{"count":3207,"next":null,"previous":"https://api-beta.open5e.com/v1/monsters/?format=json&ordering=damage_vulnerabilities&page=64","results":[{"slug":"parzzval","desc":"Six legs, ending in massive, three-fingered humanoid hands, support a headless horse-like torso. The front of this creature’s mass opens into a huge tripartite maw filled with jagged, web-shrouded ridges dripping a caustic substance._  \n**Bottomless Hunger.** Parzz’vals have enough intelligence to reason and problem solve, but they are largely guided by their monstrous appetites. Parzz’vals prefer live prey but are not above eating carrion if their preferred meal isn’t available.  \n**Ambush Hunters.** Despite their enormous hunger, parzz’vals are excellent at taking their prey by surprise. A parzz’val can wait patiently for hours for the ideal time to strike if they anticipate a meal awaits as a reward.","name":"Parzz’val","size":"Large","type":"Aberration","subtype":"","group":null,"alignment":"chaotic evil","armor_class":14,"armor_desc":"natural armor","hit_points":115,"hit_dice":"11d10+55","speed":{"walk":50},"strength":21,"dexterity":16,"constitution":20,"intelligence":5,"wisdom":10,"charisma":7,"strength_save":null,"dexterity_save":null,"constitution_save":8,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":null,"skills":{"stealth":6},"damage_vulnerabilities":"thunder","damage_resistances":"bludgeoning, piercing, and slashing from nonmagical attacks","damage_immunities":"acid","condition_immunities":"blinded, charmed, unconscious","senses":"blindsight 120 ft., passive Perception 10","languages":"Void Speech","challenge_rating":"8","cr":8.0,"actions":[{"name":"Multiattack","desc":"The parzz'val makes three attacks: one with its oversized maw and two with its oversized fists."},{"name":"Oversized Fist","desc":"Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 10 (2d4 + 5) bludgeoning damage.","attack_bonus":8,"damage_dice":"2d4+5"},{"name":"Oversized Maw","desc":"Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 12 (2d6 + 5) piercing damage plus 4 (2d8) acid damage. If the target is a Medium or smaller creature, it must succeed on a DC 16 Dexterity saving throw or be swallowed by the parzz'val. A swallowed creature is blinded and restrained, it has total cover against attacks and other effects outside the parzz'val, and it takes 18 (4d8) acid damage at the start of each of the parzz'val's turns. A parzz'val can have only one creature swallowed at a time.\n\nIf the parzz'val takes 15 damage or more on a single turn from a creature inside it, the parzz'val must succeed on a DC 18 Constitution saving throw at the end of that turn or regurgitate the creature, which falls prone in a space within 10 feet of the parzz'val. If the parzz'val dies, a swallowed creature is no longer restrained by it and can escape from the corpse by using 10 feet of movement, exiting prone.","attack_bonus":8,"damage_dice":"2d6+5"}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Caustic Web (Recharge 5-6)","desc":"As a bonus action, the parzz'val can spit a sticky, acidic web in a 20-foot cube. The web must be placed wholly within 60 feet of the parzz'val and must be anchored between two solid masses or layered across a floor, wall, or ceiling. A web layered over a flat surface has a depth of 5 feet. The web is difficult terrain and lightly obscures the area.\n\nA creature that starts its turn in the web or enters the web during its turn must make a DC 16 Dexterity saving throw, taking 9 (2d8) acid damage on a failed save, or half as much damage on a successful one.\n\nThe web persists for 1 minute before collapsing. The parzz'val is immune to the effects of its web and the webs of other parzz'vals."},{"name":"Pummel","desc":"If the parzz'val deals damage to a creature with three melee attacks in one round, it has advantage on all melee attacks it makes against that creature in the next round."},{"name":"Regeneration","desc":"The parzz'val regains 10 hp at the start of its turn if it has at least 1 hp."