{"count":3207,"next":"https://api-beta.open5e.com/v1/monsters/?format=json&ordering=dexterity&page=28","previous":"https://api-beta.open5e.com/v1/monsters/?format=json&ordering=dexterity&page=26","results":[{"slug":"alpha-fish","desc":"A fish as large as a rowboat serenely floats beneath the surface of the water, its flowing fins and iridescent scales shimmering in the waves. When disturbed, it attacks with a ferocity unexpected of such a delicate-looking creature._  \nAlpha fish are solitary and extremely territorial creatures. They are always found alone, except during the few short weeks of mating season each year when schools of the fish gather.  \n**Dazzling Dominance.** Before attacking, alpha fish often attempt to intimidate potential rivals or predators away by flaring their colorful fins to make themselves appear much larger. If successful, they usually refrain from attacking.  \n**Aggressive.** If intimidation doesn’t work, alpha fish defend their chosen homes by viciously attacking. They have been known to attack creatures much larger than themselves and, occasionally, objects they don’t recognize.  \n**Valuable.** Many aristocrats seek the beautiful, shimmering fish as pets in massive, personal aquariums, and the alpha fish’s scales are valuable spell components.","name":"Alpha Fish","size":"Large","type":"Beast","subtype":"","group":null,"alignment":"unaligned","armor_class":13,"armor_desc":"natural armor","hit_points":59,"hit_dice":"7d10+21","speed":{"walk":0,"swim":50},"strength":16,"dexterity":13,"constitution":16,"intelligence":1,"wisdom":10,"charisma":12,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":3,"skills":{"intimidation":5,"perception":3},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"","condition_immunities":"","senses":"passive Perception 13","languages":"—","challenge_rating":"3","cr":3.0,"actions":[{"name":"Multiattack","desc":"The alpha fish uses its Fin Flare. It then makes two headbutt attacks."},{"name":"Headbutt","desc":"Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) bludgeoning damage.","attack_bonus":5,"damage_dice":"2d6+3"},{"name":"Fin Flare","desc":"The alpha fish flares its fins in an attempt to frighten its opponents. Each creature within 30 feet that can see the fish must succeed on a DC 13 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 alpha fish's Fin Flare for the next 24 hours."}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Defensive Frenzy","desc":"When it has half its hit points or fewer, the alpha fish can make one headbutt attack as a bonus action."},{"name":"Frightening Display","desc":"When the alpha fish uses its Fin Flare, it looks one size category larger than it actually is to any creature that can see it until the start of its next turn."},{"name":"Too Aggressive","desc":"The alpha fish attacks anything it thinks is threatening, even inanimate objects or illusions. It automatically fails ability checks and saving throws to detect or see through illusions."},{"name":"Water Breathing","desc":"The fish can breathe only under water."}],"spell_list":[],"page_no":14,"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_alpha-fish/"},{"slug":"animated-bearskin-rug","desc":"A shaggy rug made from the skin of a bear suddenly rises up like a billowing sheet. The head snaps its jaws and the whole thing lunges forward, flat and threatening._  \nAnimated bearskin rugs are exactly what their name suggests: bearskin rugs given life by magic.  \n**Inn Protection.** Inns and hunting lodges in remote locations often hire mages to make animated bearskin rugs. The rugs serve as seemingly harmless decorations that can instantly turn into guardians to drive away burglars, or into bouncers to break up bar fights.  \n**Bearserk.** There are rare cases of animated bearskin rugs suddenly going berserk and refusing to follow the commands of their masters. It is unknown what triggers such violence in the constructs. Berserk rugs need to be put down swiftly, as they attack any creature they notice.  \n**Construct Nature.** An animated bearskin rug doesn’t require air, food, drink, or sleep.","name":"Animated Bearskin Rug","size":"Large","type":"Construct","subtype":"","group":null,"alignment":"unaligned","armor_class":13,"armor_desc":"natural armor","hit_points":65,"hit_dice":"10d10+10","speed":{"walk":20},"strength":18,"dexterity":13,"constitution":12,"intelligence":1,"wisdom":3,"charisma":1,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":null,"skills":{},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"poison, psychic","condition_immunities":"blinded, charmed, deafened, frightened, paralyzed, petrified, poisoned","senses":"blindsight 60 ft. (blind beyond this radius), passive Perception 6","languages":"—","challenge_rating":"4","cr":4.0,"actions":[{"name":"Multiattack","desc":"The animated bearskin rug makes two attacks: one with its bite and one with its claws. It can use its Envelop in place of its claw attack."},{"name":"Bite","desc":"Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 9 (1d10 + 4) piercing damage.","attack_bonus":6,"damage_dice":"1d10+4"},{"name":"Claws","desc":"Melee Weapon Attack: +6 to hit, reach 5 ft., one target not grappled by the bearskin rug. Hit: 11 (2d6 + 4) slashing damage.","attack_bonus":6,"damage_dice":"2d6+4"},{"name":"Envelop","desc":"Melee Weapon Attack: +6 to hit, reach 5 ft., one Medium or smaller creature. Hit: The creature is grappled (escaped DC 14). Until this grapple ends, the target is restrained, and the rug can't envelop another target."},{"name":"Menacing Roar (Recharge 6)","desc":"The bearskin rug lets out a hideous, supernatural howl. Each creature within 20 feet of the rug that can hear the roar must succeed on a DC 13 Wisdom saving throw or become frightened for 1 minute. A creature frightened this way must spend its turns trying to move as far away from the rug as it can. For its action, it can use only the Dash action or try to escape from an effect that prevents it from moving. If there's nowhere to move, the creature can use the Dodge action. At the end of each of its turns and when it takes damage, the creature can repeat the saving throw, ending the effect on itself on a success."}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Antimagic Susceptibility","desc":"The bearskin rug is incapacitated while in the area of an antimagic field. If targeted by dispel magic, the rug must succeed on a Constitution saving throw against the caster's spell save DC or fall unconscious for 1 minute."},{"name":"Damage Transfer","desc":"While it is grappling a creature, the bearskin rug takes only half the damage dealt to it, and the creature grappled by the rug takes the other half."},{"name":"False Appearance","desc":"While the bearskin rug remains motionless, it is indistinguishable from a normal bearskin rug."}],"spell_list":[],"page_no":24,"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_animated-bearskin-rug/"},{"slug":"apaxrusl","desc":"Thick desert grit encrusts a decayed form as it stalks forward, clouds of biting sand flitting about at its behest._  \nApaxrusl, or sand drudges, are created through dark rituals that merge a corpse with desert sand.  \n**Soul Infusion.** The rituals used to create an apaxrusl call for infusing damned souls into the sand, and would-be creators regularly make bargains with demons to acquire this unique component. Oftentimes, the deal goes poorly for the creator, leaving the resulting apaxrusl to wander the desert without a master.  \n**Abyssal Intelligence.** The damned souls filling the apaxrusl give it intelligence, but its constructed form keeps it loyal, making it a valuable asset to its creator. Necromancers often create apaxrusl to lead small groups of undead on specific tasks, confident in the construct’s ability to execute orders and lead the undead while away from the direct control of the necromancer.  \n**Construct Nature.** The apaxrusl doesn’t require air, food, drink, or sleep.","name":"Apaxrusl","size":"Medium","type":"Construct","subtype":"","group":null,"alignment":"neutral","armor_class":13,"armor_desc":"natural armor","hit_points":60,"hit_dice":"8d8+24","speed":{"burrow":30,"walk":30},"strength":17,"dexterity":13,"constitution":16,"intelligence":9,"wisdom":6,"charisma":7,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":null,"skills":{"stealth":3},"damage_vulnerabilities":"thunder","damage_resistances":"","damage_immunities":"fire, poison","condition_immunities":"charmed, exhaustion, frightened, paralyzed, petrified, poisoned","senses":"darkvision 60 ft., tremorsense 30 ft., passive Perception 8","languages":"Abyssal and one language of its creator","challenge_rating":"3","cr":3.0,"actions":[{"name":"Multiattack","desc":"The apaxrusl makes two slam attacks. If both attacks hit the same creature, the target is blinded for 1 minute or until it uses an action to wipe its eyes."},{"name":"Slam","desc":"Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) bludgeoning damage.","attack_bonus":5,"damage_dice":"1d8+3"},{"name":"Fiery Sands (Recharge 5-6)","desc":"Sand whips violently around the apaxrusl. Each creature within 10 feet of the apaxrusl must make a DC 13 Constitution saving throw, taking 10 (3d6) slashing damage and 10 (3d6) fire damage on a failed save, or half as much damage on a successful one."}],"bonus_actions":null,"reactions":[{"name":"Shifting Sands","desc":"The apaxrusl can shift the flowing sands of its body to avoid harm. When the apaxrusl takes damage, roll a d12. Reduce the damage it takes by the number rolled."}],"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Earth Glide","desc":"The apaxrusl can burrow through nonmagical, unworked earth and stone. While doing so, the apaxrusl doesn't disturb the material it moves through."},{"name":"Fiendish Construct","desc":"The apaxrusl's sand is infused with the souls of the damned. Its type is fiend in addition to construct when determining the effects of features such as a paladin's Divine Smite or a ranger's Primeval Awareness."}],"spell_list":[],"page_no":27,"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_apaxrusl/"},{"slug":"boneshard-wraith","desc":"A vaguely humanoid form appears, dim and hazy amid the constant swirl of wind-wracked grit and tainted dust of the magical wasteland._  \nContorted and broken, the boneshard wraith is a ghostly horror, haphazardly assembled from mismatched bones and grave-scavenged shards. Shattered eye sockets burn with the black, icy glow of eternal madness and the spiteful hunger of the Void.  \n**Undead Nature.** A boneshard wraith doesn’t require air, food, drink, or sleep.","name":"Boneshard Wraith","size":"Medium","type":"Undead","subtype":"","group":null,"alignment":"neutral evil","armor_class":16,"armor_desc":"natural armor","hit_points":127,"hit_dice":"15d8+60","speed":{"walk":15,"hover":true,"fly":60},"strength":16,"dexterity":13,"constitution":18,"intelligence":13,"wisdom":14,"charisma":8,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":6,"skills":{"perception":6,"stealth":7},"damage_vulnerabilities":"","damage_resistances":"acid, cold, fire, lightning, thunder; piercing, bludgeoning, and slashing from nonmagical attacks not made with silvered weapons","damage_immunities":"necrotic, poison","condition_immunities":"charmed, exhausted, frightened, grappled, paralyzed, petrified, poisoned, prone, restrained, stunned, unconscious","senses":"darkvision 60 ft., passive Perception 16","languages":"any languages it knew in life, Void Speech","challenge_rating":"12","cr":12.0,"actions":[{"name":"Multiattack","desc":"The wraith makes two spectral claw attacks. If both attacks damage the same creature, the target must make a DC 16 Constitution saving throw or be paralyzed for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success."},{"name":"Spectral Claw","desc":"Melee Weapon Attack: +7 to hit, reach 15 ft., one target. Hit: 21 (4d8 + 3) slashing damage, and the target must succeed on a DC 16 Constitution saving throw or suffer 1 level of exhaustion. A creature can suffer no more than 2 levels of exhaustion from the wraith's Spectral Claws.","attack_bonus":7,"damage_dice":"4d8+3"},{"name":"Boneshard Cyclone (Recharge 5-6)","desc":"The wraith chooses a creature it can see within 60 feet of it. The target must make a DC 16 Strength saving throw. On a failure, a creature takes 20 (3d12) slashing damage and 27 (6d8) necrotic damage and is enveloped in a whirlwind of sharp bone fragments for 1 minute or until the wraith dies. On a success, a creature takes half the damage and isn't enveloped. While enveloped, a creature is blinded and deafened and takes 18 (4d8) necrotic damage at the start of each of its turns. It can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature dies while enveloped, it rises as a boneshard wraith on the next new moon unless it is restored to life or the bless spell is cast on the remains."}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Incorporeal Movement","desc":"The boneshard wraith can move through other creatures and objects as if they were difficult terrain. It takes 5 (1d10) force damage if it ends its turn inside an object."},{"name":"Sunlight Sensitivity","desc":"While in sunlight, the wraith has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight."}],"spell_list":[],"page_no":46,"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_boneshard-wraith/"},{"slug":"carrier-mosquito","desc":"Carrier mosquitos are massive insects that defy logic, as they not only stay aloft but also zip around with incredible speed and maneuverability. Their nine-foot wingspans keep them from falling out of the sky, but their wings beat frequently, producing an incredibly loud and distracting drone. Swamp-dwelling Open Game License","name":"Carrier Mosquito","size":"Large","type":"Beast","subtype":"","group":null,"alignment":"unaligned","armor_class":13,"armor_desc":"natural armor","hit_points":75,"hit_dice":"10d10+20","speed":{"walk":20,"fly":40},"strength":16,"dexterity":13,"constitution":15,"intelligence":2,"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":"","condition_immunities":"","senses":"blindsight 60 ft., passive Perception 9","languages":"—","challenge_rating":"3","cr":3.0,"actions":[{"name":"Impaling Proboscis","desc":"Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. Hit: 14 (2d10 + 3) piercing damage. If the target is a Medium or smaller creature, it is grappled (escape DC 13). Until the grapple ends, the target is restrained, the mosquito can automatically hit the target with its impaling proboscis, and the mosquito can't make impaling proboscis attacks against other targets.","attack_bonus":5,"damage_dice":"2d10+3"}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Charge","desc":"If the carrier mosquito moves at least 20 feet straight toward a target and then hits it with an impaling proboscis attack on the same turn, the target takes an extra 5 (1d10) piercing damage."