts a spell."},{"name":"Fly (3rd-Level; V, S, Concentration)","desc":"The rakshasa gains a fly speed of 60 feet."}],"bonus_actions":[{"name":"Shapeshift","desc":"The rakshasa magically changes its form to that of any Medium or Small humanoid or to its true form. While shapeshifted, its statistics are unchanged."},{"name":"Read Thoughts","desc":"The rakshasa magically reads the surface thoughts of one creature within 60 feet that it can see. Until the end of the rakshasas turn, it has advantage on attack rolls and on Deception, Insight, Intimidation, and Persuasion checks against the creature."},{"name":"Quickened Spell","desc":"The rakshasa casts invisibility or fly."}],"reactions":[{"name":"Counterproposal","desc":"The rakshasa uses Sweet Promises on a creature that attacked it or attempted to target it with a spell."}],"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Innate Spellcasting","desc":"The rakshasas innate spellcasting ability is Charisma (spell save DC 18). It can innately cast the following spells, requiring no material components: At will: detect magic, mage hand, major image, 3/day each: charm person, dominate person, fly (self only), invisibility (self only), locate person, modify memory, true seeing"}],"spell_list":[],"page_no":367,"environments":[],"img_main":null,"document__slug":"menagerie","document__title":"Level Up Advanced 5e Monstrous Menagerie","document__license_url":"http://open5e.com/legal","document__url":"https://www.levelup5e.com","v2_converted_path":"/v2/creatures/a5e-mm_rakshasa/"},{"slug":"sphinx-a5e","desc":"","name":"Sphinx","size":"Large","type":"Monstrosity","subtype":"","group":null,"alignment":"","armor_class":20,"armor_desc":"","hit_points":142,"hit_dice":"15d10+60","speed":{"walk":40,"fly":60},"strength":22,"dexterity":14,"constitution":18,"intelligence":18,"wisdom":22,"charisma":20,"strength_save":null,"dexterity_save":6,"constitution_save":8,"intelligence_save":8,"wisdom_save":10,"charisma_save":null,"perception":null,"skills":{"arcana":8,"history":8,"perception":10,"religion":8},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"psychic; damage from nonmagical weapons","condition_immunities":"charmed, frightened, paralyzed, stunned","senses":"truesight 120 ft., passive Perception 20","languages":"Celestial, Common, telepathy 120 ft.","challenge_rating":"11","cr":11.0,"actions":[{"name":"Multiattack","desc":"The sphinx attacks twice with its claw."},{"name":"Claw","desc":"Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 17 (2d10 + 6) slashing damage."},{"name":"Dispel Magic (3rd-Level; V, S)","desc":"The sphinx scours the magic from one creature  object  or magical effect within 120 feet that it can see. A spell ends if it was cast with a 3rd-level or lower spell slot. For spells using a 4th-level or higher spell slot  the sphinx makes a Wisdom ability check (DC 10 + the spells level) for each one  ending the effect on a success."},{"name":"Flame Strike (5th-Level; V, S)","desc":"A column of divine flame fills a 10-foot-radius  40-foot-high cylinder within 60 feet. Creatures in the area make a DC 18 Dexterity saving throw  taking 14 (4d6) fire damage and 14 (4d6) radiant damage on a failure or half damage on a success."}],"bonus_actions":[{"name":"Speed Time (1/Day","desc":"For 1 minute, the sphinxs Speed and flying speed are doubled, opportunity attacks against it are made with disadvantage, and it can attack three times with its claw (instead of twice) when it uses Multiattack."},{"name":"Planar Jaunt (1/Day)","desc":"The sphinx targets up to eight willing creatures it can see within 300 feet. The targets are magically transported to a different place, plane of existence, demiplane, or time. This effect ends after 24 hours or when the sphinx takes a bonus action to end it. When the effect ends, the creatures reappear in their original locations, along with any items they acquired on their jaunt. While the effect lasts, the sphinx can communicate telepathically with the targets. The sphinx chooses one of the following destinations:"},{"name":"Different Location or Plane of Existence","desc":"The creatures appear in empty spaces of the sphinxs choice anywhere on the Material Plane or on a different plane altogether."},{"name":"Demiplane","desc":"The creatures appear in empty spaces of the sphinxs choice on a demiplane. The demiplane can be up to one square mile in size. The demiplane can appear to be inside, outside, or underground, and can contain terrain, nonmagical objects, and magical effects of the sphinxs choosing. The sphinx may populate it with creatures and hazards with a total Challenge Rating equal to or less than the sphinxs Challenge Rating."},{"name":"Time","desc":"The creatures appear in empty spaces of the sphinxs choosing anywhere on the Material Plane, at any time from 1,000 years in the past to 1,000 years in the future. At the Narrators discretion, changes made in the past may alter the present."}],"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Inscrutable","desc":"The sphinx is immune to divination and to any effect that would sense its emotions or read its thoughts. Insight checks made to determine the sphinxs intentions are made with disadvantage."},{"name":"Innate Spellcasting","desc":"The sphinxs spellcasting ability is Wisdom (spell save DC 18). It can cast the following spells, requiring no material components: At will: detect evil and good, detect magic, minor illusion, spare the dying, 3/day each: dispel magic, identify, lesser restoration, remove curse, scrying, tongues, zone of truth, 1/day each: contact other plane, flame strike, freedom of movement, greater restoration, legend lore, heroes feast"}],"spell_list":[],"page_no":398,"environments":[],"img_main":null,"document__slug":"menagerie","document__title":"Level Up Advanced 5e Monstrous Menagerie","document__license_url":"http://open5e.com/legal","document__url":"https://www.levelup5e.com","v2_converted_path":"/v2/creatures/a5e-mm_sphinx/"},{"slug":"unicorn-a5e","desc":"","name":"Unicorn","size":"Large","type":"Celestial","subtype":"","group":null,"alignment":"","armor_class":14,"armor_desc":"","hit_points":85,"hit_dice":"9d10+36","speed":{"walk":80},"strength":20,"dexterity":18,"constitution":18,"intelligence":16,"wisdom":20,"charisma":20,"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":"darkvision 60 ft., passive Perception 15","languages":"Celestial, Elvish, Sylvan, telepathy 60 ft.","challenge_rating":"5","cr":5.0,"actions":[{"name":"Multiattack","desc":"The unicorn attacks once with its hooves and once with its horn."},{"name":"Hooves","desc":"Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 9 (1d8 + 5) bludgeoning damage."},{"name":"Horn","desc":"Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 9 (1d8 + 5) piercing damage plus 10 (3d6) radiant damage. If the target is a creature and the unicorn moves at least 20 feet straight towards the target before the attack  the target takes an extra 9 (2d8) bludgeoning damage and makes a DC 16 Strength saving throw  falling prone on a failure."},{"name":"Grant Boon (3/Day)","desc":"The unicorn touches a willing creature  including itself  with its horn and grants one of the following boons:"},{"name":"Healing: The creature magically regains 21 (6d6) hit points","desc":"It is cured of all diseases  and poisons affecting it are neutralized."},{"name":"Luck: During the next 24 hours, the creature can roll a d12 and add the result to one ability check, attack roll, or saving throw after seeing the result","desc":""},{"name":"Protection: A glowing mote of light orbits the creatures head","desc":"The mote lasts 24 hours. When the creature fails a saving throw  it can use its reaction to expend the mote and succeed on the saving throw."},{"name":"Resolution: The creature is immune to being charmed or frightened for 24 hours","desc":""}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Good","desc":"The unicorn radiates a Good aura."},{"name":"Innate Spellcasting","desc":"The unicorns innate spellcasting ability is Charisma (spell save DC 16). It can innately cast the following spells, requiring no material components: At will: animal messenger, detect evil and good, druidcraft, pass without trace, scrying (locations within its domain only), 1/day: calm emotions, dispel evil and good, teleport (between locations within its domain only)"}],"spell_list":[],"page_no":415,"environments":[],"img_main":null,"document__slug":"menagerie","document__title":"Level Up Advanced 5e Monstrous Menagerie","document__license_url":"http://open5e.com/legal","document__url":"https://www.levelup5e.com","v2_converted_path":"/v2/creatures/a5e-mm_unicorn/"},{"slug":"young-gold-dragon-a5e","desc":"","name":"Young Gold Dragon","size":"Large","type":"Dragon","subtype":"","group":null,"alignment":"","armor_class":18,"armor_desc":"","hit_points":157,"hit_dice":"15d10+75","speed":{"walk":40,"fly":80,"swim":40},"strength":22,"dexterity":14,"constitution":20,"intelligence":16,"wisdom":12,"charisma":20,"strength_save":null,"dexterity_save":6,"constitution_save":9,"intelligence_save":null,"wisdom_save":5,"charisma_save":9,"perception":null,"skills":{"insight":5,"perception":5,"persuasion":9,"stealth":6},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"fire","condition_immunities":"","senses":"blindsight 30 ft., darkvision 120 ft., passive Perception 18","languages":"Common, Draconic","challenge_rating":"10","cr":10.0,"actions":[{"name":"Multiattack","desc":"The dragon attacks with its bite and twice with its claws."},{"name":"Bite","desc":"Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 22 (3d10 + 6) piercing damage plus 4 (1d8) fire damage."},{"name":"Claws","desc":"Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 15 (2d8 + 6) slashing damage."},{"name":"Breath Weapons (Recharge 5-6)","desc":"The dragon uses one of the following breath weapons:"},{"name":"Molten Breath","desc":"The dragon exhales molten gold in a 30-foot cone. Each creature in the area makes a DC 17 Dexterity saving throw  taking 49 (9d10) fire damage on a failed save or half damage on a success."},{"name":"Weakening Breath","desc":"The dragon exhales gas in a 30-foot cone. Each creature in the area must succeed on a DC 17 Constitution saving throw or suffer disadvantage on weapon attack rolls for 1 minute. A weakened creature repeats the saving throw at the end of each of its turns  ending the effect on a success."}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Valor","desc":"Creatures of the dragons choice within 30 feet gain a +1 bonus to saving throws and are immune to the charmed and frightened conditions."},{"name":"Innate Spellcasting","desc":"The dragons spellcasting ability is Charisma (save DC 17). It can innately cast the following spells, requiring no material components. 3/day each:bless, healing word"}],"spell_list":[],"page_no":173,"environments":[],"img_main":null,"document__slug":"menagerie","document__title":"Level Up Advanced 5e Monstrous Menagerie","document__license_url":"http://open5e.com/legal","document__url":"https://www.levelup5e.com","v2_converted_path":"/v2/creatures/a5e-mm_young-gold-dragon/"},{"slug":"adult-cave-dragon","desc":"Covered in black spikes, the dragon’s eyeless head swings from side to side. Darkness creeps from its strange, eel-like hide, spreading like ink in water.  \nApex predators of the underworld, cave dragons are the stuff of nightmare for creatures with little else to fear. They can speak, but they value silence, speaking rarely except when bargaining for food.  \n_**Born to Darkness.**_ Eyeless, these dragons have long, thin spikes that help them navigate tunnels, or seal passages around them, preventing foes from outflanking them. Their stunted wings are little more than feelers, useful in rushing down tunnels. Their narrow snouts poke into tight passages which their tongues scour free of bats and vermin. Young cave dragons and wyrmlings can fly, poorly, but older specimens lose the gift of flight entirely.  \nCave dragon coloration darkens with age, but it always provides good camouflage against stone: white like limestone, yellow, muddy brown, then black at adult and older categories. Mature adult and old cave dragons sometimes fade to gray again.  \n_**Ravenous Marauders.**_ Cave dragons are always hungry and ready to eat absolutely everything. They devour undead, plant creatures, or anything organic. When feeding, they treat all nearby creatures as both a threat and the next course. What alliances they do make only last so long as their allies make themselves scarce when the dragon feeds. They can be bribed with food as easily as with gold, but other attempts at diplomacy typically end in failure. Cave dragons do form alliances with derro or drow, joining them in battle against the darakhul, but there is always a price to be paid in flesh, bone, and marrow. Wise allies keep a cave dragon well fed.  \n_**A Hard Life.