{"count":3207,"next":"https://api-beta.open5e.com/v1/monsters/?format=json&ordering=constitution&page=56","previous":"https://api-beta.open5e.com/v1/monsters/?format=json&ordering=constitution&page=54","results":[{"slug":"mountain-dwarf-lord-a5e","desc":"","name":"Mountain Dwarf Lord","size":"Medium","type":"Humanoid","subtype":"","group":null,"alignment":"","armor_class":20,"armor_desc":"","hit_points":171,"hit_dice":"18d8+90","speed":{"walk":30},"strength":20,"dexterity":12,"constitution":20,"intelligence":12,"wisdom":12,"charisma":16,"strength_save":null,"dexterity_save":null,"constitution_save":10,"intelligence_save":null,"wisdom_save":6,"charisma_save":null,"perception":null,"skills":{"athletics":10,"history":6,"perception":6},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"","condition_immunities":"frightened","senses":"passive Perception 18","languages":"any two","challenge_rating":"14","cr":14.0,"actions":[{"name":"Multiattack","desc":"The mountain dwarf lord attacks four times with their battleaxe."},{"name":"Battleaxe","desc":"Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 11 (1d8 + 7) slashing damage."},{"name":"Composite Longbow","desc":"Ranged Weapon Attack: +10 to hit, range 150/600 ft., one target. Hit: 9 (1d8 + 5) piercing damage."},{"name":"Command the Attack (1/Day)","desc":"The knight captain issues a command to all nonhostile creatures within 30 feet. Creatures who can see or hear the knight captain can use their reaction to make a single weapon attack with advantage."},{"name":"Knightly Inspiration (1/Day)","desc":"The knight captain inspires creatures of their choice within 30 feet that can hear and understand them. For the next minute  inspired creatures gain an expertise die (1d4) on attack rolls and saving throws. A creature can benefit from only one Knightly Inspiration at a time  and the knight captain cannot target themselves."}],"bonus_actions":null,"reactions":[{"name":"Shield Block","desc":"When a creature attacks the mountain dwarf lord or a target within 5 feet, the mountain dwarf lord imposes disadvantage on that attack. To do so, the mountain dwarf lord must see the attacker and be wielding a shield."}],"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Magic Resistance","desc":"The knight captain has advantage on saving throws against spells and magical effects."},{"name":"Superior Heavy Armor Master","desc":"While wearing heavy armor, the knight captain reduces bludgeoning, piercing, or slashing damage they take from nonmagical weapons by 5."}],"spell_list":[],"page_no":477,"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_mountain-dwarf-lord/"},{"slug":"murmuring-worm-a5e","desc":"","name":"Murmuring Worm","size":"Huge","type":"Aberration","subtype":"","group":null,"alignment":"","armor_class":16,"armor_desc":"","hit_points":195,"hit_dice":"17d12+85","speed":{"walk":40,"burrow":20,"climb":40,"swim":40},"strength":20,"dexterity":12,"constitution":20,"intelligence":8,"wisdom":14,"charisma":18,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":null,"skills":{},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"psychic","condition_immunities":"prone","senses":"darkvision 60 ft., tremorsense 60 ft., passive Perception 12","languages":"","challenge_rating":"12","cr":12.0,"actions":[{"name":"Multiattack","desc":"The worm constricts once and attacks once with its bite."},{"name":"Constrict","desc":"Melee Weapon Attack: +9 to hit, reach 5 ft., one creature. Hit: 21 (3d10 + 5) bludgeoning damage. The target is grappled (escape DC 17) and restrained while grappled."},{"name":"Bite","desc":"Melee Weapon Attack: +9 to hit, reach 5 ft., one creature. Hit: 21 (3d10 + 5) piercing damage. If the target is killed by this attack  the worm eats its head."}],"bonus_actions":[{"name":"Mental Summons","desc":"One creature with an Intelligence score greater than 3 within 120 feet makes a DC 16 Wisdom saving throw. On a failure, it uses its reaction to move up to its Speed towards the worm by the shortest route possible, avoiding hazards but not opportunity attacks. This is a magical charm effect."}],"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Amphibious","desc":"The worm can breathe air and water."},{"name":"Locate Mind","desc":"The worm is aware of the location and relative intelligence of all creatures with Intelligence scores greater than 3 within 500 feet."},{"name":"Maddening Murmurs","desc":"The worm babbles constantly. A non-aberrant creature that starts its turn within 30 feet and can hear its murmurs makes a DC 14 Intelligence saving throw. On a failure, the creature takes 10 (3d6) psychic damage and is confused until the start of its next turn."}],"spell_list":[],"page_no":245,"environments":[],"img_main":null,"document__slug":"menagerie","document__title":"Level Up Advanced 5e Monstrous Menagerie","document__license_url":"http://open5e.com/legal","document__url":"https://www.levelup5e.com","v2_converted_path":"/v2/creatures/a5e-mm_murmuring-worm/"},{"slug":"pyrohydra-a5e","desc":"","name":"Pyrohydra","size":"Huge","type":"Monstrosity","subtype":"","group":null,"alignment":"","armor_class":16,"armor_desc":"","hit_points":218,"hit_dice":"19d12+95","speed":{"walk":30,"swim":30},"strength":20,"dexterity":12,"constitution":20,"intelligence":2,"wisdom":12,"charisma":6,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":null,"skills":{"perception":5,"stealth":5},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"","condition_immunities":"","senses":"darkvision 60 ft., passive Perception 15","languages":"","challenge_rating":"13","cr":13.0,"actions":[{"name":"Multiattack","desc":"The hydra bites once with each of its heads."},{"name":"Bite","desc":"Melee Weapon Attack: +9 to hit, reach 15 ft., one target. Hit: 10 (1d10 + 5) piercing damage."},{"name":"Fire Breath (Recharge 5-6)","desc":"If the pyrohydra has at least 4 heads  it breathes fire in all directions. Each creature within 30 feet makes a DC 18 Dexterity saving throw  taking 59 (17d6) fire damage on a failure or half damage on a success."}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":[{"name":"The hydra can take 2 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":"Rush","desc":"The hydra moves or swims up to half its Speed without provoking opportunity attacks. If this movement would pass through the space of creatures that are not incapacitated or prone, each creature makes a DC 17 Strength saving throw. On a failure, the creature is knocked prone and the hydra can enter its space without treating it as difficult terrain. On a success, the hydra can't enter the creatures space, and the hydras movement ends. If this movement ends while the hydra is sharing a space with a creature, the creature is pushed to the nearest unoccupied space."},{"name":"Wrap","desc":"Melee Weapon Attack: +9 to hit, reach 10 ft., one Medium or smaller creature. Hit: The target is grappled (escape DC 17) and restrained until this grappled ends. The hydra can grapple one creature for each of its heads. When one of the hydras heads is killed while it is grappling a creature, the creature that killed the head can choose one creature to free from the grapple."}],"special_abilities":[{"name":"Hold Breath","desc":"The hydra can hold its breath for 1 hour."},{"name":"Legendary Resistance (3/Day)","desc":"When the hydra fails a saving throw, it can choose to succeed instead. When it does so, its heads lose coordination. It is rattled until the end of its next turn."},{"name":"Multiple Heads","desc":"While the hydra has more than one head, it has advantage on Perception checks and on saving throws against being blinded, charmed, deafened, frightened, stunned, and knocked unconscious, and it can't be flanked."},{"name":"Reactive Heads","desc":"For each head it has, the hydra can take one reaction per round, but not more than one per turn."},{"name":"Regenerating Heads","desc":"The hydra has seven heads. Whenever the hydra takes 30 or more damage in one turn, one of its heads dies. If all of its heads die, the hydra dies. At the end of its turn, it grows 2 heads for each head that was killed since its last turn, unless it has taken at least 20 cold damage since its last turn."},{"name":"Toxic Secretions","desc":"Water within 1 mile of the hydras lair is poisoned. A creature other than the hydra that is immersed in the water or drinks the water makes a DC 17 Constitution saving throw. On a failure, the creature is poisoned for 24 hours. On a success, the creature is immune to this poison for 24 hours."},{"name":"Wakeful","desc":"When some of the hydras heads are asleep, others are awake."}],"spell_list":[],"page_no":285,"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_pyrohydra/"},{"slug":"remorhaz-a5e","desc":"","name":"Remorhaz","size":"Huge","type":"Monstrosity","subtype":"","group":null,"alignment":"","armor_class":17,"armor_desc":"","hit_points":195,"hit_dice":"17d12+85","speed":{"walk":30,"burrow":20},"strength":22,"dexterity":12,"constitution":20,"intelligence":4,"wisdom":12,"charisma":5,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":1,"wisdom_save":5,"charisma_save":null,"perception":null,"skills":{},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"cold, fire","condition_immunities":"","senses":"darkvision 60 ft., tremorsense 60 ft., passive Perception 11","languages":"","challenge_rating":"12","cr":12.0,"actions":[{"name":"Multiattack","desc":"The remorhaz makes a bite attack and then a constrict attack."},{"name":"Bite","desc":"Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 16 (3d6 + 6) piercing damage plus 10 (3d6) fire damage. If the target is a Medium or smaller creature grappled by the remorhaz  the target is swallowed. A swallowed creature is blinded and restrained  it has total cover from attacks from outside the remorhaz  and it takes 21 (6d6) acid damage at the start of each of the remorhazs turns."},{"name":"If a swallowed creature deals 30 or more damage to the remorhaz in a single turn, or if the remorhaz dies, the remorhaz vomits up all swallowed creatures","desc":""},{"name":"Constrict","desc":"Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 16 (3d6 + 6) bludgeoning damage  and the target is subjected to the remorhazs Heated Body trait. The target is grappled (escape DC 18) and restrained while grappled. The remorhaz can grapple three creatures at once."}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Heated Body","desc":"A creature that starts its turn grappled by the remorhaz, touches it, or hits it with a melee attack while within 5 feet takes 10 (3d6) fire damage, or 21 (6d6) fire damage if the remorhaz is bloodied. A creature can take this damage only once on a turn. If the remorhaz has been subjected to cold damage since the end of its last turn, this trait doesnt function."}],"spell_list":[],"page_no":368,"environments":[],"img_main":null,"document__slug":"menagerie","document__title":"Level Up Advanced 5e Monstrous Menagerie","document__license_url":"http://open5e.com/legal","document__url":"https://www.levelup5e.com","v2_converted_path":"/v2/creatures/a5e-mm_remorhaz/"},{"slug":"roc-a5e","desc":"","name":"Roc","size":"Gargantuan","type":"Beast","subtype":"","group":null,"alignment":"","armor_class":15,"armor_desc":"","hit_points":232,"hit_dice":"15d20+75","speed":{"walk":20,"fly":120},"strength":28,"dexterity":10,"constitution":20,"intelligence":3,"wisdom":12,"charisma":8,"strength_save":null,"dexterity_save":5,"constitution_save":10,"intelligence_save":null,"wisdom_save":6,"charisma_save":4,"perception":null,"skills":{"perception":6},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"","condition_immunities":"","senses":"passive Perception 16","languages":"","challenge_rating":"13","cr":13.0,"actions":[{"name":"Multiattack","desc":"The roc attacks once with its beak and once with its talons  or makes a beak attack and drops a grappled creature or held object."},{"name":"Beak","desc":"Melee Weapon Attack: +14 to hit, reach 10 ft., one target. Hit: 23 (4d6+9) piercing damage."},{"name":"Talons","desc":"Melee Weapon Attack: +14 to hit, reach 5 ft., one target. Hit: 23 (4d6+9) slashing damage  and the target is grappled (escape DC 22). Until this grapple ends  the target is restrained  and the roc can't attack a different target with its talons."}],"bonus_actions":null,"reactions":[{"name":"Retributive Strike","desc":"When a creature the roc can see hits it with a melee weapon attack, the roc makes a beak attack against its attacker."}],"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Keen Sight","desc":"The roc has advantage on Perception checks that rely on sight."},{"name":"Siege Monster","desc":"The roc deals double damage to objects and structures."}],"spell_list":[],"page_no":458,"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_roc/"},{"slug":"scrag-a5e","desc":"","name":"Scrag","size":"Large","type":"Giant","subtype":"","group":null,"alignment":"","armor_class":15,"armor_desc":"","hit_points":84,"hit_dice":"8d10+40","speed":{"walk":40,"swim":30},"strength":18,"dexterity":12,"constitution":20,"intelligence":8,"wisdom":12,"charisma":8,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":null,"skills":{"stealth":4},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"","condition_immunities":"","senses":"darkvision 60 ft., passive Perception 11","languages":"Giant","challenge_rating":"5","cr":5.0,"actions":[{"name":"Multiattack","desc":"The troll attacks with its bite and twice with its claw."},{"name":"Bite","desc":"Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) piercing damage."},{"name":"Claw","desc":"Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 9 (2d4 + 4) slashing damage."}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Keen Smell","desc":"The troll has advantage on Perception checks that rely on smell."},{"name":"Amphibious","desc":"The scrag can breathe both air and water."},{"name":"Regeneration","desc":"The scrag regains 10 hit points at the start of its turn. If the scrag takes acid or fire damage, this trait doesnt function on its next turn. This trait also doesnt function if the troll hasnt been immersed in water since the start of its last turn. The troll dies only if it starts its turn with 0 hit points and doesnt regenerate."},{"name":"Severed Limbs","desc":"If the troll is dealt a critical hit with a slashing weapon, one of its extremities is severed. The extremity has AC 15, 10 hit points, a Speed of 10, and the trolls Regeneration trait. The troll controls the severed extremity and perceives through it with the appropriate senses (for instance, it sees through the eyes of its severed head). As a bonus action, the troll can reattach the extremity. While the troll is missing the extremity, its maximum hit points are reduced by 10. Roll d6 to determine the severed extremity:"},{"name":"1-4: Arm","desc":"If the troll has an arm, it loses an arm. It loses one of its claw attacks, and the severed arm can make a claw attack."},{"name":"5-6: Head","desc":"If the troll has a head, it loses its head. It loses its bite attack, and the severed head can make a bite attack."}],"spell_list":[],"page_no":413,"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_scrag/"},{"slug":"skeletal-tyrannosaurus-rex-a5e","desc":"","name":"Skeletal Tyrannosaurus Rex","size":"Huge","type":"Undead","subtype":"","group":null,"alignment":"","armor_class":13,"armor_desc":"","hit_points":126,"hit_dice":"11d12+55","speed":{"walk":50},"strength":22,"dexterity":10,"constitution":20,"intelligence":2,"wisdom":8,"charisma":5,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":null,"skills":{},"damage_vulnerabilities":"bludgeoning","damage_resistances":"","damage_immunities":"poison","condition_immunities":"fatigue, poisoned","senses":"darkvision 60 ft., passive Perception 9","languages":"","challenge_rating":"8","cr":8.0,"actions":[{"name":"Multiattack","desc":"The skeleton makes a bite attack and a tail attack against two different targets."},{"name":"Bite","desc":"Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 25 (3d12 + 6) piercing damage. If the target is a creature  it is grappled (escape DC 17). Until this grapple ends  the skeleton can't bite a different creature and it has advantage on bite attacks against the grappled creature."},{"name":"Tail","desc":"Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 19 (3d8 + 6) bludgeoning damage."}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Undead Nature","desc":"A skeleton doesnt require air, sustenance, or sleep."}],"spell_list":[],"page_no":394,"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_skeletal-tyrannosaurus-rex/"},{"slug":"stone-colossus-a5e","desc":"","name":"Stone Colossus","size":"Gargantuan","type":"Construct","subtype":"","group":null,"alignment":"","armor_class":17,"armor_desc":"","hit_points":263,"hit_dice":"17d20+85","speed":{"walk":30},"strength":22,"dexterity":10,"constitution":20,"intelligence":3,"wisdom":12,"charisma":1,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":null,"skills":{},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"poison, psychic; damage from nonmagical, non-adamantine weapons","condition_immunities":"charmed, fatigue, frightened, paralyzed, petrified, poisoned","senses":"darkvision 120 ft., passive Perception 11","languages":"understands the languages of its creator but can't speak","challenge_rating":"16","cr":16.0,"actions":[{"name":"Multiattack","desc":"The guardian attacks twice with its slam."},{"name":"Slam","desc":"Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 19 (3d8 + 6) bludgeoning damage."},{"name":"Rock","desc":"Ranged Weapon Attack: +10 to hit, range 60/240 ft., one target. Hit: 30 (7d6 + 6) bludgeoning damage. The target makes a DC 18 Strength saving throw  falling prone on a failure."}],"bonus_actions":[{"name":"Slow (Recharge 5-6)","desc":"The guardian targets one or more creatures within 30 feet. Each target makes a DC 17 Wisdom saving throw. On a failure, the target is slowed for 1 minute. A target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success."}],"reactions":null,"legendary_desc":"","legendary_actions":[{"name":"The colossus can take 2 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":"Seize","desc":"Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 16 (4d4 + 6) bludgeoning damage, and the target is grappled (escape DC 18). Until this grapple ends, the target is restrained, and the colossus can't seize a different creature."},{"name":"Fling","desc":"The colossus throws one Large or smaller object or creature it is grappling up to 60 feet. The target lands prone and takes 21 (6d6) bludgeoning damage. If the colossus throws the target at another creature, that creature makes a DC 18 Dexterity saving throw, taking the same damage on a failure."