},{"name":"Disruptive Droning","desc":"While a carrier mosquito is in flight, it produces a constant, loud droning, forcing those nearby to shout in order to be heard. A spellcaster within 30 feet of the mosquito must succeed on a DC 10 spellcasting ability check to cast a spell with a verbal component. In addition, a creature that is concentrating on a spell and that starts its turn within 30 feet of the mosquito must succeed on a DC 10 Constitution saving throw or lose concentration on the spell."}],"spell_list":[],"page_no":389,"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_carrier-mosquito/"},{"slug":"cave-goat","desc":"Cave goats are the size of a spaniel and have dog-like paws rather than hooves. Despite being quadrupeds, they are accomplished climbers of the steep and uneven confines of the Underworld. Cave goats are loyal, if a bit surly, and strong, making them a favorite companion of Underworld travelers.","name":"Cave Goat","size":"Small","type":"Beast","subtype":"","group":null,"alignment":"unaligned","armor_class":11,"armor_desc":null,"hit_points":22,"hit_dice":"4d6+8","speed":{"walk":50},"strength":14,"dexterity":13,"constitution":15,"intelligence":2,"wisdom":10,"charisma":6,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":null,"skills":{"athletics":4},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"","condition_immunities":"","senses":"darkvision 60 ft., passive Perception 10","languages":"—","challenge_rating":"1/4","cr":0.25,"actions":[{"name":"Ram","desc":"Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) bludgeoning damage.","attack_bonus":4,"damage_dice":"1d4+2"}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Keen Hearing","desc":"The cave goat has advantage on Wisdom (Perception) checks that rely on hearing."},{"name":"Sturdy Climber","desc":"The cave goat has advantage on Strength (Athletics) checks to climb rocky surfaces."}],"spell_list":[],"page_no":389,"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_cave-goat/"},{"slug":"chamrosh","desc":"This large sheepdog has luxuriant white-gold fur. A pair of broad wings stretches out from the creature’s back, and its eyes are filled with an intelligent, silvery gleam._  \n**Celestial Guard Dogs.** Created from the souls of exceptionally faithful guards and retainers who selflessly sacrificed themselves to protect others, chamrosh are celestials that take the form of large sheepdogs with silver-gold fur and eagle-like wings. They are known for their ability to sniff out evil and for their steadfast nature, refusing to back down from a fight even in the face of overwhelming odds. Because of this quality, chamrosh are often used as guard beasts by other celestials, though they are never treated as simple pets by even the haughtiest of angels.  \n**Roaming Defenders.** When not employed by more powerful celestials as companions and guards, chamrosh gather in small packs to roam the planes of good, attacking any fiend or evil monster they come across. They also rescue lost or trapped mortals of good or neutral alignment, leading the mortals to a place of safety or to the nearest portal back to the Material Plane. Despite their appearance, chamrosh can speak and readily do so with mortals they rescue or celestials they serve or protect. .  \n**Occasional Planar Travelers.** Chamrosh rarely travel to the Material Plane, but when they do, it is usually for an important mission, such as to defend a holy relic or to aid a paladin on a divine quest. Since a chamrosh cannot change its form, such missions do not generally involve infiltration or deception, and when the task is finished, the chamrosh is quick to return to its normal duties.","name":"Chamrosh","size":"Medium","type":"Celestial","subtype":"","group":null,"alignment":"neutral good","armor_class":14,"armor_desc":"natural armor","hit_points":39,"hit_dice":"6d8+12","speed":{"fly":60,"walk":40},"strength":14,"dexterity":13,"constitution":15,"intelligence":8,"wisdom":15,"charisma":16,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":4,"charisma_save":5,"perception":6,"skills":{"insight":4,"perception":6,"survival":6},"damage_vulnerabilities":"","damage_resistances":"fire, radiant","damage_immunities":"","condition_immunities":"frightened","senses":"darkvision 60 ft., passive Perception 16","languages":"Celestial, Common, telepathy 60 ft.","challenge_rating":"1","cr":1.0,"actions":[{"name":"Bite","desc":"Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 7 (1d10 + 2) piercing damage.","attack_bonus":4,"damage_dice":"1d10+2"},{"name":"Fearsome Bark (Recharge 5-6)","desc":"The chamrosh lets out a highpitched bark at a creature it can see within 30 feet of it. If the target is of evil alignment, it must make a DC 13 Wisdom saving throw. On a failure, the target takes 10 (3d6) psychic damage and is frightened until the end of its next turn. On a success, the target takes half the damage and isn't frightened. The bark has no effect on neutral or good-aligned creatures."},{"name":"Healing Lick (2/Day)","desc":"The chamrosh licks another creature. The target magically regains 10 (2d8 + 1) hp and is cured of the charmed, frightened, and poisoned conditions."}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Angelic Awareness","desc":"The chamrosh has advantage on Wisdom (Insight) checks to determine if a creature is lying or if a creature has an evil alignment."},{"name":"Flyby","desc":"The chamrosh doesn't provoke opportunity attacks when it flies out of an enemy's reach."},{"name":"Keen Hearing and Smell","desc":"The chamrosh has advantage on Wisdom (Perception) checks that rely on hearing or smell."}],"spell_list":[],"page_no":59,"environments":[],"img_main":null,"document__slug":"tob2","document__title":"Tome of Beasts 2","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/tome-of-beasts-2-for-5th-edition/","v2_converted_path":"/v2/creatures/tob2_chamrosh/"},{"slug":"chimeric-phantom","desc":"The vague outline of a tortured being flickers, appearing as though it may have once been human. Its face is composed of many faces, and its expressions shift rapidly from madness to anger to pain. Its features change from one moment to the next, resembling one person for a short time, then someone else, or an odd combination of several at the same time._  \n**Recombined Spirits.** Chimeric phantoms are created when intelligent creatures, most often humanoid, are consumed by a Open Game License","name":"Chimeric Phantom","size":"Medium","type":"Undead","subtype":"","group":null,"alignment":"chaotic neutral","armor_class":11,"armor_desc":null,"hit_points":36,"hit_dice":"8d8","speed":{"walk":0,"hover":true,"fly":40},"strength":12,"dexterity":13,"constitution":10,"intelligence":13,"wisdom":14,"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, cold, fire, lightning, thunder; bludgeoning, piercing, and slashing from nonmagical attacks","damage_immunities":"poison","condition_immunities":"charmed, exhaustion, frightened, grappled, paralyzed, petrified, poisoned, prone, restrained","senses":"darkvision 60 ft. passive Perception 11","languages":"any languages its constituent souls knew in life","challenge_rating":"2","cr":2.0,"actions":[{"name":"Multiattack","desc":"The chimeric phantom makes two Maddening Grasp attacks."},{"name":"Maddening Grasp","desc":"Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 9 (2d6 + 2) necrotic damage.","attack_bonus":4,"damage_dice":"2d6+2"}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Frightening Madness","desc":"A chimeric phantom's madness unnerves those nearby. Any creature that starts its turn within 10 feet of the chimeric phantom must succeed on a DC 12 Wisdom saving throw or be frightened until the start of its next turn. On a successful saving throw, the creature is immune to the chimeric phantom's Frightening Madness for 24 hours."},{"name":"Incorporeal Movement","desc":"The chimeric phantom can move through other creatures and objects as if they were difficult terrain. It takes 5 (1d10) force damage if it ends its turn inside an object."}],"spell_list":[],"page_no":62,"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_chimeric-phantom/"},{"slug":"deep-troll","desc":"This large, lanky creature has limp, slate-colored hair, a long nose, and dark green, rubbery skin. Its legs are disproportionally larger than its upper body, and its limbs are oddly curved._  \nDeep trolls live far underground in the lightless regions seldom tread by people. An offshoot from their cousins on the surface, they have adapted to their environment in some unusual ways. Although they have eyes that can see light normally, their primary means of navigating the darkness is through vibration sense, which they register on their rubbery, sensitive skin.  \n**Malleable.** After these trolls moved underground, their bodies adapted to surviving in the smaller, often cramped caverns. Their bones became soft and malleable, allowing them to access areas deep beneath the surface world. Deep trolls can elongate their limbs and body or squeeze themselves ooze-like through tiny cracks and openings until they emerge into a place large enough to accommodate their natural size.  \n**Tribal.** Deep trolls live in small tribes of seven to fifteen members. They raid in groups, though they can be found alone when hunting or scavenging. They are intelligent enough to communicate, but they are voracious and can rarely be reasoned with when food is present. They prefer to attack anything potentially edible that isn’t part of the tribe and deal with the repercussions later. In rare cases, when confronted with opponents who are clearly more powerful, they can be persuaded to reason and discuss terms. Deep trolls are likely to agree to mutually beneficial terms, such as helping them deal with a common enemy or providing them with something they value.","name":"Deep Troll","size":"Large","type":"Giant","subtype":"","group":null,"alignment":"chaotic evil","armor_class":15,"armor_desc":"natural armor","hit_points":63,"hit_dice":"6d10+30","speed":{"walk":30,"burrow":20},"strength":18,"dexterity":13,"constitution":20,"intelligence":7,"wisdom":9,"charisma":7,"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":"blindsight 30 ft., darkvision 60 ft., passive Perception 9","languages":"Deep Speech","challenge_rating":"4","cr":4.0,"actions":[{"name":"Multiattack","desc":"The deep troll makes two attacks: one with its bite and one with its claws."},{"name":"Bite","desc":"Melee Weapon Attack: +6 to hit, reach 5 ft., one creature. Hit: 7 (1d6 + 4) piercing damage.","attack_bonus":6,"damage_dice":"1d6+4"},{"name":"Claw","desc":"Melee Weapon Attack: +6 to hit, reach 5 ft., one creature. Hit: 11 (2d6 + 4) slashing damage.","attack_bonus":6,"damage_dice":"2d6+4"}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Malleable Internal Structure","desc":"Provided there is suitable room to accommodate its volume, a deep troll can move at half its burrowing speed through any opening large enough for a Tiny creature."},{"name":"Oozing Body","desc":"When the deep troll takes at least 15 slashing damage at one time, a chunk of its oozing flesh falls off into an unoccupied space within 5 feet of it. This flesh isn't under the deep troll's control, but it views the troll as an ally. The oozing flesh acts on the deep troll's initiative and has its own action and movement. It has an AC of 10, 10 hp, and a walking speed of 15 feet. It can make one attack with a +6 to hit, and it deals 7 (2d6) acid damage on a hit. If not destroyed, the oozing flesh lives for 1 week, voraciously consuming any non-deep troll creature it encounters. After that time, it dissolves into a puddle of water and gore."},{"name":"Regeneration","desc":"The deep troll regains 10 hp at the start of its turn. If the troll takes fire damage, this trait doesn't function at the start of the troll's next turn. The deep troll dies only if it starts its turn with 0 hp and doesn't regenerate."}],"spell_list":[],"page_no":352,"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_deep-troll/"},{"slug":"empusa","desc":"A monstrous woman with claws and hooves of shining copper, the creature stalks the roads and tracks between towns, seeking to kill and devour any who stumble across her path._  \n**Bane of Travelers.** Distant kin to lamias, the dreadful empusae are exclusively female. They use their supernatural abilities to hunt down and devour the flesh of those traveling along deserted roads and byways between settlements. While empusae aren’t afraid of sunlight, they tend to hunt at night, returning to caves and ruins during the day to feast on those they have killed. When travelers aren’t available, empusae target shepherds and farmers, disguising themselves as goats or donkeys to get close to their targets.  \n**Copper Hooves.** The legs and hooves of an empusa are extremely powerful and are sheathed in magically-hardened copper, allowing her to deliver swift and powerful kicks and move at great speed. This copper can be harvested when the empusa is slain and is often used in the construction of magical boots and staffs.","name":"Empusa","size":"Medium","type":"Monstrosity","subtype":"shapechanger","group":null,"alignment":"chaotic evil","armor_class":16,"armor_desc":"natural armor","hit_points":102,"hit_dice":"12d8+48","speed":{"walk":40},"strength":20,"dexterity":13,"constitution":18,"intelligence":10,"wisdom":14,"charisma":19,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":6,"charisma_save":7,"perception":5,"skills":{"deception":7,"perception":5,"stealth":4},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"","condition_immunities":"","senses":"darkvision 60 ft., passive Perception 15","languages":"Common","challenge_rating":"5","cr":5.0,"actions":[{"name":"Multiattack","desc":"The empusa makes two claw attacks, or one claw attack and one kick attack."},{"name":"Claw","desc":"Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 14 (2d8 + 5) slashing damage.","attack_bonus":8,"damage_dice":"2d8+5"},{"name":"Kick","desc":"Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 12 (2d6 + 5) bludgeoning damage, and the target must succeed on a DC 15 Strength saving throw or be pushed up to 10 feet away from the empusa and knocked prone.","attack_bonus":8,"damage_dice":"2d6+5"}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Ambusher","desc":"In the first round of combat, the empusa has advantage on attack rolls against any creature she has surprised."},{"name":"Magical Copper","desc":"The empusa's claw and kick attacks are magical."},{"name":"Nimble Fighter","desc":"The empusa can take the Dash or Disengage action as a bonus action on each of her turns."},{"name":"Shapechanger","desc":"The empusa can use her action to polymorph into a Small or Medium beast that has a challenge rating no higher than her own, or back into her true form. Her statistics, other than her size, are the same in each form. While transformed, at least one of her limbs has a coppery color. Any equipment she is wearing or carrying isn't transformed. She reverts to her true form if she dies."