**_ Limited food underground makes truly ancient cave dragons almost unheard of. The eldest die of starvation after stripping their territory bare of prey. A few climb to the surface to feed, but their sensitivity to sunlight, earthbound movement, and lack of sight leave them at a terrible disadvantage.  \n\n## A Cave Dragon’s Lair\n\n  \nLabyrinthine systems of tunnels, caverns, and chasms make up the world of cave dragons. They claim miles of cave networks as their own. Depending on the depth of their domain, some consider the surface world their territory as well, though they visit only to eliminate potential rivals.  \nLarge vertical chimneys, just big enough to contain the beasts, make preferred ambush sites for young cave dragons. Their ruff spikes hold them in position until prey passes beneath.  \nDue to the scarcity of food in their subterranean world, a cave dragon’s hoard may consist largely of food sources: colonies of bats, enormous beetles, carcasses in various states of decay, a cavern infested with shriekers, and whatever else the dragon doesn’t immediately devour.  \nCave dragons are especially fond of bones and items with strong taste or smell. Vast collections of bones, teeth, ivory, and the shells of huge insects litter their lairs, sorted or arranged like artful ossuaries.  \nCave dragons have no permanent society. They gather occasionally to mate and to protect their eggs at certain spawning grounds. Large vertical chimneys are popular nesting sites. There, the oldest cave dragons also retreat to die in peace. Stories claim that enormous treasures are heaped up in these ledges, abysses, and other inaccessible locations.  \n\n### Lair Actions\n\n  \nOn initiative count 20 (losing initiative ties), the dragon takes a lair action for one of the following effects; the dragon can’t use the same effect two rounds in a row:\n* The ceiling collapses above one creature that the dragon can see within 120 feet of it. The creature takes 10 (3d6) bludgeoning damage and is knocked prone and restrained (by fallen debris); damage is halved and the creature is not restrained if it makes a successful DC 15 Dexterity saving throw. The creature is freed when it or an adjacent ally uses an action to make a successful DC 15 Strength (Athletics) check.\n* A ten foot-wide, ten foot-long crack opens in the cavern floor where the dragon wishes. Any creature occupying that space must make a successful DC 15 Dexterity saving throw or fall 20 feet, taking 7 (2d6) bludgeoning damage plus 7 (3d4) piercing damage from the jagged stones at the bottom.\n* The dragon summons a swarm of insects as if it had cast insect plague, filling a 20-foot radius sphere within 90 feet of the dragon. Creatures that are in the affected space or that enter it take 22 (4d10) piercing damage, or half damage with a successful DC 18 Constitution saving throw. The swarm lasts until initiative count 20 on the next round.\n  \n### Regional Effects\n\n  \nThe region containing a legendary cave dragon’s lair is warped by the dragon’s magic, which creates one or more of the following effects:\n* Poisonous and odorless gases suddenly fill passages and caverns, and just as quickly disperse, within six miles of the dragon’s lair.\n* Flash flooding turns tunnels into death traps as tremors create fissures in the stone within six miles of the lair. On the surface, ponds drain away, and long-dry creek beds break their banks in flood.\n* Swarms of vermin within one mile of the lair increase in both size and number as they try to escape the dragon’s endless and undiscriminating hunger.\n  \nIf the dragon dies, these effects fade over the course of 1d10 days.","name":"Adult Cave Dragon","size":"Huge","type":"Dragon","subtype":"","group":null,"alignment":"neutral evil","armor_class":18,"armor_desc":"natural armor","hit_points":243,"hit_dice":"18d12+126","speed":{"walk":40,"climb":40,"burrow":40},"strength":26,"dexterity":12,"constitution":24,"intelligence":12,"wisdom":12,"charisma":20,"strength_save":null,"dexterity_save":6,"constitution_save":12,"intelligence_save":null,"wisdom_save":6,"charisma_save":10,"perception":10,"skills":{"perception":10},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"acid, poison, thunder","condition_immunities":"poisoned","senses":"blindsight 120 ft., passive Perception 20","languages":"Common, Darakhul, Draconic, Dwarvish, Goblin","challenge_rating":"16","cr":16.0,"actions":[{"name":"Multiattack","desc":"The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws."},{"name":"Bite","desc":"Melee Weapon Attack: +13 to hit, reach 15 ft., one target. Hit: 18 (3d6 + 8) plus 3 (1d6) poison damage.","attack_bonus":13,"damage_dice":"3d6"},{"name":"Claw","desc":"Melee Weapon Attack: +13 to hit, reach 10 ft., one target. Hit: 15 (2d6 + 8) slashing damage.","attack_bonus":13,"damage_dice":"2d6"},{"name":"Tail","desc":"Melee Weapon Attack: +13 to hit, reach 15 ft., one target. Hit: 17 (2d8 + 8) bludgeoning damage.","attack_bonus":13,"damage_dice":"2d8"},{"name":"Frightful Presence","desc":"Each creature of the dragon's choice that is within 120 feet of the dragon and aware of it must succeed on a DC 18 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the dragon's Frightful Presence for the next 24 hours."},{"name":"Poison Breath (Recharge 5-6)","desc":"The dragon exhales a cone of black poison gas in a 60-foot cone. Each target in that area takes 56 (16d6) poison damage and is poisoned if it is a creature; a successful DC 18 Constitution saving throw reduces damage by half and negates the poisoned condition. The poisoned condition lasts until the target takes a long or short rest or it's removed with lesser restoration or comparable magic."}],"bonus_actions":null,"reactions":[{"name":"Ruff Spikes","desc":"When a creature tries to enter a space adjacent to a cave dragon, the dragon flares its many feelers and spikes. The creature cannot enter a space adjacent to the dragon unless it makes a successful DC 18 Dexterity saving throw. If the saving throw fails, the creature can keep moving but only into spaces that aren't within 5 feet of the dragon and takes 10 (3d6) piercing damage from spikes."}],"legendary_desc":"The dragon 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 dragon regains spent legendary actions at the start of its turn.","legendary_actions":[{"name":"Detect","desc":"The dragon makes a Wisdom (Perception) check."},{"name":"Reset Ruff Spikes","desc":"The dragon can use its ruff spikes as a reaction again before its next turn."},{"name":"Tail","desc":"The dragon makes a tail attack."},{"name":"Swift Bite (Costs 2 Actions)","desc":"The dragon makes two bite attacks."}],"special_abilities":[{"name":"Darkness Aura","desc":"An adult or older cave dragon can generate an aura of darkness that fills its space and the surrounding 20 feet. This darkness prevents normal vision and darkvision from functioning. Blindsight and truesight function normally. Activating or deactivating the aura is a bonus action."},{"name":"Earth Glide","desc":"An adult cave dragon glides through stone, dirt, or any sort of earth except metal as easily as a fish glides through water. Its burrowing produces no ripple or other sign of its presence and leaves no tunnel or hole unless the dragon chooses to do so; in that case, it creates a passageway 15 feet wide by 10 feet high. The spell move earth cast on an area containing an earth-gliding cave dragon flings the dragon back 30 feet and stuns the creature for one round unless it succeeds on a Constitution saving throw."},{"name":"Legendary Resistance (3/Day)","desc":"If the dragon fails a saving throw, it can choose to succeed instead."},{"name":"Innate Spellcasting","desc":"the dragon's innate spellcasting ability is Charisma (spell save DC 18). It can innately cast the following spells, requiring no material components:\n\nat will: detect magic, speak with dead\n\n3/day each: blur, counterspell, darkness, web\n\n1/day each: dispel magic, hold person"},{"name":"Cave Dragon's Lair","desc":"on initiative count 20 (losing initiative ties), the dragon takes a lair action for one of the following effects; the dragon can't use the same effect two rounds in a row:\n\n- The ceiling collapses above one creature that the dragon can see within 120 feet of it. The creature takes 10 (3d6) bludgeoning damage and is knocked prone and restrained (by fallen debris); damage is halved and the creature is not restrained if it makes a successful DC 15 Dexterity saving throw. The creature is freed when it or an adjacent ally uses an action to make a successful DC 15 Strength (Athletics) check.\n\n- A ten foot-wide, ten foot-long crack opens in the cavern floor where the dragon wishes. Any creature occupying that space must make a successful DC 15 Dexterity saving throw or fall 20 feet, taking 7 (2d6) bludgeoning damage plus 7 (3d4) piercing damage from the jagged stones at the bottom.\n\n- The dragon summons a swarm of insects as if it had cast insect plague, filling a 20-foot radius sphere within 90 feet of the dragon. Creatures that are in the affected space or that enter it take 22 (4d10) piercing damage, or half damage with a successful DC 18 Constitution saving throw. The swarm lasts until initiative count 20 on the next round."},{"name":"Regional Effects","desc":"the region containing a legendary cave dragon's lair is warped by the dragon's magic, which creates one or more of the following effects:\n\n- Poisonous and odorless gases suddenly fill passages and caverns, and just as quickly disperse, within six miles of the dragon's lair.\n\n- Flash flooding turns tunnels into death traps as tremors create fissures in the stone within six miles of the lair. On the surface, ponds drain away, and long-dry creek beds break their banks in flood.\n\n- Swarms of vermin within one mile of the lair increase in both size and number as they try to escape the dragon's endless and undiscriminating hunger.\n\nif the dragon dies, these effects fade over the course of 1d10 days."}],"spell_list":[],"page_no":125,"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_adult-cave-dragon/"},{"slug":"adult-flame-dragon","desc":"_The dragon bears black scales, more charred than naturally colored. Cracks between the scales glow a dull red, until the dragon rears its head and roars. Red embers become bright orange flames as the creature lights up from tail to maw._  \nThe flame dragons are capricious creatures, fascinated by dark emotions and destructive passions. The dragons of eternal fire are proud and jealous, quick to anger, and utterly unforgiving. They bring complete and total ruin to entire civilizations for trivial reasons, but their true motivation is the fun to be had. These burning serpents treat rage, deceit, and despair as toys for their amusement. “May you be the fire’s plaything” is a curse often used by the foolish.  \n_**Taunting Others.**_ The hot-blooded creatures tease their victims like cats, seeing the world and all within it as their rightful prey. Young flame dragons are less subtle than their elders. Wyrmlings may force a woman to watch her family die or ruin a beautiful face for pleasure—direct and evil. As the dragon matures, this natural sadism develops into a desire for more complicated sport. Aging dragons of fire use politics, murder, and magic in elaborate schemes only their ilk can appreciate. Many create plots so intricate and layered that they lack a true resolution, creating only endless manipulation. A hero might foil an assassination only to see the king thus saved become a despot. She might defeat the vizier whispering lies in the ruler’s ear only to discover he was a pawn in a vast conspiracy. Dark ambitions, poisoned daggers, and old vendettas build such momentum that one scheme begins each time another ends. Often, even killing the draconic mastermind cannot extinguish the fires it started.  \n_**Malevolent Purpose.**_ The results of these schemes are secondary to the enjoyment they derive from pursuing a nebulous and everchanging goal. Some spend centuries torturing a family line for nothing more than trespassing on the dragon’s land. Others plot eternal curses after twisting poorly chosen words into the most dire of insults. The vengeance itself is not as important as having an excuse to hate, plot, and ruin. Flame dragons relish such opportunities for revenge, seeing each as a delightful hobby. The disruption of a game kindles a true and terrible rage, and in these rare moments of defeat, their anger can be catastrophic. Entire cities burn.  \n_**Fond of Souvenirs.**_ Flame dragons are as materialistic and territorial as other true dragons. Each pursues an individual obsession it fixates upon with mad devotion to fill its hoard. Some corrupt innocence, others push nations to war, but they always collect a memento for each victory, whether petty or grand. One might collect scorched skulls, while another saves the melted treasures of toppled empires. When not out sowing discord, the ancient flame dragons enjoy contemplating their hoards. Every piece reminds them of their own majesty and genius.  \nNothing is safe from a flame dragon’s endless scheming and narcissism. They crave absolute attention and constant reassurance. Anyone who humiliates a flame dragon would be wiser to kill it. Its survival ensures the dragon’s undivided attention for generations. It would be wiser still to make certain there is not a trace of involvement in a flame dragon’s death. All burning serpents see the murder of one of their kin as the gravest insult.  \n\n## Flame Dragon’s Lair\n\n  \nFlame dragons dwell in lairs where a burning fire is always near: volcanoes, sulfur mines, caves full of geysers, and places where the Elemental Plane of Fire touches the Material Plane. Whatever the place, its purpose is always to serve as a showcase of all the trophies the dragon has collected. Carefully arranged and organized prizes decorate the walls, sometimes even protected behind crystal walls. This display both feeds the dragon's vanity and pride, and also serves as a lure to attract adventurers, since flame dragons love to encourage the lowest instincts in their prey.  \nMany of these lairs feature a huge, reflective surface. A flame dragon likes nothing more than itself.  \n\n### Lair Actions\n\n  \nOn initiative count 20 (losing initiative ties), the dragon takes a lair action to cause one of the following effects; the dragon can’t use the same effect two rounds in a row.\n* A cloud of smoke swirls in a 20-foot-radius sphere centered on a point the dragon can see within 120 feet of it. The cloud spreads around corners and the area is lightly obscured. Each creature in the cloud must succeed on a DC 15 Constitution saving throw or be blinded for 1 minute. A blinded creature repeats the saving throw at the end of each of its turns, ending the effect on itself on a success.\n* The ground erupts with volcanic force at a point the dragon can see within 120 feet of it. Any creature within 20 feet of the point must make a successful DC 15 Dexterity saving throw or be knocked prone and trapped in the ground. A creature trapped in this way is restrained and can’t stand up. A creature can end the restraint if it or another creature takes an action to make a successful DC 15 Strength check.\n* A wall of fire rises up from the ground within 120 feet of the dragon. The wall is up to 60 feet long, 10 feet high, and 5 feet thick, can take any shape the dragon wants, and blocks line of sight. When the wall appears, each creature in its area must make a DC 15 Dexterity saving throw. A creature that fails the saving throw takes 21 (6d6) fire damage. Each creature that enters the wall for the first time each turn or ends its turn there takes 21 (6d6) fire damage. The wall is extinguished when the dragon uses this lair action again or when the dragon dies.\n  \n### Regional Effects\n\n  \nThe region containing a legendary flame dragon’s lair is warped by the dragon’s magic, which creates one or more of the following effects:\n* Arguments and misunderstandings erupt easily within 6 miles of the lair. Friendships are easily broken and criminal acts are common.\n* Temperatures rise within 6 miles of the lair. Crops wither, producing famines.\n* Sulfur geysers form in and around the dragon’s lair. Some of them erupt only once an hour, so they’re spotted only with a successful DC 20 Wisdom (Perception) check. A creature on top of an erupting geyser takes 21 (6d6) fire damage, or half damage with a successful DC 15 Dexterity saving throw.\n  \nIf the dragon dies, the arguments and misunderstandings disappear immediately and the temperatures go back to normal within 1d10 days. Any geysers remain where they are.","name":"Adult Flame Dragon","size":"Huge","type":"Dragon","subtype":"","group":null,"alignment":"chaotic evil","armor_class":19,"armor_desc":"natural armor","hit_points":212,"hit_dice":"17d12+102","speed":{"walk":40,"climb":40,"fly":80},"strength":19,"dexterity":14,"constitution":23,"intelligence":17,"wisdom":14,"charisma":20,"strength_save":null,"dexterity_save":7,"constitution_save":11,"intelligence_save":null,"wisdom_save":7,"charisma_save":10,"perception":12,"skills":{"deception":10,"insight":7,"perception":12,"persuasion":10,"stealth":7},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"fire","condition_immunities":"","senses":"blindsight 60ft, darkvision 120ft, passive Perception 22","languages":"Common, Draconic, Giant, Ignan, Infernal, Orc","challenge_rating":"16","cr":16.0,"actions":[{"name":"Multiattack","desc":"The dragon can use its Frightful Presence. It then makes one bite attack and two claw attacks."},{"name":"Bite","desc":"Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 15 (2d10 + 4) piercing damage plus 7 (2d6) fire damage.","attack_bonus":9,"damage_dice":"2d10"},{"name":"Claw","desc":"Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) slashing damage.","attack_bonus":9,"damage_dice":"2d6"},{"name":"Tail","desc":"Melee Weapon Attack: +9 to hit, reach 15 ft., one target. Hit: 13 (2d8 + 4) bludgeoning damage.","attack_bonus":9,"damage_dice":"2d8"},{"name":"Frightful Presence","desc":"Each creature of the dragon's choice that is within 120 feet of the dragon and aware of it must succeed on a DC 18 Wisdom saving throw or become frightened for 1 minute. A frightened creature repeats 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 dragon's Frightful Presence for the next 24 hours."},{"name":"Fire Breath (Recharge 5-6)","desc":"The dragon exhales fire in a 60-foot cone. Each creature in that area takes 63 (18d6) fire damage, or half damage with a successful DC 19 Dexterity saving throw. Each creature in that area must also succeed on a DC 18 Wisdom saving throw or go on a rampage for 1 minute. A rampaging creature must attack the nearest living creature or smash some object smaller than itself if no creature can be reached with a single move. A rampaging creature repeats the saving throw at the end of each of its turns, ending the effect on itself on a success."},{"name":"Shifting Flames","desc":"The dragon magically polymorphs into a creature that has immunity to fire damage and a size and challenge rating no higher than its own, or back into its true form. 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 dragon's choice). In a new form, the dragon retains its alignment, hit points, Hit Dice, ability to speak, proficiencies, Legendary Resistance, lair actions, 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."}],"bonus_actions":null,"reactions":null,"legendary_desc":"The dragon 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 dragon regains spent legendary actions at the start of its turn.","legendary_actions":[{"name":"Detect","desc":"The dragon makes a Wisdom (Perception) check."},{"name":"Tail Attack","desc":"The dragon makes a tail attack."},{"name":"Wing Attack (Costs 2 Actions)","desc":"The dragon beats its wings. Each creature within 15 feet of the dragon must succeed on a DC 17 Dexterity saving throw or take 11 (2d6 + 4) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed."}],"special_abilities":[{"name":"Legendary Resistance (3/Day)","desc":"If the dragon fails a saving throw, it can choose to succeed instead."},{"name":"Fire Incarnate","desc":"All fire damage dealt by the dragon ignores fire resistance but not fire immunity."}],"spell_list":[],"page_no":129,"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_adult-flame-dragon/"},{"slug":"adult-mithral-dragon","desc":"_Mithral dragons are wise and learned, and are legendary peacemakers and spellcasters. They pursue their own interests when not called to settle disputes._  \n_**Glimmering Champions.**_ Light glints off a mithral dragon’s glossy scales, shining silver-white, and its tiny wings fold flush against its body—but open like a fan to expose shimmering, diaphanous membranes. Its narrow head, with bare slits for its eyes and nostrils, ends in a slender neck. The dragon’s sleek look continues into its body and a mithral dragon’s impossibly thin frame makes it look extremely fragile.  \n_**Rage in Youth.**_ Younger mithral dragons raid and pillage as heavily as any chromatic dragon, driven largely by greed to acquire a worthy hoard—though they are less likely to kill for sport or out of cruelty. In adulthood and old age, however, they are less concerned with material wealth and more inclined to value friendship, knowledge, and a peaceful life spent in pursuit of interesting goals.  \n_**Peacemakers.**_ Adult and older mithral dragons are diplomats and arbitrators by temperament (some dragons cynically call them referees), enjoying bringing some peace to warring factions. Among all dragons, their strict neutrality and ability to ignore many attacks make them particularly well suited to these vital roles.","name":"Adult Mithral Dragon","size":"Huge","type":"Dragon","subtype":"","group":null,"alignment":"neutral","armor_class":18,"armor_desc":"natural armor","hit_points":184,"hit_dice":"16d12+80","speed":{"walk":40,"fly":80},"strength":27,"dexterity":18,"constitution":21,"intelligence":20,"wisdom":21,"charisma":20,"strength_save":null,"dexterity_save":9,"constitution_save":10,"intelligence_save":10,"wisdom_save":10,"charisma_save":10,"perception":10,"skills":{"athletics":13,"history":10,"insight":10,"perception":10,"persuasion":10},"damage_vulnerabilities":"","damage_resistances":"bludgeoning, piercing, and slashing from nonmagical attacks","damage_immunities":"acid, thunder","condition_immunities":"charmed","senses":"blindsight 60 ft., darkvision 120 ft., passive Perception 20","languages":"Celestial, Common, Draconic, Primordial","challenge_rating":"14","cr":14.0,"actions":[{"name":"Multiattack","desc":"The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws."},{"name":"Bite","desc":"Melee Weapon Attack: +13 to hit, reach 10 ft., one target. Hit: 19 (2d10 + 8) piercing damage.","attack_bonus":13,"damage_dice":"2d10"},{"name":"Claw","desc":"Melee Weapon Attack: +13 to hit, reach 5 ft., one target. Hit: 15 (2d6 + 8) slashing damage, and the target loses 4 hit points from bleeding at the start of each of its turns for six rounds unless it receives magical healing. Bleeding damage is cumulative; the target loses 4 hp per round for each bleeding wound it's taken from a mithral dragon's claws.","attack_bonus":13,"damage_dice":"2d6"},{"name":"Tail","desc":"Melee Weapon Attack: +13 to hit, reach 15 ft., one target. Hit: 17 (2d8 + 8) bludgeoning damage.","attack_bonus":13,"damage_dice":"2d8"},{"name":"Frightful Presence","desc":"Each creature of the dragon's choice that is within 120 feet of the dragon and aware of it must succeed on a DC 18 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of its turn, 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 dragon's Frightful Presence for the next 24 hours."},{"name":"Breath Weapon (Recharge 5-6)","desc":"A mithral dragon can spit a 60-foot-long, 5-foot-wide line of metallic shards. Targets in its path take 42 (12d6) magical slashing damage and lose another 8 hit points from bleeding at the start of their turns for 6 rounds; slashing and bleed damage are halved by a successful DC 18 Dexterity saving throw. Only magical healing stops the bleeding before 6 rounds. The shards dissolve into wisps of smoke 1 round after the breath weapon's use."}],"bonus_actions":null,"reactions":null,"legendary_desc":"The dragon 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 dragon regains spent legendary actions at the start of its turn.","legendary_actions":[{"name":"Detect","desc":"The dragon makes a Wisdom (Perception) check."},{"name":"Tail Attack","desc":"The dragon makes a tail attack."},{"name":"Wing Attack (Costs 2 Actions)","desc":"The dragon beats its wings. Each creature within 10 feet of the dragon must succeed on a DC 21 Dexterity saving throw or take 15 (2d6 + 8) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed."}],"special_abilities":[{"name":"Legendary Resistance (3/Day)","desc":"If the dragon fails a saving throw, it can choose to succeed instead."},{"name":"Innate Spellcasting","desc":"the dragon's innate spellcasting ability is Intelligence (spell save DC 18, +10 to hit with spell attacks). It can innately cast the following spells, requiring no material components:\n\nat will: tongues\n\n5/day each: dispel magic, enhance ability"},{"name":"Spellcasting","desc":"the dragon is a 6th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 18, +10 to hit with spell attacks). It requires no material components to cast its spells. The dragon has the following wizard spells prepared:\n\ncantrips (at will): acid splash, light, mage hand, prestidigitation\n\n1st level (4 slots): charm person, expeditious retreat, magic missile, unseen servant\n\n2nd level (3 slots): blur, hold person, see invisibility\n\n3rd level (3 slots): haste, lightning bolt, protection from energy"}],"spell_list":[],"page_no":133,"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_adult-mithral-dragon/"},{"slug":"al-aeshma-genie","desc":"_A savage parody of a djinni, an al-Aeshma’s lower half is composed of scorching winds and desert sand._  \n**Sand Djinnis.