},{"name":"Stomp","desc":"Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 20 (4d6 + 6) bludgeoning damage. If the target is a Large or smaller creature, it makes a DC 18 Strength check, falling prone on a failure."},{"name":"Bolt from the Blue (Costs 2 Actions)","desc":"If the colossus is outside, it calls a bolt of energy down from the sky, hitting a point on the ground or water within 120 feet. Each creature in a 10-foot-radius, sky-high cylinder centered on that point makes a DC 17 Dexterity saving throw, taking 28 (8d6) lightning damage on a failed save or half damage on a success. The colossus can choose to make the bolt deal fire or radiant damage instead of lightning."}],"special_abilities":[{"name":"Immutable Form","desc":"The guardian is immune to any effect that would alter its form."},{"name":"Magic Resistance","desc":"The guardian has advantage on saving throws against spells and magical effects."},{"name":"Constructed Nature","desc":"Guardians dont require air, sustenance, or sleep."},{"name":"Legendary Resistance (2/Day)","desc":"If the colossus fails a saving throw, it can choose to succeed instead. When it does so, it crumbles and cracks, losing 20 hit points."},{"name":"Siege Monster","desc":"The colossus deals double damage to objects and structures."}],"spell_list":[],"page_no":266,"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_stone-colossus/"},{"slug":"stone-giant-a5e","desc":"","name":"Stone Giant","size":"Huge","type":"Giant","subtype":"","group":null,"alignment":"","armor_class":17,"armor_desc":"","hit_points":126,"hit_dice":"11d12+55","speed":{"walk":40},"strength":23,"dexterity":14,"constitution":20,"intelligence":10,"wisdom":12,"charisma":10,"strength_save":9,"dexterity_save":5,"constitution_save":8,"intelligence_save":null,"wisdom_save":4,"charisma_save":null,"perception":null,"skills":{"athletics":9,"perception":4,"stealth":5},"damage_vulnerabilities":"","damage_resistances":"acid","damage_immunities":"","condition_immunities":"petrified","senses":"passive Perception 14","languages":"Giant","challenge_rating":"8","cr":8.0,"actions":[{"name":"Multiattack","desc":"The giant attacks twice with its greatclub or twice with rocks."},{"name":"Greatclub","desc":"Melee Weapon Attack: +9 to hit, reach 15 ft., one target. Hit: 19 (3d8 + 6) bludgeoning damage. If the target is a Large or smaller creature  it makes a DC 19 Strength saving throw  falling prone on a failure."},{"name":"Rock","desc":"Ranged Weapon Attack: +9 to hit, range 60/240 ft., one target. Hit: 20 (4d6 + 6) bludgeoning damage. If the target is a Large or smaller creature  it makes a DC 19 Strength saving throw. On a failure  it is pushed 10 feet away from the giant and knocked prone. In lieu of a rock  the giant can throw a grappled Medium or smaller creature up to 30 feet. On a hit  the target and the thrown creature both take 15 (3d6 + 5) bludgeoning damage. On a miss  only the thrown creature takes the damage. The thrown creature falls prone in an unoccupied space 5 feet from the target."}],"bonus_actions":[{"name":"Grab","desc":"One creature within 5 feet makes a DC 13 Dexterity saving throw. On a failure, it is grappled (escape DC 17). Until this grapple ends, the giant can't grab another target, and it makes greatclub attacks with advantage against the grappled target."}],"reactions":[{"name":"Rock Catching","desc":"If a rock or other Small or larger projectile is hurled or fired at the giant, the giant makes a DC 10 Dexterity saving throw. On a success, the giant catches the projectile, takes no bludgeoning or piercing damage from it, and is not pushed or knocked prone by it."}],"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Camouflage","desc":"The giant has advantage on Stealth checks made to hide in rocky terrain."}],"spell_list":[],"page_no":240,"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_stone-giant/"},{"slug":"stone-giant-stonetalker-a5e","desc":"","name":"Stone Giant Stonetalker","size":"Huge","type":"Giant","subtype":"","group":null,"alignment":"","armor_class":17,"armor_desc":"","hit_points":126,"hit_dice":"11d12+55","speed":{"walk":40},"strength":23,"dexterity":14,"constitution":20,"intelligence":10,"wisdom":12,"charisma":10,"strength_save":9,"dexterity_save":5,"constitution_save":8,"intelligence_save":null,"wisdom_save":4,"charisma_save":null,"perception":null,"skills":{"athletics":9,"perception":4,"stealth":5},"damage_vulnerabilities":"","damage_resistances":"acid","damage_immunities":"","condition_immunities":"petrified","senses":"passive Perception 14","languages":"Giant","challenge_rating":"8","cr":8.0,"actions":[{"name":"Multiattack","desc":"The giant attacks twice with its greatclub or twice with rocks."},{"name":"Greatclub","desc":"Melee Weapon Attack: +9 to hit, reach 15 ft., one target. Hit: 19 (3d8 + 6) bludgeoning damage. If the target is a Large or smaller creature  it makes a DC 19 Strength saving throw  falling prone on a failure."},{"name":"Rock","desc":"Ranged Weapon Attack: +9 to hit, range 60/240 ft., one target. Hit: 20 (4d6 + 6) bludgeoning damage. If the target is a Large or smaller creature  it makes a DC 19 Strength saving throw. On a failure  it is pushed 10 feet away from the giant and knocked prone. In lieu of a rock  the giant can throw a grappled Medium or smaller creature up to 30 feet. On a hit  the target and the thrown creature both take 15 (3d6 + 5) bludgeoning damage. On a miss  only the thrown creature takes the damage. The thrown creature falls prone in an unoccupied space 5 feet from the target."},{"name":"Stone Spikes","desc":"Magical spikes of stone explode from a point on a flat surface of unworked stone within 60 feet. Each creature within 10 feet of this point makes a Dexterity saving throw  taking 28 (8d6) piercing damage on a failed save or half the damage on a success."},{"name":"Avalanche (1/Day)","desc":"The stone giant magically creates an avalanche on a hill or mountainside centered on a point within 120 feet. Stones cascade down sloped or sheer stone surfaces within 60 feet of that point. Each non-stone giant creature within the affected area makes a Strength saving throw. On a failure  a creature takes 17 (5d6) bludgeoning damage  is knocked prone  and moves with the avalanche until they reach a flat surface or the edge of the area. On a success  the creature takes half damage."}],"bonus_actions":[{"name":"Grab","desc":"One creature within 5 feet makes a DC 13 Dexterity saving throw. On a failure, it is grappled (escape DC 17). Until this grapple ends, the giant can't grab another target, and it makes greatclub attacks with advantage against the grappled target."}],"reactions":[{"name":"Rock Catching","desc":"If a rock or other Small or larger projectile is hurled or fired at the giant, the giant makes a DC 10 Dexterity saving throw. On a success, the giant catches the projectile, takes no bludgeoning or piercing damage from it, and is not pushed or knocked prone by it."}],"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Camouflage","desc":"The giant has advantage on Stealth checks made to hide in rocky terrain."},{"name":"Innate Spellcasting","desc":"The giants spellcasting ability is Constitution (spell save DC 16). It can innately cast the following spells, requiring no material components: At will: stone shape, telekinesis, 3/day each: meld into stone, move earth, passwall, 1/day each: augury, scrying (underground only)"}],"spell_list":[],"page_no":241,"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_stone-giant-stonetalker/"},{"slug":"stone-guardian-a5e","desc":"","name":"Stone Guardian","size":"Large","type":"Construct","subtype":"","group":null,"alignment":"","armor_class":17,"armor_desc":"","hit_points":178,"hit_dice":"17d10+85","speed":{"walk":30},"strength":22,"dexterity":10,"constitution":20,"intelligence":3,"wisdom":12,"charisma":1,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":null,"skills":{},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"poison, psychic; damage from nonmagical, non-adamantine weapons","condition_immunities":"charmed, fatigue, frightened, paralyzed, petrified, poisoned","senses":"darkvision 120 ft., passive Perception 11","languages":"understands the languages of its creator but can't speak","challenge_rating":"10","cr":10.0,"actions":[{"name":"Multiattack","desc":"The guardian attacks twice with its slam."},{"name":"Slam","desc":"Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 19 (3d8 + 6) bludgeoning damage."},{"name":"Rock","desc":"Ranged Weapon Attack: +10 to hit, range 60/240 ft., one target. Hit: 30 (7d6 + 6) bludgeoning damage. The target makes a DC 18 Strength saving throw  falling prone on a failure."}],"bonus_actions":[{"name":"Slow (Recharge 5-6)","desc":"The guardian targets one or more creatures within 30 feet. Each target makes a DC 17 Wisdom saving throw. On a failure, the target is slowed for 1 minute. A target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success."}],"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Immutable Form","desc":"The guardian is immune to any effect that would alter its form."},{"name":"Magic Resistance","desc":"The guardian has advantage on saving throws against spells and magical effects."},{"name":"Constructed Nature","desc":"Guardians dont require air, sustenance, or sleep."}],"spell_list":[],"page_no":265,"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_stone-guardian/"},{"slug":"storm-giant-a5e","desc":"","name":"Storm Giant","size":"Huge","type":"Giant","subtype":"","group":null,"alignment":"","armor_class":16,"armor_desc":"","hit_points":230,"hit_dice":"20d12+100","speed":{"walk":50,"swim":50},"strength":29,"dexterity":14,"constitution":20,"intelligence":16,"wisdom":18,"charisma":18,"strength_save":14,"dexterity_save":null,"constitution_save":10,"intelligence_save":null,"wisdom_save":9,"charisma_save":9,"perception":null,"skills":{"arcana":8,"athletics":14,"history":8,"insight":9,"perception":9},"damage_vulnerabilities":"","damage_resistances":"cold","damage_immunities":"lightning, thunder","condition_immunities":"","senses":"passive Perception 19","languages":"Common, Giant","challenge_rating":"14","cr":14.0,"actions":[{"name":"Multiattack","desc":"The giant attacks twice with its greatsword."},{"name":"Greatsword","desc":"Melee Weapon Attack: +14 to hit, reach 10 ft., one target. Hit: 30 (6d6 + 9) slashing damage."},{"name":"Rock","desc":"Ranged Weapon Attack: +12 to hit, range 60/240 ft., one target. Hit: 44 (10d6 + 9) bludgeoning damage. If the target is a Large or smaller creature  it makes a DC 22 Strength saving throw  falling prone on a failure."},{"name":"Lightning Strike (Recharge 5-6)","desc":"The giant throws a lightning bolt at a point it can see within 500 feet. Each creature within 10 feet of that point makes a DC 18 Dexterity saving throw  taking 56 (16d6) lightning damage on a success or half the damage on a failure."},{"name":"Sword Sweep (While Bloodied)","desc":"The giant makes a greatsword attack against each creature within 10 feet. Each creature hit with this attack makes a DC 22 Strength saving throw  falling prone on a failure."}],"bonus_actions":[{"name":"Stomp","desc":"Melee Weapon Attack: +14 to hit, reach 5 ft., one Medium or smaller prone target. Hit: 19 (3d6 + 9) bludgeoning damage."}],"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Amphibious","desc":"The giant can breathe air and water."},{"name":"Innate Spellcasting","desc":"The giants spellcasting ability is Charisma (spell save DC 17). It can innately cast the following spells, requiring no material components: At will: detect magic, feather fall, levitate, light, 3/day each: control water, control weather, water breathing, 1/day: commune"}],"spell_list":[],"page_no":242,"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_storm-giant/"},{"slug":"storm-giant-monarch-a5e","desc":"","name":"Storm Giant Monarch","size":"Huge","type":"Giant","subtype":"","group":null,"alignment":"","armor_class":16,"armor_desc":"","hit_points":460,"hit_dice":"40d12+200","speed":{"walk":50,"swim":50},"strength":29,"dexterity":14,"constitution":20,"intelligence":16,"wisdom":18,"charisma":18,"strength_save":14,"dexterity_save":null,"constitution_save":10,"intelligence_save":null,"wisdom_save":9,"charisma_save":9,"perception":null,"skills":{"arcana":8,"athletics":14,"history":8,"insight":9,"perception":9},"damage_vulnerabilities":"","damage_resistances":"cold","damage_immunities":"lightning, thunder","condition_immunities":"","senses":"passive Perception 19","languages":"Common, Giant","challenge_rating":"14","cr":14.0,"actions":[{"name":"Multiattack","desc":"The giant attacks twice with its greatsword."},{"name":"Greatsword","desc":"Melee Weapon Attack: +14 to hit, reach 10 ft., one target. Hit: 30 (6d6 + 9) slashing damage."},{"name":"Rock","desc":"Ranged Weapon Attack: +12 to hit, range 60/240 ft., one target. Hit: 44 (10d6 + 9) bludgeoning damage. If the target is a Large or smaller creature  it makes a DC 22 Strength saving throw  falling prone on a failure."},{"name":"Lightning Strike (Recharge 5-6)","desc":"The giant throws a lightning bolt at a point it can see within 500 feet. Each creature within 10 feet of that point makes a DC 18 Dexterity saving throw  taking 56 (16d6) lightning damage on a success or half the damage on a failure."},{"name":"Sword Sweep (While Bloodied)","desc":"The giant makes a greatsword attack against each creature within 10 feet. Each creature hit with this attack makes a DC 22 Strength saving throw  falling prone on a failure."}],"bonus_actions":[{"name":"Stomp","desc":"Melee Weapon Attack: +14 to hit, reach 5 ft., one Medium or smaller prone target. Hit: 19 (3d6 + 9) bludgeoning damage."}],"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Amphibious","desc":"The giant can breathe air and water."},{"name":"Innate Spellcasting","desc":"The giants spellcasting ability is Charisma (spell save DC 17). It can innately cast the following spells, requiring no material components: At will: detect magic, feather fall, levitate, light, 3/day each: control water, control weather, water breathing, 1/day: commune"}],"spell_list":[],"page_no":243,"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_storm-giant-monarch/"},{"slug":"treant-a5e","desc":"","name":"Treant","size":"Huge","type":"Plant","subtype":"","group":null,"alignment":"","armor_class":18,"armor_desc":"","hit_points":138,"hit_dice":"12d12+60","speed":{"walk":30},"strength":22,"dexterity":8,"constitution":20,"intelligence":12,"wisdom":20,"charisma":12,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":null,"skills":{},"damage_vulnerabilities":"","damage_resistances":"bludgeoning, piercing","damage_immunities":"","condition_immunities":"","senses":"darkvision 60 ft., passive Perception 15","languages":"Common, Druidic, Elvish, Sylvan","challenge_rating":"9","cr":9.0,"actions":[{"name":"Multiattack","desc":"The treant makes two attacks  or makes one attack and uses Animate Plant."},{"name":"Slam","desc":"Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 20 (4d6 + 6) bludgeoning damage."},{"name":"Rock","desc":"Ranged Weapon Attack: +10 to hit, range 60/180 ft., one target. Hit: 15 (2d8 + 6) bludgeoning damage."},{"name":"Animate Plant","desc":"The treant magically animates a Large or larger plant within 60 feet. The plant is immobile  but it acts on the treants initiative and can make slam attacks  or rock attacks if there are rocks to throw within 10 feet of it. Non-plant creatures treat the ground within 15 feet of the plant as difficult terrain  as surrounding roots conspire to trip and grasp moving creatures. The plant remains animated for 1 hour. If the treant uses this action while it has three plants animated in this way  the plant that has been animated the longest returns to normal."}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"False Appearance","desc":"While motionless, the treant is indistinguishable from a tree."},{"name":"Flammable","desc":"If the treant takes fire damage, it catches fire, taking 10 (3d6) ongoing fire damage, unless it is already on fire. It can use an action to extinguish itself, ending the ongoing damage."},{"name":"Forest Speaker","desc":"The treant can communicate with beasts and plants."},{"name":"Siege Monster","desc":"The treant deals double damage to objects and structures."}],"spell_list":[],"page_no":408,"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_treant/"},{"slug":"troll-a5e","desc":"","name":"Troll","size":"Large","type":"Giant","subtype":"","group":null,"alignment":"","armor_class":15,"armor_desc":"","hit_points":84,"hit_dice":"8d10+40","speed":{"walk":40},"strength":18,"dexterity":12,"constitution":20,"intelligence":8,"wisdom":12,"charisma":8,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":null,"skills":{"stealth":4},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"","condition_immunities":"","senses":"darkvision 60 ft., passive Perception 11","languages":"Giant","challenge_rating":"5","cr":5.0,"actions":[{"name":"Multiattack","desc":"The troll attacks with its bite and twice with its claw."},{"name":"Bite","desc":"Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) piercing damage."},{"name":"Claw","desc":"Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 9 (2d4 + 4) slashing damage."}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Keen Smell","desc":"The troll has advantage on Perception checks that rely on smell."},{"name":"Regeneration","desc":"The troll regains 10 hit points at the start of its turn. If the troll takes acid or fire damage, this trait doesnt function on its next turn. The troll dies only if it starts its turn with 0 hit points and doesnt regenerate."},{"name":"Severed Limbs","desc":"If the troll is dealt a critical hit with a slashing weapon, one of its extremities is severed. The extremity has AC 15, 10 hit points, a Speed of 10, and the trolls Regeneration trait. The troll controls the severed extremity and perceives through it with the appropriate senses (for instance, it sees through the eyes of its severed head). As a bonus action, the troll can reattach the extremity. While the troll is missing the extremity, its maximum hit points are reduced by 10. Roll d6 to determine the severed extremity:"},{"name":"1-4: Arm","desc":"If the troll has an arm, it loses an arm. It loses one of its claw attacks, and the severed arm can make a claw attack."},{"name":"5-6: Head","desc":"If the troll has a head, it loses its head. It loses its bite attack, and the severed head can make a bite attack."