}],"spell_list":[],"page_no":136,"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_empusa/"},{"slug":"galidroo","desc":"This horrid creature is larger than an ox, and its hairless, wrinkled skin is covered in foul warts and pustules. The creature has two rat-like heads and a heavy tentacular tail that lashes the air malevolently._  \n**Wasteland Monstrosity.** The galidroo dwells primarily in desolate badlands, ravaged ruins, and areas where magic has corrupted the landscape and the creatures within it. Though powerful monsters in their own right, they are rarely at the top of the food chain and have to watch out for other monsters like Open Game License","name":"Galidroo","size":"Huge","type":"Monstrosity","subtype":"","group":null,"alignment":"neutral evil","armor_class":17,"armor_desc":"natural armor","hit_points":172,"hit_dice":"15d12+75","speed":{"burrow":20,"walk":40},"strength":22,"dexterity":13,"constitution":20,"intelligence":11,"wisdom":18,"charisma":14,"strength_save":null,"dexterity_save":null,"constitution_save":9,"intelligence_save":null,"wisdom_save":8,"charisma_save":null,"perception":8,"skills":{"perception":8},"damage_vulnerabilities":"","damage_resistances":"bludgeoning, piercing, and slashing from nonmagical attacks","damage_immunities":"psychic","condition_immunities":"exhaustion","senses":"darkvision 90 ft., passive Perception 18","languages":"Deep Speech, telepathy 60 ft.","challenge_rating":"12","cr":12.0,"actions":[{"name":"Multiattack","desc":"The galidroo makes four attacks: two with its bite and two with its claws. It can make one tail attack in place of its two claw attacks."},{"name":"Bite","desc":"Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 17 (2d10 + 6) piercing damage.","attack_bonus":10,"damage_dice":"2d10+6"},{"name":"Claw","desc":"Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 13 (2d6 + 6) slashing damage.","attack_bonus":10,"damage_dice":"2d6+6"},{"name":"Tail","desc":"Melee Weapon Attack: +10 to hit, reach 15 ft., one target. Hit: 16 (3d6 + 6) bludgeoning damage. The target is grappled (escape DC 17) if it is a Large or smaller creature and the galidroo doesn't have another creature grappled. Until this grapple ends, the target is restrained, and the galidroo can't use its tail on another target.","attack_bonus":10,"damage_dice":"3d6+6"},{"name":"Prophetic Screech (Recharge 5-6)","desc":"The galidroo unleashes a burst of prophetic power in a 60-foot cone. Each creature in that area must make a DC 17 Intelligence saving throw. On a failure, a creature takes 35 (10d6) psychic damage and is incapacitated for 1 minute as its mind is bombarded with visions of its past and future. On a success, a creature takes half the damage and isn't incapacitated. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success."}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Aura of Lassitude","desc":"A creature that starts its turn within 30 feet of the galidroo must succeed on a DC 17 Constitution saving throw or feel lethargic until the start of its next turn. While lethargic, a creature can't use reactions, its speed is halved, and it can't make more than one melee or ranged attack on its turn. In addition, the creature can use either an action or a bonus action on its turn, but not both. On a successful saving throw, the creature is immune to the galidroo's Aura of Lassitude for the next 24 hours."},{"name":"Selective Precognition","desc":"The galidroo can see into the past, present, and future simultaneously. It can innately cast divination and legend lore once per day each, requiring no material components. Its innate spellcasting ability is Wisdom. The galidroo can't use these spells to gain information about itself or its personal future or past."},{"name":"Two-Headed","desc":"The galidroo has advantage on Wisdom (Perception) checks and on saving throws against being blinded, charmed, deafened, frightened, stunned, and knocked unconscious."}],"spell_list":[],"page_no":161,"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_galidroo/"},{"slug":"ghillie-dubh","desc":"This bipedal creature seems to be a humanoid-shaped mound of leaves and moss given life. Dark pits in its head resemble empty eye sockets._  \n**Protectors of the Lost.** Ghillie dubhs hail from good-aligned arboreal planes. There, they guide visitors through the sometimes-confounding landscape. They often rescue those who incidentally succumb to the peaceful nature of planar woodlands and might otherwise perish. However, they find their services more useful on the Material Plane where nature is generally more unforgiving. Their desire to help mortals leads them to more extreme climates, with a strong preference for colder weather. Ghillie dubhs find lost travelers and guide these unfortunates to safe places. If a traveler impresses a ghillie dubh with knowledge or a desire for knowledge about the forest, the ghillie dubh gifts the traveler with some of its knowledge.  \n**Punishment of Transgression.** Likewise, a ghillie dubh expects visitors to the area it oversees to be respectful of the land. Ghillie dubhs lecture mild violators and briefly use nature to inconvenience them, such as by covering paths or removing tracks. More heinous acts—like wantonly slaughtering animals or setting trees ablaze—are met with physical retaliation.  \n**Part of the Forest.** Ghillie dubhs take on characteristics of the forests they call home to blend in seamlessly with the trees and other plants. They can listen to subtle variations in the trees’ movements to receive early warning about attacks, and they can turn their attention to any part of the forest to ensure no harm is coming to an area.","name":"Ghillie Dubh","size":"Medium","type":"Celestial","subtype":"","group":null,"alignment":"lawful good","armor_class":13,"armor_desc":"natural armor","hit_points":52,"hit_dice":"8d8+16","speed":{"walk":30,"climb":20,"swim":20},"strength":15,"dexterity":13,"constitution":14,"intelligence":12,"wisdom":19,"charisma":16,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":6,"charisma_save":5,"perception":6,"skills":{"nature":3,"perception":6,"stealth":3,"survival":8},"damage_vulnerabilities":"","damage_resistances":"cold, radiant","damage_immunities":"poison","condition_immunities":"poisoned","senses":"passive Perception 16","languages":"Celestial, Common, Sylvan, telepathy 60 ft.","challenge_rating":"1","cr":1.0,"actions":[{"name":"Slam","desc":"Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 9 (2d6 + 2) bludgeoning damage.","attack_bonus":4,"damage_dice":"2d6+2"},{"name":"Forest Knowledge (Recharge 6)","desc":"The ghillie dubh can alter nearby creatures' knowledge of the forest, choosing one of the following. An effect lasts for 24 hours, until the creature leaves the ghillie dubh's forest, or until the ghillie dubh dismisses it as a bonus action. \n* Remove Knowledge. Each creature within 30 feet of the ghillie dubh must succeed on a DC 13 Charisma saving throw or become hopelessly lost in the ghillie dubh's forest. The creature has disadvantage on Wisdom (Survival) checks and takes 50 percent more time on overland travel, even delaying clearheaded companions. \n* Share Knowledge. Each creature within 30 feet of the ghillie dubh has advantage on Wisdom (Survival) checks. The creature can move at a fast pace through forest terrain, and difficult terrain composed of nonmagical plants doesn't cost it extra movement."}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Forest Camouflage","desc":"The ghillie dubh has advantage on Dexterity (Stealth) checks made to hide in forest terrain."},{"name":"One with the Trees","desc":"If the ghillie dubh has spent at least 24 hours in a forest, it has advantage on Wisdom (Perception) checks while in that forest. In addition, it can spend 10 minutes focusing its attention on the forest and an invisible, sapling-shaped sensor anywhere in its forest within 1 mile of it. It can see and hear everything within 60 feet of this sensor, but it is deaf and blind with regard to its own senses while doing so. The sensor lasts for 1 minute or until the ghillie dubh dismisses it (no action required)."},{"name":"Speak with Beasts and Plants","desc":"The ghillie dubh can communicate with beasts and plants as if they shared a language."}],"spell_list":[],"page_no":165,"environments":[],"img_main":null,"document__slug":"tob2","document__title":"Tome of Beasts 2","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/tome-of-beasts-2-for-5th-edition/","v2_converted_path":"/v2/creatures/tob2_ghillie-dubh/"},{"slug":"glacial-corrupter","desc":"This skeleton’s bones are crystal and caked with layers of frost and ice._  \n**Origin.** Glacial corrupters are similar in nature to most Open Game License","name":"Glacial Corrupter","size":"Medium","type":"Undead","subtype":"","group":null,"alignment":"lawful evil","armor_class":15,"armor_desc":"natural armor","hit_points":34,"hit_dice":"4d8+16","speed":{"walk":30},"strength":14,"dexterity":13,"constitution":18,"intelligence":6,"wisdom":8,"charisma":5,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":null,"skills":{},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"cold, poison","condition_immunities":"exhaustion, poisoned, petrified","senses":"darkvision 60 ft., passive Perception 9","languages":"understands all languages it knew in life but can’t speak","challenge_rating":"1","cr":1.0,"actions":[{"name":"Longsword","desc":"Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) slashing damage, or 7 (1d10 + 2) slashing damage if used with two hands.","attack_bonus":4,"damage_dice":"1d8+2"},{"name":"Longbow","desc":"Ranged Weapon Attack: +4 to hit, range 150/600 ft., one target. Hit: 6 (1d8 + 2) piercing damage.","attack_bonus":4,"damage_dice":"1d8+2"},{"name":"Glacial Touch (Recharge 5-6)","desc":"Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 9 (2d6 + 2) cold damage. The target must succeed on a DC 13 Constitution saving throw or take 2 (1d4) cold damage at the start of each of its turns, as a frozen shard lodges itself in the wound. Any creature can take an action to remove the shard with a successful DC 12 Wisdom (Medicine) check. The shard crumbles to snow if the target receives magical healing.\n\nA humanoid slain by this attack rises in 1 week as a glacial corrupter, unless the humanoid is restored to life or its body is destroyed.","attack_bonus":4,"damage_dice":"2d6+2"}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":null,"spell_list":[],"page_no":176,"environments":[],"img_main":null,"document__slug":"tob2","document__title":"Tome of Beasts 2","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/tome-of-beasts-2-for-5th-edition/","v2_converted_path":"/v2/creatures/tob2_glacial-corrupter/"},{"slug":"ikuchi","desc":"An immense, pale-blue, eel-like creature dripping a thick, gelatinous oil rises above the waves. Dozens of tiny eyes blink along its serpentine flanks._  \n**Giant Elementals.** One of the more unusual denizens of the Elemental Plane of Water, the ikuchi can also be found in the oceans of the Material Plane, hunting the natural fauna and causing havoc for shipping lanes. Though the typical ikuchi is just under a hundred feet long, rumors abound of ikuchi that are hundreds of feet or even miles in length in the largest oceans and the depths of their home plane. Ikuchi are also known as ayakashi in various lands and are sometimes confused with sea serpents.  \n**Sinker of Boats.** More dangerous than even the size of the ikuchi is the oil it produces almost constantly from its body. This oil is thicker than the surrounding water and impedes the movement of any creature moving through it, even those native to the Elemental Plane of Water. The ikuchi uses its oil to swamp small ships by slithering on board and filling the ship with its oil, gradually causing the ship to sink. Why the ikuchi goes to such lengths to sink watercraft is unknown, as the creatures are highly temperamental and are just as likely to ignore a vessel as they are to go after it.","name":"Ikuchi","size":"Gargantuan","type":"Elemental","subtype":"","group":null,"alignment":"chaotic neutral","armor_class":16,"armor_desc":"natural armor","hit_points":116,"hit_dice":"8d20+32","speed":{"walk":20,"swim":50},"strength":20,"dexterity":13,"constitution":18,"intelligence":6,"wisdom":12,"charisma":8,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":4,"skills":{"perception":4},"damage_vulnerabilities":"","damage_resistances":"bludgeoning, piercing, and slashing from nonmagical attacks","damage_immunities":"poison","condition_immunities":"poisoned","senses":"darkvision 60 ft., passive Perception 14","languages":"Aquan","challenge_rating":"8","cr":8.0,"actions":[{"name":"Multiattack","desc":"The ikuchi makes two attacks: one with its bite and one to constrict."},{"name":"Bite","desc":"Melee Weapon Attack: +8 to hit, reach 15 ft., one target. Hit: 16 (2d10 + 5) piercing damage.","attack_bonus":8,"damage_dice":"2d10+5"},{"name":"Constrict","desc":"Melee Weapon Attack: +8 to hit, reach 20 ft., one Huge or smaller creature. Hit: 14 (2d8 + 5) bludgeoning damage. The target is grappled (escape DC 16) if the ikuchi isn't already constricting two other creatures. Until this grapple ends, the target is restrained.","attack_bonus":8,"damage_dice":"2d8+5"},{"name":"Crush (Recharge 4-6)","desc":"Each creature grappled by the ikuchi must make a DC 16 Strength saving throw, taking 23 (4d8 + 5) bludgeoning damage on a failed save, or half as much damage on a successful one."}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Ikuchi Oil","desc":"The ikuchi constantly emits a thick, nonflammable, yellowish oil. When the ikuchi is underwater, this oil makes the water within 30 feet of the ikuchi difficult terrain. Each time a creature moves more than 10 feet through this area it must succeed on a DC 15 Strength saving throw or be restrained by the thick oil until the end of its next turn. A creature under the effects of a freedom of movement spell or similar magic is immune to the effects of Ikuchi Oil."},{"name":"Water Breathing","desc":"The ikuchi can breathe only underwater."}],"spell_list":[],"page_no":210,"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_ikuchi/"},{"slug":"kaveph","desc":"This massive purple creature, with legs like tree trunks and a pair of enormous arms, shakes the ground with its footsteps. Its eyeless head is bulbous, with an elongated mouth that is almost snout-like._  \n**Allies of the Ghasts of Leng.** The kaveph are massive creatures that originate from the lightless underground of the  \n**Plateau of Leng.