}],"spell_list":[],"page_no":292,"environments":[],"img_main":null,"document__slug":"tob2","document__title":"Tome of Beasts 2","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/tome-of-beasts-2-for-5th-edition/","v2_converted_path":"/v2/creatures/tob2_parzzval/"},{"slug":"righteous-sentinel","desc":"Fierce determination emanates from the defensive stance the creature takes as torchlight dances off of its silvered body. It holds up its reflective shield, a disc-like extension of its metallic forearm._  \nTreasure hunters that pursue fiendish weapons of myth or enter temples to vicious entities may find themselves face-to-face with a righteous sentinel, eager to repel them.  \n**Keepers of Horror.** Good-aligned gods of peace have many methods for ensuring that defeated evils do not resurface in the future, and the righteous sentinel is one of their most effective. The constructs are placed as guards where great evil is housed to prevent anyone from accessing and awakening that which lies within.  \n**Abhors Violence.** Righteous sentinels seek to avoid violence as much as possible, but they react with unbridled rage when their ward is disturbed. When intruders disturb the objects of great evil the sentinels are protecting, the sentinel turns its reflective shield toward an intruder. The shield reflects a vision of that creature’s soul back toward it, which is often enough to horrify even the most evil of monsters.  \n**Construct Nature.** The righteous sentinel does not require air, food, drink, or sleep.","name":"Righteous Sentinel","size":"Large","type":"Construct","subtype":"","group":null,"alignment":"lawful good","armor_class":15,"armor_desc":"natural armor","hit_points":104,"hit_dice":"11d10+44","speed":{"walk":30},"strength":21,"dexterity":10,"constitution":18,"intelligence":8,"wisdom":11,"charisma":3,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":6,"skills":{"perception":6},"damage_vulnerabilities":"thunder","damage_resistances":"","damage_immunities":"poison, psychic; bludgeoning, piercing, and slashing from nonmagical attacks not made with adamantine weapons","condition_immunities":"charmed, exhaustion, frightened, paralyzed, petrified, poisoned, unconscious","senses":"darkvision 120 ft., passive Perception 16","languages":"Celestial, Common","challenge_rating":"9","cr":9.0,"actions":[{"name":"Multiattack","desc":"The righteous sentinel makes two slam attacks."},{"name":"Slam","desc":"Melee Weapon Attack: +9 to hit, reach 5 ft, one target. Hit: 16 (2d10 + 5) bludgeoning damage.","attack_bonus":9,"damage_dice":"2d10+5"},{"name":"Warp Reflection (Recharge 6)","desc":"The righteous sentinel points its shield at a creature within 30 feet of it. If the target can see the sentinel's shield, the target must make a DC 15 Wisdom saving throw. On a failure, the target takes 22 (4d10) psychic damage and is frightened for 1 minute. On a success, the target takes half the damage and isn't frightened. An evil-aligned target has disadvantage on this saving throw. At the start of each of the frightened creature's turns, it takes 11 (2d10) psychic damage. It can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success."}],"bonus_actions":null,"reactions":[{"name":"Reflective Retribution","desc":"The sentinel adds 3 to its AC against one melee attack that would hit it. To do so, the sentinel must see the attacker. If the attack misses, the attacker takes 11 (2d10) psychic damage."}],"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Immutable Form","desc":"The sentinel is immune to any spell or effect that would alter its form."},{"name":"Magic Resistance","desc":"The sentinel has advantage on saving throws against spells and other magical effects."},{"name":"Magic Weapons","desc":"The sentinel's weapon attacks are magical."},{"name":"Reflective Aggression","desc":"The sentinel has disadvantage on attack rolls against creatures that haven't hit it within the last minute. In addition, it has advantage on attack rolls against a creature if the creature dealt damage to it in the previous round."