}],"spell_list":[],"page_no":412,"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_troll/"},{"slug":"tyrannosaurus-rex-a5e","desc":"","name":"Tyrannosaurus Rex","size":"Huge","type":"Beast","subtype":"","group":null,"alignment":"","armor_class":13,"armor_desc":"","hit_points":126,"hit_dice":"11d12+55","speed":{"walk":50},"strength":22,"dexterity":10,"constitution":20,"intelligence":2,"wisdom":12,"charisma":5,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":null,"skills":{},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"","condition_immunities":"","senses":"passive Perception 11","languages":"","challenge_rating":"8","cr":8.0,"actions":[{"name":"Multiattack","desc":"The tyrannosaurus makes a bite attack and a tail attack against two different targets."},{"name":"Bite","desc":"Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 25 (3d12 + 6) piercing damage. If the target is a creature  it is grappled (escape DC 17). Until this grapple ends  the tyrannosaurus can't bite a different creature and it has advantage on bite attacks against the grappled creature."},{"name":"Tail","desc":"Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 19 (3d8 + 6) bludgeoning damage."}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":null,"spell_list":[],"page_no":92,"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_tyrannosaurus-rex/"},{"slug":"vampire-a5e","desc":"","name":"Vampire","size":"Medium","type":"Undead","subtype":"","group":null,"alignment":"","armor_class":16,"armor_desc":"","hit_points":142,"hit_dice":"15d8+75","speed":{"walk":40,"climb":30},"strength":20,"dexterity":18,"constitution":20,"intelligence":16,"wisdom":16,"charisma":18,"strength_save":null,"dexterity_save":8,"constitution_save":null,"intelligence_save":null,"wisdom_save":7,"charisma_save":8,"perception":null,"skills":{"perception":7,"persuasion":8,"stealth":8},"damage_vulnerabilities":"","damage_resistances":"necrotic; damage from nonmagical, non-silvered weapons","damage_immunities":"","condition_immunities":"","senses":"darkvision 120 ft., passive Perception 17","languages":"the languages it knew in life","challenge_rating":"11","cr":11.0,"actions":[{"name":"Grab (Vampire Form Only)","desc":"Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 14 (2d8 + 5) bludgeoning damage plus 4 (1d8) necrotic damage. The target is grappled (escape DC 17) and restrained while grappled in this way."},{"name":"Charm","desc":"The vampire targets a creature within 30 feet  forcing it to make a DC 16 Wisdom saving throw. On a failure  the target is charmed by the vampire for 24 hours. While charmed it regards the vampire as a trusted friend and is a willing target for the vampires bite. The target repeats the saving throw each time it takes damage  ending the effect on itself on a success. If the targets saving throw is successful or the effect ends for it  it is immune to this vampires Charm for 24 hours."}],"bonus_actions":[{"name":"Bite","desc":"Melee Weapon Attack: +9 to hit, reach 5 ft., one target that is grappled, incapacitated, restrained, willing, or unaware of the vampires presence. Hit: 10 (1d10 + 5) piercing damage plus 21 (6d6) necrotic damage. The targets hit point maximum is reduced by an amount equal to the necrotic damage dealt, and the vampire regains this number of hit points. The reduction lasts until the target finishes a long rest. If the target is reduced to 0 hit points by this attack, it dies and rises the following night as a vampire spawn in the vampires thrall. Before the target first rises as a vampire spawn, a bless, gentle repose, or similar spell cast on the body prevents this transformation."}],"reactions":[{"name":"Hissing Scuttle (1/Day)","desc":"When the vampire takes radiant damage, it moves up to its Speed without provoking opportunity attacks."},{"name":"Warding Charm (1/Day)","desc":"When a creature the vampire can see targets it with a melee attack but before the attack is made, the vampire uses Charm on that creature."}],"legendary_desc":"","legendary_actions":[{"name":"The vampire can take 1 legendary action","desc":"Only one legendary action can be used at a time and only at the end of another creatures turn. It regains spent legendary actions at the start of its turn."},{"name":"Blood Charm","desc":"The vampire uses Charm. A creature makes its initial saving throw with disadvantage if the vampire has hit it with a bite attack within the last 24 hours."},{"name":"Grab","desc":"The vampire makes a grab attack."},{"name":"Mist Form","desc":"The vampire transforms into a mist or back into its true form. As mist, the vampire has a flying speed of 30, can't speak, can't take actions or manipulate objects, is immune to nonmagical damage from weapons, and has advantage on saving throws and Stealth checks. It can pass through a space as narrow as 1 inch without squeezing but can't pass through water. Anything its carrying transforms with it."},{"name":"Shapechange","desc":"The vampire transforms into the shape of a Medium or smaller beast or back into its true form. While transformed, it has the beasts size and movement modes. It can't use reactions or legendary actions, and can't speak. Otherwise, it uses the vampires statistics. Anything its carrying transforms with it."}],"special_abilities":[{"name":"Legendary Resistance (3/Day)","desc":"When the vampire fails a saving throw, it can choose to succeed instead. When it does so, it visibly grows older. Its original appearance is restored when it finishes a long rest."},{"name":"Misty Recovery","desc":"When the vampire drops to 0 hit points, instead of falling unconscious, it turns into mist as if it had used the Mist Form legendary action. It can't revert to its vampire form, and it must reach its resting place within 2 hours or be destroyed. Once in its resting place, it reverts to vampire form and is paralyzed for 1 hour, at which time it regains 1 hit point. While paralyzed in this way, it can be destroyed by fire damage, radiant damage, damage from a magical weapon, or a wooden stake driven through the heart, but it is otherwise immune to damage."},{"name":"Regeneration","desc":"The vampire regains 20 hit points at the start of its turn if it has at least 1 hit point and hasnt taken radiant damage since its last turn."},{"name":"Spider Climb","desc":"The vampire can climb even on difficult surfaces and upside down on ceilings."},{"name":"Vampire Weaknesses","desc":"Vampires most common weaknesses are sunlight and running water. When the vampire ends its turn in contact with one of its weaknesses (such as being bathed in sunlight or running water), it takes 20 radiant damage. While in contact with its weakness, it can't use its Regeneration trait or its Mist Form or Shapechange actions."},{"name":"Resting Place","desc":"Every vampires lair contains a resting place, usually a coffin or sarcophagus, where the vampire must rest for at least an hour each day to recuperate its powers. This resting place is sprinkled with soil from its mortal homeland. If this soil is scattered or is subjected to a bless, hallow, or similar spell, the vampire is destroyed when reduced to 0 hit points."}],"spell_list":[],"page_no":418,"environments":[],"img_main":null,"document__slug":"menagerie","document__title":"Level Up Advanced 5e Monstrous Menagerie","document__license_url":"http://open5e.com/legal","document__url":"https://www.levelup5e.com","v2_converted_path":"/v2/creatures/a5e-mm_vampire/"},{"slug":"vampire-assassin-a5e","desc":"","name":"Vampire Assassin","size":"Medium","type":"Undead","subtype":"","group":null,"alignment":"","armor_class":16,"armor_desc":"","hit_points":142,"hit_dice":"15d8+75","speed":{"walk":40,"climb":30},"strength":20,"dexterity":18,"constitution":20,"intelligence":16,"wisdom":16,"charisma":18,"strength_save":null,"dexterity_save":8,"constitution_save":null,"intelligence_save":null,"wisdom_save":7,"charisma_save":8,"perception":null,"skills":{"perception":7,"persuasion":8,"stealth":8},"damage_vulnerabilities":"","damage_resistances":"necrotic; damage from nonmagical, non-silvered weapons","damage_immunities":"","condition_immunities":"","senses":"darkvision 120 ft., passive Perception 17","languages":"the languages it knew in life","challenge_rating":"12","cr":12.0,"actions":[{"name":"Grab (Vampire Form Only)","desc":"Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 14 (2d8 + 5) bludgeoning damage plus 4 (1d8) necrotic damage. The target is grappled (escape DC 17) and restrained while grappled in this way."},{"name":"Charm","desc":"The vampire targets a creature within 30 feet  forcing it to make a DC 16 Wisdom saving throw. On a failure  the target is charmed by the vampire for 24 hours. While charmed it regards the vampire as a trusted friend and is a willing target for the vampires bite. The target repeats the saving throw each time it takes damage  ending the effect on itself on a success. If the targets saving throw is successful or the effect ends for it  it is immune to this vampires Charm for 24 hours."}],"bonus_actions":[{"name":"Bite","desc":"Melee Weapon Attack: +9 to hit, reach 5 ft., one target that is grappled, incapacitated, restrained, willing, or unaware of the vampires presence. Hit: 10 (1d10 + 5) piercing damage plus 21 (6d6) necrotic damage. The targets hit point maximum is reduced by an amount equal to the necrotic damage dealt, and the vampire regains this number of hit points. The reduction lasts until the target finishes a long rest. If the target is reduced to 0 hit points by this attack, it dies and rises the following night as a vampire spawn in the vampires thrall. Before the target first rises as a vampire spawn, a bless, gentle repose, or similar spell cast on the body prevents this transformation."}],"reactions":[{"name":"Hissing Scuttle (1/Day)","desc":"When the vampire takes radiant damage, it moves up to its Speed without provoking opportunity attacks."},{"name":"Warding Charm (1/Day)","desc":"When a creature the vampire can see targets it with a melee attack but before the attack is made, the vampire uses Charm on that creature."}],"legendary_desc":"","legendary_actions":[{"name":"The vampire can take 1 legendary action","desc":"Only one legendary action can be used at a time and only at the end of another creatures turn. It regains spent legendary actions at the start of its turn."},{"name":"Blood Charm","desc":"The vampire uses Charm. A creature makes its initial saving throw with disadvantage if the vampire has hit it with a bite attack within the last 24 hours."},{"name":"Grab","desc":"The vampire makes a grab attack."},{"name":"Mist Form","desc":"The vampire transforms into a mist or back into its true form. As mist, the vampire has a flying speed of 30, can't speak, can't take actions or manipulate objects, is immune to nonmagical damage from weapons, and has advantage on saving throws and Stealth checks. It can pass through a space as narrow as 1 inch without squeezing but can't pass through water. Anything its carrying transforms with it."},{"name":"Shapechange","desc":"The vampire transforms into the shape of a Medium or smaller beast or back into its true form. While transformed, it has the beasts size and movement modes. It can't use reactions or legendary actions, and can't speak. Otherwise, it uses the vampires statistics. Anything its carrying transforms with it."}],"special_abilities":[{"name":"Legendary Resistance (3/Day)","desc":"When the vampire fails a saving throw, it can choose to succeed instead. When it does so, it visibly grows older. Its original appearance is restored when it finishes a long rest."},{"name":"Misty Recovery","desc":"When the vampire drops to 0 hit points, instead of falling unconscious, it turns into mist as if it had used the Mist Form legendary action. It can't revert to its vampire form, and it must reach its resting place within 2 hours or be destroyed. Once in its resting place, it reverts to vampire form and is paralyzed for 1 hour, at which time it regains 1 hit point. While paralyzed in this way, it can be destroyed by fire damage, radiant damage, damage from a magical weapon, or a wooden stake driven through the heart, but it is otherwise immune to damage."},{"name":"Regeneration","desc":"The vampire regains 20 hit points at the start of its turn if it has at least 1 hit point and hasnt taken radiant damage since its last turn."},{"name":"Spider Climb","desc":"The vampire can climb even on difficult surfaces and upside down on ceilings."},{"name":"Vampire Weaknesses","desc":"Vampires most common weaknesses are sunlight and running water. When the vampire ends its turn in contact with one of its weaknesses (such as being bathed in sunlight or running water), it takes 20 radiant damage. While in contact with its weakness, it can't use its Regeneration trait or its Mist Form or Shapechange actions."},{"name":"Resting Place","desc":"Every vampires lair contains a resting place, usually a coffin or sarcophagus, where the vampire must rest for at least an hour each day to recuperate its powers. This resting place is sprinkled with soil from its mortal homeland. If this soil is scattered or is subjected to a bless, hallow, or similar spell, the vampire is destroyed when reduced to 0 hit points."},{"name":"Misty Stealth","desc":"While in Mist Form in dim light or darkness, the vampire is invisible."},{"name":"Sneak Attack (1/Turn)","desc":"The vampire deals an extra 10 (3d6) damage when it hits with a weapon attack while it has advantage on the attack, or when its target is within 5 feet of an ally of the vampire while the vampire doesnt have disadvantage on the attack."}],"spell_list":[],"page_no":420,"environments":[],"img_main":null,"document__slug":"menagerie","document__title":"Level Up Advanced 5e Monstrous Menagerie","document__license_url":"http://open5e.com/legal","document__url":"https://www.levelup5e.com","v2_converted_path":"/v2/creatures/a5e-mm_vampire-assassin/"},{"slug":"vampire-mage-a5e","desc":"","name":"Vampire Mage","size":"Medium","type":"Undead","subtype":"","group":null,"alignment":"","armor_class":16,"armor_desc":"","hit_points":142,"hit_dice":"15d8+75","speed":{"walk":40,"climb":30},"strength":20,"dexterity":18,"constitution":20,"intelligence":16,"wisdom":16,"charisma":18,"strength_save":null,"dexterity_save":8,"constitution_save":null,"intelligence_save":null,"wisdom_save":7,"charisma_save":8,"perception":null,"skills":{"perception":7,"persuasion":8,"stealth":8},"damage_vulnerabilities":"","damage_resistances":"necrotic; damage from nonmagical, non-silvered weapons","damage_immunities":"","condition_immunities":"","senses":"darkvision 120 ft., passive Perception 17","languages":"the languages it knew in life","challenge_rating":"13","cr":13.0,"actions":[{"name":"Grab (Vampire Form Only)","desc":"Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 14 (2d8 + 5) bludgeoning damage plus 4 (1d8) necrotic damage. The target is grappled (escape DC 17) and restrained while grappled in this way."},{"name":"Charm","desc":"The vampire targets a creature within 30 feet  forcing it to make a DC 16 Wisdom saving throw. On a failure  the target is charmed by the vampire for 24 hours. While charmed it regards the vampire as a trusted friend and is a willing target for the vampires bite. The target repeats the saving throw each time it takes damage  ending the effect on itself on a success. If the targets saving throw is successful or the effect ends for it  it is immune to this vampires Charm for 24 hours."},{"name":"Fireball (3rd-Level; V, S, M)","desc":"Fire streaks from the vampire to a point within 120 feet and explodes in a 20-foot radius  spreading around corners. Each creature in the area makes a DC 15 Dexterity saving throw  taking 21 (6d6) fire damage on a failed save or half damage on a success."},{"name":"Blight (4th-Level; V, S)","desc":"The vampire targets a living creature or plant within 30 feet  draining moisture and vitality from it. The target makes a DC 15 Constitution saving throw  taking 36 (8d8) necrotic damage on a failure or half damage on a success. Plant creatures have disadvantage on their saving throw and take maximum damage. A nonmagical plant dies."}],"bonus_actions":[{"name":"Bite","desc":"Melee Weapon Attack: +9 to hit, reach 5 ft., one target that is grappled, incapacitated, restrained, willing, or unaware of the vampires presence. Hit: 10 (1d10 + 5) piercing damage plus 21 (6d6) necrotic damage. The targets hit point maximum is reduced by an amount equal to the necrotic damage dealt, and the vampire regains this number of hit points. The reduction lasts until the target finishes a long rest. If the target is reduced to 0 hit points by this attack, it dies and rises the following night as a vampire spawn in the vampires thrall. Before the target first rises as a vampire spawn, a bless, gentle repose, or similar spell cast on the body prevents this transformation."}],"reactions":[{"name":"Hissing Scuttle (1/Day)","desc":"When the vampire takes radiant damage, it moves up to its Speed without provoking opportunity attacks."},{"name":"Warding Charm (1/Day)","desc":"When a creature the vampire can see targets it with a melee attack but before the attack is made, the vampire uses Charm on that creature."},{"name":"Shield (1st-Level; V","desc":"When the vampire is hit by an attack or targeted by magic missile, it gains a +5 bonus to AC (including against the triggering attack) and immunity to magic missile. These benefits last until the start of its next turn."}],"legendary_desc":"","legendary_actions":[{"name":"The vampire can take 1 legendary action","desc":"Only one legendary action can be used at a time and only at the end of another creatures turn. It regains spent legendary actions at the start of its turn."},{"name":"Blood Charm","desc":"The vampire uses Charm. A creature makes its initial saving throw with disadvantage if the vampire has hit it with a bite attack within the last 24 hours."},{"name":"Grab","desc":"The vampire makes a grab attack."},{"name":"Mist Form","desc":"The vampire transforms into a mist or back into its true form. As mist, the vampire has a flying speed of 30, can't speak, can't take actions or manipulate objects, is immune to nonmagical damage from weapons, and has advantage on saving throws and Stealth checks. It can pass through a space as narrow as 1 inch without squeezing but can't pass through water. Anything its carrying transforms with it."},{"name":"Shapechange","desc":"The vampire transforms into the shape of a Medium or smaller beast or back into its true form. While transformed, it has the beasts size and movement modes. It can't use reactions or legendary actions, and can't speak. Otherwise, it uses the vampires statistics. Anything its carrying transforms with it."