** The al-Aeshma are former djinn and share the same powers, albeit in a darker style. Their skin is black as pitch, and their whirlwind form includes much dust and sand. Only radiant or fire damage can slay them entirely—otherwise the desert sand flows to seal their wounds and reattach severed limbs.  \n**Obligation of Wishes.** Granting three wishes to a mortal is a sacred and serious obligation among the genies, referred to as being wishbound. The Lords of Air mandate this as celestial law, and many believe that a djinni cannot refuse to grant a wish. Certainly the consequences of disobedience are dire.  \nThose djinn who decline to grant a wish, for any reason, are stripped of their wish power and handed to efreeti for 1,001 years of torture and debasement. Those that survive are banished to wander the Material Plane.  \n**Unforgiven.** No al-Aeshma has ever been forgiven. Their punishment drives them mad, and makes them anything but contrite. Al-Aeshma are a feral, mocking scourge to all other genies, even efreeti, for they know many secrets and their hearts lust for revenge.","name":"Al-Aeshma Genie","size":"Large","type":"Elemental","subtype":"","group":null,"alignment":"chaotic evil","armor_class":17,"armor_desc":"natural armor","hit_points":172,"hit_dice":"15d10+90","speed":{"hover":true,"walk":30,"fly":90},"strength":21,"dexterity":15,"constitution":22,"intelligence":15,"wisdom":16,"charisma":20,"strength_save":null,"dexterity_save":6,"constitution_save":null,"intelligence_save":null,"wisdom_save":7,"charisma_save":9,"perception":null,"skills":{},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"lightning, thunder","condition_immunities":"","senses":"darkvision 120 ft., passive Perception 13","languages":"Auran, Common, Ignan","challenge_rating":"9","cr":9.0,"actions":[{"name":"Multiattack","desc":"The al-Aeshma makes three scimitar attacks."},{"name":"Scimitar","desc":"Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 12 (2d6 + 5) slashing damage, plus 3 (1d6) necrotic damage.","attack_bonus":9,"damage_dice":"2d6"},{"name":"Dust Devil","desc":"A 5-foot-radius, 30-foot-tall cylinder of sand magically forms on a point the al-Aeshma can see within 120 feet of it. The dust devil lasts as long as the al-Aeshma maintains concentration (as if a spell). Any creature but the al-Aeshma that enters the dust devil must succeed on a DC 18 Strength saving throw or be restrained by it; any number of creatures may be restrained this way. At the start of a restrained creature's turn, it takes 7 (2d6) slashing damage plus 7 (2d6) necrotic damage. The al-Aeshma can move the dust devil up to 60 feet as an action; restrained creatures move with it. The dust devil ends if the al-Aeshma loses sight of it. A creature can use its action to free a creature restrained by the dust devil, including itself, by making a DC 18 Strength check. If the check succeeds, it moves to the nearest space outside the dust devil."}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Air Hatred","desc":"The al-Aeshma has advantage on attack rolls against airborne opponents."},{"name":"Bound","desc":"The al-Aeshma must always be anchored to the earth. Even in gaseous form or sandstorm form, part of it must always touch the ground. The al-Aeshma's maximum altitude while flying is 50 ft. If it is not touching, it loses its immunities and gains vulnerability to lightning and thunder."},{"name":"Elemental Demise","desc":"When an al-Aeshma dies, its body disintegrates into a swirling spray of coarse sand, leaving behind equipment it was wearing or carrying."},{"name":"Ill Wind","desc":"As a bonus action when in gaseous form, the al-Aeshma can befoul its space with a choking scent. When the al-Aeshma moves through another creature's space in gaseous form, the creature must succeed on a DC 18 Constitution saving throw or be incapacitated until the end of its next turn. Ill Wind lasts until the al-Aeshma leaves gaseous form or chooses to end the ability as a bonus action."},{"name":"Innate Spellcasting","desc":"the al-Aeshma's innate spellcasting ability is Charisma (spell save DC 17). It can innately cast the following spells, requiring no material components:\n\nat will: detect evil and good, detect magic, thunderwave\n\n3/day each: destroy food and water (as create food and water, but makes food and drink unpalatable), tongues, wind walk\n\n1/day each: creation, gaseous form, insect plague, invisibility, major image"},{"name":"Regeneration","desc":"The al-Aeshma regains 10 hit points at the start of its turn. If it takes fire or radiant damage, this trait doesn't function at the start of its next turn. The al-Aeshma dies only if it starts its turn at 0 hit points and doesn't regenerate."}],"spell_list":[],"page_no":211,"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_al-aeshma-genie/"},{"slug":"ancient-titan","desc":"_Radiating a powerful presence, this towering humanoid has sharp-edged features that seem hewn from ancient stone._  \n**Children of the Gods.** Ancient titans are the surviving immortal children of an early primordial god. They fled to the wilds after a divine war, where they founded an empire that lasted thousands of years before plague brought about its collapse.  \n**Sea God’s Servants.** A few ancient titans still dwell in the ocean realm, spared by the sea god in exchange for eternal servitude. Ancient titans have long, glossy hair, usually black, red, or silver, and they stand 60 feet tall and weigh over 20 tons.  \n**Friends to Dragons.** Ancient titans have a strong rapport with wind and sea dragons, as well as gold, silver, and mithral dragons.","name":"Ancient Titan","size":"Gargantuan","type":"Celestial","subtype":"titan","group":null,"alignment":"neutral good","armor_class":15,"armor_desc":"breastplate","hit_points":198,"hit_dice":"12d20+72","speed":{"walk":50},"strength":27,"dexterity":13,"constitution":22,"intelligence":16,"wisdom":16,"charisma":20,"strength_save":null,"dexterity_save":null,"constitution_save":10,"intelligence_save":null,"wisdom_save":7,"charisma_save":9,"perception":7,"skills":{"athletics":14,"intimidation":9,"perception":7},"damage_vulnerabilities":"","damage_resistances":"bludgeoning, piercing, and slashing from nonmagical attacks","damage_immunities":"","condition_immunities":"","senses":"darkvision 120 ft., passive Perception 17","languages":"Common, Giant, Primordial, Titan, telepathy 120 ft.","challenge_rating":"12","cr":12.0,"actions":[{"name":"Multiattack","desc":"The ancient titan makes two greatsword attacks or two longbow attacks"},{"name":"Greatsword","desc":"Melee Weapon Attack: +12 to hit, reach 10 ft., one target. Hit: 38 (8d6 + 8) slashing damage.","attack_bonus":12,"damage_dice":"8d6"},{"name":"Longbow","desc":"Ranged Weapon Attack: +5 to hit, range 150/640 ft., one target. Hit: 19 (4d8 + 1) piercing damage.","attack_bonus":5,"damage_dice":"4d8"},{"name":"Eldritch Singularity (Recharge 5-6)","desc":"The ancient titan opens a momentary rupture in the eldritch source that fuels its words of power. This rupture appears at a spot designated by the titan within 100 feet. Any creature within 60 feet of the spot must make a DC 17 Constitution saving throw. On a failure, the creature takes 28 (8d6) force damage, falls prone, and is pulled 1d6 x 10 feet toward the eldritch singularity, taking an additional 3 (1d6) bludgeoning damage per 10 feet they were dragged. If the saving throw succeeds, the target takes half as much force damage and isn't knocked prone or pulled. The spot where the rupture occurs becomes the center of a 60-foot-radius antimagic field until the end of the ancient titan's next turn. The titan's spells are not affected by this antimagic field."}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Magic Resistance","desc":"The ancient titan has advantage on saving throws against spells and other magical effects."},{"name":"Innate Spellcasting","desc":"the ancient titan's spellcasting ability is Charisma (spell save DC 17). The ancient titan can innately cast the following spells, requiring no material components:\n\n3/day: power word stun\n\n1/day: power word kill"}],"spell_list":[],"page_no":380,"environments":[],"img_main":null,"document__slug":"tob","document__title":"Tome of Beasts","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/tome-of-beasts-for-5th-edition-print/","v2_converted_path":"/v2/creatures/tob_ancient-titan/"},{"slug":"ancient-wind-dragon","desc":"_Howling wind encircles the white- and gray-scaled dragon, filling and pushing its wings without the need for them to beat._  \nWind dragons view anywhere touched by air as their property, and mortals point to them as the epitome of arrogance. Their narcissism is not without reason, for awe-inspiring power supports their claims of rightful control. To the dragons of the shifting gales, strength is the ultimate arbiter. Although wind dragon wyrmlings are the weakest of the newborn dragons, they grow in power rapidly, and few fully-grown dragons are seen as stronger.  \n_**Braggarts and Bullies.**_ Wind dragons number among the greatest bullies and worst tyrants among mortal creatures. The sometimes foolhardy creatures take personal offense at any perceived challenge and great pleasure in humiliating rivals. They claim great swathes of territory but care little for its governance, and they perceive the mortals in that territory as possessions. Vassals receive only dubious protection in exchange for unflinching loyalty. A wind dragon might seek bloody vengeance for the murder of a follower, but it’s unlikely to go to any length to prevent the loss of life in the first place.  \n_**Lords of the Far Horizons.**_ Some believe that the dragons of the winds claim much more than they are capable of controlling or patrolling. Because they so love altitude, they prefer to rule and meet with earth-bound supplicants at the highest point available: the summit of a great mountain or atop a towering monument erected by fearful slaves. But these dragons are also driven by wanderlust, and often travel far from their thrones. They always return eventually, ready to subjugate new generations and to press a tyrannical claw on the neck of anyone who questions their right to rule.  \n_**Perpetual Infighting.**_ These wandering tyrants are even more territorial among their own kind than they are among groundlings. Simple trespass by one wind dragon into the territory of another can lead to a battle to the death. Thus their numbers never grow large, and the weakest among them are frequently culled.  \nWind dragons’ hoards typically consist of only a few truly valuable relics. Other dragons might sleep on a bed of coins, but common things bore wind dragons quickly. While all true dragons desire and display great wealth, wind dragons concentrate their riches in a smaller number of notable trophies or unique historic items—often quite portable.  \n\n## Wind Dragon’s Lair\n\n  \nWind dragons make their lairs in locations where they can overlook and dominate the land they claim as theirs, but remote enough so the inhabitants can’t pester them with requests for protection or justice. They have little to fear from the elements, so a shallow cave high up on an exposed mountain face is ideal. Wind dragons enjoy heights dotted with rock spires and tall, sheer cliffs where the dragon can perch in the howling wind and catch staggering updrafts and downdrafts sweeping through the canyons and tearing across the crags. Non-flying creatures find these locations much less hospitable.  \n\n### Lair Actions\n\n  \nOn initiative count 20 (losing initiative ties), the dragon takes a lair action to generate one of the following effects; the dragon can’t use the same effect two rounds in a row.\n* Sand and dust swirls up from the floor in a 20-foot radius sphere within 120 feet of the dragon at a point the dragon can see. The sphere spreads around corners. The area inside the sphere is lightly obscured, and each creature in the sphere at the start of its turn must make a successful DC 15 Constitution saving throw or be blinded for 1 minute. A blinded creature repeats the saving throw at the start of each of its turns, ending the effect on itself with a success.\n* Fragments of ice and stone are torn from the lair’s wall by a blast of wind and flung along a 15-foot cone. Creatures in the cone take 18 (4d8) bludgeoning damage, or half damage with a successful DC 15 Dexterity saving throw.