},{"name":"Spell-Deflecting Mirror","desc":"Any time the sentinel is targeted by a ranged spell attack roll, roll a d6. On a 5, the sentinel is unaffected. On a 6, the sentinel is unaffected and the spell is reflected back at the caster as though it originated from the sentinel, turning the caster into the target."}],"spell_list":[],"page_no":307,"environments":[],"img_main":null,"document__slug":"tob2","document__title":"Tome of Beasts 2","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/tome-of-beasts-2-for-5th-edition/","v2_converted_path":"/v2/creatures/tob2_righteous-sentinel/"},{"slug":"veteran-swordbreaker-skeleton","desc":"Tougher than a typical animated skeleton, these undead are raised from skeletal remains that have fossilized._  \n**Bones of Stone.** The swordbreaker skeleton’s bones have fossilized and become stony. Most weapons shatter against these bones, but the fossilization makes the skeletons more susceptible to magic that harms stone or that causes concussive bursts of sound.  \n**Undead Nature.** A swordbreaker skeleton doesn’t require air, food, drink, or sleep.","name":"Veteran Swordbreaker Skeleton","size":"Medium","type":"Undead","subtype":"","group":null,"alignment":"lawful evil","armor_class":14,"armor_desc":"natural armor","hit_points":78,"hit_dice":"12d8+24","speed":{"walk":30},"strength":16,"dexterity":13,"constitution":14,"intelligence":6,"wisdom":8,"charisma":5,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":null,"skills":{},"damage_vulnerabilities":"thunder","damage_resistances":"piercing, slashing","damage_immunities":"poison","condition_immunities":"exhaustion, petrified, poisoned","senses":"darkvision 60 ft., passive Perception 9","languages":"understands all languages it knew in life but can’t speak","challenge_rating":"3","cr":3.0,"actions":[{"name":"Multiattack","desc":"The veteran swordbreaker skeleton makes two longsword attacks. If it has a shortsword drawn, it can also make a shortsword attack."},{"name":"Longsword","desc":"Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) slashing damage, or 8 (1d10 + 3) slashing damage if used with two hands.","attack_bonus":5,"damage_dice":"1d8+3"},{"name":"Shortsword","desc":"Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) piercing damage.","attack_bonus":5,"damage_dice":"1d6+3"},{"name":"Heavy Crossbow","desc":"Ranged Weapon Attack: +3 to hit, range 100/400 ft., one target. Hit: 6 (1d10 + 1) piercing damage.","attack_bonus":3,"damage_dice":"1d10+1"}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Fossilized Bones","desc":"Any nonmagical slashing or piercing weapon made of metal or wood that hits the swordbreaker skeleton cracks. After dealing damage, the weapon takes a permanent and cumulative -1 penalty to damage rolls. If its penalty drops to -5, the weapon is destroyed. Nonmagical ammunition made of metal or wood that hits the swordbreaker skeleton is destroyed after dealing damage."}],"spell_list":[],"page_no":332,"environments":[],"img_main":null,"document__slug":"tob2","document__title":"Tome of Beasts 2","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/tome-of-beasts-2-for-5th-edition/","v2_converted_path":"/v2/creatures/tob2_veteran-swordbreaker-skeleton/"},{"slug":"zouyu","desc":"This elephant-sized feline has sleek fur, four upward-turned fangs in its mouth, and a long tail ending in multiple strands like a pheasant._  \n**Familial Bonds.** Zouyu live as mated pairs with large territories. The great felines are gentle and social creatures, often overlapping their territories for mutual protection.  \n**Good Luck.** For many, the zouyu are symbols of good luck and fortune. The tail feather of a zouyu, freely given, can be rendered into a liquid, which produces a luck potion. The potion brings minor good fortune, such as finding a fruit tree when hungry or shelter when it rains, to the drinker for a day. If a tail feather is taken without the zouyu’s knowledge, the potion created by the feather bestows bad luck on the drinker for a day. Such bad luck manifests as the drinker tripping over a too-perfectly-placed rock or a lightning strike felling a tree onto the drinker’s path.  \n**Herbivores.** Despite their fangs and sharp claws, zouyu are herbivores. Their preferred meals consist of fruit, bamboo leaves, and insects. The zouyu can survive on a very small amount of food despite their size.","name":"Zouyu","size":"Huge","type":"Monstrosity","subtype":"","group":null,"alignment":"chaotic good","armor_class":17,"armor_desc":null,"hit_points":114,"hit_dice":"12d12+36","speed":{"walk":60},"strength":18,"dexterity":24,"constitution":16,"intelligence":6,"wisdom":12,"charisma":18,"strength_save":null,"dexterity_save":10,"constitution_save":null,"intelligence_save":null,"wisdom_save":4,"charisma_save":null,"perception":7,"skills":{"perception":7,"stealth":10},"damage_vulnerabilities":"thunder","damage_resistances":"","damage_immunities":"","condition_immunities":"","senses":"darkvision 60 ft., passive Perception 17","languages":"understands Common but can’t speak","challenge_rating":"6","cr":6.0,"actions":[{"name":"Multiattack","desc":"The zouyu uses Alter Luck. It then makes three attacks: one with its bite and two with its claws."},{"name":"Bite","desc":"Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 16 (2d8 + 7) piercing damage.","attack_bonus":10,"damage_dice":"2d8+7"},{"name":"Claw","desc":"Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 14 (2d6 + 7) slashing damage.","attack_bonus":10,"damage_dice":"2d6+7"},{"name":"Alter Luck","desc":"The zouyu flicks its vibrant, multi-stranded tail and alters the luck of one creature it can see within 30 feet of it, choosing one of the following luck options. The zouyu can't target itself with Alter Luck. \n* Bestow Luck. The target has advantage on the next ability check, attack roll, or saving throw (zouyu's choice) it makes before the end of its next turn. \n* Steal Luck. The target must succeed on a DC 15 Wisdom saving throw or have disadvantage on the next ability check, attack roll, or saving throw (zouyu's choice) it makes before the end of its next turn. If the target fails the saving throw, the zouyu has advantage on one attack roll or saving throw it makes before the start of its next turn."}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Distance Runner","desc":"The zouyu is capable of incredibly fast long-distance travel. When traveling at a fast pace, the zouyu can run 310 miles per day."},{"name":"Keen Sight and Smell","desc":"The zouyu has advantage on Wisdom (Perception) checks that rely on sight or smell."},{"name":"Pounce","desc":"If the zouyu 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 15 Strength saving throw or be knocked prone. If the target is prone, the zouyu can make one bite attack against it as a bonus action."}],"spell_list":[],"page_no":386,"environments":[],"img_main":null,"document__slug":"tob2","document__title":"Tome of Beasts 2","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/tome-of-beasts-2-for-5th-edition/","v2_converted_path":"/v2/creatures/tob2_zouyu/"},{"slug":"stone_giant_bf","desc":"","name":"Stone Giant","size":"huge","type":"Giant","subtype":"","group":"Giants","alignment":"","armor_class":17,"armor_desc":"natural armor","hit_points":156,"hit_dice":"","speed":{"walk":40},"strength":22,"dexterity":20,"constitution":26,"intelligence":10,"wisdom":18,"charisma":8,"strength_save":6,"dexterity_save":5,"constitution_save":8,"intelligence_save":0,"wisdom_save":4,"charisma_save":-1,"perception":14,"skills":{},"damage_vulnerabilities":"thunder,Giant Attributes","damage_resistances":"lightning,petrified,Giant Attributes","damage_immunities":"","condition_immunities":"","senses":"darkvision 60 ft.","languages":"Giant","challenge_rating":"7","cr":7.0,"actions":[{"name":"Multiattack","desc":"The giant makes two Stony Fist or Rock attacks."},{"name":"Stony Fist","desc":"_Melee Weapon Attack:_ +9 to hit, reach 10 ft., one target. _Hit:_ 24 (4d8+6) bludgeoning damage. The target is grappled (escape DC 17) if it is a Large or smaller creature and the stone giant isn't already grappling a creature."