** They are usually found in the company of the Open Game License","name":"Kaveph","size":"Huge","type":"Aberration","subtype":"","group":null,"alignment":"neutral evil","armor_class":16,"armor_desc":"natural armor","hit_points":136,"hit_dice":"13d12+52","speed":{"walk":30},"strength":21,"dexterity":13,"constitution":18,"intelligence":8,"wisdom":10,"charisma":7,"strength_save":null,"dexterity_save":4,"constitution_save":7,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":null,"skills":{},"damage_vulnerabilities":"radiant","damage_resistances":"cold","damage_immunities":"","condition_immunities":"","senses":"blindsight 90 ft. (blind beyond this radius), passive Perception 10","languages":"Void Speech","challenge_rating":"6","cr":6.0,"actions":[{"name":"Multiattack","desc":"The kaveph makes two smash attacks."},{"name":"Smash","desc":"Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 14 (2d8 + 5) bludgeoning damage. The target must succeed on a DC 15 Strength saving throw or be pushed up to 10 feet away from the kaveph.","attack_bonus":8,"damage_dice":"2d8+5"},{"name":"Rock","desc":"Ranged Weapon Attack: +8 to hit, range 30/120 ft., one target. Hit: 21 (3d10 + 5) bludgeoning damage.","attack_bonus":8,"damage_dice":"3d10+5"}],"bonus_actions":null,"reactions":[{"name":"Revenge","desc":"When a kaveph is dealt 20 damage or more by a single attack and survives, it can make a smash attack against the attacker."}],"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Rampage","desc":"When the kaveph reduces a creature to 0 hp with a melee attack on its turn, it can take a bonus action to move up to half its speed and make a smash attack."}],"spell_list":[],"page_no":225,"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_kaveph/"},{"slug":"mari-lwyd","desc":"A skeletal mare speaks in constant rhyme, its jaws moving as if something were puppeteering it._  \n**Unwelcome Lodger.** A mari lwyd seeks entry into a home, where it demands to be treated as if it were a guest. Though it doesn’t require food, drink, or sleep, it consumes as much as a horse of its size and requires bedding that is comfortable, clean, and large enough to suit its frame. Despite its apparently baleful nature, the mari lwyd does not seek to harm its hosts, physically or financially, and demands only what they can comfortably provide. It defends itself if attacked, reciting rhymes beseeching its hosts to calm themselves.  \nA mari lwyd may accompany itself with a “retinue” of skeletons. It refuses to animate zombies, because it doesn’t wish to trouble its hosts with the smell of rotting flesh. It also politely refuses hospitality on the behalf of its cohorts.  \n**Expelled by Rhyme.** Other than through its physical destruction, the only way to rid oneself of a mari lwyd is to win a rhyming battle. It speaks only in rhyme, often changing languages for the best rhyme scheme between verses, which may provide a clue to those inconvenienced by the mari lwyd. It is especially appreciative of clever rhymes. The mari lwyd usually incorporates winning rhymes into its repertoire. Should a mari lwyd revisit a location, the inhabitants must come up with an even better rhyme to oust the creature.  \nThe mari lwyd takes more conventional methods of turning away undead as an affront. If affected by a cleric’s turning attempt, it leaves for the duration and waits for the cleric to exit the premises before returning and increasing its demands for hospitality.  \n**Undead Nature.** A mari lwyd doesn’t require air, food, drink, or sleep.","name":"Mari Lwyd","size":"Large","type":"Undead","subtype":"","group":null,"alignment":"neutral","armor_class":15,"armor_desc":"natural armor","hit_points":66,"hit_dice":"7d10+28","speed":{"walk":40},"strength":16,"dexterity":13,"constitution":19,"intelligence":10,"wisdom":14,"charisma":15,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":4,"perception":null,"skills":{"intimidation":4,"performance":6},"damage_vulnerabilities":"","damage_resistances":"necrotic","damage_immunities":"poison","condition_immunities":"exhaustion, frightened, poisoned, unconscious","senses":"darkvision 60 ft., passive Perception 12","languages":"Common, Draconic, Elvish, Giant, Primordial","challenge_rating":"4","cr":4.0,"actions":[{"name":"Multiattack","desc":"The mari lwyd makes one bite attack and one hooves attack."},{"name":"Bite","desc":"Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. Hit: 12 (2d8 + 3) piercing damage.","attack_bonus":5,"damage_dice":"2d8+3"},{"name":"Hooves","desc":"Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. Hit: 10 (2d6 + 3) bludgeoning damage.","attack_bonus":5,"damage_dice":"2d6+3"}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Turn Resistance","desc":"The mari lwyd has advantage on saving throws against any effect that turns undead."},{"name":"Turned by Rhyme","desc":"A creature can use its action to formally challenge the mari lwyd to a duel of rhymes. If no creature attacks the mari lwyd until the beginning of its next turn, it uses its action to recite a rhyme. The challenger must respond to the rhyme and succeed on a DC 14 Charisma (Performance) check. On a success, the mari lwyd is treated as if it is turned for 1 minute or until it takes damage."},{"name":"Innate Spellcasting","desc":"The mari lwyd's innate spellcasting ability is Charisma (spell save DC 12, +4 to hit with spell attacks). It can innately cast the following spells, requiring no material components:\nAt will: chill touch, mage hand\n3/day each: animate dead, hideous laughter, suggestion"}],"spell_list":[],"page_no":257,"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_mari-lwyd/"},{"slug":"marsh-dire","desc":"This waterlogged humanoid is partially rotting and has plant matter, including a trio of whipping vines, infused in its body._  \n**Drowned Dead.** Marsh dires are the animated remains of humanoids who drowned in marshlands, weighted down by muck and held in place by constricting vines. The bodies decay for several weeks and incorporate the plants that aided in their demise. After they complete this process, they rise as undead, often mistaken as Open Game License","name":"Marsh Dire","size":"Medium","type":"Undead","subtype":"","group":null,"alignment":"neutral evil","armor_class":15,"armor_desc":"natural armor","hit_points":142,"hit_dice":"15d8+75","speed":{"walk":30,"swim":30},"strength":18,"dexterity":13,"constitution":20,"intelligence":7,"wisdom":11,"charisma":8,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":3,"skills":{"perception":3},"damage_vulnerabilities":"","damage_resistances":"fire, necrotic","damage_immunities":"poison","condition_immunities":"charmed, exhaustion, poisoned","senses":"darkvision 60 ft., passive Perception 13","languages":"understands all languages it knew in life but can’t speak","challenge_rating":"8","cr":8.0,"actions":[{"name":"Multiattack","desc":"The marsh dire makes three attacks: two with its claws and one with its strangling vine."},{"name":"Claws","desc":"Melee Weapon Attack: +7 to hit, reach 5 ft., one creature. Hit: 11 (2d6 + 4) slashing damage.","attack_bonus":7,"damage_dice":"2d6+4"},{"name":"Strangling Vine","desc":"Melee Weapon Attack: +7 to hit, reach 10 ft., one creature. Hit: 13 (2d8 + 4) bludgeoning damage plus 7 (2d6) necrotic damage. If the target is Medium or smaller, it is grappled (escape DC 15). Until this grapple ends, the target can't breathe, speak, or cast spells with verbal components; is restrained; and takes 7 (2d6) necrotic damage at the start of each of the marsh dire's turns. The marsh dire has three vines, each of which can grapple only one target.","attack_bonus":7,"damage_dice":"2d8+4"}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Cloying Stench","desc":"Any creature that starts its turn within 10 feet of the marsh dire must succeed on a DC 16 Constitution saving throw or be poisoned until the end of its next turn. On a successful saving throw, the creature has advantage on saving throws against the marsh dire's Cloying Stench for the next 24 hours."}],"spell_list":[],"page_no":258,"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_marsh-dire/"},{"slug":"ophidiotaur","desc":"This creature could be mistaken for a large centaur if not for the black and green scales covering its body and its cobra-like head. Its hiss sounds like a hundred angry vipers, and the venom dripping from creature’s long fangs sizzles as it lands._  \n**Born from Corruption.** An ophidiotaur is created when a centaur is transformed via a foul ritual that combines its form with that of a venomous serpent. Most centaurs do not survive the process, but those that do can reproduce naturally, potentially creating even more of these serpentine monstrosities.  \n**Servants of Serpents.** Ophidiotaurs serve evil nagas, Open Game License","name":"Ophidiotaur","size":"Large","type":"Monstrosity","subtype":"","group":null,"alignment":"chaotic evil","armor_class":16,"armor_desc":"natural armor","hit_points":95,"hit_dice":"10d10+40","speed":{"swim":30,"walk":50},"strength":19,"dexterity":13,"constitution":18,"intelligence":8,"wisdom":16,"charisma":14,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":5,"charisma_save":null,"perception":6,"skills":{"athletics":7,"perception":6,"stealth":7},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"poison","condition_immunities":"poisoned","senses":"darkvision 90 ft., passive Perception 16","languages":"Common, Draconic, Void Speech","challenge_rating":"5","cr":5.0,"actions":[{"name":"Multiattack","desc":"The ophidiotaur makes two attacks: one with its bite and one with its glaive."},{"name":"Bite","desc":"Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 8 (1d6 + 4) piercing damage plus 3 (1d6) poison damage. The target must succeed on a DC 14 Constitution saving throw or be poisoned for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.","attack_bonus":7,"damage_dice":"1d6+4"},{"name":"Poisoned Glaive","desc":"Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 15 (2d10 + 4) slashing damage plus 3 (1d6) poison damage.","attack_bonus":7,"damage_dice":"2d10+4"},{"name":"Call Serpents (1/Day)","desc":"The ophidiotaur magically calls 1d6 poisonous snakes or flying snakes (ophidiotaur's choice). The called creatures arrive in 1d4 rounds, acting as allies of the ophidiotaur and obeying its spoken commands. The snakes remain for 1 hour, until the ophidiotaur dies, or until the ophidiotaur dismisses them as a bonus action."}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Charge","desc":"If the ophidiotaur moves at least 30 feet straight toward a target and then hits it with a poisoned glaive attack on the same turn, the target takes an extra 5 (1d10) slashing damage."},{"name":"Magic Resistance","desc":"The ophidiotaur has advantage on saving throws against spells and other magical effects."}],"spell_list":[],"page_no":282,"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_ophidiotaur/"},{"slug":"orniraptor","desc":"A clumsy-looking flightless bird with a short, conical beak and no feathers or skin stares blankly with its single eye. Its organs are held in place by a slimy, transparent membrane._  \n**Nearly Mindless.** Orniraptors are creatures of pure instinct and share more in common with the basest vermin than with beasts. They attack anything that moves and peck off bits and pieces of their prey as they hunt, gobbling bites as it flees.  \n**Troublesome Pests.** Orniraptors tend to be more troublesome than dangerous, due to their persistence in striking at anything that moves. However, the creatures are capable of sharing their perceptions when near each other. This makes them particularly deadly when one notices something move and dozens of orniraptors suddenly converge on that point.  \n**Quiet Yet Loud.** Orniraptors have no vocal organs and simply squawk soundlessly as they go about their business. Their movements tend to be jerky and clumsy, though, and therefore quite audible.","name":"Orniraptor","size":"Small","type":"Monstrosity","subtype":"","group":null,"alignment":"unaligned","armor_class":11,"armor_desc":null,"hit_points":16,"hit_dice":"3d6+6","speed":{"walk":30},"strength":10,"dexterity":13,"constitution":14,"intelligence":2,"wisdom":7,"charisma":8,"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 8","languages":"—","challenge_rating":"1/4","cr":0.25,"actions":[{"name":"Peck","desc":"Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 (1d6 + 1) piercing damage.","attack_bonus":3,"damage_dice":"1d6+1"},{"name":"Spit Stone","desc":"Ranged Weapon Attack: +3 to hit, range 20/60 ft., one target. Hit: 3 (1d4 + 1) bludgeoning damage.","attack_bonus":3,"damage_dice":"1d4+1"}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Blood Spurt","desc":"When a creature deals piercing or slashing damage to the orniraptor while within 5 feet of it, the creature must succeed on a DC 11 Dexterity saving throw or take 3 (1d6) acid damage as it is struck by the creature's caustic blood."},{"name":"Collective Perception","desc":"The orniraptor is aware of everything each other orniraptor within 20 feet of it notices."},{"name":"Poor Vision","desc":"The orniraptor's visual acuity is based on movement. A creature that didn't move between the end of the orniraptor's last turn and beginning of its current turn is invisible to the orniraptor. The creature is not invisible to the orniraptor if another orniraptor within 20 feet of it notices the creature."}],"spell_list":[],"page_no":285,"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_orniraptor/"},{"slug":"primal-oozer","desc":"This nightmarish quadruped has many wolf-like features—including its physique, its powerful claws, and its lupine countenance—but its hairless skin is a thick layer of bluish-white slime. Four tentacles ending in barbed tips protrude from its jawline, and its eyes glow red. It makes a sickening gurgling sound when it growls._  \n**Natives of the Swamp.** Primal oozers are amphibious natives to swamps and wetlands. They often make their lairs in the root systems of massive trees where the soil beneath has been washed away. They can also be found in flooded ruins, wet riversides, or in the water itself. They are savage, deadly, and delight in killing.  \n**Kinship with Mydnari.** Primal oozers have a natural kinship with Open Game License","name":"Primal Oozer","size":"Medium","type":"Aberration","subtype":"","group":null,"alignment":"neutral evil","armor_class":14,"armor_desc":"natural armor","hit_points":112,"hit_dice":"15d8+45","speed":{"walk":30,"climb":10,"swim":20},"strength":18,"dexterity":13,"constitution":16,"intelligence":6,"wisdom":15,"charisma":5,"strength_save":null,"dexterity_save":4,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":null,"skills":{},"damage_vulnerabilities":"","damage_resistances":"piercing","damage_immunities":"acid","condition_immunities":"","senses":"darkvision 60 ft., passive Perception 12","languages":"understands Common but can’t speak","challenge_rating":"6","cr":6.0,"actions":[{"name":"Multiattack","desc":"The primal oozer makes two bite attacks. If both attacks hit the same target, the target must make a DC 15 Constitution saving throw. On a failure, the target takes 7 (2d6) acid damage and contracts a disease (see the Ooze Plague trait). On a success, the target takes half the damage and doesn't contract a disease."