\n* A torrent of wind blasts outward from the dragon in a 60-foot radius, either racing just above the floor or near the ceiling. If near the floor, it affects all creatures standing in the radius; if near the ceiling, it affects all creatures flying in the radius. Affected creatures must make a successful DC 15 Strength saving throw or be knocked prone and stunned until the end of their next turn.","name":"Ancient Wind Dragon","size":"Gargantuan","type":"Dragon","subtype":"","group":null,"alignment":"chaotic neutral","armor_class":20,"armor_desc":"natural armor","hit_points":425,"hit_dice":"23d20+184","speed":{"walk":40,"fly":120},"strength":28,"dexterity":19,"constitution":26,"intelligence":18,"wisdom":17,"charisma":20,"strength_save":null,"dexterity_save":11,"constitution_save":15,"intelligence_save":null,"wisdom_save":10,"charisma_save":12,"perception":17,"skills":{"acrobatics":11,"arcana":11,"intimidation":12,"perception":17,"stealth":11},"damage_vulnerabilities":"","damage_resistances":"bludgeoning, piercing, and slashing from nonmagical attacks","damage_immunities":"lightning, ranged weapons","condition_immunities":"charmed, exhausted, paralyzed, restrained","senses":"blindsight 10 ft., darkvision 60 ft., passive Perception 27","languages":"Common, Draconic, Dwarvish, Elvish, Primordial","challenge_rating":"22","cr":22.0,"actions":[{"name":"Multiattack","desc":"The wind dragon can use its Frightful Presence and then makes three attacks: one with its bite and two with its claws."},{"name":"Bite","desc":"Melee Weapon Attack: +16 to hit, reach 15 ft., one target. Hit: 22 (2d12 + 9) piercing damage.","attack_bonus":16,"damage_dice":"2d12"},{"name":"Claw","desc":"Melee Weapon Attack: +16 to hit, reach 10 ft., one target. Hit: 18 (2d8 + 9) slashing damage.","attack_bonus":16,"damage_dice":"2d8"},{"name":"Tail","desc":"Melee Weapon Attack: +16 to hit, reach 20 ft., one target. Hit: 20 (2d10 + 9) bludgeoning damage.","attack_bonus":16,"damage_dice":"2d10"},{"name":"Breath of Gales (Recharge 5-6)","desc":"The dragon exhales a blast of wind in a 90-foot cone. Each creature in that cone takes 55 (10d10) bludgeoning damage and is pushed 50 feet away from the dragon and knocked prone; a successful DC 23 Strength saving throw halves the damage and prevents being pushed (but not being knocked prone). All flames in the cone are extinguished."},{"name":"Frightful Presence","desc":"Each creature of the dragon's choice that is within 120 feet of the dragon and aware of it must succeed on a DC 20 Wisdom saving throw or become frightened for 1 minute. A creature repeats the saving throw at the end of its turn, 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 dragon's Frightful Presence for the next 24 hours."}],"bonus_actions":null,"reactions":null,"legendary_desc":"The dragon 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 dragon regains spent legendary actions at the start of its turn.","legendary_actions":[{"name":"Detect","desc":"The dragon makes a Wisdom (Perception) check."},{"name":"Tail Attack","desc":"The dragon makes a tail attack."},{"name":"Wing Attack (Costs 2 Actions)","desc":"The dragon beats its wings. Each creature within 10 feet of the dragon must succeed on a DC 24 Dexterity saving throw or take 20 (2d10 + 9) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed."}],"special_abilities":[{"name":"Innate Spellcasting","desc":"the dragon's innate spellcasting ability is Charisma (spell save DC 20). It can innately cast the following spells, requiring no material components:\n\nat will: feather fall\n\n5/day each: lightning bolt, ice storm"},{"name":"Fog Vision","desc":"The dragon sees normally through light or heavy obscurement caused by fog, mist, clouds, or high wind."},{"name":"Legendary Resistance (3/Day)","desc":"If the dragon fails a saving throw, it can choose to succeed instead."},{"name":"Magic Resistance","desc":"The dragon has advantage on saving throws against spells and other magical effects."},{"name":"Uncontrollable","desc":"The dragon's movement is never impeded by difficult terrain, and its speed can't be reduced by spells or magical effects. It can't be restrained (per the condition), and it escapes automatically from any nonmagical restraints (such as chains, entanglement, or grappling) by spending 5 feet of movement. Being underwater imposes no penalty on its movement or attacks."},{"name":"Whirling Winds","desc":"Gale-force winds rage around the dragon, making it immune to ranged weapon attacks except for those from siege weapons."},{"name":"Wind Dragon's Lair","desc":"on initiative count 20 (losing initiative ties), the dragon takes a lair action to generate one of the following effects; the dragon can't use the same effect two rounds in a row.\n\n- Sand and dust swirls up from the floor in a 20-foot radius sphere within 120 feet of the dragon at a point the dragon can see. The sphere spreads around corners. The area inside the sphere is lightly obscured, and each creature in the sphere at the start of its turn must make a successful DC 15 Constitution saving throw or be blinded for 1 minute. A blinded creature repeats the saving throw at the start of each of its turns, ending the effect on itself with a success.\n\n- Fragments of ice and stone are torn from the lair's wall by a blast of wind and flung along a 15-foot cone. Creatures in the cone take 18 (4d8) bludgeoning damage, or half damage with a successful DC 15 Dexterity saving throw.\n\n- A torrent of wind blasts outward from the dragon in a 60-foot radius, either racing just above the floor or near the ceiling. If near the floor, it affects all creatures standing in the radius; if near the ceiling, it affects all creatures flying in the radius. Affected creatures must make a successful DC 15 Strength saving throw or be knocked prone and stunned until the end of their next turn."}],"spell_list":[],"page_no":142,"environments":[],"img_main":null,"document__slug":"tob","document__title":"Tome of Beasts","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/tome-of-beasts-for-5th-edition-print/","v2_converted_path":"/v2/creatures/tob_ancient-wind-dragon/"},{"slug":"angel-chained","desc":"_Their wings are still feathered, but their soulless eyes betray a great rage and thirst for blood. They invariably wear chains, shackles, barbed flesh hooks, or manacles to show their captive state. Some have heavy chain leashes held by arch-devils or major demons. All chained angels have halos of pure black, and many have been flayed of their skin along one or more limbs._  \n**Broken and Chained.** These angels have been captured by fiends, tortured, and turned to serve darkness. A pack of chained angels is considered a status symbol among the servants of evil. A chained angel fights for the forces of evil as long as they remain chained, and this amuses demons and devils greatly.  \n**Chance at Redemption.** However, while their souls are tainted with the blood of innocents, in their hearts chained angels still hope to be redeemed, or at least to be given the solace of extinction. Any creature that kills a chained angel is given a gift of gratitude for the release of death, in the form of all the effects of a heroes' feast spell. If it cannot be redeemed, a chained angel is a storm of destruction.","name":"Angel, Chained","size":"Medium","type":"Celestial","subtype":"","group":null,"alignment":"neutral evil","armor_class":16,"armor_desc":"natural armor","hit_points":88,"hit_dice":"16d8+16","speed":{"walk":30,"fly":60},"strength":18,"dexterity":16,"constitution":12,"intelligence":12,"wisdom":18,"charisma":20,"strength_save":null,"dexterity_save":6,"constitution_save":null,"intelligence_save":null,"wisdom_save":7,"charisma_save":8,"perception":7,"skills":{"perception":7},"damage_vulnerabilities":"","damage_resistances":"piercing","damage_immunities":"fire, radiant","condition_immunities":"","senses":"darkvision 200 ft., passive Perception 17","languages":"Common, Celestial, Infernal","challenge_rating":"8","cr":8.0,"actions":[{"name":"Multiattack","desc":"The chained angel makes two fiery greatsword attacks."},{"name":"Fiery Greatsword","desc":"Melee Weapon Attack. +7 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) slashing damage plus 16 (3d10) fire damage."},{"name":"Fallen Glory (Recharge 5-6)","desc":"All creatures within 50 feet of the chained angel and in its line of sight take 19 (3d12) radiant damage and are knocked prone, or take half damage and aren't knocked prone with a successful DC 15 Strength saving throw."}],"bonus_actions":null,"reactions":[{"name":"Fiendish Cunning","desc":"When a creature within 60 feet casts a divine spell, the chained angel can counter the spell if it succeeds on a Charisma check against a DC of 10 + the spell's level."}],"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Redemption","desc":"Any caster brave enough to cast a knock spell on a chained angel can remove the creature's shackles, but this always exposes the caster to a blast of unholy flame as a reaction. The caster takes 16 (3d10) fire damage and 16 (3d10) radiant damage, or half as much with a successful DC 16 Dexterity saving throw. If the caster survives, the angel makes an immediate DC 20 Wisdom saving throw; if it succeeds, the angel's chains fall away and it is restored to its senses and to a Good alignment. If the saving throw fails, any further attempts to cast knock on the angel's chains fail automatically for one week."}],"spell_list":[],"page_no":20,"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_angel-chained/"},{"slug":"bone-swarm","desc":"_Dank winds sweep up skeletons, both humanoid and animal. They blow forward, reaching out for living creatures like a clawed hand of bone. A scattering of bones rolls across the ground, then rises into the air, billowing like a sheet._  \n**Swarms of Fallen.** On rare occasions, the pugnacious spirits of fallen undead join together, bonded by a common craving: to feel alive again. They gather up their bones from life, as well as any other bones they come across, and form bone swarms.  \n**Nomadic Undead.** These swarms then ravage the countryside wresting life from living creatures, grabbing livestock, humanoids, and even dragons, digging in their claws in an attempt to cling to life. Bone swarms with one or more sets of jaws wail constantly in their sorrow, interrupting their cries with snippets of rational but scattered speech declaiming their woes and despair.  \n**Cliff and Pit Dwellers.** Bone swarms gather near cliffs, crevasses, and pits in the hope of forcing a victim or an entire herd of animals to fall to its death, creating more shattered bones to add to their mass.  \n**Undead Nature.** A mask wight doesn’t require air, food, drink, or sleep.","name":"Bone Swarm","size":"Large","type":"Undead","subtype":"Swarm","group":null,"alignment":"chaotic evil","armor_class":17,"armor_desc":"natural armor","hit_points":198,"hit_dice":"36d10","speed":{"walk":20,"fly":60},"strength":22,"dexterity":18,"constitution":10,"intelligence":9,"wisdom":15,"charisma":20,"strength_save":null,"dexterity_save":8,"constitution_save":null,"intelligence_save":null,"wisdom_save":6,"charisma_save":9,"perception":6,"skills":{"acrobatics":8,"perception":6,"stealth":8},"damage_vulnerabilities":"bludgeoning","damage_resistances":"piercing and slashing from nonmagical attacks","damage_immunities":"poison","condition_immunities":"charmed, exhaustion, frightened, paralyzed, poisoned, prone, restrained, stunned","senses":"darkvision 60 ft., passive Perception 16","languages":"Common, Void Speech","challenge_rating":"10","cr":10.0,"actions":[{"name":"Multiattack","desc":"The bone swarm can attack every hostile creature in its space with swirling bones."},{"name":"Swirling Bones","desc":"Melee Weapon Attack: +10 to hit, reach 0 ft., one creature in the swarm's space. Hit: 31 (5d8 + 9) bludgeoning, piercing, or slashing damage (includes Strength of Bone special ability).","attack_bonus":10,"damage_dice":"5d8"},{"name":"Death's Embrace (Recharge 5-6)","desc":"Melee Weapon Attack: +10 to hit, reach 0 ft., one creature in the swarm's space. Hit: the target is grappled (escape DC 16) and enveloped within the swarm's bones. The swarm can force the creature to move at its normal speed wherever the bone swarm wishes. Any non-area attack against the bone swarm has a 50 percent chance of hitting a creature grappled in Death's Embrace instead."}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Strength of Bone","desc":"A bone swarm can choose to deal bludgeoning, piercing, or slashing damage, and adds 1.5x its Strength bonus on swarm damage rolls as bits and pieces of broken skeletons claw, bite, stab, and slam at the victim."},{"name":"Swarm","desc":"The swarm can occupy another creature's space and vice versa, and the swarm can move through any opening large enough for a human skull. The swarm can't regain hit points or gain temporary hit points."}],"spell_list":[],"page_no":41,"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_bone-swarm/"},{"slug":"buraq","desc":"_An aura of holiness surrounds this handsome human-headed equine with its short but strong feathered wings._  \n**Only the Worthy.** A buraq possesses astounding speed, determination, and resilience, among a host of noble qualities, but only pure-hearted humanoids can obtain a service from such a righteous and honorable creature.  \n**Angel Marked.** Every buraq wears a gilded band around its head or neck. These are said to be angelic seals or wardings, each different. The hide of every buraq is white, though their beards, lashes, manes, and tails vary from silver and dusty tan to deep brown or glossy black.  \n**Heavenly Steeds.