}],"special_abilities":[{"name":"Legendary Resistance (3/Day)","desc":"When the vampire fails a saving throw, it can choose to succeed instead. When it does so, it visibly grows older. Its original appearance is restored when it finishes a long rest."},{"name":"Misty Recovery","desc":"When the vampire drops to 0 hit points, instead of falling unconscious, it turns into mist as if it had used the Mist Form legendary action. It can't revert to its vampire form, and it must reach its resting place within 2 hours or be destroyed. Once in its resting place, it reverts to vampire form and is paralyzed for 1 hour, at which time it regains 1 hit point. While paralyzed in this way, it can be destroyed by fire damage, radiant damage, damage from a magical weapon, or a wooden stake driven through the heart, but it is otherwise immune to damage."},{"name":"Regeneration","desc":"The vampire regains 20 hit points at the start of its turn if it has at least 1 hit point and hasnt taken radiant damage since its last turn."},{"name":"Spider Climb","desc":"The vampire can climb even on difficult surfaces and upside down on ceilings."},{"name":"Vampire Weaknesses","desc":"Vampires most common weaknesses are sunlight and running water. When the vampire ends its turn in contact with one of its weaknesses (such as being bathed in sunlight or running water), it takes 20 radiant damage. While in contact with its weakness, it can't use its Regeneration trait or its Mist Form or Shapechange actions."},{"name":"Resting Place","desc":"Every vampires lair contains a resting place, usually a coffin or sarcophagus, where the vampire must rest for at least an hour each day to recuperate its powers. This resting place is sprinkled with soil from its mortal homeland. If this soil is scattered or is subjected to a bless, hallow, or similar spell, the vampire is destroyed when reduced to 0 hit points."},{"name":"Spellcasting","desc":"The vampire is a 7th level spellcaster. Its spellcasting ability is Intelligence (spell save DC 15). It has the following wizard spells prepared:\n Cantrips (at will): mage hand\n minor illusion\n 1st-level (4 slots): disguise self\n shield\n 2nd-level (3 slots): darkness\n misty step\n 3rd-level (3 slots): animate dead\n fireball\n 4th-level (1 slot): blight"}],"spell_list":[],"page_no":420,"environments":[],"img_main":null,"document__slug":"menagerie","document__title":"Level Up Advanced 5e Monstrous Menagerie","document__license_url":"http://open5e.com/legal","document__url":"https://www.levelup5e.com","v2_converted_path":"/v2/creatures/a5e-mm_vampire-mage/"},{"slug":"vampire-warrior-a5e","desc":"","name":"Vampire Warrior","size":"Medium","type":"Undead","subtype":"","group":null,"alignment":"","armor_class":18,"armor_desc":"","hit_points":142,"hit_dice":"15d8+75","speed":{"walk":40,"climb":30},"strength":20,"dexterity":18,"constitution":20,"intelligence":16,"wisdom":16,"charisma":18,"strength_save":null,"dexterity_save":8,"constitution_save":null,"intelligence_save":null,"wisdom_save":7,"charisma_save":8,"perception":null,"skills":{"perception":7,"persuasion":8,"stealth":8},"damage_vulnerabilities":"","damage_resistances":"necrotic; damage from nonmagical, non-silvered weapons","damage_immunities":"","condition_immunities":"","senses":"darkvision 120 ft., passive Perception 17","languages":"the languages it knew in life","challenge_rating":"12","cr":12.0,"actions":[{"name":"Grab (Vampire Form Only)","desc":"Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 14 (2d8 + 5) bludgeoning damage plus 4 (1d8) necrotic damage. The target is grappled (escape DC 17) and restrained while grappled in this way."},{"name":"Charm","desc":"The vampire targets a creature within 30 feet  forcing it to make a DC 16 Wisdom saving throw. On a failure  the target is charmed by the vampire for 24 hours. While charmed it regards the vampire as a trusted friend and is a willing target for the vampires bite. The target repeats the saving throw each time it takes damage  ending the effect on itself on a success. If the targets saving throw is successful or the effect ends for it  it is immune to this vampires Charm for 24 hours."},{"name":"Reaping Greatsword","desc":"Melee Weapon Attack: +9 to hit, reach 10 ft.  up to 3 targets. Hit: 12 (2d6 + 5) slashing damage plus 4 (1d8) necrotic damage. If the target is a creature  it makes a DC 17 Strength saving throw  falling prone on a failure."}],"bonus_actions":[{"name":"Bite","desc":"Melee Weapon Attack: +9 to hit, reach 5 ft., one target that is grappled, incapacitated, restrained, willing, or unaware of the vampires presence. Hit: 10 (1d10 + 5) piercing damage plus 21 (6d6) necrotic damage. The targets hit point maximum is reduced by an amount equal to the necrotic damage dealt, and the vampire regains this number of hit points. The reduction lasts until the target finishes a long rest. If the target is reduced to 0 hit points by this attack, it dies and rises the following night as a vampire spawn in the vampires thrall. Before the target first rises as a vampire spawn, a bless, gentle repose, or similar spell cast on the body prevents this transformation."}],"reactions":[{"name":"Hissing Scuttle (1/Day)","desc":"When the vampire takes radiant damage, it moves up to its Speed without provoking opportunity attacks."},{"name":"Warding Charm (1/Day)","desc":"When a creature the vampire can see targets it with a melee attack but before the attack is made, the vampire uses Charm on that creature."}],"legendary_desc":"","legendary_actions":[{"name":"The vampire can take 1 legendary action","desc":"Only one legendary action can be used at a time and only at the end of another creatures turn. It regains spent legendary actions at the start of its turn."},{"name":"Blood Charm","desc":"The vampire uses Charm. A creature makes its initial saving throw with disadvantage if the vampire has hit it with a bite attack within the last 24 hours."},{"name":"Grab","desc":"The vampire makes a grab attack."},{"name":"Mist Form","desc":"The vampire transforms into a mist or back into its true form. As mist, the vampire has a flying speed of 30, can't speak, can't take actions or manipulate objects, is immune to nonmagical damage from weapons, and has advantage on saving throws and Stealth checks. It can pass through a space as narrow as 1 inch without squeezing but can't pass through water. Anything its carrying transforms with it."},{"name":"Shapechange","desc":"The vampire transforms into the shape of a Medium or smaller beast or back into its true form. While transformed, it has the beasts size and movement modes. It can't use reactions or legendary actions, and can't speak. Otherwise, it uses the vampires statistics. Anything its carrying transforms with it."}],"special_abilities":[{"name":"Legendary Resistance (3/Day)","desc":"When the vampire fails a saving throw, it can choose to succeed instead. When it does so, it visibly grows older. Its original appearance is restored when it finishes a long rest."},{"name":"Misty Recovery","desc":"When the vampire drops to 0 hit points, instead of falling unconscious, it turns into mist as if it had used the Mist Form legendary action. It can't revert to its vampire form, and it must reach its resting place within 2 hours or be destroyed. Once in its resting place, it reverts to vampire form and is paralyzed for 1 hour, at which time it regains 1 hit point. While paralyzed in this way, it can be destroyed by fire damage, radiant damage, damage from a magical weapon, or a wooden stake driven through the heart, but it is otherwise immune to damage."},{"name":"Regeneration","desc":"The vampire regains 20 hit points at the start of its turn if it has at least 1 hit point and hasnt taken radiant damage since its last turn."},{"name":"Spider Climb","desc":"The vampire can climb even on difficult surfaces and upside down on ceilings."},{"name":"Vampire Weaknesses","desc":"Vampires most common weaknesses are sunlight and running water. When the vampire ends its turn in contact with one of its weaknesses (such as being bathed in sunlight or running water), it takes 20 radiant damage. While in contact with its weakness, it can't use its Regeneration trait or its Mist Form or Shapechange actions."},{"name":"Resting Place","desc":"Every vampires lair contains a resting place, usually a coffin or sarcophagus, where the vampire must rest for at least an hour each day to recuperate its powers. This resting place is sprinkled with soil from its mortal homeland. If this soil is scattered or is subjected to a bless, hallow, or similar spell, the vampire is destroyed when reduced to 0 hit points."}],"spell_list":[],"page_no":421,"environments":[],"img_main":null,"document__slug":"menagerie","document__title":"Level Up Advanced 5e Monstrous Menagerie","document__license_url":"http://open5e.com/legal","document__url":"https://www.levelup5e.com","v2_converted_path":"/v2/creatures/a5e-mm_vampire-warrior/"},{"slug":"wraith-lord-a5e","desc":"","name":"Wraith Lord","size":"Medium","type":"Undead","subtype":"","group":null,"alignment":"","armor_class":15,"armor_desc":"","hit_points":171,"hit_dice":"18d8+90","speed":{"walk":40,"fly":60},"strength":14,"dexterity":20,"constitution":20,"intelligence":16,"wisdom":18,"charisma":18,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":null,"skills":{},"damage_vulnerabilities":"","damage_resistances":"acid, lightning, psychic, thunder; damage from nonmagical weapons","damage_immunities":"cold, necrotic, poison","condition_immunities":"charmed, fatigue, grappled, paralyzed, petrified, poisoned, prone, restrained, unconscious","senses":"truesight 120 ft., passive Perception 14","languages":"the languages it knew in life","challenge_rating":"13","cr":13.0,"actions":[{"name":"Multiattack","desc":"The wraith lord can use Paralyzing Terror. It then uses Life Drain twice. If in corporeal form  it then makes a greatsword attack."},{"name":"Life Drain","desc":"The wraith targets a creature within 5 feet  forcing it to make a DC 18 Constitution saving throw. On a failure  the creature takes 17 (5d6) necrotic damage  or 24 (7d6) necrotic damage if it is frightened or surprised  and its hit point maximum is reduced by an amount equal to the damage taken. This reduction lasts until the creature finishes a long rest. It dies if its hit point maximum is reduced to 0."},{"name":"Greatsword (Corporeal Form Only)","desc":"Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 12 (2d6 + 5) slashing damage plus 17 (5d6) poison damage  and the target makes a DC 18 Constitution saving throw. On a failure  the target is poisoned for 24 hours. While poisoned in this way  the target can't regain hit points. If a creature dies while poisoned in this way  its spirit rises as a wraith under the wraith lords control 1 minute after its death."},{"name":"Paralyzing Terror","desc":"The wraith lord targets a frightened creature within 60 feet  forcing it to make a DC 18 Wisdom saving throw. On a failure  the target is paralyzed for 1 minute. It repeats the saving throw at the end of each of its turns  ending the effect on itself on a success."},{"name":"Create Wraith","desc":"The wraith lord touches a humanoid corpse it killed up to 1 day ago. The creatures spirit rises as a wraith under the wraith lords control."},{"name":"Corporeal Form (1/Day)","desc":"The wraith lord takes on a material form. In material form  it loses its incorporeal trait  its fly speed  and its immunity to the grappled  prone  and restrained conditions. The wraith instantly reverts to its incorporeal form if it is bloodied  and it can do so voluntarily at any time as an action."}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Aura of Fear","desc":"A creature that starts its turn within 30 feet of a wraith lord makes a DC 17 Wisdom saving throw. On a failure, it is frightened until the start of its next turn. If a creatures saving throw is successful or the effect ends for it, it is immune to any wraith or wraith lords Aura of Fear for 24 hours."},{"name":"Evil","desc":"The wraith lord radiates an Evil aura."},{"name":"Incorporeal","desc":"The wraith lord can move through creatures and objects. It takes 5 (1d10) force damage if it ends its turn inside an object. If it takes radiant damage, it loses this trait until the end of its next turn."},{"name":"Light Sensitivity","desc":"While in sunlight or bright light cast by a fire, the wraith lord has disadvantage on attack rolls, as well as on Perception checks that rely on sight."},{"name":"Undead Nature","desc":"A wraith doesnt require air, food, drink, or sleep."}],"spell_list":[],"page_no":428,"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_wraith-lord/"},{"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":"young-red-dragon-a5e","desc":"","name":"Young Red Dragon","size":"Large","type":"Dragon","subtype":"","group":null,"alignment":"","armor_class":18,"armor_desc":"","hit_points":178,"hit_dice":"17d10+85","speed":{"walk":40,"climb":40,"fly":80},"strength":22,"dexterity":10,"constitution":20,"intelligence":14,"wisdom":12,"charisma":18,"strength_save":null,"dexterity_save":4,"constitution_save":9,"intelligence_save":null,"wisdom_save":5,"charisma_save":8,"perception":null,"skills":{"intimidation":8,"perception":5,"stealth":4},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"fire","condition_immunities":"","senses":"blindsight 30 ft., darkvision 120 ft., passive Perception 18","languages":"Common, Draconic","challenge_rating":"11","cr":11.0,"actions":[{"name":"Multiattack","desc":"The dragon attacks once 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":"Claw","desc":"Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 15 (2d8 + 6) slashing damage."},{"name":"Fire Breath (Recharge 5-6)","desc":"The dragon exhales a blast of fire that fills a 30-foot cone. Each creature in that area makes a DC 17 Dexterity saving throw  taking 52 (15d6) 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":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Searing Heat","desc":"A creature that starts its turn touching the dragon, or touches it or hits it with a melee attack for the first time on a turn, takes 3 (1d6) 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 16). It can innately cast the following spells, requiring no material components. 3/day each:command, hold person"}],"spell_list":[],"page_no":119,"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-red-dragon/"},{"slug":"young-red-dragon-zombie-a5e","desc":"","name":"Young Red Dragon Zombie","size":"Large","type":"Undead","subtype":"","group":null,"alignment":"","armor_class":16,"armor_desc":"","hit_points":178,"hit_dice":"17d10+85","speed":{"walk":30,"climb":30,"fly":70},"strength":22,"dexterity":6,"constitution":20,"intelligence":3,"wisdom":8,"charisma":4,"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":"fire, poison","condition_immunities":"","senses":"blindsight 30 ft., darkvision 120 ft., passive Perception 9","languages":"understands Common and Draconic but can't speak","challenge_rating":"11","cr":11.0,"actions":[{"name":"Multiattack","desc":"The dragon attacks once 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":"Fire Breath (Recharge 5-6)","desc":"The dragon exhales a blast of fire that fills a 30-foot cone. Each creature in that area makes a DC 17 Dexterity saving throw  taking 52 (15d6) fire damage on a failed save or half damage on a success. A creature that fails the saving throw also suffers 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":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Undead Fortitude (1/Day)","desc":"If the zombie is reduced to 0 hit points by damage that isnt radiant or from a critical hit, its instead reduced to 1 hit point, falls prone, and is stunned until the end of its next turn, appearing to be dead."},{"name":"Undead Nature","desc":"A zombie doesnt require air, sustenance, or sleep."}],"spell_list":[],"page_no":436,"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-red-dragon-zombie/"},{"slug":"young-silver-dragon-a5e","desc":"","name":"Young Silver 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},"strength":22,"dexterity":14,"constitution":20,"intelligence":14,"wisdom":10,"charisma":18,"strength_save":null,"dexterity_save":6,"constitution_save":9,"intelligence_save":null,"wisdom_save":4,"charisma_save":8,"perception":null,"skills":{"arcana":6,"history":6,"perception":4,"stealth":6},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"cold","condition_immunities":"","senses":"blindsight 30 ft., darkvision 120 ft., passive Perception 17","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) cold 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":"Frost Breath","desc":"The dragon exhales freezing wind in a 30-foot cone. Each creature in the area makes a DC 17 Constitution saving throw  taking 40 (9d8) cold damage on a failed save or half damage on a success."},{"name":"Paralyzing Breath","desc":"The dragon exhales paralytic gas in a 30-foot cone. Each creature in the area must succeed on a DC 17 Constitution saving throw or be paralyzed until the end of its next turn."}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Cloud Strider","desc":"The dragon suffers no harmful effects from high altitudes."