},{"name":"Bite","desc":"Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) slashing damage. If the target is a creature, it must succeed on a DC 15 Strength saving throw or be knocked prone.","attack_bonus":7,"damage_dice":"2d6+4"}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Acidic Slime","desc":"A creature that touches the primal oozer or hits it with a melee attack while within 5 feet of it takes 3 (1d6) acid damage."},{"name":"Ooze Plague","desc":"The primal oozer's barbed tentacles inject the ooze plague disease into a creature if the creature fails its saving throw after being bitten twice in a row by the oozer. Until the disease is cured, the infected creature's skin slowly becomes more ooze-like, and its hp maximum decreases by 5 (2d4) for every 24 hours that elapse. This reduction lasts until the disease is cured. The creature dies if the disease reduces its hp maximum to 0. A humanoid slain by this disease rises 24 hours later as an ochre jelly. The jelly isn't under the primal oozer's control, but it views the primal oozer as an ally."},{"name":"Pack Tactics","desc":"The primal oozer has advantage on attack rolls against a creature if at least one of the primal oozer's allies is within 5 feet of the creature and the ally isn't incapacitated."},{"name":"Slimy Body","desc":"The primal oozer has advantage on ability checks and saving throws made to escape a grapple."}],"spell_list":[],"page_no":297,"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_primal-oozer/"},{"slug":"quoreq","desc":"Vaguely humanoid in appearance, this creature has long, raking claws, a jerking gait, and no facial features. Its mushroom-gray skin is covered in strange bumps and eddies as if something were seething just below the surface._  \n**Faceless Nightmares.** Dwelling on the fringes of human society in abandoned buildings, polluted thickets, and grimy backstreets, the quoreq is an aberration born from human misery and squalor, an agglomeration of negative and vile thoughts given form and motion. Though not especially picky in their choice of victims, they are empathetically drawn to creatures experiencing some form of despair or pain.  \n**Emotionless Killers.** Quoreqs do not experience emotions the same way most humanoids do and have no concept of fear or love. They do not inflict pain for simple enjoyment, instead inflicting it to share in the experience such intense emotions can produce. As they inflict pain, they often telepathically ask their victims how it feels.  \n**Horrible Feeding.** Quoreqs eat and sleep like any normal creature, but, since their mouths are concealed beneath their rigid flesh, they must use their claws to rip open their own bodies to quickly gulp down food before they can regenerate. This unusual and horrific practice lends some support to the theory that quoreqs are wholly unnatural creatures born directly from human nightmares.","name":"Quoreq","size":"Medium","type":"Aberration","subtype":"","group":null,"alignment":"chaotic evil","armor_class":15,"armor_desc":"natural armor","hit_points":93,"hit_dice":"11d8+44","speed":{"walk":40},"strength":17,"dexterity":13,"constitution":18,"intelligence":11,"wisdom":14,"charisma":8,"strength_save":null,"dexterity_save":null,"constitution_save":7,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":5,"skills":{"perception":5},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"poison","condition_immunities":"blinded, charmed, frightened, poisoned, stunned","senses":"blindsight 60 ft. (blind beyond this radius), passive Perception 15","languages":"understands Common but can’t speak, telepathy 60 ft.","challenge_rating":"5","cr":5.0,"actions":[{"name":"Multiattack","desc":"The quoreq makes three claw attacks."},{"name":"Claw","desc":"Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) slashing damage.","attack_bonus":6,"damage_dice":"2d6+3"},{"name":"Bite","desc":"Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 12 (2d8 + 3) piercing damage. If the quoreq scores a critical hit, it rolls damage dice three times, instead of twice.","attack_bonus":6,"damage_dice":"2d8+3"}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Regeneration","desc":"The quoreq regains 10 hp at the start of its turn. If the quoreq takes acid or fire damage, this trait doesn't function at the start of the quoreq's next turn. The quoreq dies only if it starts its turn with 0 hp and doesn't regenerate."},{"name":"Unsettling Appearance","desc":"A creature that starts its turn within 30 feet of the quoreq and can see it must succeed on a DC 14 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the quoreq's Unsettling Appearance for the next 24 hours."},{"name":"Whorling Jaws","desc":"Whenever the quoreq suffers 10 or more piercing or slashing damage in a single round, its flesh opens up to reveal a set of gnashing teeth. For 1 minute, the quoreq can make a bite attack as a bonus action on each of its turns. Alternatively, the quoreq can use a bonus action to lose 5 hp and activate this trait."}],"spell_list":[],"page_no":304,"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_quoreq/"},{"slug":"scrofin","desc":"This upright, muscular boar has short, brown fur. Though it stands on cloven hooves, its arms end in oversized fists._  \n**Seeker of Champions.** The scrofin is a powerfully built creature that seeks to find a worthy challenger for a wrestling challenge. A winner is declared when one creature holds its opponent in a grapple for 30 seconds. The scrofin is aware its natural gifts make it a formidable foe and feels duty-bound to make others aware of its advantages. An honorable battle is its highest goal, and it ensures that no great harm comes to its opponent during the contest, immediately relenting if its opponent submits.  \n**Short Tempered.** If the scrofin feels its opponent is fighting dishonorably or if something unrelated to the wrestling match harms it (a cast spell, a hidden weapon, or similar), it goes berserk at the betrayal. In normal combat situations, it loses its temper when it takes too many injuries. The scrofin can calm itself but only chooses to when it believes its opponents are truly contrite about breaking its trust or harming it.  \n**Outcast from the Courts.** The scrofins’ sense of honor is at odds with many of their fellow fey, regardless of court, who believe exploiting any advantage in a situation is acceptable. This coupled with what the fey see as the scrofins’ tiresome insistence on proving their physical superiority makes them unwelcome in many fey courts. For their part, scrofins are content to walk the mortal world in search of champions.","name":"Scrofin","size":"Medium","type":"Fey","subtype":"","group":null,"alignment":"lawful neutral","armor_class":13,"armor_desc":"natural armor","hit_points":68,"hit_dice":"8d8+32","speed":{"walk":40},"strength":16,"dexterity":13,"constitution":18,"intelligence":9,"wisdom":9,"charisma":10,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":null,"skills":{"athletics":5},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"","condition_immunities":"","senses":"darkvision 60 ft., passive Perception 9","languages":"Common, Sylvan","challenge_rating":"2","cr":2.0,"actions":[{"name":"Multiattack","desc":"The scrofin makes two attacks: one with its fist and one with its gore or two with its fists."},{"name":"Fist","desc":"Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. Hit: 6 (1d6 + 3) bludgeoning damage, and the target is grappled (escape DC 13). The scrofin can grapple only one target at a time. If the scrofin scores a critical hit, the target must succeed on a DC 13 Constitution saving throw or become stunned until the end of its next turn.","attack_bonus":5,"damage_dice":"1d6+3"},{"name":"Gore","desc":"Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. Hit: 7 (1d8 + 3) piercing damage.","attack_bonus":5,"damage_dice":"1d8+3"}],"bonus_actions":null,"reactions":[{"name":"Quick to Anger (Recharges after a Short or Long Rest)","desc":"If the scrofin is wrestling a foe as part of a challenge and takes damage, or when it is reduced to half its hp maximum, it becomes angry. While angry, the scrofin has advantage on melee attack rolls and on saving throws against spells or effects that would charm or frighten it or make it unconscious, and it has resistance to bludgeoning damage. It remains angry for 1 minute, or until it is knocked unconscious. Alternatively, it can end its anger as a bonus action."}],"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Expert Wrestler","desc":"The scrofin can grapple creatures that are two sizes larger than itself and can move at its full speed when dragging a creature it has grappled. If the scrofin grapples a Medium or smaller creature, the target has disadvantage on its escape attempts. In addition, the scrofin has advantage on ability checks and saving throws made to escape a grapple or end the restrained condition."},{"name":"Relentless (Recharges after a Short or Long Rest)","desc":"If the scrofin takes 10 damage or less that would reduce it to 0 hp, it is reduced to 1 hp instead."}],"spell_list":[],"page_no":319,"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_scrofin/"},{"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":"vexxeh","desc":"This bestial creature would stand over 15 feet tall if erect but is more comfortable crouched with its knuckles resting on the ground. It wears a pair of trousers and a vest, both obviously made for someone much smaller than it. Its cunning eyes belie a malignant intelligence._  \n**Bound to Service.** Though they are not devils, vexxeh are natives of the Hells. Their susceptibility to magical domination makes them ideal lieutenants for evil spellcasters. Once a vexxeh has agreed to serve a master, it adheres to the letter of the agreement that has been struck and refuses to break the contract even under the threat of destruction.  \n**Lovers of Carnage.** Vexxeh only know joy when they are harming living creatures. They relish battle, enjoying the opportunity to shed blood and break bones. More than combat, however, vexxeh enjoy torturing mortals, especially if there is no purpose to it. The psychic distress and trauma suffered by the victims of their torture makes vexxeh gleeful.  \n**Fiendishly Polite.** Despite their love of violence, vexxeh are unfailingly polite. They mimic the etiquette and social norms of their current master’s culture, going so far as to affect mannerisms of nobility. Even when rending a creature into bloody chunks, a vexxeh acts regretful and apologetic.","name":"Vexxeh","size":"Huge","type":"Fiend","subtype":"","group":null,"alignment":"lawful evil","armor_class":15,"armor_desc":"natural armor","hit_points":94,"hit_dice":"9d12+36","speed":{"walk":40},"strength":20,"dexterity":13,"constitution":19,"intelligence":12,"wisdom":10,"charisma":12,"strength_save":8,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":3,"charisma_save":null,"perception":null,"skills":{"intimidation":4},"damage_vulnerabilities":"","damage_resistances":"cold, fire, lightning; bludgeoning, piercing, and slashing from nonmagical weapons","damage_immunities":"poison","condition_immunities":"poisoned, unconscious","senses":"truesight 60 ft., passive Perception 10","languages":"Common, Infernal","challenge_rating":"6","cr":6.0,"actions":[{"name":"Multiattack","desc":"The vexxeh makes three attacks: one with its bite and two with its claws. If both claw attacks hit the same target, the target and each creature within 5 feet of the target must succeed on a DC 15 Wisdom saving throw or be frightened until the end of its next turn as the vexxeh cackles with sadistic glee."},{"name":"Bite","desc":"Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 9 (1d8 + 5) piercing damage plus 7 (2d6) poison damage.","attack_bonus":8,"damage_dice":"1d8+5"},{"name":"Claw","desc":"Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 8 (1d6 + 5) slashing damage.","attack_bonus":8,"damage_dice":"1d6+5"}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Four-Legged Lope","desc":"When the vexxeh uses its action to Dash, it moves at three times its speed."},{"name":"Weak Willed","desc":"The vexxeh has disadvantage on saving throws against being charmed."}],"spell_list":[],"page_no":360,"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_vexxeh/"},{"slug":"wereshark","desc":"The twisted form of a humanoid shark hunches over, its grin showing rows of jagged teeth. Fresh blood drips from its mouth as it clutches a trident in powerful hands._  \nIn humanoid form, weresharks tend to be powerfully-muscled and broad, with little body hair. They are solitary hunters who sometimes stalk and eat each other. If a wereshark spreads its curse, it’s likely because the lycanthrope made a mistake and let potential prey get away.  \n**Voracious Appetites.** Weresharks are savage predators who, driven by voracious appetites, devour anything they come across. Aggressive in all forms, weresharks prefer to spend their time beneath the waves, hunting fish, seals, and other prey. They have no qualms about attacking humanoids or boats, particularly fishing vessels, which contain even more food for the lycanthrope to consume.  \n**Obsessed Predators.** Weresharks become obsessed with prey that gets away from them. A wereshark can stalk an individual through the seas and over land for months, leaving a path of destruction behind it, just to get a taste of what it missed.","name":"Wereshark","size":"Large","type":"Humanoid","subtype":"human, shapechanger","group":null,"alignment":"chaotic evil","armor_class":11,"armor_desc":"in humanoid form, 12 (natural armor) in shark and hybrid form","hit_points":90,"hit_dice":"12d8+36","speed":{"walk":30},"strength":19,"dexterity":13,"constitution":17,"intelligence":11,"wisdom":12,"charisma":8,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":4,"skills":{"perception":4},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"bludgeoning, piercing, and slashing from nonmagical attacks not made with silvered weapons","condition_immunities":"","senses":"blindsight 30 ft. (shark and hybrid form only), passive Perception 14","languages":"Common (can’t speak in shark form)","challenge_rating":"5","cr":5.0,"actions":[{"name":"Multiattack","desc":"In humanoid or hybrid form, the wereshark makes three trident attacks."