},{"name":"Rock","desc":"_Ranged Weapon Attack:_ +9 to hit, range 60/240 ft., one target. _Hit:_ 28 (4d10+6) bludgeoning damage. If the target is a creature, it must succeed on a DC 17 STR save or be knocked prone."}],"bonus_actions":[{"name":"Wrestle","desc":"The stone giant performs one of the following wrestling maneuvers against one creature it is grappling. The target must succeed on a DC 17 STR save or suffer the listed effect until the stone giant uses this bonus action again or until the grapple ends.\n- **Armbar.** The target has disadvantage on attack rolls and on checks made to escape the grapple.\n- **Chinlock.** The target can't speak and can't cast spells with verbal components.\n- **Takedown.** The target is knocked prone and restrained.\n- **Throw.** The target is thrown up to 30 feet in a random direction and knocked prone, ending the grapple. If a thrown target strikes a solid surface, the target takes 3 (1d6) bludgeoning damage for every 10 feet it was thrown. If the target is thrown at another creature, that creature must succeed on a DC 17 DEX save or take the same damage and be knocked prone."}],"reactions":[{"name":"Missile Deflection","desc":"If a creature the giant can see makes a ranged weapon attack against the giant, the giant can add 3 to its AC. If the attack misses, the giant can catch the missile, provided the attack included a projectile, and throw it back at the attacker, using the giant's normal ranged weapon attack bonus and the weapon's normal damage."}],"legendary_desc":null,"legendary_actions":[],"special_abilities":[{"name":"Giant Attributes","desc":"The stone giant is resistant to the stunned condition, and it is vulnerable to the prone condition."},{"name":"Stone Camouflage","desc":"The giant's Stealth is 20 while in rocky terrain."}],"spell_list":[],"page_no":null,"environments":[],"img_main":null,"document__slug":"blackflag","document__title":"Black Flag SRD","document__license_url":"https://paizo.com/orclicense","document__url":"https://koboldpress.com/black-flag-reference-document/","v2_converted_path":"/v2/creatures/bfrd_stone-giant/"},{"slug":"grimlock_bf","desc":"","name":"Grimlock","size":"medium","type":"Humanoid","subtype":"","group":null,"alignment":"","armor_class":11,"armor_desc":null,"hit_points":17,"hit_dice":"","speed":{"walk":30},"strength":16,"dexterity":12,"constitution":12,"intelligence":8,"wisdom":12,"charisma":6,"strength_save":3,"dexterity_save":1,"constitution_save":1,"intelligence_save":-1,"wisdom_save":1,"charisma_save":-2,"perception":11,"skills":{},"damage_vulnerabilities":"thunder,deafened","damage_resistances":"","damage_immunities":"blinded","condition_immunities":"","senses":"keensense 30 ft. (can't sense beyond this radius)","languages":"Dwarvish,Undercommon","challenge_rating":"1/4","cr":0.25,"actions":[{"name":"Spiked Club","desc":"_Melee Weapon Attack:_ +5 to hit, reach 5 ft., one target. _Hit:_ 5 (1d4+3) bludgeoning damage plus 2 (1d4) piercing damage."}],"bonus_actions":[{"name":"Strange Bauble","desc":"The grimlock reaches into a pocket, pulls out a small object, and throws it at a creature the grimlock can sense within 30 feet. The grimlock chooses one of the following objects:\n- **Flashing Rock.** The grimlock throws a warm, scintillating rock at the target that bursts with a myriad of colors. The target must succeed on a DC 11 DEX save or be blinded until the end of its next turn.\n- **Illusory Dancer.** The grimlock throws a small disk that emits a blurry, fractured illusion of a graceful, humanoid dancer. The target must succeed on a DC 11 CHA save or be incapacitated until the end of its next turn as it is mesmerized by the dance.\n- **Whirling Death.** The grimlock throws a small, bladed gear that grows larger and larger as it travels toward the target, threatening to slice the target into pieces. The target must succeed on a DC 11 WIS save or be frightened until the end of its next turn. On a success, the target realizes the gear's growth was a magical, illusory effect and that the gear never increased in size."