},{"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:charm person, faerie fire"}],"spell_list":[],"page_no":179,"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-silver-dragon/"},{"slug":"aatxe","desc":"","name":"Aatxe","size":"Large","type":"Celestial","subtype":"shapechanger","group":null,"alignment":"lawful good","armor_class":14,"armor_desc":"natural armor","hit_points":105,"hit_dice":"10d10+50","speed":{"walk":50},"strength":22,"dexterity":12,"constitution":20,"intelligence":10,"wisdom":14,"charisma":14,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":null,"skills":{"athletics":9,"intimidation":5},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"","condition_immunities":"charmed, frightened","senses":"passive Perception 12","languages":"understands all but can't speak","challenge_rating":"5","cr":5.0,"actions":[{"attack_bonus":9,"damage_dice":"3d8+6","desc":"Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 19 (3d8 + 6) piercing damage.","name":"Gore"},{"desc":"The aatxe lowers its horns and paws at the ground with its hooves. Each creature within 30 feet of the aatxe must succeed on a DC 15 Wisdom saving throw or be 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 aatxe's Paw the Earth for the next 24 hours.","name":"Paw the Earth"}],"bonus_actions":null,"reactions":null,"legendary_desc":"The aatxe 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 aatxe regains spent legendary actions at the start of its turn.","legendary_actions":[{"desc":"The aatxe makes a Wisdom (Perception) check.","name":"Detect"},{"desc":"The aatxe makes one gore attack.","name":"Gore (Costs 2 Actions)"},{"desc":"The aatxe flares crimson with celestial power, protecting those nearby. The next attack that would hit an ally within 5 feet of the aatxe hits the aatxe instead.","name":"Bulwark (Costs 3 Actions)"}],"special_abilities":[{"desc":"If the aatxe moves at least 20 feet straight toward a target and then hits it with a gore attack on the same turn, the target takes an extra 9 (2d8) piercing damage. If the target is a creature, it must succeed on a DC 15 Strength saving throw or be knocked prone.","name":"Charge"},{"desc":"The aatxe can use an action to read the surface thoughts of one creature within 30 feet. This works like the detect thoughts spell, except it can only read surface thoughts and there is no limit to the duration. It can end this effect as a bonus action or by using an action to change the target. Limited Speech (Humanoid Form Only). The aatxe can verbally communicate only simple ideas and phrases, though it can understand and follow a conversation without issue.","name":"Know Thoughts"},{"desc":"The aatxe has advantage on saving throws against spells and other magical effects.","name":"Magic Resistance"},{"desc":"The aatxe can use its action to polymorph into a Medium male humanoid it has seen, or back into its true form. Its statistics, other than its size, are the same in each form. Any equipment it is wearing or carrying isn't transformed. It reverts to its true form if it dies.","name":"Shapechanger"}],"spell_list":[],"page_no":7,"environments":[],"img_main":null,"document__slug":"cc","document__title":"Creature Codex","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/creature-codex-for-5th-edition-dnd/","v2_converted_path":"/v2/creatures/ccdx_aatxe/"},{"slug":"avatar-of-shoth","desc":"","name":"Avatar of Shoth","size":"Gargantuan","type":"Aberration","subtype":"shoth","group":null,"alignment":"lawful neutral","armor_class":18,"armor_desc":"natural armor","hit_points":341,"hit_dice":"22d20+110","speed":{"climb":30,"walk":30},"strength":20,"dexterity":9,"constitution":20,"intelligence":18,"wisdom":20,"charisma":22,"strength_save":null,"dexterity_save":null,"constitution_save":12,"intelligence_save":null,"wisdom_save":12,"charisma_save":13,"perception":12,"skills":{"insight":12,"perception":12,"persuasion":13},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"acid, cold, fire","condition_immunities":"charmed, frightened, prone","senses":"blindsight 60 ft., truesight 60 ft., passive Perception 22","languages":"all, telepathy 120 ft.","challenge_rating":"21","cr":21.0,"actions":[{"desc":"The avatar makes three oozing tentacle attacks.","name":"Multiattack"},{"attack_bonus":12,"damage_dice":"4d12+5","desc":"Melee Weapon Attack: +12 to hit, reach 15 ft., one target. Hit: 31 (4d12 + 5) bludgeoning damage and 14 (4d6) acid damage.","name":"Oozing Tentacle"},{"desc":"A shoth with less than half its maximum hp can merge with any other shoth creature within 10 feet, adding its remaining hp to that creature's. The hp gained this way can exceed the normal maximum of that creature. The avatar can accept any number of such mergers.","name":"Legendary Merge"},{"desc":"The avatar rises up and crashes down, releasing a 20-foot radius wave of acidic ooze. Each creature in the area must make a DC 20 Dexterity saving throw. On a failure, a creature takes 67 (15d8) acid damage and is knocked prone. On a success, a creature takes half the damage and isn't knocked prone.","name":"Acid Wave (Recharge 5-6)"},{"desc":"The avatar uses its action to consult its weighty zom for insight. The zom flashes brilliant crimson-and-white light. Each creature within 120 feet who can see the avatar must succeed on a DC 20 Constitution saving throw or be blinded until the end of its next turn. Each creature of the avatar's choice within 120 feet that speaks a language must succeed on a DC 20 Charisma saving throw or be stunned until the end of its next turn as the avatar telepathically utters a short expression that is particularly meaningful to that creature.","name":"Consult the Zom (1/Day)"}],"bonus_actions":null,"reactions":null,"legendary_desc":"The avatar can take 3 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature's turn. The avatar regains spent legendary actions at the start of its turn.","legendary_actions":[{"desc":"The avatar casts one at will spell.","name":"At Will Spell"},{"desc":"The avatar makes one oozing tentacle attack.","name":"Oozing Tentacle"},{"desc":"The avatar uses Acid Wave, if it is available.","name":"Acid Wave (Costs 2 Actions)"}],"special_abilities":[{"desc":"When the avatar damages a creature, it absorbs a portion of that creature's knowledge and power. As a bonus action, it can recreate any action available to a creature it damaged within the last minute. This includes spells and actions with limited uses or with a recharge. This recreated action is resolved using the avatar's statistics where applicable.","name":"Absorbent"},{"desc":"The avatar, including its equipment, can move through a space as narrow as 1 inch wide without squeezing.","name":"Amorphous"},{"desc":"If the avatar fails a saving throw, it can choose to succeed instead.","name":"Legendary Resistance (3/Day)"},{"desc":"Any creature hostile to the avatar that starts its turn within 30 feet of the avatar must succeed on a DC 20 Wisdom saving throw or have disadvantage on all attack rolls until the end of its next turn. Creatures with Intelligence 3 or lower automatically fail the saving throw.","name":"Soothing Aura"},{"desc":"The avatar's innate spellcasting ability is Charisma (spell casting DC 21, +13 to hit with spell attacks). It may cast the following spells innately, requiring no components:\nAt will: acid splash (4d6), light, spare the dying, true strike\n3/day each: bless, blur, command, darkness, enthrall, shield\n2/day each: counterspell, dispel magic\n1/day each: black tentacles, confusion","name":"Innate Spellcasting (Psionics)"}],"spell_list":[],"page_no":332,"environments":[],"img_main":null,"document__slug":"cc","document__title":"Creature Codex","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/creature-codex-for-5th-edition-dnd/","v2_converted_path":"/v2/creatures/ccdx_avatar-of-shoth/"},{"slug":"cacus-giant","desc":"","name":"Cacus Giant","size":"Huge","type":"Giant","subtype":"","group":null,"alignment":"chaotic evil","armor_class":16,"armor_desc":"natural armor","hit_points":138,"hit_dice":"12d12+60","speed":{"walk":40},"strength":21,"dexterity":11,"constitution":20,"intelligence":7,"wisdom":14,"charisma":10,"strength_save":8,"dexterity_save":null,"constitution_save":8,"intelligence_save":null,"wisdom_save":5,"charisma_save":null,"perception":5,"skills":{"perception":5,"survival":5},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"fire","condition_immunities":"","senses":"passive Perception 15","languages":"Giant","challenge_rating":"6","cr":6.0,"actions":[{"desc":"The cacus giant makes two greatclub attacks.","name":"Multiattack"},{"attack_bonus":8,"damage_dice":"3d8+5","desc":"Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 18 (3d8 + 5) bludgeoning damage.","name":"Greatclub"},{"attack_bonus":8,"damage_dice":"4d10+5","desc":"Ranged Weapon Attack: +8 to hit, range 30/120 ft., one target. Hit: 27 (4d10 + 5) bludgeoning damage.","name":"Rock"},{"desc":"The cacus giant exhales fire in a 30-foot cone. Each creature in that area must make a DC 16 Dexterity saving throw, taking 24 (7d6) fire damage on a failed save, or half as much damage on a successful one.","name":"Fire Breath (Recharge 4-6)"}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"desc":"When the cacus giant dies, it exhales a final breath of divine essence in a gout of intense fire. Each creature within 5 feet of it must make a DC 16 Dexterity saving throw, taking 27 (6d8) fire damage on a failed save, or half as much damage on a successful one.","name":"Final Breath"}],"spell_list":[],"page_no":181,"environments":[],"img_main":null,"document__slug":"cc","document__title":"Creature Codex","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/creature-codex-for-5th-edition-dnd/","v2_converted_path":"/v2/creatures/ccdx_cacus-giant/"},{"slug":"chuhaister","desc":"","name":"Chuhaister","size":"Large","type":"Giant","subtype":"","group":null,"alignment":"chaotic evil","armor_class":16,"armor_desc":"natural armor","hit_points":157,"hit_dice":"15d10+75","speed":{"walk":40},"strength":22,"dexterity":9,"constitution":20,"intelligence":10,"wisdom":11,"charisma":12,"strength_save":null,"dexterity_save":null,"constitution_save":8,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":null,"skills":{"athletics":9},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"poison","condition_immunities":"charmed, poisoned","senses":"darkvision 120 ft., passive Perception 10","languages":"Giant, Orc, Sylvan","challenge_rating":"7","cr":7.0,"actions":[{"desc":"The chuhaister makes two greatclub attacks.","name":"Multiattack"},{"attack_bonus":9,"damage_dice":"5d6+6","desc":"Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 23 (5d6 + 6) bludgeoning damage.","name":"Greatclub"},{"attack_bonus":2,"damage_dice":"5d10+6","desc":"Ranged Weapon Attack: +2 to hit, range 30/120 ft., one target. Hit: 33 (5d10 + 6) bludgeoning damage.","name":"Rock"}],"bonus_actions":null,"reactions":[{"desc":"When the chuhaister or one ally within 30 feet of it is hit by an attack, the chuhaister can create a magical, wooden barrier that interrupts the attack. The attack causes no damage. The shield splinters and disappears afterwards.","name":"Deadfall Shield (Recharge 5-6)"}],"legendary_desc":"","legendary_actions":null,"special_abilities":[{"desc":"Creatures of the fey type don't recover spells during a long rest while within 60 feet of the chuhaister. In addition, the chuhaister automatically sees through magical illusions created by spells of 3rd level or lower and has advantage on saving throws and ability checks to detect or see through illusion spells of 4th level or higher.","name":"Feybane"},{"desc":"While in bright light, the chuhaister has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.","name":"Light Sensitivity"}],"spell_list":[],"page_no":62,"environments":[],"img_main":null,"document__slug":"cc","document__title":"Creature Codex","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/creature-codex-for-5th-edition-dnd/","v2_converted_path":"/v2/creatures/ccdx_chuhaister/"},{"slug":"desert-troll","desc":"","name":"Desert Troll","size":"Large","type":"Giant","subtype":"","group":null,"alignment":"chaotic evil","armor_class":15,"armor_desc":"natural armor","hit_points":105,"hit_dice":"10d10+50","speed":{"burrow":30,"walk":30},"strength":20,"dexterity":13,"constitution":20,"intelligence":9,"wisdom":12,"charisma":7,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":4,"skills":{"perception":4,"stealth":4},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"fire","condition_immunities":"","senses":"darkvision 60 ft., passive Perception 14","languages":"Common, Giant","challenge_rating":"6","cr":6.0,"actions":[{"desc":"The desert troll makes three attacks: one with its bite and two with its claws.","name":"Multiattack"},{"attack_bonus":8,"damage_dice":"1d6+5","desc":"Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 8 (1d6 + 5) piercing damage.","name":"Bite"},{"attack_bonus":8,"damage_dice":"2d6+5","desc":"Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 12 (2d6 + 5) slashing damage.","name":"Claws"}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"desc":"The desert troll has advantage on Dexterity (Stealth) checks made to hide in desert terrain.","name":"Desert Camouflage"},{"desc":"If the desert troll burrows at least 15 feet straight toward a creature, it can burst out of the ground, harming those above it. Each creature in its space when it erupts must make a DC 16 Strength saving throw. On a failure, the creature takes 10 (3d6) bludgeoning damage, is pushed out of the troll's space, and is knocked prone. On a success, the creature takes half the damage and is pushed out of the troll's space, but isn't knocked prone.","name":"Erupt"},{"desc":"The desert troll has advantage on Wisdom (Perception) checks that rely on smell.","name":"Keen Smell"},{"desc":"The troll regains 10 hp at the start of its turn. If the troll takes acid damage, this trait doesn't function at the start of the troll's next turn. The troll dies only if it starts its turn with 0 hp and doesn't regenerate.","name":"Regeneration"},{"desc":"The desert troll takes 1 acid damage for every 5 feet it moves in water or for every gallon of water splashed on it.","name":"Water Susceptibility"}],"spell_list":[],"page_no":356,"environments":[],"img_main":null,"document__slug":"cc","document__title":"Creature Codex","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/creature-codex-for-5th-edition-dnd/","v2_converted_path":"/v2/creatures/ccdx_desert-troll/"},{"slug":"droth","desc":"","name":"Droth","size":"Huge","type":"Aberration","subtype":"shoth","group":null,"alignment":"lawful neutral","armor_class":16,"armor_desc":"natural armor","hit_points":230,"hit_dice":"20d12+100","speed":{"climb":10,"walk":20},"strength":18,"dexterity":9,"constitution":20,"intelligence":14,"wisdom":16,"charisma":20,"strength_save":null,"dexterity_save":null,"constitution_save":9,"intelligence_save":null,"wisdom_save":7,"charisma_save":9,"perception":7,"skills":{"perception":7},"damage_vulnerabilities":"","damage_resistances":"cold, fire","damage_immunities":"acid","condition_immunities":"","senses":"blindsight 60 ft., passive Perception 17","languages":"all, telepathy 100 ft.","challenge_rating":"12","cr":12.0,"actions":[{"desc":"The droth makes two oozing crush attacks.","name":"Multiattack"},{"attack_bonus":8,"damage_dice":"4d12+4","desc":"Melee Weapon Attack: +8 to hit, reach 15 ft., one target. Hit: 30 (4d12 + 4) bludgeoning damage and 7 (2d6) acid damage.","name":"Oozing Crush"},{"desc":"A shoth with less than half its maximum hp can merge with any other shoth creature within 10 feet, adding its remaining hp to that creature's. The hp gained this way can exceed the normal maximum of that creature. A shoth can accept one such merger every 24 hours.","name":"Merge"},{"desc":"The droth rises up and crashes down, releasing a 20-foot-radius wave of acidic ooze. Each creature in the area must make a DC 17 Dexterity saving throw. On a failure, a creature takes 45 (10d8) acid damage and is knocked prone. On a success, a creature takes half the damage and isn't knocked prone.","name":"Acid Wave (Recharge 5-6)"}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"desc":"When the droth damages a creature, it absorbs a portion of that creature's knowledge and power. As a bonus action, it can recreate any action available to a creature it damaged within the last minute. This includes spells and actions with limited uses or with a recharge. This recreated action is resolved using the droth's statistics where applicable.","name":"Absorbent (3/Day)"},{"desc":"The droth, including its equipment, can move through a space as narrow as 1 inch wide without squeezing.","name":"Amorphous"},{"desc":"Any creature hostile to the droth that starts its turn within 20 feet of the droth must succeed on a DC 17 Wisdom saving throw or have disadvantage on all attack rolls until the end of its next turn. Creatures with Intelligence 3 or lower automatically fail the saving throw.","name":"Soothing Aura"}],"spell_list":[],"page_no":333,"environments":[],"img_main":null,"document__slug":"cc","document__title":"Creature Codex","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/creature-codex-for-5th-edition-dnd/","v2_converted_path":"/v2/creatures/ccdx_droth/"},{"slug":"elophar","desc":"","name":"Elophar","size":"Large","type":"Undead","subtype":"","group":null,"alignment":"chaotic evil","armor_class":8,"armor_desc":null,"hit_points":126,"hit_dice":"12d10+60","speed":{"walk":30},"strength":19,"dexterity":6,"constitution":20,"intelligence":16,"wisdom":3,"charisma":10,"strength_save":null,"dexterity_save":null,"constitution_save":7,"intelligence_save":null,"wisdom_save":-2,"charisma_save":null,"perception":null,"skills":{},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"poison","condition_immunities":"poisoned","senses":"darkvision 60 ft., passive Perception 6","languages":"Common, Giant, Infernal","challenge_rating":"4","cr":4.0,"actions":[{"attack_bonus":6,"damage_dice":"2d8+4","desc":"Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) bludgeoning damage.","name":"Slam"}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"desc":"When the elophar takes damage other than acid damage, corrosive ectoplasm bursts from its distended stomach. The elophar takes 7 (2d6) acid damage and all creatures within 10 feet of it must make a DC 13 Dexterity saving throw, taking 7 (2d6) acid damage on a failed save, or half as much damage on a successful one.","name":"Ectoplasmic Spray"},{"desc":"The chaos of combat causes an elophar to swap between personalities at the start of each of its turns. To determine which spirit is in control, roll on the table below (it is possible for one spirit to remain in control for multiple rounds if it is rolled multiple rounds in a row):\n| 1d6 | Spirit |\n|-----|--------|\n| 1 | Cautious: creates space between itself and its enemies and casts spells. |\n| 2 | Fickle: attacks a creature it didn't last round. |\n| 3 | Terrified: uses the Disengage action to run as far away from enemies as possible. |\n| 4 | Bloodthirsty: attacks the nearest creature. |\n| 5 | Hateful: only attacks the last creature it damaged. |\n| 6 | Courageous: makes melee attacks against the most threatening enemy. |","name":"Possessed by Ancestors"},{"desc":"The runes etched on the elophar's rotting skin allow it to cast spells. The elophar's runic spellcasting ability is Intelligence (spell save DC 13, +5 to hit with spell attacks). The elophar can innately cast the following spells, requiring no material components:\nAt will: acid splash, chill touch, poison spray\n3/day: grease, thunderwave\n1/day: enlarge/reduce","name":"Runic Spellcasting"}],"spell_list":[],"page_no":149,"environments":[],"img_main":null,"document__slug":"cc","document__title":"Creature Codex","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/creature-codex-for-5th-edition-dnd/","v2_converted_path":"/v2/creatures/ccdx_elophar/"},{"slug":"foxfire-ooze","desc":"","name":"Foxfire