** A buraq is smaller than a mule but bigger than a donkey, though their carrying capacity belies their size and apparent strength. Nevertheless, a buraq is the ultimate courier and a heavenly steed. Paladins and good-aligned clerics are the most likely candidates to ride a buraq, but other virtuous characters have had this privilege.","name":"Buraq","size":"Medium","type":"Celestial","subtype":"","group":null,"alignment":"lawful good","armor_class":17,"armor_desc":"","hit_points":152,"hit_dice":"16d8+80","speed":{"walk":60,"fly":90},"strength":15,"dexterity":18,"constitution":20,"intelligence":18,"wisdom":18,"charisma":20,"strength_save":null,"dexterity_save":null,"constitution_save":9,"intelligence_save":null,"wisdom_save":8,"charisma_save":9,"perception":null,"skills":{"history":8,"religion":8},"damage_vulnerabilities":"","damage_resistances":"radiant; bludgeoning, piercing, and slashing from nonmagical attacks","damage_immunities":"","condition_immunities":"charmed, exhaustion, frightened","senses":"truesight 120 ft., passive Perception 14","languages":"Celestial, Common, Primordial, telepathy 120 ft.","challenge_rating":"11","cr":11.0,"actions":[{"name":"Multiattack","desc":"The buraq makes two attacks with its hooves."},{"name":"Hooves","desc":"Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) bludgeoning damage plus 18 (4d8) radiant damage.","attack_bonus":8,"damage_dice":"2d6"},{"name":"Teleport (1/Day)","desc":"The buraq magically teleports itself and its rider, along with any equipment it is wearing or carrying, to a location the buraq is familiar with, up to 1 mile away."}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Angelic Weapons","desc":"The buraq's attacks are magical. When the buraq hits with its hooves, it deals an extra 4d8 radiant damage (included in the attack)."},{"name":"Innate Spellcasting","desc":"the buraq's innate spellcasting ability is Charisma (spell save DC 17). The buraq can innately cast the following spells, requiring no components:\n\nat will: comprehend languages, detect evil and good, holy aura, pass without trace\n\n3/day each: haste, longstrider\n\n1/day each: plane shift, wind walk"},{"name":"Magic Resistance","desc":"The buraq has advantage on saving throws against spells and other magical effects."},{"name":"Night Journey","desc":"When outdoors at night, a buraq's vision is not limited by nonmagical darkness. Once per month, the buraq can declare it is on a night journey; for the next 24 hours, it can use its Teleport once per round. Its destination must always be in an area of nonmagical darkness within its line of sight. At any point during the night journey, as a bonus action, the buraq can return itself and its rider to the location where it began the night journey."}],"spell_list":[],"page_no":48,"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_buraq/"},{"slug":"chort-devil","desc":"_Small horns crown this pig-faced devil’s head. It stands on shaggy goat legs and holds a flaming polearm in its clawed hands. It bears a wicked gleam in its black eyes._  \n**Bad Bargains.** Quick and canny, a chort devil uses varied, pleasing forms to entice mortals to make terrible bargains, but it revels in its obvious devilishness. A chort wants its victim to know it is dealing with a devil. The relative straightforwardness of this approach enables the creature to better deceive those whom it bargains with. After all, the chort affirms, if the victim weren’t so desperate, he wouldn’t be bargaining with a devil. If necessary, an implied threat of immolation gives it greater bargaining power, but the creature is careful not to torture or otherwise harm its patsy, since that voids any potential contract.  \n**Recitation of Contracts.** An annual spectacle in large cities involves some poor fool who believes he can trick a chort and escape a legal bargain. The devil appears and recites the entirety of the contract its victim signed, replete with embarrassing details about a dispatched rival, the ensnarement of a love who once spurned him, and other disclosures. A chort ensures all those entangled in its victim’s affairs are present to hear it, and it disappears once all the victim's dark secrets have been revealed.  \n**Smear Tactics.** A zealous opponent of the chort often finds himself the victim of his own hubris, as the devil digs up or creates vile tales about its foe and brings his folly to light. A chort enjoys tarnishing the reputation of tools of good. For example, it may steal a paladin’s sword and use it to murder an especially pious person, leaving the sword in the victim. Thus, a chort dispatches a foe strongly resistant to its manipulations, brings suspicion to another potential foe, and taints a weapon—at least in reputation—which might be used against it.","name":"Chort Devil","size":"Medium","type":"Fiend","subtype":"devil","group":null,"alignment":"lawful evil","armor_class":18,"armor_desc":"natural armor","hit_points":187,"hit_dice":"15d8+120","speed":{"walk":30},"strength":24,"dexterity":20,"constitution":26,"intelligence":18,"wisdom":20,"charisma":20,"strength_save":11,"dexterity_save":9,"constitution_save":12,"intelligence_save":8,"wisdom_save":null,"charisma_save":9,"perception":9,"skills":{"athletics":11,"deception":9,"insight":9,"perception":9},"damage_vulnerabilities":"","damage_resistances":"bludgeoning, piercing, and slashing from nonmagical attacks not made with silvered weapons","damage_immunities":"cold, fire, poison","condition_immunities":"poisoned","senses":"darkvision 120 ft., passive Perception 19","languages":"Celestial, Common, Draconic, Infernal, Primordial; telepathy (120 ft.)","challenge_rating":"12","cr":12.0,"actions":[{"name":"Multiattack","desc":"The chort devil makes three melee attacks with its flaming ranseur, or three melee attacks with its claws."},{"name":"Claw","desc":"Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 12 (2d4 + 7) slashing damage plus 2 (1d4) Charisma damage.","attack_bonus":11,"damage_dice":"2d4"},{"name":"Flaming Ranseur","desc":"Melee Weapon Attack: +11 to hit, reach 10 ft., one target. Hit: 12 (1d10 + 7) piercing damage plus 10 (3d6) fire damage.","attack_bonus":11,"damage_dice":"1d10"},{"name":"Devilish Weapons","desc":"Any weapons wielded by a chort devil do 10 (3d6) fire damage in addition to their normal weapon damage."}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Devil's Sight","desc":"Magical darkness doesn't impede the devil's darkvision."},{"name":"Magic Resistance","desc":"The devil has advantage on saving throws against spells and other magical effects."},{"name":"Innate Spellcasting","desc":"the chort devil's spellcasting ability is Charisma (spell save DC 17, +9 to hit with spell attacks). The chort devil can innately cast the following spells, requiring no material components:\n\nat will: blur, magic circle, teleport\n\n3/day: scorching ray (5 rays)\n\n1/day each: dispel magic, dominate person, flame strike, haste"}],"spell_list":[],"page_no":104,"environments":[],"img_main":null,"document__slug":"tob","document__title":"Tome of Beasts","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/tome-of-beasts-for-5th-edition-print/","v2_converted_path":"/v2/creatures/tob_chort-devil/"},{"slug":"deathwisp","desc":"_A shadowy figure flickers in and out of view. Its indistinct shape betrays a sylvan ancestry, and its eyes are malevolent blue points of light._  \n**Unnatural Aura.** Animals do not willingly approach within 30 feet of a deathwisp, unless a master makes a successful DC 15 Wisdom (Animal Handling) check.  \n**Fey Undead.** A deathwisp is a wraith-like spirit created in the Shadow Realm from the violent death of a shadow fey or evil fey.  \n**Rift Walkers.** Many deathwisps remain among the shadows, but a few enter the natural world through planar rifts and gates, or by walking along shadow roads between the worlds. Retaining only a trace of their former personality and knowledge, their lost kindness has been replaced with malice.  \n**Devour Breath.** A deathwisp feasts on the breath of living things, and invariably seeks to devour animals and solitary intelligent prey. It is quite intelligent and avoids fights against greater numbers.  \n**Undead Nature.** A deathwisp doesn’t require air, food, drink, or sleep","name":"Deathwisp","size":"Medium","type":"Undead","subtype":"","group":null,"alignment":"neutral evil","armor_class":15,"armor_desc":"","hit_points":82,"hit_dice":"11d8+33","speed":{"hover":true,"walk":0,"fly":60},"strength":6,"dexterity":20,"constitution":16,"intelligence":18,"wisdom":16,"charisma":20,"strength_save":null,"dexterity_save":8,"constitution_save":6,"intelligence_save":null,"wisdom_save":6,"charisma_save":null,"perception":6,"skills":{"perception":6,"stealth":8},"damage_vulnerabilities":"","damage_resistances":"acid, cold, fire, lightning, thunder; bludgeoning, piercing, and slashing from nonmagical attacks not made with silvered weapons","damage_immunities":"necrotic, poison","condition_immunities":"charmed, exhaustion, grappled, paralyzed, petrified, poisoned, prone, restrained","senses":"darkvision 60 ft., passive Perception 16","languages":"the languages it knew in life","challenge_rating":"7","cr":7.0,"actions":[{"name":"Life Drain","desc":"Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 36 (7d8 + 5) necrotic damage. The target must succeed on a DC 15 Constitution saving throw, or its hit point maximum is reduced by an amount equal to the damage taken. This reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hit point maximum to 0.","attack_bonus":8,"damage_dice":"7d8"},{"name":"Create Deathwisp","desc":"The deathwisp targets a humanoid within 10 feet of it that died violently less than 1 minute ago. The target's spirit rises as a wraith in the space of its corpse or in the nearest unoccupied space. This wraith is under the deathwisp's control. The deathwisp can keep no more than five wraiths under its control at one time."}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Flicker","desc":"The deathwisp flickers in and out of sight, and ranged weapon attacks against it are made with disadvantage."},{"name":"Incorporeal Movement","desc":"The deathwisp 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 a solid object."},{"name":"Shadow Jump","desc":"A deathwisp can travel between shadows as if by means of dimension door. This magical transport must begin and end in an area with at least some shadow. A shadow fey can jump up to a total of 40 feet per day; this may be a single jump of 40 feet, four jumps of 10 feet each, etc. This ability must be used in 10-foot increments."},{"name":"Sunlight Sensitivity","desc":"While in sunlight, the deathwisp has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight."},{"name":"Unnatural Aura","desc":"Animals do not willingly approach within 30 feet of a deathwisp, unless a master makes a successful DC 15 Wisdom (Animal Handling) check."}],"spell_list":[],"page_no":72,"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_deathwisp/"},{"slug":"derro-fetal-savant","desc":"_This creature resembles a blue-skinned dwarven infant, no older than a year. Its limbs flail and its head lolls with an obvious lack of coordination, and it screams incessantly._  \nOf the madness and insanity that resonates so strongly in derro society, perhaps none is so twisted as these premature infants, born insane and destined to lead their people further into madness. These derro are known as fetal savants.  \n**Soul Swapping.** Only the rarest of derro are born with the ability to exchange souls with other creatures, and when discovered, the babbling infants are treated with maddened reverence.  \n**Carried into Battle.** Placed in small, intricately wrought pillowed cages and borne aloft on hooked golden staves, the wild-eyed newborns are used to sow madness and confusion among enemy ranks.  \n**Fear the Sun.** Fetal savants hate and fear all bright lights.","name":"Derro Fetal Savant","size":"Tiny","type":"Humanoid","subtype":"","group":null,"alignment":"chaotic evil","armor_class":15,"armor_desc":"cage","hit_points":2,"hit_dice":"4d4-8","speed":{"walk":5},"strength":1,"dexterity":1,"constitution":6,"intelligence":6,"wisdom":12,"charisma":20,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":3,"charisma_save":7,"perception":3,"skills":{"perception":3},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"psychic","condition_immunities":"charmed, frightened","senses":"darkvision 60 ft., passive Perception 13","languages":"-","challenge_rating":"4","cr":4.0,"actions":[{"name":"Babble","desc":"The sight of potential host bodies so excites the fetal savant that it babbles and giggles madly and childishly, creating an insanity effect. All sane creatures that start their turns within 60 feet of the fetal savant must succeed on a DC 13 Charisma saving throw or be affected by confusion (as the spell) for 1d4 rounds. This is a psychic effect. Creatures that successfully save cannot be affected by the same fetal savant's babbling for 24 hours. This action cannot be taken when the fetal savant is using Soul Exchange."