}],"reactions":[],"legendary_desc":null,"legendary_actions":[],"special_abilities":[{"name":"Heightened Hearing and Smell","desc":"The grimlock's Perception is 16 when perceiving by hearing or smell."},{"name":"Stone Camouflage","desc":"The grimlock's Stealth is 18 while in rocky terrain."},{"name":"Suppressed Senses","desc":"The grimlock can't use its keensense while deafened and unable to smell."}],"spell_list":[],"page_no":null,"environments":[],"img_main":null,"document__slug":"blackflag","document__title":"Black Flag SRD","document__license_url":"https://paizo.com/orclicense","document__url":"https://koboldpress.com/black-flag-reference-document/","v2_converted_path":"/v2/creatures/bfrd_grimlock/"},{"slug":"moon-drake","desc":"","name":"Moon Drake","size":"Medium","type":"Dragon","subtype":"","group":null,"alignment":"neutral","armor_class":15,"armor_desc":null,"hit_points":76,"hit_dice":"9d8+36","speed":{"fly":100,"walk":25},"strength":10,"dexterity":20,"constitution":19,"intelligence":13,"wisdom":18,"charisma":14,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":null,"skills":{"arcana":4,"insight":7},"damage_vulnerabilities":"varies (see Moonbound)","damage_resistances":"varies (see Moonbound)","damage_immunities":"","condition_immunities":"paralyzed, unconscious","senses":"darkvision 120 ft., passive Perception 14","languages":"Celestial, Common, Draconic","challenge_rating":"5","cr":5.0,"actions":[{"desc":"The moon drake makes three attacks: one with its bite and two with its claws.","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) piercing damage plus 5 (1d10) radiant damage. A shapechanger that takes radiant damage from this attack instantly reverts to its true form and can't assume a different form for 1d4 rounds.","name":"Bite"},{"attack_bonus":8,"damage_dice":"1d6+5","desc":"Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 8 (1d6 + 5) slashing damage.","name":"Claw"},{"desc":"Melee Weapon Attack: +6 to hit, reach 5 ft., one creature afflicted with lycanthropy. Hit: The target must succeed on a DC 15 Constitution saving throw or be cured of lycanthropy (it can willingly fail this save). This attack can't cure a natural born lycanthrope of the curse of lycanthropy.","name":"Moonlight Nip"},{"desc":"The drake exhales searing moonlight in a 60-foot line that is 5 feet wide. Each creature in that area must make a DC 15 Constitution saving throw, taking 33 (6d10) radiant damage on a failed save, or half as much damage on a successful one. A shapechanger makes its saving throw with disadvantage. If it fails, it also instantly reverts to its true form and can't assume a different form for 1d4 rounds.","name":"Lunarbeam (Recharge 5-6)"}],"bonus_actions":null,"reactions":[{"desc":"When the moon drake takes damage or is restrained, it can transmute its physical form into an incorporeal form of pure moonlight until the end of its next turn. While in this form, it has resistance to cold, fire, and lightning damage and immunity to bludgeoning, piercing, and slashing damage from nonmagical attacks. While in this form, the drake can pass through openings at least 1 inch wide and through transparent objects. It takes 5 (1d10) force damage if it ends its turn inside an object.","name":"Form of Moonlight"}],"legendary_desc":"","legendary_actions":null,"special_abilities":[{"desc":"The moon drake's saliva can be bottled, distilled, and used in 1-ounce doses. An afflicted lycanthrope that drinks this concoction is instantly cured of lycanthropy, requiring no saving throw. This draught can't cure a natural-born lycanthrope of the curse of lycanthropy.","name":"Curative Saliva"},{"desc":"A moon drake's power waxes and wanes with the moon. Under a full moon, it has resistance to bludgeoning, piercing, and slashing damage from nonmagical attacks and its weapon attacks deal an additional 3 (1d6) radiant damage. Under a new moon, it has vulnerability to bludgeoning, piercing, and slashing damage. Under any other moon, it gains no extra traits.","name":"Moonbound"}],"spell_list":[],"page_no":260,"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_moon-drake/"}]}