Ooze","size":"Large","type":"Ooze","subtype":"","group":null,"alignment":"unaligned","armor_class":9,"armor_desc":null,"hit_points":126,"hit_dice":"12d10+60","speed":{"climb":20,"fly":10,"hover":true,"swim":20,"walk":20},"strength":19,"dexterity":8,"constitution":20,"intelligence":2,"wisdom":6,"charisma":1,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":null,"skills":{},"damage_vulnerabilities":"cold","damage_resistances":"bludgeoning, piercing, and slashing from nonmagical attacks","damage_immunities":"acid, fire, lightning","condition_immunities":"blinded, charmed, deafened, exhaustion, frightened, prone","senses":"blindsight 60 ft. (blind beyond this radius), passive Perception 8","languages":"-","challenge_rating":"10","cr":10.0,"actions":[{"desc":"The foxfire ooze makes three pseudopod attacks.","name":"Multiattack"},{"attack_bonus":8,"damage_dice":"3d10+4","desc":"Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 20 (3d10 + 4) bludgeoning damage plus 4 (1d8) lightning damage.","name":"Pseudopod"}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"desc":"The ooze has advantage on attack rolls against any creature it has surprised.","name":"Ambusher"},{"desc":"The ooze can move through a space as narrow as 1 inch wide without squeezing.","name":"Amorphous"},{"desc":"A creature that touches the ooze while wearing metal or hits it with a melee attack with a metal weapon takes 9 (2d8) lightning damage and triggers a lightning storm. All creatures within 20 feet of the ooze that are holding or wearing metal must succeed on a DC 16 Dexterity saving throw or take 9 (2d8) lightning damage.","name":"Lightning Storm"},{"desc":"The ooze can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.","name":"Spider Climb"}],"spell_list":[],"page_no":283,"environments":[],"img_main":null,"document__slug":"cc","document__title":"Creature Codex","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/creature-codex-for-5th-edition-dnd/","v2_converted_path":"/v2/creatures/ccdx_foxfire-ooze/"},{"slug":"fulad-zereh","desc":"","name":"Fulad-Zereh","size":"Huge","type":"Fiend","subtype":"demon","group":null,"alignment":"chaotic evil","armor_class":18,"armor_desc":"plate","hit_points":115,"hit_dice":"10d12+50","speed":{"fly":40,"walk":40},"strength":19,"dexterity":11,"constitution":20,"intelligence":17,"wisdom":15,"charisma":17,"strength_save":8,"dexterity_save":null,"constitution_save":9,"intelligence_save":null,"wisdom_save":6,"charisma_save":7,"perception":null,"skills":{"insight":6,"intimidation":7},"damage_vulnerabilities":"","damage_resistances":"cold, fire, lightning; bludgeoning, piercing, and slashing from nonmagical attacks","damage_immunities":"poison","condition_immunities":"poisoned","senses":"truesight 120 ft., passive Perception 12","languages":"Abyssal, telepathy 120 ft.","challenge_rating":"9","cr":9.0,"actions":[{"desc":"The demon makes two attacks: one with its barbed whip and one with its battleaxe.","name":"Multiattack"},{"attack_bonus":8,"damage_dice":"3d6+4","desc":"Melee Weapon Attack: +8 to hit, reach 30 ft., one target. Hit: 14 (3d6 + 4) slashing damage, and, if the target is Large or smaller, it is pulled up to 25 feet toward the demon. If the target is a creature other than an undead or a construct, it must succeed on a DC 16 Constitution saving throw or take 5 (1d10) necrotic damage at the start of each of its turns as a barb of pure Abyssal energy lodges itself in the wound. Each time the demon hits the barbed target with this attack, the damage dealt by the wound each round increases by 5 (1d10). Any creature can take an action to remove the barb with a successful DC 14 Wisdom (Medicine) check. The barb crumbles to dust if the target receives magical healing.","name":"Barbed Whip"},{"attack_bonus":8,"damage_dice":"3d8+4","desc":"Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 17 (3d8 + 4) slashing damage.","name":"Battleaxe"}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"desc":"When a creature that can see the fulad-zereh's eyes starts its turn within 30 feet of the demon, the fulad-zereh can force it to make a DC 16 Constitution saving throw if the demon isn't incapacitated and can see the creature. If the saving throw fails by 5 or more, the creature is instantly petrified. Otherwise, a creature that fails the saving throw begins to turn to stone and is restrained. The restrained creature must repeat the saving throw at the end of its next turn, becoming petrified on a failure or ending the effect on a success. The petrification lasts until the creature is freed by the greater restoration spell or similar magic.\n\nUnless surprised, a creature can avert its eyes to avoid the saving throw at the start of its turn. If the creature does so, it can't see the demon until the start of its next turn, when it can avert is eyes again. If the creature looks at the demon, it must immediately make the save.","name":"Petrifying Gaze"},{"desc":"A creature that touches the fulad-zereh or hits it with a melee attack while within 5 feet of it must succeed on a DC 16 Dexterity saving throw or take 9 (2d8) acid damage.","name":"Weeping Acid"}],"spell_list":[],"page_no":85,"environments":[],"img_main":null,"document__slug":"cc","document__title":"Creature Codex","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/creature-codex-for-5th-edition-dnd/","v2_converted_path":"/v2/creatures/ccdx_fulad-zereh/"},{"slug":"giant-shark-bowl","desc":"","name":"Giant Shark Bowl","size":"Huge","type":"Ooze","subtype":"","group":null,"alignment":"unaligned","armor_class":6,"armor_desc":null,"hit_points":172,"hit_dice":"15d12+75","speed":{"swim":20,"walk":20},"strength":23,"dexterity":3,"constitution":20,"intelligence":1,"wisdom":10,"charisma":5,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":null,"skills":{},"damage_vulnerabilities":"","damage_resistances":"acid, fire, slashing","damage_immunities":"lightning","condition_immunities":"blinded, charmed, deafened, exhaustion, frightened, prone","senses":"blindsight 60 ft. (blind beyond this radius), passive Perception 10","languages":"-","challenge_rating":"8","cr":8.0,"actions":[{"desc":"The giant shark bowl makes two attacks: one with its bite and one with its pseudopod.","name":"Multiattack"},{"attack_bonus":9,"damage_dice":"3d10+6","desc":"Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 22 (3d10 + 6) piercing damage.","name":"Bite"},{"attack_bonus":9,"damage_dice":"3d10+6","desc":"Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 22 (3d10 + 6) bludgeoning damage.","name":"Pseudopod"},{"desc":"The giant shark bowl moves up to its speed. While doing so, it can enter Large or smaller creatures' spaces. Whenever the bowl enters a creature's space, the creature must make a DC 16 Dexterity saving throw. \n\nOn a successful save, the creature can choose to be pushed 5 feet back or to the side of the bowl. A creature that chooses not to be pushed suffers the consequences of a failed saving throw. \n\nOn a failed save, the bowl enters the creature's space, and the creature takes 22 (3d10 + 6) piercing damage and is engulfed. The engulfed creature can't breathe, is restrained, and takes 22 (3d10 + 6) piercing damage at the start of each of the bowl's turns. When the bowl moves, the engulfed creature moves with it. \n\nAn engulfed creature can try to escape by taking an action to make a DC 15 Strength check. On a success, the creature escapes and enters a space of its choice within 5 feet of the bowl.","name":"Engulf"}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"desc":"The giant shark bowl can breathe air and water.","name":"Amphibious"},{"desc":"The giant shark bowl has advantage on melee attack rolls against any creature that doesn't have all its hp.","name":"Blood Frenzy"},{"desc":"When the giant shark bowl is subjected to lightning damage, it takes no damage and instead becomes charged for 1 minute. While charged, its attacks deal an extra 2 (1d4) lightning damage.","name":"Electrical Charge"},{"desc":"The shark bowl takes up its entire space. Other creatures can enter the space, but they are subjected to the bowl's Engulf and have disadvantage on the saving throw. Creatures inside the bowl can be seen but have total cover. A creature within 5 feet of the bowl can take an action to pull a creature out. Doing so requires a successful DC 15 Strength check, and the creature making the attempt takes 22 (3d10 + 6) piercing damage. The bowl can hold one Large creature or up to six Medium or smaller creatures inside it at a time.","name":"Ooze Fish Bowl"},{"desc":"The ooze and the giant shark's life forces have been entwined by an arcane force. They share statistics as if they were one monster and can't be separated.","name":"Symbiotically Bound"}],"spell_list":[],"page_no":284,"environments":[],"img_main":null,"document__slug":"cc","document__title":"Creature Codex","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/creature-codex-for-5th-edition-dnd/","v2_converted_path":"/v2/creatures/ccdx_giant-shark-bowl/"},{"slug":"gugalanna","desc":"","name":"Gugalanna","size":"Huge","type":"Celestial","subtype":"","group":null,"alignment":"chaotic good","armor_class":18,"armor_desc":"natural armor","hit_points":253,"hit_dice":"22d12+110","speed":{"fly":80,"walk":60},"strength":24,"dexterity":16,"constitution":20,"intelligence":10,"wisdom":20,"charisma":18,"strength_save":null,"dexterity_save":10,"constitution_save":12,"intelligence_save":null,"wisdom_save":12,"charisma_save":null,"perception":null,"skills":{"athletics":14,"insight":12,"intimidation":11},"damage_vulnerabilities":"","damage_resistances":"necrotic","damage_immunities":"fire, radiant; bludgeoning, piercing, and slashing from nonmagical attacks","condition_immunities":"charmed, exhaustion, frightened","senses":"truesight 60 ft., passive Perception 15","languages":"understands all but can't speak, telepathy 120 ft.","challenge_rating":"21","cr":21.0,"actions":[{"desc":"Gugalanna makes two attacks: one with its horns and one with its kick.","name":"Multiattack"},{"attack_bonus":14,"damage_dice":"5d10+7","desc":"Melee Weapon Attack: +14 to hit, reach 5 ft., one target. Hit: 34 (5d10 + 7) piercing damage and 14 (4d6) fire damage.","name":"Horns"},{"attack_bonus":14,"damage_dice":"2d10+7","desc":"Melee Weapon Attack: +14 to hit, reach 5 ft., one target. Hit: 18 (2d10 + 7) bludgeoning damage.","name":"Kick"}],"bonus_actions":null,"reactions":null,"legendary_desc":"Gugalanna 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. Gugalanna regains spent legendary actions at the start of his turn.","legendary_actions":[{"desc":"Gugalanna makes a kick attack.","name":"Kick"},{"desc":"Gugalanna spreads his wings and stomps his hooves, shaking the earth. Each creature within 10 feet of Gugalanna must make a DC 22 Strength saving throw. On a failure, a target takes 18 (2d10 + 7) bludgeoning damage and is pushed 20 feet away from Gugalanna. On a success, a target takes half the damage and isn't pushed. Gugalanna can then fly up to half his flying speed.","name":"Rearing Stomp (Costs 2 Actions)"},{"desc":"The sun disc floating between Gugalanna's horns flares. Each creature within 30 feet of Gugalanna must make a DC 18 Dexterity saving throw, taking 21 (6d6) fire damage on a failed save, or half as much damage on a successful one.","name":"Blazing Sun Disc (Costs 2 Actions, Recharge 5-6)"}],"special_abilities":[{"desc":"Gugalanna doesn't provoke an opportunity attack when it flies out of an enemy's reach.","name":"Flyby"},{"desc":"Gugalanna has advantage on saving throws against spells and other magical effects.","name":"Magic Resistance"},{"desc":"Gugalanna's weapon attacks are magical.","name":"Magic Weapons"},{"desc":"If Gugalanna moves at least 20 feet straight toward a creature and then hits it with a horns attack on the same turn, that target must succeed on a DC 22 Strength saving throw or be knocked prone. If the target is prone, Gugalanna can make one kick attack against it as a bonus action.","name":"Trampling Charge"}],"spell_list":[],"page_no":212,"environments":[],"img_main":null,"document__slug":"cc","document__title":"Creature Codex","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/creature-codex-for-5th-edition-dnd/","v2_converted_path":"/v2/creatures/ccdx_gugalanna/"},{"slug":"horned-serpent","desc":"","name":"Horned Serpent","size":"Large","type":"Monstrosity","subtype":"","group":null,"alignment":"unaligned","armor_class":18,"armor_desc":"natural armor","hit_points":210,"hit_dice":"20d10+100","speed":{"swim":40,"walk":40},"strength":22,"dexterity":16,"constitution":20,"intelligence":4,"wisdom":14,"charisma":16,"strength_save":null,"dexterity_save":7,"constitution_save":null,"intelligence_save":null,"wisdom_save":6,"charisma_save":null,"perception":6,"skills":{"perception":6,"stealth":7},"damage_vulnerabilities":"","damage_resistances":"fire","damage_immunities":"necrotic, poison","condition_immunities":"poisoned","senses":"darkvision 60 ft., passive Perception 16","languages":"-","challenge_rating":"12","cr":12.0,"actions":[{"desc":"The horned serpent makes one gore attack and one bite attack.","name":"Multiattack"},{"attack_bonus":10,"damage_dice":"4d6+5","desc":"Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 19 (4d6 + 5) piercing damage.","name":"Gore"},{"attack_bonus":10,"damage_dice":"3d10+5","desc":"Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 21 (3d10 + 5) piercing damage, and the target must succeed on a DC 17 Constitution saving throw or become infected with the corpse cough disease (see the Corpse Cough trait).","name":"Bite"},{"desc":"The horned serpent's gem flashes, bathing a 30-foot cone in iridescent light. Each creature in the area must make a DC 17 Constitution saving throw. On a failed save, a creature takes 35 (10d6) radiant damage and is infected with the corpse cough disease (see the Corpse Cough trait). On a success, a creature takes half the damage and isn't infected with the disease. Gem Gaze has no effect on constructs and undead.","name":"Gem Gaze (Recharge 5-6)"}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"desc":"The horned serpent can breathe air and water.","name":"Amphibious"},{"desc":"Those who fail a saving throw against the horned serpent's Gem Gaze or bite attack become infected with the corpse cough disease. The infected creature can't benefit from short or long rests due to a constant, wet cough. The infected creature must succeed on a DC 17 Constitution saving throw each day or take 18 (4d8) necrotic damage. The target's hp maximum is reduced by an amount equal to the necrotic damage taken. The target dies if this effect reduces its hp maximum to 0. The reduction lasts until the target is cured of the disease with a greater restoration spell or similar magic. If the infected creature comes into physical contact with a blood relative before the disease is cured, the relative must succeed on a DC 17 Constitution saving throw or also become infected with the disease. The blood relative is afflicted with a constant, wet cough within hours of infection, but the disease's full effects don't manifest until 1d4 days later. Corpse cough is so named due to the smell of the cough as the infected creature's lungs become necrotic.","name":"Corpse Cough"},{"desc":"At the start of each of the horned serpent's turns, each creature within 20 feet of it must make a DC 17 Constitution saving throw, taking 18 (4d8) poison damage on a failed save, or half as much damage on a successful one.","name":"Poisonous Aura"},{"desc":"The horned serpent is immune to scrying and to any effect that would sense its emotions, read its thoughts, or detect its location.","name":"Shielded Mind"}],"spell_list":[],"page_no":220,"environments":[],"img_main":null,"document__slug":"cc","document__title":"Creature Codex","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/creature-codex-for-5th-edition-dnd/","v2_converted_path":"/v2/creatures/ccdx_horned-serpent/"},{"slug":"infernal-knight","desc":"","name":"Infernal Knight","size":"Medium","type":"Fiend","subtype":"devil","group":null,"alignment":"lawful evil","armor_class":18,"armor_desc":"plate","hit_points":247,"hit_dice":"26d8+130","speed":{"fly":60,"walk":30},"strength":24,"dexterity":14,"constitution":20,"intelligence":17,"wisdom":21,"charisma":20,"strength_save":null,"dexterity_save":7,"constitution_save":10,"intelligence_save":null,"wisdom_save":10,"charisma_save":null,"perception":10,"skills":{"athletics":12,"insight":10,"perception":10},"damage_vulnerabilities":"","damage_resistances":"cold; bludgeoning, piercing, and slashing from nonmagical attacks that aren't silvered","damage_immunities":"fire, necrotic, poison","condition_immunities":"charmed, exhaustion, frightened, poisoned","senses":"truesight 60 ft., passive Perception 20","languages":"Infernal, telepathy 120 ft.","challenge_rating":"16","cr":16.0,"actions":[{"desc":"The infernal knight makes two melee attacks or uses its Hellfire Bolt twice. It can replace one attack with Reave Soul.","name":"Multiattack"},{"attack_bonus":12,"damage_dice":"2d6+7","desc":"Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 14 (2d6 + 7) slashing damage plus 17 (5d6) necrotic damage. A creature hit by the sword must succeed on a DC 18 Constitution saving throw or suffer disadvantage on attack rolls and ability checks based on Strength or Dexterity until the end of its next turn.","name":"Greatsword"},{"attack_bonus":10,"damage_dice":"3d6","desc":"Ranged Spell Attack: +10 to hit, range 120 ft., one target. Hit: 10 (3d6) fire damage plus 17 (5d6) necrotic damage. A creature hit must succeed on a DC 18 Constitution saving throw or its hp 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 this effect reduces its hp maximum to 0.","name":"Hellfire Bolt"},{"desc":"The infernal knight targets a creature with 0 hp that it can see within 60 feet of it. If the creature is alive, it must succeed on a DC 18 Constitution saving throw or die and have its soul drawn into the infernal knight's greatsword. If the creature is dead and has been dead for less than 1 minute, its soul is automatically captured. When the infernal knight captures a soul, it regains 30 hp, and Reave Soul recharges at the start of its next turn. While a creature's soul is trapped, that creature can't be returned to life by any means short of a wish spell.