},{"name":"Soul Exchange","desc":"As an action, the fetal savant can attempt to take control of a creature it can see within 90 feet, forcing an exchange of souls as a magic jar spell, using its own body as the container. The fetal savant can use this power at will, but it can exchange souls with only one other creature at a time. The victim resists the attack with a successful DC 13 Charisma saving throw. A creature that successfully saves is immune to the same fetal savant's soul exchange for 24 hours. If the saving throw fails, the fetal savant takes control of the target's body and ferociously attacks nearby opponents, eyes blazing with otherworldly light. As an action, the fetal savant can shift from its host body back to its own, if it is within range, returning the victim's soul to its own body. If the host body or fetal savant is brought to 0 hit points within 90 feet of each other, the two souls return to their original bodies and the creature at 0 hit points is dying; it must make death saving throws until it dies, stabilizes, or regains hit points, as usual. If the host body or fetal savant is slain while they are more than 90 feet apart, their souls cannot return to their bodies and they are both slain. While trapped in the fetal savant's withered body, the victim is effectively paralyzed and helpless."}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Enchanted Cage","desc":"The iron cage that holds the fetal savant provides cover for the creature. The cage (AC 19, 10 hp) is considered an equipped object when borne by a derro and cannot be attacked directly. In addition, the cage protects the occupant from up to 20 spell levels of spells 4th level or lower but provides no protection to those outside of the cage. Spells of level 5 or higher take full, normal effect against the cage and its occupant. Once the cage protects against 20 or more spell levels it is rendered non-magical. If exposed to direct sunlight for over one hour of cumulative time it is destroyed."},{"name":"Madness","desc":"A derro fetal savant's particular madness grants it immunity to psychic effects. It cannot be restored to sanity by any means short of a wish spell or comparable magic. A derro fetal savant brought to sanity gains 4 points of Wisdom and loses 6 points of Charisma."},{"name":"Vulnerability to Sunlight","desc":"A derro fetal savant takes 1 point of Constitution damage for every hour it is exposed to sunlight, and it dies if its Constitution score reaches 0. Lost Constitution points are recovered at the rate of 1/day spent underground or otherwise sheltered from the sun."}],"spell_list":[],"page_no":92,"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_derro-fetal-savant/"},{"slug":"dream-eater","desc":"_This tattered skeletal humanoid resembles a monster from a nightmare. A dream eater’s natural form is mostly human in appearance, though with vestigial skeletal wings with a few feathers, small horns, sharp teeth, and cloven hooves. Most often they use magic to disguise themselves as attractive members of a humanoid race._  \n**Drawn to Sin.** Dream eaters are dedicated to lust, gluttony, and greed, and they make their lairs in casinos, brothels, thieves’ dens, and other locations where gambling, food, and other pleasures are readily available. Sometimes dream eaters work together to create such a place, especially near large towns or cities. Some band together to create traveling shows, offering all the oddities, whimsies, and flights of fantasy customary for such entertainers.  \n**Devouring Hopes.** Dream eaters lure people into their lairs, enticing them with promises of pleasure or wealth, but they make sure the odds are stacked in their favor. Eventually, their victims are left with nothing. Worse than the loss of physical treasures, though, dream eaters leave their victims stripped of all hopes and aspirations. Dream eaters feed on their emotions, leaving helpless thralls willing to sell their souls for their vices.  \n**Lords of Confusion.** When confronted, dream eaters are dangerous opponents. Using their innate abilities, they can drive enemies into a dream state, using the resulting confusion to make their escape while their foes destroy themselves.","name":"Dream Eater","size":"Medium","type":"Fiend","subtype":"","group":null,"alignment":"lawful evil","armor_class":15,"armor_desc":"natural armor","hit_points":75,"hit_dice":"10d8+30","speed":{"walk":30,"fly":20},"strength":15,"dexterity":18,"constitution":17,"intelligence":16,"wisdom":13,"charisma":20,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":null,"skills":{"deception":8,"insight":4,"persuasion":8},"damage_vulnerabilities":"","damage_resistances":"cold, fire, lightning; bludgeoning, piercing, and slashing from nonmagical attacks","damage_immunities":"poison","condition_immunities":"poisoned","senses":"darkvision 60 ft., passive Perception 11","languages":"Celestial, Common, Draconic, Infernal, telepathy 100 ft.","challenge_rating":"5","cr":5.0,"actions":[{"name":"Multiattack","desc":"The dream eater makes one bite attack and one claw attack."},{"name":"Bite","desc":"Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d8 + 2) piercing damage, and the target is grappled (escape DC 12).","attack_bonus":7,"damage_dice":"2d8"},{"name":"Claw","desc":"Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 24 (4d10 + 2) slashing damage.","attack_bonus":7,"damage_dice":"4d10"},{"name":"Dream Eater's Caress","desc":"A creature that ends its turn grappled by a dream eater is restrained until the end of its next turn, it takes 5 (1d4 + 3) psychic damage, and the dream eater gains the same number of temporary hit points."},{"name":"Lotus Scent (Recharge 6)","desc":"The dream eater secretes an oily chemical that most creatures find intoxicating. All living creatures within 30 feet must succeed on a DC 14 Constitution saving throw against poison or be poisoned for 2d4 rounds. While poisoned this way, the creature is stunned. Creatures that successfully save are immune to that dream eater's lotus scent for 24 hours."},{"name":"Waking Dreams (1/Day)","desc":"Every creature within 20 feet of the dream eater must make a DC 16 Charisma saving throw. Those that fail enter waking dreams and are confused (as the spell) for 6 rounds. On turns when the creature can act normally (rolls 9 or 10 for the confusion effect), it can repeat the saving throw at the end of its turn, and the effect ends early on a successful save."}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Shapechanger","desc":"The dream eater can use its turn to polymorph into a Small or Medium humanoid it has seen, or back into its true form. Its statistics, other than its size, are the same in all forms. Any equipment it is wearing or carrying isn't transformed. It reverts to its true form if it dies."},{"name":"Innate Spellcasting","desc":"the dream eater's innate spellcasting ability is Charisma (spell save DC 16). It can innately cast the following spells, requiring no material components:\n\nat will: command\n\n3/day: suggestion"}],"spell_list":[],"page_no":158,"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_dream-eater/"},{"slug":"grim-jester","desc":"_A skeletal cadaver bedecked in the motley attire of a fool capers about while making jokes that mock mortality._  \n**Amusing Death.** When a jester on his deathbed moves an evil death god to laughter, the fool sometimes gains a reprieve. becoming a grim jester, whose pranks serve to entertain the god of death. Their purpose is to bring an end to mortal lives in a gruesome, comic, and absurd manner. As long as such jesters keep the death god amused, their continued unlife is assured.  \n**Grisly Humor.** A grim jester’s jokes are not funny to their victims, but they offer a grim finality in combat. A killing joke might be absurd, such as “Here is your final pineapple soul, a parting gift, goodbye.” or sheer braggadocio such as “Your footwork is atrocious, and your spell’s lost its focus, your party’s no match for my hocus-pocus.” Others might be high-flown, such as “Mortal, your time has come, the bell within your skull does ring, ding, dong, dead.” Grim jesters are famous for grim, bitter mockery such as “Your blood on fire, your heart pumps its last, show me now a hero’s last gasp!” or “Odin’s raven has come for you; the Valkyries were busy. You lose, mortal.”  \nA grim jester’s mockery rarely entertain the living—but gods of death, chained angels, and demons find them quite amusing.  \n**Randomness.** Grim jesters often get their hands on wands of wonder and scrolls of chaos magic. Beware the grim jester with a deck of many things—they are quite talented in pulling cards whose magic then applies to foes and spectators.  \n**Undead Nature.** A grim jester doesn’t require air, food, drink, or sleep.","name":"Grim Jester","size":"Medium","type":"Undead","subtype":"","group":null,"alignment":"chaotic evil","armor_class":18,"armor_desc":"natural armor","hit_points":136,"hit_dice":"16d8+64","speed":{"walk":30},"strength":14,"dexterity":22,"constitution":18,"intelligence":16,"wisdom":16,"charisma":20,"strength_save":null,"dexterity_save":10,"constitution_save":8,"intelligence_save":null,"wisdom_save":null,"charisma_save":9,"perception":7,"skills":{"acrobatics":10,"deception":9,"perception":7,"performance":9,"stealth":10},"damage_vulnerabilities":"","damage_resistances":"cold","damage_immunities":"necrotic, poison; bludgeoning, piercing, and slashing from nonmagical attacks","condition_immunities":"charmed, exhaustion, frightened, paralyzed, poisoned","senses":"darkvision 60 ft., passive Perception 17","languages":"Abyssal, Celestial, Common, Gnomish, telepathy 60 ft.","challenge_rating":"11","cr":11.0,"actions":[{"name":"Joker's Shuffle (recharge 6)","desc":"The jester forces one Medium or Small humanoid within 60 feet to make a DC 17 Charisma saving throw. If the saving throw fails, the jester and the target exchange locations via teleportation and an illusion causes them to swap appearance: the jester looks and sounds like the target, and the target looks and sounds like the jester. The illusion lasts for 1 hour unless it is dismissed earlier by the jester as a bonus action, or dispelled (DC 17)."},{"name":"Killing Joke (recharge 6)","desc":"The jester performs an ancient, nihilistic joke of necromantic power. This joke has no effect on undead or constructs. All other creatures within 60 feet of the jester must make a DC 17 Wisdom saving throw. Those that fail fall prone in a fit of deadly laughter. The laughter lasts 1d4 rounds, during which time the victim is incapacitated and unable to stand up from prone. At the end of its turn each round, an incapacitated victim must make a successful DC 17 Constitution saving throw or be reduced to 0 hit points. The laughter can be ended early by rendering the victim unconscious or with greater restoration or comparable magic."}],"bonus_actions":null,"reactions":[{"name":"Ridicule Hope (recharge 4-6)","desc":"When a spell that restores hit points is cast within 60 feet of the jester, the jester can cause that spell to inflict damage instead of curing it. The damage equals the hit points the spell would have cured."}],"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Innate Spellcasting","desc":"the jester's spellcasting ability is Charisma (spell save DC 17, +9 to hit with spell attacks). It can innately cast the following spells requiring no components:\n\nat will: disguise self, grease, inflict wounds, magic mouth, misty step\n\n3/day each: contagion, mirror image\n\n1/day each: delayed blast fireball, finger of death, mislead, seeming"},{"name":"Last Laugh","desc":"Unless it is destroyed in a manner amusing to the god of death that created it, the grim jester is brought back after 1d20 days in a place of the god's choosing."},{"name":"Mock the Dying","desc":"Death saving throws made within 60 feet of the jester have disadvantage."},{"name":"Turn Resistance","desc":"The jester has advantage on saving throws against any effect that turns undead."}],"spell_list":[],"page_no":240,"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_grim-jester/"},{"slug":"herald-of-darkness","desc":"_Stunningly tall and beautiful fiends, the heralds of darkness resemble dark-haired fey wearing cloaks and armor glittering with dark light and often surrounded by a nimbus of pale green fire._  \nHeralds of darkness speak in fluid tones and sing with the voices of angels, but their hearts are foul and treacherous.  \n**Vision of Evil.** Indeed, the heralds of darkness can take on another appearance entirely, disappearing into insubstantial shadows and unveiling an evil majestic form that leaves those who see it shaken and weak—and often blind. Speaking of this form is difficult, but poets and bards trying to describe it have said it resembles an apocalyptic horror built of chained souls and the slow death of children carried along in a glacial river, rushing to an inevitable doom.  \n**Sword and Cloak.