},{"name":"Bite (Shark or Hybrid Form Only)","desc":"Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 15 (2d10 + 4) piercing damage. If the target is a humanoid, it must succeed on a DC 14 Constitution saving throw or be cursed with wereshark lycanthropy.","attack_bonus":7,"damage_dice":"2d10+4"},{"name":"Trident (Humanoid or Hybrid Form Only)","desc":"Melee or Ranged Weapon Attack: +7 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 7 (1d6 + 4) piercing damage, or 8 (1d8 + 4) piercing damage if used with two hands to make a melee attack.","attack_bonus":7,"damage_dice":"1d6+4"}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Blood Frenzy","desc":"The wereshark has advantage on melee attack rolls against any creature that doesn't have all its hp."},{"name":"Hold Breath (Hybrid Form Only)","desc":"While out of water, the wereshark can hold its breath for 1 hour."},{"name":"Shapechanger","desc":"The wereshark can use its action to polymorph into a Large shark-humanoid hybrid or into a Large hunter shark, or back into its true form, which is humanoid. Its statistics, other than its size and AC, are the same in each form, with the exceptions that only its shark and hybrid forms retain its swimming speed, and its shark form doesn't retain its walking speed. Any equipment it is wearing or carrying isn't transformed. The wereshark reverts to its true form if it dies."},{"name":"Water Breathing (Shark or Hybrid Form Only)","desc":"The wereshark can breathe only underwater."}],"spell_list":[],"page_no":266,"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_wereshark/"},{"slug":"accursed-defiler","desc":"_A gaunt figure in a tattered black mantle shrouded in a cloud of whirling sand. Thin cracks run across its papyrus-dry skin and around its hollow, black eyes._  \n**Cursed to Wander and Thirst.** Accursed defilers are the remnants of an ancient tribe that desecrated a sacred oasis. For their crime, the wrathful spirits cursed the tribe to forever wander the wastes attempting to quench an insatiable thirst. Each defiler carries a parched sandstorm within its lungs and in the flowing sand in its veins. Wherever they roam, they leave only the desiccated husks of their victims littering the sand.  \n**Unceasing Hatred.** The desperate or foolish sometimes try to speak with these ill-fated creatures in their archaic native tongue, to learn their secrets or to bargain for their services, but a defiler’s heart is blackened with hate and despair, leaving room for naught but woe.  \n**Servants to Great Evil.** On very rare occasions, accursed defilers serve evil high priests, fext, or soulsworn warlocks as bodyguards and zealous destroyers, eager to spread the withering desert’s hand to new lands.  \n**Undead Nature.** An accursed defiler doesn’t require air, food, drink, or sleep.","name":"Accursed Defiler","size":"Medium","type":"Undead","subtype":"","group":null,"alignment":"neutral evil","armor_class":12,"armor_desc":"","hit_points":75,"hit_dice":"10d8+30","speed":{"walk":30},"strength":19,"dexterity":14,"constitution":17,"intelligence":6,"wisdom":15,"charisma":14,"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":"necrotic; bludgeoning, piercing, and slashing from nonmagical attacks","damage_immunities":"poison","condition_immunities":"charmed, exhaustion, frightened, poisoned","senses":"darkvision 60 ft., passive Perception 14","languages":"understands an ancient language, but can't speak","challenge_rating":"4","cr":4.0,"actions":[{"name":"Multiattack","desc":"The accursed defiler makes two slam attacks."},{"name":"Slam","desc":"Melee Weapon Attack: +6 to hit, reach 5 ft., one creature. Hit: 11 (2d6 + 4) bludgeoning damage. If a creature is hit by this attack twice in the same round (from the same or different accursed defilers), the target must make a DC 13 Constitution saving throw or gain one level of exhaustion.","attack_bonus":6,"damage_dice":"2d6"},{"name":"Sandslash (Recharge 5-6)","desc":"As an action, the accursed defiler intensifies the vortex of sand that surrounds it. All creatures within 10 feet of the accursed defiler take 21 (6d6) slashing damage, or half damage with a successful DC 14 Dexterity saving throw."}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Cursed Existence","desc":"When it drops to 0 hit points in desert terrain, the accursed defiler's body disintegrates into sand and a sudden parched breeze. However, unless it was killed in a hallowed location, with radiant damage, or by a blessed creature, the accursed defiler reforms at the next sundown 1d100 miles away in a random direction."},{"name":"Sand Shroud","desc":"A miniature sandstorm constantly whirls around the accursed defiler in a 10-foot radius. This area is lightly obscured to creatures other than an accursed defiler. Wisdom (Survival) checks made to follow tracks left by an accursed defiler or other creatures that were traveling in its sand shroud are made with disadvantage."}],"spell_list":[],"page_no":12,"environments":[],"img_main":null,"document__slug":"tob","document__title":"Tome of Beasts","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/tome-of-beasts-for-5th-edition-print/","v2_converted_path":"/v2/creatures/tob_accursed-defiler/"},{"slug":"adult-flame-dragon","desc":"_The dragon bears black scales, more charred than naturally colored. Cracks between the scales glow a dull red, until the dragon rears its head and roars. Red embers become bright orange flames as the creature lights up from tail to maw._  \nThe flame dragons are capricious creatures, fascinated by dark emotions and destructive passions. The dragons of eternal fire are proud and jealous, quick to anger, and utterly unforgiving. They bring complete and total ruin to entire civilizations for trivial reasons, but their true motivation is the fun to be had. These burning serpents treat rage, deceit, and despair as toys for their amusement. “May you be the fire’s plaything” is a curse often used by the foolish.  \n_**Taunting Others.**_ The hot-blooded creatures tease their victims like cats, seeing the world and all within it as their rightful prey. Young flame dragons are less subtle than their elders. Wyrmlings may force a woman to watch her family die or ruin a beautiful face for pleasure—direct and evil. As the dragon matures, this natural sadism develops into a desire for more complicated sport. Aging dragons of fire use politics, murder, and magic in elaborate schemes only their ilk can appreciate. Many create plots so intricate and layered that they lack a true resolution, creating only endless manipulation. A hero might foil an assassination only to see the king thus saved become a despot. She might defeat the vizier whispering lies in the ruler’s ear only to discover he was a pawn in a vast conspiracy. Dark ambitions, poisoned daggers, and old vendettas build such momentum that one scheme begins each time another ends. Often, even killing the draconic mastermind cannot extinguish the fires it started.  \n_**Malevolent Purpose.**_ The results of these schemes are secondary to the enjoyment they derive from pursuing a nebulous and everchanging goal. Some spend centuries torturing a family line for nothing more than trespassing on the dragon’s land. Others plot eternal curses after twisting poorly chosen words into the most dire of insults. The vengeance itself is not as important as having an excuse to hate, plot, and ruin. Flame dragons relish such opportunities for revenge, seeing each as a delightful hobby. The disruption of a game kindles a true and terrible rage, and in these rare moments of defeat, their anger can be catastrophic. Entire cities burn.  \n_**Fond of Souvenirs.**_ Flame dragons are as materialistic and territorial as other true dragons. Each pursues an individual obsession it fixates upon with mad devotion to fill its hoard. Some corrupt innocence, others push nations to war, but they always collect a memento for each victory, whether petty or grand. One might collect scorched skulls, while another saves the melted treasures of toppled empires. When not out sowing discord, the ancient flame dragons enjoy contemplating their hoards. Every piece reminds them of their own majesty and genius.  \nNothing is safe from a flame dragon’s endless scheming and narcissism. They crave absolute attention and constant reassurance. Anyone who humiliates a flame dragon would be wiser to kill it. Its survival ensures the dragon’s undivided attention for generations. It would be wiser still to make certain there is not a trace of involvement in a flame dragon’s death. All burning serpents see the murder of one of their kin as the gravest insult.  \n\n## Flame Dragon’s Lair\n\n  \nFlame dragons dwell in lairs where a burning fire is always near: volcanoes, sulfur mines, caves full of geysers, and places where the Elemental Plane of Fire touches the Material Plane. Whatever the place, its purpose is always to serve as a showcase of all the trophies the dragon has collected. Carefully arranged and organized prizes decorate the walls, sometimes even protected behind crystal walls. This display both feeds the dragon's vanity and pride, and also serves as a lure to attract adventurers, since flame dragons love to encourage the lowest instincts in their prey.  \nMany of these lairs feature a huge, reflective surface. A flame dragon likes nothing more than itself.  \n\n### Lair Actions\n\n  \nOn initiative count 20 (losing initiative ties), the dragon takes a lair action to cause one of the following effects; the dragon can’t use the same effect two rounds in a row.\n* A cloud of smoke swirls in a 20-foot-radius sphere centered on a point the dragon can see within 120 feet of it. The cloud spreads around corners and the area is lightly obscured. Each creature in the cloud must succeed on a DC 15 Constitution saving throw or be blinded for 1 minute. A blinded creature repeats the saving throw at the end of each of its turns, ending the effect on itself on a success.\n* The ground erupts with volcanic force at a point the dragon can see within 120 feet of it. Any creature within 20 feet of the point must make a successful DC 15 Dexterity saving throw or be knocked prone and trapped in the ground. A creature trapped in this way is restrained and can’t stand up. A creature can end the restraint if it or another creature takes an action to make a successful DC 15 Strength check.\n* A wall of fire rises up from the ground within 120 feet of the dragon. The wall is up to 60 feet long, 10 feet high, and 5 feet thick, can take any shape the dragon wants, and blocks line of sight. When the wall appears, each creature in its area must make a DC 15 Dexterity saving throw. A creature that fails the saving throw takes 21 (6d6) fire damage. Each creature that enters the wall for the first time each turn or ends its turn there takes 21 (6d6) fire damage. The wall is extinguished when the dragon uses this lair action again or when the dragon dies.\n  \n### Regional Effects\n\n  \nThe region containing a legendary flame dragon’s lair is warped by the dragon’s magic, which creates one or more of the following effects:\n* Arguments and misunderstandings erupt easily within 6 miles of the lair. Friendships are easily broken and criminal acts are common.\n* Temperatures rise within 6 miles of the lair. Crops wither, producing famines.\n* Sulfur geysers form in and around the dragon’s lair. Some of them erupt only once an hour, so they’re spotted only with a successful DC 20 Wisdom (Perception) check. A creature on top of an erupting geyser takes 21 (6d6) fire damage, or half damage with a successful DC 15 Dexterity saving throw.\n  \nIf the dragon dies, the arguments and misunderstandings disappear immediately and the temperatures go back to normal within 1d10 days. Any geysers remain where they are.","name":"Adult Flame Dragon","size":"Huge","type":"Dragon","subtype":"","group":null,"alignment":"chaotic evil","armor_class":19,"armor_desc":"natural armor","hit_points":212,"hit_dice":"17d12+102","speed":{"walk":40,"climb":40,"fly":80},"strength":19,"dexterity":14,"constitution":23,"intelligence":17,"wisdom":14,"charisma":20,"strength_save":null,"dexterity_save":7,"constitution_save":11,"intelligence_save":null,"wisdom_save":7,"charisma_save":10,"perception":12,"skills":{"deception":10,"insight":7,"perception":12,"persuasion":10,"stealth":7},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"fire","condition_immunities":"","senses":"blindsight 60ft, darkvision 120ft, passive Perception 22","languages":"Common, Draconic, Giant, Ignan, Infernal, Orc","challenge_rating":"16","cr":16.0,"actions":[{"name":"Multiattack","desc":"The dragon can use its Frightful Presence. It then makes one bite attack and two claw attacks."},{"name":"Bite","desc":"Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 15 (2d10 + 4) piercing damage plus 7 (2d6) fire damage.","attack_bonus":9,"damage_dice":"2d10"},{"name":"Claw","desc":"Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) slashing damage.","attack_bonus":9,"damage_dice":"2d6"},{"name":"Tail","desc":"Melee Weapon Attack: +9 to hit, reach 15 ft., one target. Hit: 13 (2d8 + 4) bludgeoning damage.","attack_bonus":9,"damage_dice":"2d8"},{"name":"Frightful Presence","desc":"Each creature of the dragon's choice that is within 120 feet of the dragon and aware of it must succeed on a DC 18 Wisdom saving throw or become frightened for 1 minute. A frightened creature repeats the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the dragon's Frightful Presence for the next 24 hours."},{"name":"Fire Breath (Recharge 5-6)","desc":"The dragon exhales fire in a 60-foot cone. Each creature in that area takes 63 (18d6) fire damage, or half damage with a successful DC 19 Dexterity saving throw. Each creature in that area must also succeed on a DC 18 Wisdom saving throw or go on a rampage for 1 minute. A rampaging creature must attack the nearest living creature or smash some object smaller than itself if no creature can be reached with a single move. A rampaging creature repeats the saving throw at the end of each of its turns, ending the effect on itself on a success."},{"name":"Shifting Flames","desc":"The dragon magically polymorphs into a creature that has immunity to fire damage and a size and challenge rating no higher than its own, or back into its true form. It reverts to its true form if it dies. Any equipment it is wearing or carrying is absorbed or borne by the new form (the dragon's choice). In a new form, the dragon retains its alignment, hit points, Hit Dice, ability to speak, proficiencies, Legendary Resistance, lair actions, and Intelligence, Wisdom, and Charisma scores, as well as this action. Its statistics and capabilities are otherwise replaced by those of the new form, except any class features or legendary actions of that form."}],"bonus_actions":null,"reactions":null,"legendary_desc":"The dragon can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The dragon regains spent legendary actions at the start of its turn.","legendary_actions":[{"name":"Detect","desc":"The dragon makes a Wisdom (Perception) check."},{"name":"Tail Attack","desc":"The dragon makes a tail attack."