\n\nA banishment spell targeted at the greatsword forces the infernal knight to make a Charisma saving throw against the spell. On a failed save, any souls trapped in the blade are released instead of the spell's normal effect. Trapped souls are also released when the infernal knight dies.","name":"Reave Soul (Recharge 5-6)"},{"desc":"The infernal knight magically tears a rift in the fabric of the multiverse. The rift is a portal to a plane of the infernal knight's choice. The portal remains open for 1 hour, during which time any creature can pass through it, moving from one plane to the other. A dispel magic spell targeting the rift can destroy it if the caster succeeds on a DC 18 spellcasting ability check.","name":"Planar Rift (1/Day)"}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"desc":"If the infernal knight is given a quarry by its lord, the knight knows the direction and distance to its quarry as long as the two of them are on the same plane of existence.","name":"Faultless Tracker"},{"desc":"The infernal knight has advantage on saving throws against spells and other magical effects.","name":"Magic Resistance"},{"desc":"The infernal knight's weapon attacks are magical.","name":"Magic Weapons"},{"desc":"The infernal knight regains 10 hp at the start of its turn if it has at least 1 hp.","name":"Regeneration"}],"spell_list":[],"page_no":104,"environments":[],"img_main":null,"document__slug":"cc","document__title":"Creature Codex","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/creature-codex-for-5th-edition-dnd/","v2_converted_path":"/v2/creatures/ccdx_infernal-knight/"},{"slug":"jaanavar-jal","desc":"","name":"Jaanavar Jal","size":"Huge","type":"Monstrosity","subtype":"","group":null,"alignment":"unaligned","armor_class":15,"armor_desc":"natural armor","hit_points":172,"hit_dice":"15d12+75","speed":{"swim":60,"walk":20},"strength":20,"dexterity":14,"constitution":20,"intelligence":6,"wisdom":13,"charisma":10,"strength_save":8,"dexterity_save":null,"constitution_save":8,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":4,"skills":{"perception":4,"stealth":5},"damage_vulnerabilities":"cold","damage_resistances":"","damage_immunities":"fire","condition_immunities":"","senses":"blindsense 60 ft., passive Perception 14","languages":"-","challenge_rating":"7","cr":7.0,"actions":[{"desc":"The jaanavar jal makes two attacks: one with its bite and one to constrict.","name":"Multiattack"},{"attack_bonus":8,"damage_dice":"3d10+5","desc":"Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 21 (3d10 + 5) piercing damage","name":"Bite"},{"attack_bonus":8,"damage_dice":"1d10+5","desc":"Melee Weapon Attack: +8 to hit, reach 5 ft., one Large or smaller creature. Hit: 10 (1d10 + 5) bludgeoning damage and the target is grappled (escape DC 16). Until this grapple ends, the creature is restrained and the jaanavar jal can't constrict another creature.","name":"Constrict"},{"desc":"The jaanavar jal expels a line of burning oil that is 40 feet long and 5 feet wide from glands beside its mouth. Each creature in that line must make a DC 16 Dexterity saving throw, taking 31 (9d6) fire damage on a failed save, or half as much damage on a successful one.","name":"Flaming Oil Spittle (Recharge 5-6)"}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"desc":"The jaanavar jal can breathe air and water.","name":"Amphibious"},{"desc":"The jaanavar jal regains 10 hp at the start of its turn if it has at least 1 hp. If the jaanavar jal takes cold damage, this trait doesn't function at the start of its next turn. The jaanavar jal dies only if it starts its turn with 0 hp and doesn't regenerate.","name":"Regeneration"}],"spell_list":[],"page_no":229,"environments":[],"img_main":null,"document__slug":"cc","document__title":"Creature Codex","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/creature-codex-for-5th-edition-dnd/","v2_converted_path":"/v2/creatures/ccdx_jaanavar-jal/"},{"slug":"lamassu","desc":"","name":"Lamassu","size":"Large","type":"Celestial","subtype":"","group":null,"alignment":"lawful good","armor_class":17,"armor_desc":"natural armor","hit_points":147,"hit_dice":"14d10+70","speed":{"fly":60,"walk":30},"strength":18,"dexterity":14,"constitution":20,"intelligence":17,"wisdom":18,"charisma":16,"strength_save":null,"dexterity_save":6,"constitution_save":9,"intelligence_save":null,"wisdom_save":8,"charisma_save":7,"perception":8,"skills":{"arcana":7,"history":7,"insight":8,"perception":8},"damage_vulnerabilities":"","damage_resistances":"radiant; bludgeoning, piercing, and slashing from nonmagical attacks","damage_immunities":"","condition_immunities":"charmed, exhaustion, frightened","senses":"truesight 60 ft., passive Perception 18","languages":"all, telepathy 120 ft.","challenge_rating":"10","cr":10.0,"actions":[{"desc":"The lamassu makes two attacks with its claws.","name":"Multiattack"},{"attack_bonus":8,"damage_dice":"2d8+4","desc":"Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) slashing damage plus 9 (2d8) radiant damage.","name":"Claw"},{"desc":"The lamassu touches a creature. The target magically regains 22 (5d8) hp and is cured of any curses or diseases and of any poisoned, blinded, or deafened conditions afflicting it.","name":"Healing Touch (3/Day)"}],"bonus_actions":null,"reactions":null,"legendary_desc":"The lamassu 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 lamassu regains spent legendary actions at the start of its turn.","legendary_actions":[{"desc":"The lamassu makes a Wisdom (Perception) check.","name":"Detect"},{"desc":"The lamassu makes one claw attack.","name":"Claw Attack"},{"desc":"The lamassu beats its wings. Each creature within 10 feet of it must succeed on a DC 16 Dexterity saving throw or take 11 (2d6 + 4) bludgeoning damage and be knocked prone. The lamassu can then fly up to its flying speed.","name":"Wing Attack (Costs 2 Actions)"}],"special_abilities":[{"desc":"The lamassu has advantage on saving throws against spells and other magical effects.","name":"Magic Resistance"},{"desc":"The lamassu's weapon attacks are magical.","name":"Magic Weapons"},{"desc":"If the lamassu moves at least 20 feet straight toward a creature and then hits it with a claw attack on the same turn, that target must succeed on a DC 16 Strength saving throw or be knocked prone. If the target is prone, the lamassu can make one claw attack against it as a bonus action.","name":"Pounce"},{"desc":"The lamassu's innate spellcasting ability is Wisdom (spell save DC 16). It can innately cast the following spells, requiring no material components:\nAt will: detect evil and good, mage hand, magic circle, sacred flame, unseen servant\n3/day each: bless, calm emotions, command, dimension door, invisibility, thunderwave\n1/day each: banishment, flame strike, glyph of warding","name":"Innate Spellcasting"}],"spell_list":[],"page_no":247,"environments":[],"img_main":null,"document__slug":"cc","document__title":"Creature Codex","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/creature-codex-for-5th-edition-dnd/","v2_converted_path":"/v2/creatures/ccdx_lamassu/"},{"slug":"monarch-skeleton","desc":"","name":"Monarch Skeleton","size":"Medium","type":"Undead","subtype":"","group":null,"alignment":"neutral evil","armor_class":16,"armor_desc":"chain mail","hit_points":142,"hit_dice":"15d8+75","speed":{"walk":30},"strength":21,"dexterity":14,"constitution":20,"intelligence":12,"wisdom":14,"charisma":8,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":6,"charisma_save":null,"perception":null,"skills":{},"damage_vulnerabilities":"","damage_resistances":"bludgeoning, piercing, and slashing from nonmagical attacks not made with silver","damage_immunities":"necrotic, poison","condition_immunities":"charmed, exhaustion, paralyzed, petrified, poisoned","senses":"darkvision 120 ft., passive Perception 12","languages":"the languages it knew in life","challenge_rating":"9","cr":9.0,"actions":[{"desc":"The monarch skeleton makes two dreadblade attacks.","name":"Multiattack"},{"attack_bonus":9,"damage_dice":"2d8+5","desc":"Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 14 (2d8 + 5) slashing damage plus 7 (2d6) necrotic damage. If the target is a creature, it must succeed on a DC 17 Constitution saving throw or its hp maximum is reduced by an amount equal to the necrotic damage taken. This reduction lasts until the creature finishes a long rest. The target dies if this effect reduces its hp maximum to 0.","name":"Dreadblade"},{"desc":"Each non-skeleton creature within 30 feet of the monarch must succeed on a DC 16 Dexterity saving throw or be restrained by ghostly, skeletal hands for 1 minute. A restrained target takes 10 (3d6) necrotic damage at the start of each of its turns. A creature, including the target, can take its action to break the ghostly restraints by succeeding on a DC 16 Strength check.","name":"Grasp of the Grave (Recharge 5-6)"}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"desc":"The monarch skeleton and any skeletons within 30 feet of it have advantage on attack rolls against a creature if at least one of the skeleton's allies is within 5 feet of the creature and the ally isn't incapacitated.","name":"Master Tactician"},{"desc":"As a bonus action, the monarch commands a skeleton within 30 feet of it to make one attack as a reaction against a creature the monarch attacked this round.","name":"Sovereign's Command"},{"desc":"The monarch skeleton and any skeletons within 30 feet of it have advantage on saving throws against effects that turn undead.","name":"Turning Defiance"}],"spell_list":[],"page_no":249,"environments":[],"img_main":null,"document__slug":"cc","document__title":"Creature Codex","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/creature-codex-for-5th-edition-dnd/","v2_converted_path":"/v2/creatures/ccdx_monarch-skeleton/"},{"slug":"neophron","desc":"","name":"Neophron","size":"Medium","type":"Fiend","subtype":"demon, shapechanger","group":null,"alignment":"chaotic evil","armor_class":16,"armor_desc":"natural armor","hit_points":114,"hit_dice":"12d8+60","speed":{"fly":90,"walk":40},"strength":19,"dexterity":16,"constitution":20,"intelligence":8,"wisdom":16,"charisma":14,"strength_save":null,"dexterity_save":6,"constitution_save":8,"intelligence_save":null,"wisdom_save":6,"charisma_save":null,"perception":null,"skills":{"survival":6},"damage_vulnerabilities":"","damage_resistances":"cold, fire, lightning; bludgeoning, piercing, and slashing from nonmagical attacks","damage_immunities":"poison","condition_immunities":"poisoned","senses":"darkvision 120 ft., passive Perception 13","languages":"Abyssal, telepathy 120 ft.","challenge_rating":"8","cr":8.0,"actions":[{"desc":"The neophron makes three attacks: one with its bite and two with its claws.","name":"Multiattack"},{"attack_bonus":7,"damage_dice":"2d10+4","desc":"Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 15 (2d10 + 4) piercing damage. If the target is a Medium or smaller creature, it must succeed on a DC 16 Dexterity saving throw or be swallowed. A swallowed creature is blinded and restrained, it has total cover against attacks and other effects outside the neophron, and it takes 14 (4d6) acid damage at the start of each of the neophron's turns. \n\nThe neophron can only swallow one creature at a time. If a humanoid dies while swallowed, it transforms into a ghast. At the start of its next turn, the neophron regurgitates the ghast into an unoccupied space within 10 feet. The ghast is under the neophron's control and acts immediately after the neophron in the initiative count. \n\nIf the neophron takes 20 or more damage in a single turn from a creature inside it, the neophron must succeed on a DC 20 Constitution saving throw at the end of that turn or regurgitate the swallowed creature, which falls prone in a space within 10 feet of the neophron. If the neophron dies, a swallowed creature is no longer restrained by it and can escape the corpse by using 5 feet of movement, exiting prone.","name":"Bite"},{"attack_bonus":7,"damage_dice":"2d6+4","desc":"Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) slashing damage. The target must succeed on a DC 16 Constitution saving throw or be poisoned until the end of its next turn.","name":"Claw"}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"desc":"The neophron can use its action to polymorph into a Large giant vulture, or back into its true form. Its statistics, other than its size and speed, are the same in each form. Any equipment it is wearing or carrying isn't transformed. It reverts to its true form if it dies.","name":"Shapechanger"},{"desc":"The neophron has advantage on Wisdom (Perception) checks that rely on sight or smell.","name":"Keen Sight and Smell"},{"desc":"The neophron has advantage on saving throws against spells and other magical effects.","name":"Magic Resistance"}],"spell_list":[],"page_no":87,"environments":[],"img_main":null,"document__slug":"cc","document__title":"Creature Codex","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/creature-codex-for-5th-edition-dnd/","v2_converted_path":"/v2/creatures/ccdx_neophron/"},{"slug":"one-headed-clockwork-dragon","desc":"","name":"One-Headed Clockwork Dragon","size":"Large","type":"Construct","subtype":"","group":null,"alignment":"unaligned","armor_class":16,"armor_desc":"natural armor","hit_points":178,"hit_dice":"17d10+85","speed":{"fly":50,"walk":30},"strength":22,"dexterity":10,"constitution":20,"intelligence":10,"wisdom":10,"charisma":1,"strength_save":9,"dexterity_save":null,"constitution_save":8,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":6,"skills":{"athletics":9,"perception":6},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"poison, psychic","condition_immunities":"charmed, exhaustion, frightened, paralyzed, petrified, poisoned","senses":"darkvision 60 ft., passive Perception 16","languages":"understands Common but can't speak","challenge_rating":"8","cr":8.0,"actions":[{"desc":"The dragon can use its Oil Spray. It then makes three attacks: one with its bite and two with its fists.","name":"Multiattack"},{"attack_bonus":9,"damage_dice":"2d10+6","desc":"Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 17 (2d10 + 6) piercing damage plus 3 (1d6) fire damage.","name":"Bite"},{"attack_bonus":9,"damage_dice":"2d6+6","desc":"Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 13 (2d6 + 6) bludgeoning damage.","name":"Fist"},{"desc":"The dragon exhales fire in a 30-foot cone. Each creature in that area must make a DC 16 Dexterity saving throw, taking 35 (10d6) fire damage on a failed save, or half as much damage on a successful one.","name":"Fire Breath (Recharge 6)"},{"desc":"The dragon sprays oil in a 30-foot-cone. Each creature in the area must succeed on a DC 16 Dexterity saving throw or become vulnerable to fire damage until the end of the dragon's next turn.","name":"Oil Spray"},{"desc":"The dragon swings its bladed tail. Each creature within 10 feet of the dragon must make a DC 17 Dexterity saving throw, taking 15 (2d8 + 6) slashing damage on a failed save, or half as much damage on a successful one.","name":"Tail Sweep"}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"desc":"The dragon is magically bound to three circlets. As long as the dragon is within 1 mile of a circlet wearer on the same plane of existence, the wearer can communicate telepathically with the dragon. While the dragon is active, the wearers see through its eyes and hear what it hears. During this time, the wearers are deaf and blind with regard to their own senses. \n\nIf only two circlet wearers are within 1 mile of the active dragon, each hour spent wearing the circlets imposes one level of exhaustion on those wearers. If only a single wearer is within 1 mile of the active dragon, each minute spent wearing the circlet gives that wearer one level of exhaustion. If no circlet wearers are within 1 mile of the dragon, it views all creatures it can see as enemies and tries to destroy them until a circlet wearer communicates with the dragon or the dragon is destroyed. A circlet wearer can use its action to put the dragon in an inactive state where it becomes incapacitated until a wearer uses an action to switch the dragon to active. \n\nEach circlet is a magic item that must be attuned.","name":"Bound"},{"desc":"The dragon is immune to any spell or effect that would alter its form.","name":"Immutable Form"},{"desc":"The dragon has advantage on saving throws against spells and other magical effects.","name":"Magic Resistance"},{"desc":"The dragon deals double damage to objects and structures.","name":"Siege Monster"}],"spell_list":[],"page_no":111,"environments":[],"img_main":null,"document__slug":"cc","document__title":"Creature Codex","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/creature-codex-for-5th-edition-dnd/","v2_converted_path":"/v2/creatures/ccdx_one-headed-clockwork-dragon/"},{"slug":"sleipnir","desc":"","name":"Sleipnir","size":"Large","type":"Monstrosity","subtype":"","group":null,"alignment":"neutral good","armor_class":15,"armor_desc":"natural armor","hit_points":105,"hit_dice":"10d10+50","speed":{"walk":40},"strength":20,"dexterity":12,"constitution":20,"intelligence":10,"wisdom":15,"charisma":10,"strength_save":null,"dexterity_save":null,"constitution_save":8,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":5,"skills":{"athletics":8,"perception":5},"damage_vulnerabilities":"","damage_resistances":"cold","damage_immunities":"","condition_immunities":"exhaustion","senses":"darkvision 120 ft., passive Perception 15","languages":"Primordial","challenge_rating":"5","cr":5.0,"actions":[{"desc":"The sleipnir makes two rune hooves attacks.","name":"Multiattack"},{"attack_bonus":8,"damage_dice":"2d6+5","desc":"Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 12 (2d6 + 5) bludgeoning damage and 3 (1d6) radiant damage. An undead creature who takes damage from this attack must succeed on a DC 16 Charisma saving throw or be restrained by magical runes until the end of its next turn.","name":"Rune Hooves"},{"desc":"The sleipnir summons a gilded avalanche in a 30-foot cone. Each creature in the area must make a DC 16 Dexterity saving throw. On a failure, a creature takes 13 (3d8) bludgeoning and 13 (3d8) cold damage, is pushed 15 feet away from the sleipnir, and is knocked prone. On a success, a creature takes half the damage and isn't pushed or knocked prone.","name":"Gold and Ice (1/Day)"}],"bonus_actions":null,"reactions":[{"desc":"When a creature moves within 5 feet of the sleipnir, the sleipnir can move up to its speed without provoking opportunity attacks.","name":"Eight Hooves (3/Day)"}],"legendary_desc":"","legendary_actions":null,"special_abilities":[{"desc":"As a bonus action, the sleipnir can leap into the air, gaining a flying speed of 60 feet for 1 minute.","name":"Heroic Leap (1/Day)"},{"desc":"If the sleipnir moves at least 20 feet straight toward a creature and then hits it with a rune hooves attack on the same turn, that target must succeed on a DC 16 Strength saving throw or be knocked prone. If