** The black sword and star-scattered cloak of a herald of darkness are part of its magical substance and cannot be parted from it. Some believe the cloak and blade are true visions of its body; the smiling face and pleasing form are entirely illusory.  \n**Corruptors of the Fey.** The heralds of darkness are companions and sometimes masters to the shadow fey. They seek to draw many others into their orbit with wild promises of great power, debauchery, and other delights. They are rivals to the heralds of blood and bitter foes to all angels of light.","name":"Herald Of Darkness","size":"Large","type":"Fiend","subtype":"","group":null,"alignment":"neutral evil","armor_class":15,"armor_desc":"chain shirt","hit_points":105,"hit_dice":"10d10+50","speed":{"walk":30,"swim":30,"fly":50},"strength":20,"dexterity":14,"constitution":20,"intelligence":12,"wisdom":15,"charisma":20,"strength_save":8,"dexterity_save":null,"constitution_save":8,"intelligence_save":null,"wisdom_save":null,"charisma_save":8,"perception":5,"skills":{"athletics":8,"deception":8,"perception":5},"damage_vulnerabilities":"","damage_resistances":"bludgeoning, thunder","damage_immunities":"cold, lightning, necrotic, poison","condition_immunities":"exhaustion, frightened, paralyzed, petrified, poisoned","senses":"darkvision 200 ft., passive Perception 15","languages":"Common, Elvish, Goblin, Infernal, Sylvan","challenge_rating":"7","cr":7.0,"actions":[{"name":"Multiattack","desc":"The herald of darkness uses Majesty of the Abyss, if it is available, and makes one melee attack."},{"name":"Embrace Darkness","desc":"Melee Weapon Attack. +8 to hit, reach 5 ft., all creatures in reach. Hit: 6 (1d12) necrotic damage and targets are paralyzed until the start of the herald's next turn. Making a DC 17 Constitution saving throw negates the paralysis."},{"name":"Majesty of the Abyss (Recharge 4-6)","desc":"The herald of darkness emits a sinister burst of infernal power. All creatures within 30 feet and in direct line of sight of the herald take 19 (3d12) necrotic damage and must make a DC 17 Constitution saving throw. Those who fail the saving throw are blinded for 2 rounds; those who succeed are frightened for 2 rounds."},{"name":"Shadow Sword","desc":"Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 18 (2d12 + 5) slashing damage.","attack_bonus":8,"damage_dice":"2d12"}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Corrupting Touch","desc":"A herald of darkness can destroy any wooden, leather, copper, iron, or paper object by touching it as a bonus action. A mundane item is destroyed automatically; a magical item survives if its owner makes a successful DC 16 Dexterity saving throw."},{"name":"Gift of Darkness","desc":"A herald of darkness can transform any fey, human, or goblin into one of the shadow fey, if the target willingly accepts this transformation."},{"name":"Shadow Form","desc":"A herald of darkness can become incorporeal as a shadow as a bonus action. In this form, it has a fly speed of 10 feet; it can enter and occupy spaces occupied by other creatures; it gains resistance to all nonmagical damage; it has advantage on physical saving throws; it can pass through any gap or opening; it can't attack, interact with physical objects, or speak. It can return to its corporeal form also as a bonus action."}],"spell_list":[],"page_no":249,"environments":[],"img_main":null,"document__slug":"tob","document__title":"Tome of Beasts","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/tome-of-beasts-for-5th-edition-print/","v2_converted_path":"/v2/creatures/tob_herald-of-darkness/"},{"slug":"hraesvelgr-the-corpse-swallower","desc":"","name":"Hraesvelgr The Corpse Swallower","size":"Huge","type":"Giant","subtype":"shapechanger","group":null,"alignment":"neutral","armor_class":19,"armor_desc":"natural armor","hit_points":241,"hit_dice":"21d12+105","speed":{"walk":50},"strength":25,"dexterity":10,"constitution":20,"intelligence":16,"wisdom":17,"charisma":20,"strength_save":null,"dexterity_save":6,"constitution_save":null,"intelligence_save":9,"wisdom_save":9,"charisma_save":11,"perception":9,"skills":{"athletics":13,"perception":9,"survival":9},"damage_vulnerabilities":"","damage_resistances":"lightning, thunder","damage_immunities":"cold; bludgeoning, piercing, and slashing from nonmagical attacks","condition_immunities":"exhaustion","senses":"passive Perception 19","languages":"Auran, Common, Giant (can't speak in roc form)","challenge_rating":"19","cr":19.0,"actions":[{"name":"Multiattack","desc":"Hraesvelgr makes two attacks."},{"name":"Beak (Roc Form Only)","desc":"Melee Weapon Attack: +13 to hit, reach 10 ft., one target. Hit: 25 (4d8 + 7) piercing damage.","attack_bonus":13,"damage_dice":"4d8+7"},{"name":"Fist (Giant Form Only)","desc":"Melee Weapon Attack: +13 to hit, reach 10 ft., one target. Hit: 20 (3d8 + 7) bludgeoning damage, and the target must succeed on a DC 21 Constitution saving throw or be stunned until the start of Hraesvelgr's next turn.","attack_bonus":13,"damage_dice":"3d8+7"},{"name":"Talons (Roc Form Only)","desc":"Melee Weapon Attack: +13 to hit, reach 5 ft., one target. Hit: 21 (4d6 + 7) slashing damage, and the target is grappled (escape DC 17). Until this grapple ends, the target is restrained and Hraesvelgr can't use his talons against another target.","attack_bonus":13,"damage_dice":"4d6+7"},{"name":"Gale Blast (recharge 5-6)","desc":"Hraesvelgr unleashes a gale-force blast of wind in a line 60 feet long and 10 feet wide. Creatures in the area take 35 (10d6) bludgeoning damage and are pushed 15 feet directly away from Hraesvelgr, or they take half damage and are not pushed with a successful DC 19 Strength saving throw."}],"bonus_actions":null,"reactions":null,"legendary_desc":"Hraesvelgr 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. Hraesvelgr regains spent legendary actions at the start of his turn.","legendary_actions":[{"name":"Attack","desc":"Hraesvelgr makes a fist or talon attack."},{"name":"Move (2 actions)","desc":"Hraesvelgr moves half his speed. If in roc form, all creatures within 10 feet of Hraesvelgr at the end of this move must succeed on a DC 15 Dexterity saving throw or take 10 (3d6) bludgeoning damage and fall prone."},{"name":"Swallow (3 actions, Roc Form Only)","desc":"Hraesvelgr makes a bite attack against a creature he has grappled. If he hits, he swallows the creature. A swallowed creature is no longer grappled, but is blinded, restrained, and has advantage against attacks and effects originating from outside Hraesvelgr. A swallowed creature takes 14 (4d6) acid damage at the start of each of Hraesvelgr's turns. If Hraesvelgr returns to giant form, or takes 40 damage or more in a single turn from a swallowed creature, he must succeed on a DC 20 Constitution saving throw or regurgitate all swallowed creatures, which land prone within 10 feet of the giant. If Hraesvelgr dies, swallowed creatures are no longer restrained and can escape the corpse by spending 30 feet of movement, exiting prone."}],"special_abilities":[{"name":"Innate Spellcasting","desc":"hraesvelgr's innate spellcasting ability is Charisma (spell save DC 19). He can innately cast the following spells, requiring no material or somatic components:\n\nat will: feather fall, light\n\n3/day: control weather"},{"name":"Keen Sight (Roc Form Only)","desc":"Hraesvelgr has advantage on Wisdom (Perception) checks that rely on sight."},{"name":"Legendary Resistance (3/day)","desc":"If Hraesvelgr fails a saving throw, he can choose to succeed instead."},{"name":"Shapechanger","desc":"Hraesvelgr can use a bonus action to change into a roc. Any equipment he wears or carries melds into his new form. It keeps its game statistics except as noted. He reverts to his giant form if it is reduced to 0 hit points or when it uses a bonus action to change back."},{"name":"Hraesvelgr's Lair","desc":"on initiative count 20 (losing initiative ties), Hraesvelgr takes a lair action to cause one of the following effects; Hraesvelgr can't use the same effect two rounds in a row:\n\n- Hraesvelgr unleashes a blast of wind in a 60-foot cone. All creatures in the area must succeed on a DC 15 Dexterity saving throw or be knocked prone.\n\n- One creature within 60 feet that Hraesvelgr can see must succeed on a DC 15 Strength saving throw or be swept up in a pillar of wind. The creature is restrained and suspended 15 feet off the ground. If the creature has something to pull on, it can pull itself out of the wind by using an action and making a successful DC 15 Strength check; another creature who can reach the suspended creature can pull it free in the same way. Alternatively, a flying creature can repeat the saving throw as an action. On a success, it moves 5 feet out of the pillar of wind. This effect lasts until Hraesvelgr takes this action again or dies.\n\n- Hraesvelgr lets out a thunderous bellow in giant form or an ear-splitting shriek in roc form. All creatures within 30 feet must make a successful DC 15 Constitution saving throw or be frightened for 1 minute. A frightened creature repeats the saving throw at the end of its turn, ending the effect on itself on a success."},{"name":"Regional Effects","desc":"the region containing Hraesvelgr's lair is warped by the corpse swallower's magic, which creates one or more of the following effects:\n\n- Strong windstorms are common within 6 miles of the lair.\n\n- Giant avian beasts are drawn to the lair and fiercely defend it against intruders.\n\n- The wind within 10 miles of the lair bears a pungent carrion stench.\n\nif Hraesvelgr dies, conditions in the area surrounding the lair return to normal over the course of 1d10 days."}],"spell_list":[],"page_no":224,"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_hraesvelgr-the-corpse-swallower/"},{"slug":"idolic-deity","desc":"_This small demonic idol fade into and out of reality. Its elemental will presses on those near as a near-physical pressure._  \n**Relics of Dark Gods.** Idolic deities are found in ancient temples and deserted tombs. They are relics of an elder age and all that remains of the favored children of deceiving dark god— mighty lordlings like Akoman the Evil Thought, Nanghant the Discontented, and Sarvar the Oppressor. Sent to consume the souls of those worshiping gods of light, these beings of shadow and sand labored slowly through corruption of the soul rather than outright war.  \n**Imprisoned Shadow Demons.** The corrupted ancient tribes and their priests began worshiping them as gods, and they forsook their master’s purpose to revel in their pride and vanity until they were struck down for their treachery. They have since wasted to a shadow remnant and been imprisoned in stony idols that barely cling to solidity.  \n**Constructed Nature.** An idolic deity doesn’t require air, food, drink, or sleep.","name":"Idolic Deity","size":"Small","type":"Construct","subtype":"","group":null,"alignment":"neutral evil","armor_class":17,"armor_desc":"natural armor","hit_points":90,"hit_dice":"12d6+48","speed":{"walk":0,"fly":30},"strength":14,"dexterity":20,"constitution":18,"intelligence":10,"wisdom":11,"charisma":20,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":3,"charisma_save":null,"perception":null,"skills":{"deception":8,"stealth":8},"damage_vulnerabilities":"fire","damage_resistances":"cold; bludgeoning, piercing, and slashing from nonmagical attacks","damage_immunities":"poison","condition_immunities":"charmed, exhaustion, frightened, paralyzed, petrified, poisoned","senses":"darkvision 60 ft., passive Perception 10","languages":"telepathy 60 ft.","challenge_rating":"8","cr":8.0,"actions":[{"name":"Multiattack","desc":"The idolic deity uses Seduce the Righteous and makes two slam attacks."},{"name":"Slam","desc":"Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 8 (1d6 + 5) bludgeoning damage plus 18 (4d8) psychic damage.","attack_bonus":8,"damage_dice":"1d6"},{"name":"Seduce the Righteous","desc":"The idolic deity targets one creature it can see within 30 feet. The target has disadvantage on attack rolls, saving throws, or ability checks (the idolic deity chooses which) until the end of its next turn. A protection from evil and good spell cast on the target prevents this effect, as does a magic circle."}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Stealth in darkness","desc":"The idolic diety gains an additional +3 to Stealth (+11 in total) in dim light or darkness."},{"name":"Apostasy Aura","desc":"The idolic deity's presence causes devout followers to doubt their faith. A cleric or paladin that can see the idolic deity and wishes to cast a spell or use a class feature must make a DC 16 Wisdom saving throw. On a failed save, the spell or class feature is spent as if it was used, but it has no effect."},{"name":"Incorporeal Movement","desc":"The idolic deity 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":"Shadow Stealth","desc":"While in dim light or darkness, the idolic deity can take the Hide action as a bonus action."}],"spell_list":[],"page_no":255,"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_idolic-deity/"}]}