},{"name":"Wing Attack (Costs 2 Actions)","desc":"The dragon beats its wings. Each creature within 15 feet of the dragon must succeed on a DC 17 Dexterity saving throw or take 11 (2d6 + 4) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed."}],"special_abilities":[{"name":"Legendary Resistance (3/Day)","desc":"If the dragon fails a saving throw, it can choose to succeed instead."},{"name":"Fire Incarnate","desc":"All fire damage dealt by the dragon ignores fire resistance but not fire immunity."}],"spell_list":[],"page_no":129,"environments":[],"img_main":null,"document__slug":"tob","document__title":"Tome of Beasts","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/tome-of-beasts-for-5th-edition-print/","v2_converted_path":"/v2/creatures/tob_adult-flame-dragon/"},{"slug":"adult-rime-worm","desc":"_These long, crusty slugs sparkle like ice. A gaping hole at one end serves as a mouth, from which long tendrils emanate._  \nRime worms are sometimes kept as guards by frost giants.  \n_**Ice Burrowers.**_ The rime worm’s tendrils help it to burrow through ice and snow as well absorb sustenance from prey. Their pale, almost translucent, skin is coated with ice crystals, making them difficult to spot in their snowy habitat.  \n_**Spray Black Ice.**_ The worms are fierce hunters, and their ability to spray skewers of ice and rotting flesh makes them extremely dangerous.","name":"Adult Rime Worm","size":"Large","type":"Elemental","subtype":"","group":null,"alignment":"neutral","armor_class":15,"armor_desc":"natural armor","hit_points":105,"hit_dice":"10d10+50","speed":{"walk":30,"swim":30,"burrow":30},"strength":20,"dexterity":14,"constitution":20,"intelligence":6,"wisdom":14,"charisma":3,"strength_save":8,"dexterity_save":null,"constitution_save":8,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":null,"skills":{},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"cold, necrotic","condition_immunities":"","senses":"darkvision 200 ft., passive Perception 12","languages":"-","challenge_rating":"6","cr":6.0,"actions":[{"name":"Multiattack","desc":"The rime worm makes two tendril attacks."},{"name":"Tendril","desc":"Melee Weapon Attack. +8 to hit, reach 10 ft., one target. Hit: 8 (1d6 + 5) slashing damage. If both tendril attacks hit the same target in a single turn, that target is grappled (escape DC 15). The rime worm can grapple one creature at a time, and it can't use its tendril or devour attacks against a different target while it has a creature grappled.","attack_bonus":8,"damage_dice":"1d6"},{"name":"Devour","desc":"Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 18 (2d12 + 5) slashing damage. If the target was grappled by the rime worm, it takes an additional 13 (2d12) cold damage.","attack_bonus":8,"damage_dice":"2d12"},{"name":"Black Ice Spray (Recharge 5-6)","desc":"The rime worm sprays slivers of ice in a line 30 feet long and 5 feet wide. All creatures in the line take 26 (4d12) necrotic damage and are blinded; a successful DC 15 Constitution saving throw prevents the blindness. A blinded creature repeats the saving throw at the end of its turn, ending the effect on itself with a successful save."}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Born of Rime","desc":"A rime worm can breathe air or water with equal ease."},{"name":"Ringed by Ice and Death","desc":"A rime worm is surrounded by an aura of cold, necrotic magic. At the start of the rime worm's turn, enemies within 5 feet take 2 (1d4) cold damage plus 2 (1d4) necrotic damage. If two or more enemies take damage from the aura on a single turn, the rime worm's black ice spray recharges immediately."}],"spell_list":[],"page_no":327,"environments":[],"img_main":null,"document__slug":"tob","document__title":"Tome of Beasts","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/tome-of-beasts-for-5th-edition-print/","v2_converted_path":"/v2/creatures/tob_adult-rime-worm/"},{"slug":"algorith","desc":"_Sometimes called folding angels, algoriths are lawful beings made from sheer force, pure math, and universal physical laws._  \n**Creatures of Pure Reason.**They are the border guards of the Conceptual Realms, warding subjective beings from the Realms of the Absolute. Eternal, remorseless, and unceasingly vigilant, they guard against the monstrosities that lurk in the multiverse’s most obscure dimensions, and seek out and eliminate chaos even from the abodes of the gods.  \n**Foes of Chaos.**They visit mortal realms when chaos threatens to unravel a location, or when the skeins of fate are tangled. On some occasions, an algorith will serve a god of Law or answer the summons of a skein witch.  \nAlgoriths fight with conjured blades of force, and they can also summon universal energy that deconstructs randomness, weakening enemies or reducing them to finely ordered crystalline dust.  \n**Social but Mysterious.** In groups, they move and fight in silent coordination. Only tiny variations in the formulas etched into their skins identify one algorith from another. Five is a number of extreme importance to all algoriths, but few are willing (or able) to explain why to anyone who isn’t an algorith. Algoriths may have castes, ranks, or commanders, but no mortal has decoded the mathematical blazons adorning their flesh.The algoriths themselves refuse to discuss these formulas with those who do not comprehend them.  \n**Constructed Nature.** An algorith doesn’t require air, food, drink, or sleep.","name":"Algorith","size":"Medium","type":"Construct","subtype":"","group":null,"alignment":"lawful neutral","armor_class":18,"armor_desc":"natural armor","hit_points":136,"hit_dice":"16d8+64","speed":{"walk":40,"fly":40},"strength":21,"dexterity":14,"constitution":19,"intelligence":13,"wisdom":16,"charisma":18,"strength_save":null,"dexterity_save":6,"constitution_save":8,"intelligence_save":null,"wisdom_save":7,"charisma_save":8,"perception":7,"skills":{"athletics":9,"insight":7,"investigation":5,"perception":7},"damage_vulnerabilities":"","damage_resistances":"acid, cold, lightning","damage_immunities":"poison","condition_immunities":"charmed, exhaustion, frightened, paralyzed, petrified, poisoned","senses":"darkvision 60 ft., passive Perception 17","languages":"Common, Celestial, Draconic, Infernal","challenge_rating":"10","cr":10.0,"actions":[{"name":"Multiattack","desc":"The algorith makes two logic razor attacks."},{"name":"Logic Razor","desc":"Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 31 (4d12 + 5) force damage.","attack_bonus":9,"damage_dice":"4d12"},{"name":"Cone of Negation (Recharge 5-6)","desc":"An algorith can project a cone of null energy. Targets inside the 30 foot cone take 42 (12d6) force damage and suffer the effect of a dispel magic spell. A successful DC 16 Dexterity saving throw reduces the damage to half and negates the dispel magic effect on that target."},{"name":"Reality Bomb (5/Day)","desc":"The algorith can summon forth a tiny rune of law and throw it as a weapon. Any creature within 30 feet of the square where the reality bomb lands takes 21 (6d6) force damage and is stunned until the start of the algorith's next turn. A target that makes a successful DC 16 Dexterity saving throw takes half damage and isn't stunned."}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Immutable Form","desc":"The algorith is immune to any spell or effect that would alter its form."},{"name":"Innate Spellcasting","desc":"The algorith's innate spellcasting ability is Charisma (spell save DC 16). It can innately cast the following spells, requiring no material components:\n\nat will: aid, blur, detect magic, dimension door\n\n5/day each: dispel magic\n\n1/day: commune (5 questions), wall of force"}],"spell_list":[],"page_no":14,"environments":[],"img_main":null,"document__slug":"tob","document__title":"Tome of Beasts","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/tome-of-beasts-for-5th-edition-print/","v2_converted_path":"/v2/creatures/tob_algorith/"},{"slug":"ancient-flame-dragon","desc":"_The dragon bears black scales, more charred than naturally colored. Cracks between the scales glow a dull red, until the dragon rears its head and roars. Red embers become bright orange flames as the creature lights up from tail to maw._  \nThe flame dragons are capricious creatures, fascinated by dark emotions and destructive passions. The dragons of eternal fire are proud and jealous, quick to anger, and utterly unforgiving. They bring complete and total ruin to entire civilizations for trivial reasons, but their true motivation is the fun to be had. These burning serpents treat rage, deceit, and despair as toys for their amusement. “May you be the fire’s plaything” is a curse often used by the foolish.  \n_**Taunting Others.**_ The hot-blooded creatures tease their victims like cats, seeing the world and all within it as their rightful prey. Young flame dragons are less subtle than their elders. Wyrmlings may force a woman to watch her family die or ruin a beautiful face for pleasure—direct and evil. As the dragon matures, this natural sadism develops into a desire for more complicated sport. Aging dragons of fire use politics, murder, and magic in elaborate schemes only their ilk can appreciate. Many create plots so intricate and layered that they lack a true resolution, creating only endless manipulation. A hero might foil an assassination only to see the king thus saved become a despot. She might defeat the vizier whispering lies in the ruler’s ear only to discover he was a pawn in a vast conspiracy. Dark ambitions, poisoned daggers, and old vendettas build such momentum that one scheme begins each time another ends. Often, even killing the draconic mastermind cannot extinguish the fires it started.  \n_**Malevolent Purpose.**_ The results of these schemes are secondary to the enjoyment they derive from pursuing a nebulous and everchanging goal. Some spend centuries torturing a family line for nothing more than trespassing on the dragon’s land. Others plot eternal curses after twisting poorly chosen words into the most dire of insults. The vengeance itself is not as important as having an excuse to hate, plot, and ruin. Flame dragons relish such opportunities for revenge, seeing each as a delightful hobby. The disruption of a game kindles a true and terrible rage, and in these rare moments of defeat, their anger can be catastrophic. Entire cities burn.  \n_**Fond of Souvenirs.**_ Flame dragons are as materialistic and territorial as other true dragons. Each pursues an individual obsession it fixates upon with mad devotion to fill its hoard. Some corrupt innocence, others push nations to war, but they always collect a memento for each victory, whether petty or grand. One might collect scorched skulls, while another saves the melted treasures of toppled empires. When not out sowing discord, the ancient flame dragons enjoy contemplating their hoards. Every piece reminds them of their own majesty and genius.  \nNothing is safe from a flame dragon’s endless scheming and narcissism. They crave absolute attention and constant reassurance. Anyone who humiliates a flame dragon would be wiser to kill it. Its survival ensures the dragon’s undivided attention for generations. It would be wiser still to make certain there is not a trace of involvement in a flame dragon’s death. All burning serpents see the murder of one of their kin as the gravest insult.  \n\n## Flame Dragon’s Lair\n\n  \nFlame dragons dwell in lairs where a burning fire is always near: volcanoes, sulfur mines, caves full of geysers, and places where the Elemental Plane of Fire touches the Material Plane. Whatever the place, its purpose is always to serve as a showcase of all the trophies the dragon has collected. Carefully arranged and organized prizes decorate the walls, sometimes even protected behind crystal walls. This display both feeds the dragon's vanity and pride, and also serves as a lure to attract adventurers, since flame dragons love to encourage the lowest instincts in their prey.  \nMany of these lairs feature a huge, reflective surface. A flame dragon likes nothing more than itself.  \n\n### Lair Actions\n\n  \nOn initiative count 20 (losing initiative ties), the dragon takes a lair action to cause one of the following effects; the dragon can’t use the same effect two rounds in a row.\n* A cloud of smoke swirls in a 20-foot-radius sphere centered on a point the dragon can see within 120 feet of it. The cloud spreads around corners and the area is lightly obscured. Each creature in the cloud must succeed on a DC 15 Constitution saving throw or be blinded for 1 minute. A blinded creature repeats the saving throw at the end of each of its turns, ending the effect on itself on a success.\n* The ground erupts with volcanic force at a point the dragon can see within 120 feet of it. Any creature within 20 feet of the point must make a successful DC 15 Dexterity saving throw or be knocked prone and trapped in the ground. A creature trapped in this way is restrained and can’t stand up. A creature can end the restraint if it or another creature takes an action to make a successful DC 15 Strength check.\n* A wall of fire rises up from the ground within 120 feet of the dragon. The wall is up to 60 feet long, 10 feet high, and 5 feet thick, can take any shape the dragon wants, and blocks line of sight. When the wall appears, each creature in its area must make a DC 15 Dexterity saving throw. A creature that fails the saving throw takes 21 (6d6) fire damage. Each creature that enters the wall for the first time each turn or ends its turn there takes 21 (6d6) fire damage. The wall is extinguished when the dragon uses this lair action again or when the dragon dies.\n  \n### Regional Effects\n\n  \nThe region containing a legendary flame dragon’s lair is warped by the dragon’s magic, which creates one or more of the following effects:\n* Arguments and misunderstandings erupt easily within 6 miles of the lair. Friendships are easily broken and criminal acts are common.\n* Temperatures rise within 6 miles of the lair. Crops wither, producing famines.\n* Sulfur geysers form in and around the dragon’s lair. Some of them erupt only once an hour, so they’re spotted only with a successful DC 20 Wisdom (Perception) check. A creature on top of an erupting geyser takes 21 (6d6) fire damage, or half damage with a successful DC 15 Dexterity saving throw.