the target is prone, the sleipnir can make another rune hooves attack against it as a bonus action.","name":"Trampling Charge"}],"spell_list":[],"page_no":344,"environments":[],"img_main":null,"document__slug":"cc","document__title":"Creature Codex","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/creature-codex-for-5th-edition-dnd/","v2_converted_path":"/v2/creatures/ccdx_sleipnir/"},{"slug":"yaga-goo","desc":"","name":"Yaga Goo","size":"Small","type":"Ooze","subtype":"","group":null,"alignment":"neutral evil","armor_class":14,"armor_desc":null,"hit_points":85,"hit_dice":"10d6+50","speed":{"climb":20,"walk":20},"strength":11,"dexterity":18,"constitution":20,"intelligence":14,"wisdom":12,"charisma":11,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":4,"charisma_save":null,"perception":null,"skills":{"stealth":10},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"necrotic","condition_immunities":"blinded, charmed, deafened, exhaustion, frightened, prone","senses":"blindsight 60 ft. (blind beyond this radius), passive Perception 11","languages":"understands Common but can't speak","challenge_rating":"5","cr":5.0,"actions":[{"desc":"The Yaga goo makes two pseudopod attacks. When its Foul Transit is available, it can use Foul Transit in place of one pseudopod attack.","name":"Multiattack"},{"attack_bonus":7,"damage_dice":"2d6+4","desc":"Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) bludgeoning damage plus 3 (1d6) necrotic damage.","name":"Pseudopod"},{"desc":"The goo teleports to an unoccupied space it can see within 50 feet, leaving behind a wretched puddle in the space it previously occupied. A creature within 5 feet of the space the goo left must succeed on a DC 16 Constitution saving throw or take 10 (3d6) necrotic damage and become poisoned until the end of its next turn. The first time a creature enters the puddle's space or if a creature starts its turn in the puddle's space it takes 10 (3d6) necrotic damage and is poisoned. The puddle lasts for 1 minute or until the goo that created it is killed.","name":"Foul Transit (Recharge 4-6)"}],"bonus_actions":null,"reactions":[{"desc":"When a creature the Yaga goo can see targets it with a melee attack while within 5 feet of the goo, the goo can teleport to a puddle created by its Foul Transit, if that puddle's space is unoccupied, negating the damage from the attack. If it does, the attacker must succeed on a DC 16 Constitution saving throw or take 10 (3d6) necrotic damage and become poisoned until the end of its next turn.","name":"Puddle Splash"}],"legendary_desc":"","legendary_actions":null,"special_abilities":[{"desc":"The goo can move through a space as narrow as 1 inch wide without squeezing.","name":"Amorphous"},{"desc":"The goo has advantage on attack rolls against fey and any creature with the Fey Ancestry trait.","name":"Deadly to Fey"},{"desc":"The goo can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.","name":"Spider Climb"}],"spell_list":[],"page_no":389,"environments":[],"img_main":null,"document__slug":"cc","document__title":"Creature Codex","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/creature-codex-for-5th-edition-dnd/","v2_converted_path":"/v2/creatures/ccdx_yaga-goo/"},{"slug":"abaasy","desc":"","name":"Abaasy","size":"Huge","type":"Giant","subtype":"","group":null,"alignment":"neutral evil","armor_class":18,"armor_desc":"armor scraps, Dual Shields","hit_points":126,"hit_dice":"11d12+55","speed":{"walk":40},"strength":20,"dexterity":10,"constitution":20,"intelligence":9,"wisdom":14,"charisma":8,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":2,"skills":{"perception":2},"damage_vulnerabilities":"","damage_resistances":"cold","damage_immunities":"","condition_immunities":"","senses":"darkvision 60', passive Perception 15","languages":"Common, Giant","challenge_rating":"8","cr":8.0,"actions":[{"name":"Multiattack","desc":"Three melee attacks only one of which can be a Shield Shove. If it uses two hands to make a Spear attack it can't make an Iron Axe attack that turn."},{"name":"Iron Axe","desc":"Melee Weapon Attack: +8 to hit, 10 ft., one target, 18 (3d8+5) slashing damage."},{"name":"Shield Shove","desc":"Melee Weapon Attack: +8 to hit, 10 ft., one target, 15 (4d4+5) bludgeoning damage and target: DC 16 Str save or be knocked prone or pushed up to 15 ft. away from abaasy (abaasy's choice)."},{"name":"Spear","desc":"Melee or Ranged Weapon Attack: +8 to hit 15 ft. or range 20/60' one target 15 (3d6+5) piercing damage or 18 (3d8+5) piercing damage if used with two hands to make a melee attack."},{"name":"Eyebeam (Recharge 5-6)","desc":"Fires a beam of oscillating energy from its eye in a 90' line that is 5 ft. wide. Each creature in the line: 27 (5d10) radiant (DC 16 Dex half)."}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Armored Berserker","desc":"The pain caused by the iron plates bolted to its body keep it on the edge of madness. Whenever it starts its turn with 60 hp or fewer roll a d6. On a 6 it goes berserk. While berserk has resistance to B/P/S damage. On each of its turns while berserk it attacks nearest creature it can see. If no creature is near enough to move to and attack attacks an object with preference for object smaller than itself. Once it goes berserk continues to do so until destroyed or regains all its hp."},{"name":"Dual Shields","desc":"Carries two shields which together give it a +3 bonus to its AC (included in its AC)."},{"name":"Poor Depth Perception","desc":"Has disadvantage on attack rolls vs. a target more than 30' away from it."}],"spell_list":[],"page_no":8,"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_abaasy/"},{"slug":"angel-pelagic-deva","desc":"","name":"Angel, Pelagic Deva","size":"Medium","type":"Celestial","subtype":"","group":null,"alignment":"neutral good","armor_class":17,"armor_desc":"Living Coral Armor","hit_points":142,"hit_dice":"15d8+75","speed":{"walk":20,"swim":90},"strength":19,"dexterity":18,"constitution":20,"intelligence":17,"wisdom":20,"charisma":22,"strength_save":8,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":9,"charisma_save":1,"perception":5,"skills":{"perception":5},"damage_vulnerabilities":"","damage_resistances":"cold, radiant; nonmagic B/P/S attacks","damage_immunities":"","condition_immunities":"charmed, exhaustion, frightened","senses":"darkvision 120', passive Perception 19","languages":"all, telepathy 120'","challenge_rating":"11","cr":11.0,"actions":[{"name":"Multiattack","desc":"Three Trident attacks."},{"name":"Trident","desc":"Melee or Ranged Weapon Attack: +8 to hit 5 ft. or range 20/60' one target 7 (1d6+4) piercing damage + 18 (4d8) radiant. If deva makes a ranged attack with its trident trident returns to its hands at start of its next turn."},{"name":"Transforming Touch (5/Day)","desc":"Can magically polymorph a willing creature into a giant octopus hunter shark or plesiosaurus. Transformation lasts 8 hrs until target uses a bonus action to transform back into its true form or until target dies. Items target is wearing/carrying are absorbed into new form. In new form target retains its alignment and Int Wis and Cha scores as well as its ability to speak. Its other stats are replaced by those of its new form and it gains any capabilities that new form has but it lacks."}],"bonus_actions":[{"name":"Anoxic Aura (1/Day)","desc":"Removes oxygen from nearby water for 1 min. Each creature that requires oxygen to live (including air-breathing creatures under effects of water breathing) and starts its turn within 20' of deva: DC 17 Con save or begin suffocating. Deva never suffers effects of this; can choose any creatures in area to ignore it."}],"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Amphibious","desc":"Can breathe air and water."},{"name":"Angelic Weapons","desc":"Its weapon attacks are magical. When it hits with any weapon deals extra 4d8 radiant (included below)."},{"name":"Immortal Nature","desc":"Doesn't require food drink or sleep"},{"name":"Living Coral Armor","desc":"Its armor is made of living coral. If armor is damaged such as from a black pudding's Pseudopod armor fully repairs itself within 1 min provided it wasn't destroyed."},{"name":"Magic Resistance","desc":"Advantage: spell/magic effect saves."}],"spell_list":[],"page_no":27,"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_angel-pelagic-deva/"},{"slug":"angel-shrouded","desc":"","name":"Angel, Shrouded","size":"Medium","type":"Celestial","subtype":"","group":null,"alignment":"chaotic good","armor_class":18,"armor_desc":"natural armor","hit_points":161,"hit_dice":"17d8+85","speed":{"walk":40,"fly":60},"strength":18,"dexterity":20,"constitution":20,"intelligence":16,"wisdom":22,"charisma":10,"strength_save":9,"dexterity_save":1,"constitution_save":null,"intelligence_save":null,"wisdom_save":1,"charisma_save":5,"perception":6,"skills":{"perception":6},"damage_vulnerabilities":"","damage_resistances":"poison, radiant; nonmagic B/P/S attacks","damage_immunities":"","condition_immunities":"charmed, exhaustion, frightened, poisoned","senses":"blindsight 30', darkvision 120', passive Perception 21","languages":"all, telepathy 120'","challenge_rating":"13","cr":13.0,"actions":[{"name":"Multiattack","desc":"Three Justicar's Blade or Justicar's Blast attacks."},{"name":"Justicar's Blade","desc":"Melee Weapon Attack: +10 to hit, 5 ft., one target, 13 (2d8+5) slashing damage + 14 (4d6) poison and target: DC 17 Con save or be poisoned. Poisoned condition lasts until it is removed by the lesser restoration spell or similar magic."},{"name":"Justicar's Blast","desc":"Ranged Spell Attack: +11 to hit, 120 ft., one target, 24 (4d8+6) radiant."},{"name":"Spellcasting","desc":"Wis (DC 19) no material components: At will: bane bless locate creature3/day ea: invisibility (self only) healing word (level 5) nondetection"}],"bonus_actions":null,"reactions":[{"name":"Executioner's Judgment","desc":"When a creature poisoned by shrouded angel starts its turn angel demands target repent. If it doesn't repent: DC 17 Con save. Fail: reduced to 0 hp. Success: 22 (5d8) radiant. If target repents its next action is chosen by angel as if it failed a save vs. the command spell: “Draw Nigh” (approach) “Clasp Hands in Prayer” (drop) “Seek Redemption” (flee) “Be Penitent” (grovel) or “In Stillness Hear the Truth” (halt). Once angel uses this reaction it must deal poison to a poisoned target before using it again."}],"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Angelic Poison","desc":"Its weapon attacks are magical and its weapons are coated with radiant poison. Creatures with resistance or immunity to poison or the poisoned condition can be affected by angel's poison. Such creatures have advantage on saves vs. the angel's poison."},{"name":"Divine Awareness","desc":"Knows if it hears a lie."},{"name":"Evasion","desc":"If subject to effect that allows Dex save for half damage takes no damage on success and only half if it fails."},{"name":"Immortal Nature","desc":"Doesn't require food drink or sleep"},{"name":"Magic Resistance","desc":"Advantage: spell/magic effect saves."}],"spell_list":[],"page_no":29,"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_angel-shrouded/"},{"slug":"animated-instrument-symphony","desc":"","name":"Animated Instrument, Symphony","size":"Gargantuan","type":"Construct","subtype":"","group":null,"alignment":"neutral","armor_class":15,"armor_desc":"natural armor","hit_points":201,"hit_dice":"13d20+65","speed":{"walk":30,"fly":30},"strength":12,"dexterity":18,"constitution":20,"intelligence":10,"wisdom":8,"charisma":22,"strength_save":null,"dexterity_save":7,"constitution_save":1,"intelligence_save":null,"wisdom_save":4,"charisma_save":1,"perception":-1,"skills":{"perception":-1},"damage_vulnerabilities":"","damage_resistances":"bludgeoning, piercing, slashing","damage_immunities":"poison, psychic","condition_immunities":"blinded, charmed, deafened, exhaustion, frightened, grappled, paralyzed, petrified, poisoned, prone, restrained, stunned","senses":"blindsight 120' (blind beyond), passive Perception 9","languages":"understands Common but can't speak","challenge_rating":"15","cr":15.0,"actions":[{"name":"Multiattack","desc":"Uses Musical Arrangement. Then two Hammer Note or Pulsating Cacophony attacks."},{"name":"Hammer Note","desc":"Melee Weapon Attack: +9 to hit 5 ft. 1 tgt in the swarm's space. 36 (8d8) bludgeoning damage or 18 (4d8) bludgeoning damage if symphony has half its hp or fewer."},{"name":"Pulsating Cacophony","desc":"Ranged Spell Attack: +11 to hit, 60 ft., one target, 22 (4d10) thunder + 13 (2d12) psychic or 11 (2d10) thunder + 6 (1d12) psychic if the symphony has half its hp or fewer."}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":[{"name":"Move","desc":"Moves up to its speed with o provoking opportunity attacks."},{"name":"Harmonize (2)","desc":"Tunes its worn-out instruments back to working harmony regaining 20 hp and ending one condition affecting it."},{"name":"Orchestral Flourish (2)","desc":"Plays a short fierce melody. Each creature within 10 ft. of symphony including creatures in its space:  10 (3d6) thunder (DC 19 Con half)."},{"name":"Syncopated Melody (3)","desc":"Mimics a spell that was cast since the end of its last turn. It makes a Performance check where the DC is the caster's DC+the level of the spell symphony is trying to mimic. If successful symphony casts the spell using original caster's DC and spell attack bonus."}],"special_abilities":[{"name":"Antimagic Susceptibility","desc":"Incapacitated while in the area of an antimagic field. If targeted by dispel magic instrument must succeed on a Con save vs. caster's spell save DC or fall unconscious for 1 min. Has advantage on this save."},{"name":"Construct Nature","desc":"Doesn't require air food drink or sleep."},{"name":"False","desc":"[+]Appearance[/+] Motionless and not flying: indistinguishable from large musical instrument collection and performance paraphernalia."},{"name":"Grand Composition","desc":"While it occupies another creature's space that creature has disadvantage on Con saves to maintain concentration and creature can't cast spells with verbal components."},{"name":"Legendary Resistance (3/Day)","desc":"Choose to succeed failed save."},{"name":"Magic Resistance","desc":"Advantage: spell/magic effect saves."},{"name":"Swarm","desc":"Can occupy another creature's space and vice versa and symphony can move through any opening large enough for a Small musical instrument. Except for the Harmonize legendary action symphony can't regain hp or gain temp hp."},{"name":"Musical Arrangement","desc":"Plays one of the following:Ballet of Quickening Steps Lilting ballet that picks up pace in startling fashion increasing its movement speed by 10 ft. and allowing it to take the Dodge action as a bonus action on each of its turns. Lasts 1 min or until symphony plays a different song.Harrowing Hymn Foreboding verse. Each creature within 30' of symphony that can hear it: DC 19 Wis save or frightened for 1 min. A creature can re-save at end of each of its turns success ends effect on itself. If creature's save succeeds or effect ends for it creature immune to symphony's Harrowing Hymn for next 24 hrs.Concerto for the Luckless Piece pits nearby listeners vs. their own misfortunes. Each creature within 60' of symphony and can hear it: DC 19 Cha save or be cursed 1 min. While cursed creature can't add its proficiency bonus to attack rolls or ability checks. If cursed creature rolls a 20 on attack roll or ability check curse ends. Curse can be lifted early by remove curse spell or similar magic.Four Winds Canon Trumpets gale force winds in a 90' cone. Each creature in that area: creature is pushed up to 30' away from symphony and knocked prone (DC 19 Str creature is knocked prone but isn't pushed). Winds also disperse gas or vapor and it extinguishes candles torches and similar unprotected flames in the area. It causes protected flames such as those of lanterns to dance wildly and has a 50% chance to extinguish them."}],"spell_list":[],"page_no":34,"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_animated-instrument-symphony/"},{"slug":"animated-offal","desc":"","name":"Animated Offal","size":"Huge","type":"Ooze","subtype":"","group":null,"alignment":"unaligned","armor_class":8,"armor_desc":"","hit_points":207,"hit_dice":"18d12+90","speed":{"walk":30},"strength":18,"dexterity":6,"constitution":20,"intelligence":1,"wisdom":7,"charisma":1,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":-2,"skills":{"perception":-2},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"necrotic","condition_immunities":"blinded, charmed, deafened, exhaustion, frightened, prone","senses":"blindsight 120' (blind beyond), passive Perception 8","languages":"—","challenge_rating":"9","cr":9.0,"actions":[{"name":"Multiattack","desc":"Two Pseudopod attacks."},{"name":"Pseudopod","desc":"Melee Weapon Attack: +8 to hit, 10 ft., one target, 11 (2d6+4) bludgeoning damage + 18 (4d8) necrotic and target is grappled (escape DC 16) if it is a Large or smaller creature and offal doesn't have two other creatures grappled. If target is holding or carrying one or more healing potions there is a 25 percent chance one potion shatters during the attack allowing animated offal to absorb the healing energy and gain the benefits of its Healing Sense."}],"bonus_actions":[{"name":"Subsume","desc":"Begins absorbing one creature it is grappling. Creature takes 18 (4d8) necrotic (DC 17 Con half). Offal regains hp equal to half the damage dealt. If offal is at its hp max it gains temp hp for 1 hr instead. Offal can add temp hp gained from this trait to temp hp gained earlier from this trait. Temporary hp can't exceed 48. If its temp hp would exceed 48 a new animated offal appears in an unoccupied space within 5 ft. of offal. The new Ooze is Small doesn't have this bonus action and has 10 hp. Creature killed by this bonus action is fully subsumed into offal and can be restored to life only by means of a resurrection spell or similar magic."}],"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Flowing Flesh","desc":"Can move through spaces as narrow as 6 inches wide with o squeezing."},{"name":"Healing Sense","desc":"Can sense healing spells effects and potions within 120' of it. If the ooze is the target of a healing spell if it consumes a healing potion or if it is affected by a similar magical effect it gains a +2 bonus to its AC has advantage on Dex saves and can use its Pseudopod attack as a bonus action for 1 min."},{"name":"Ooze Nature","desc":"Doesn't require sleep."}],"spell_list":[],"page_no":38,"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_animated-offal/"}]}