\n  \nIf the dragon dies, the arguments and misunderstandings disappear immediately and the temperatures go back to normal within 1d10 days. Any geysers remain where they are.","name":"Ancient Flame Dragon","size":"Gargantuan","type":"Dragon","subtype":"","group":null,"alignment":"chaotic evil","armor_class":22,"armor_desc":"natural armor","hit_points":481,"hit_dice":"26d20+208","speed":{"walk":40,"climb":40,"fly":80},"strength":23,"dexterity":14,"constitution":27,"intelligence":19,"wisdom":16,"charisma":22,"strength_save":null,"dexterity_save":9,"constitution_save":15,"intelligence_save":10,"wisdom_save":null,"charisma_save":13,"perception":17,"skills":{"deception":13,"insight":10,"perception":17,"persuasion":13,"stealth":9},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"fire","condition_immunities":"","senses":"blindsight 60 ft., darkvision 120 ft., passive Perception 27","languages":"Common, Draconic, Giant, Ignan, Infernal, Orc","challenge_rating":"24","cr":24.0,"actions":[{"name":"Multiattack","desc":"The dragon can use its Frightful Presence. It then makes one bite attack and two claw attacks."},{"name":"Bite","desc":"Melee Weapon Attack: +13 to hit, reach 15 ft., one target. Hit: 17 (2d10 + 6) piercing damage plus 14 (4d6) fire damage.","attack_bonus":13,"damage_dice":"2d10"},{"name":"Claw","desc":"Melee Weapon Attack: +13 to hit, reach 10 ft., one target. Hit: 13 (2d6 + 6) slashing damage.","attack_bonus":13,"damage_dice":"2d6"},{"name":"Tail","desc":"Melee Weapon Attack: +13 to hit, reach 20 ft., one target. Hit: 15 (2d8 + 6) bludgeoning damage.","attack_bonus":13,"damage_dice":"2d8"},{"name":"Frightful Presence","desc":"Each creature of the dragon's choice that is within 120 feet of the dragon and aware of it must succeed on a DC 21 Wisdom saving throw or become frightened for 1 minute. A frightened creature repeats the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the dragon's Frightful Presence for the next 24 hours."},{"name":"Fire Breath (Recharge 5-6)","desc":"The dragon exhales fire in a 90-foot cone. Each creature in that area takes 91 (26d6) fire damage, or half damage with a successful DC 23 Dexterity saving throw. Each creature in that area must also succeed on a DC 21 Wisdom saving throw or go on a rampage for 1 minute. A rampaging creature must attack the nearest living creature or smash some object smaller than itself if no creature can be reached with a single move. A rampaging creature repeats the saving throw at the end of each of its turns, ending the effect on itself on a success."},{"name":"Shifting Flames","desc":"The dragon magically polymorphs into a creature that has immunity to fire damage and a size and challenge rating no higher than its own, or back into its true form. It reverts to its true form if it dies. Any equipment it is wearing or carrying is absorbed or borne by the new form (the dragon's choice). In a new form, the dragon retains its alignment, hit points, Hit Dice, ability to speak, proficiencies, Legendary Resistance, lair actions, and Intelligence, Wisdom, and Charisma scores, as well as this action. Its statistics and capabilities are otherwise replaced by those of the new form, except any class features or legendary actions of that form."}],"bonus_actions":null,"reactions":null,"legendary_desc":"The dragon can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The dragon regains spent legendary actions at the start of its turn.","legendary_actions":[{"name":"Detect","desc":"The dragon makes a Wisdom (Perception) check."},{"name":"Tail Attack","desc":"The dragon makes a tail attack."},{"name":"Wing Attack (Costs 2 Actions)","desc":"The dragon beats its wings. Each creature within 15 feet of the dragon must succeed on a DC 21 Dexterity saving throw or take 13 (2d6 + 6) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed."}],"special_abilities":[{"name":"Legendary Resistance (3/Day)","desc":"If the dragon fails a saving throw, it can choose to succeed instead."},{"name":"Fire Incarnate","desc":"All fire damage dealt by the dragon ignores fire resistance but not fire immunity."},{"name":"Flame Dragon's Lair","desc":"on initiative count 20 (losing initiative ties), the dragon takes a lair action to cause one of the following effects; the dragon can't use the same effect two rounds in a row.\n\n- A cloud of smoke swirls in a 20-foot-radius sphere centered on a point the dragon can see within 120 feet of it. The cloud spreads around corners and the area is lightly obscured. Each creature in the cloud must succeed on a DC 15 Constitution saving throw or be blinded for 1 minute. A blinded creature repeats the saving throw at the end of each of its turns, ending the effect on itself on a success.\n\n- The ground erupts with volcanic force at a point the dragon can see within 120 feet of it. Any creature within 20 feet of the point must make a successful DC 15 Dexterity saving throw or be knocked prone and trapped in the ground. A creature trapped in this way is restrained and can't stand up. A creature can end the restraint if it or another creature takes an action to make a successful DC 15 Strength check.\n\n- A wall of fire rises up from the ground within 120 feet of the dragon. The wall is up to 60 feet long, 10 feet high, and 5 feet thick, can take any shape the dragon wants, and blocks line of sight. When the wall appears, each creature in its area must make a DC 15 Dexterity saving throw. A creature that fails the saving throw takes 21 (6d6) fire damage. Each creature that enters the wall for the first time each turn or ends its turn there takes 21 (6d6) fire damage. The wall is extinguished when the dragon uses this lair action again or when the dragon dies."},{"name":"Regional Effects","desc":"the region containing a legendary flame dragon's lair is warped by the dragon's magic, which creates one or more of the following effects:\n\n- Arguments and misunderstandings erupt easily within 6 miles of the lair. Friendships are easily broken and criminal acts are common.\n\n- Temperatures rise within 6 miles of the lair. Crops wither, producing famines.\n\n- Sulfur geysers form in and around the dragon's lair. Some of them erupt only once an hour, so they're spotted only with a successful DC 20 Wisdom (Perception) check. A creature on top of an erupting geyser takes 21 (6d6) fire damage, or half damage with a successful DC 15 Dexterity saving throw.\n\nif the dragon dies, the arguments and misunderstandings disappear immediately and the temperatures go back to normal within 1d10 days. Any geysers remain where they are."}],"spell_list":[],"page_no":128,"environments":[],"img_main":null,"document__slug":"tob","document__title":"Tome of Beasts","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/tome-of-beasts-for-5th-edition-print/","v2_converted_path":"/v2/creatures/tob_ancient-flame-dragon/"},{"slug":"bearfolk","desc":"_Although it has the head of a shaggy bear, this humanoid creature wears armor and carries a battleaxe in one massive, clawed hand and a warhammer in the other. It’s a solid slab of muscle that towers imposingly over most humans._  \nThe hulking bearfolk are intimidating creatures. Brutish and powerful, they combine features of humanoid beings and bears. Their heads are ursine with heavy jaws and sharp teeth. Dark fur covers their bodies, which are packed with muscle. Adult bearfolk stand at least 7 feet tall and weigh more than 600 pounds.  \n**Passionate and Volatile.** Boisterous and jovial, the bearfolk are a people of extremes. They celebrate with great passion and are quick to explosive anger. Settling differences with wrestling matches that leave permanent scars is common, as is seeing two bloodied bearfolk sharing a cask of mead and a raucous song after such a scuffle.","name":"Bearfolk","size":"Medium","type":"Humanoid","subtype":"bearfolk","group":null,"alignment":"chaotic good","armor_class":14,"armor_desc":"hide armor","hit_points":45,"hit_dice":"6d8+18","speed":{"walk":40},"strength":19,"dexterity":14,"constitution":16,"intelligence":8,"wisdom":12,"charisma":9,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":null,"skills":{},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"","condition_immunities":"","senses":"darkvision 60 ft., passive Perception 11","languages":"Common, Giant","challenge_rating":"3","cr":3.0,"actions":[{"name":"Multiattack","desc":"The bearfolk makes three attacks: one with its battleaxe, one with its warhammer, and one with its bite."},{"name":"Battleaxe","desc":"Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) slashing damage, or 9 (1d10 + 4) slashing damage if used two-handed.","attack_bonus":6,"damage_dice":"1d8"},{"name":"Bite","desc":"Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) piercing damage.","attack_bonus":6,"damage_dice":"2d6"},{"name":"Warhammer","desc":"Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) bludgeoning damage, or 9 (1d10 + 4) bludgeoning damage if used two-handed.","attack_bonus":6,"damage_dice":"1d8"}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Frenzy (1/rest)","desc":"As a bonus action, the bearfolk can trigger a berserk frenzy that lasts 1 minute. While in frenzy, it gains resistance to bludgeoning, piercing, and slashing damage and has advantage on attack rolls. Attack rolls made against a frenzied bearfolk have advantage."},{"name":"Keen Smell","desc":"The bearfolk has advantage on Wisdom (Perception) checks that rely on smell."}],"spell_list":[],"page_no":33,"environments":[],"img_main":null,"document__slug":"tob","document__title":"Tome of Beasts","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/tome-of-beasts-for-5th-edition-print/","v2_converted_path":"/v2/creatures/tob_bearfolk/"},{"slug":"bone-crab","desc":"_A bone crab’s cracked skull scurries forward on bone-white legs. These tainted crustaceans make discarded craniums their home._  \n**Skull Shells.** Much like an enormous hermit crab, bone crabs inhabit the remains of large fish, humanoids, and other creatures. A bone crab’s spiny, ivory-white legs blend in perfectly with bones and pale driftwood. When lacking bones, these crabs gnaw cavities into chunks of driftwood or coral to make a shelter, cementing bits of shell and debris to their portable homes. All crabs fight over choice skulls.  \n**Scavengers of Memory.** Bone crabs are voracious scavengers. They live in seaside crags and coves, where they use their specialized chelae to crack open skulls and feast on the brains. Centuries of such feeding have given bone crabs a collective intelligence. Some crabs retain fragments of memory from those they devour, and these crabs recognize friends or attack the foes of those whose skulls they wear.  \nBone crabs hunt in packs, preying on seabirds and creatures stranded in tidal pools. They drag aquatic prey above the high tide line and leave it to fester in the hot sun. They pick corpses clean in a few hours, so their hunting grounds are littered with cracked and sun-bleached bones—the perfect hiding place for these littoral predators.  \n**White Ghost Shivers.** Because they eat carrion, bone crabs carry a dangerous disease—white ghost shivers, which wrack victims with fever and delirium. Sailors and others who eat a bone crab’s unwholesome, diseased flesh rarely survive it. Although bone crabs cannot be domesticated, they can be convinced to nest in particular areas, attacking intruders while ignoring the area’s regulars.","name":"Bone Crab","size":"Small","type":"Beast","subtype":"","group":null,"alignment":"neutral","armor_class":13,"armor_desc":"natural armor","hit_points":33,"hit_dice":"6d6+12","speed":{"walk":20,"swim":10},"strength":10,"dexterity":14,"constitution":14,"intelligence":1,"wisdom":12,"charisma":4,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":3,"skills":{"perception":3,"stealth":4},"damage_vulnerabilities":"","damage_resistances":"bludgeoning","damage_immunities":"","condition_immunities":"","senses":"darkvision 60 ft., passive Perception 13","languages":"-","challenge_rating":"1/2","cr":0.5,"actions":[{"name":"Multiattack","desc":"The bone crab makes two claw attacks."},{"name":"Claw","desc":"Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 9 (2d6 + 2) slashing damage.","attack_bonus":4,"damage_dice":"2d6"},{"name":"White Ghost Shivers","desc":"A living creature that is injured by or makes physical contact with a creature carrying the white ghost shivers must succeed on a DC 11 Constitution saving throw at the end of the encounter to avoid becoming infected. This disease manifests after 24 hours, beginning as a mild chill, but increasingly severe after a day, accompanied by a fever. Hallucinations are common, and the fright they induce lends the disease its name. At onset, the infected creature gains two levels of exhaustion that cannot be removed until the disease is cured by lesser restoration, comparable magic, or rest. The infected creature makes another DC 11 Constitution saving throw at the end of each long rest; a successful save removes one level of exhaustion. If the saving throw fails, the disease persists. If both levels of exhaustion are removed by successful saving throws, the victim has recovered naturally."}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Amphibious","desc":"The bone crab can breathe air and water."},{"name":"Bone Camouflage","desc":"A bone crab has advantage on Dexterity (Stealth) checks while it's among bones."},{"name":"Hive Mind","desc":"A bone crab can communicate perfectly with all other bone crabs within 100 feet of it. If one is aware of danger, they all are."},{"name":"Leap","desc":"Bone crabs have incredibly powerful legs and can leap up to 10 feet straight ahead or backward as part of its movement; this counts as withdraw action when moving away from a foe."}],"spell_list":[],"page_no":40,"environments":[],"img_main":null,"document__slug":"tob","document__title":"Tome of Beasts","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/tome-of-beasts-for-5th-edition-print/","v2_converted_path":"/v2/creatures/tob_bone-crab/"},{"slug":"bouda","desc":"_A hulking, hyena-faced humanoid with heavily scarred, oversized muzzle, a bouda looks as if its jaw had once been ripped apart and put back together. Clouds of gnats and fleas roil around its arms._  \n**Glowing Eyes and Teeth.** Bouda are child-eaters, despoilers of purity and family. Resembling oversized gnolls, a web of scars along their muzzles is evidence of their gluttonous eating habits. Forever leering, their teeth glow as yellow as their eyes.  \n**Fly-Bedecked Shapechangers.** Bouda lurk on society’s fringes, shapechanging to blend in with mortals. They seek out happy families, consuming the children in the night and leaving gruesome trophies behind. They may mark a victim nights before attacking to terrify the helpless parents.  \n**Gluttons.** Bouda have a weakness: they are incorrigible gluttons. When presented with a fresh corpse, even in combat, they will attempt to gorge on it or at least defile it for later consumption. Bouda are vindictive, seeking revenge on anything that drives them from a kill.","name":"Bouda","size":"Medium","type":"Fiend","subtype":"shapechanger","group":null,"alignment":"neutral evil","armor_class":15,"armor_desc":"natural armor","hit_points":93,"hit_dice":"11d8+44","speed":{"walk":30},"strength":19,"dexterity":14,"constitution":18,"intelligence":10,"wisdom":12,"charisma":15,"strength_save":null,"dexterity_save":5,"constitution_save":7,"intelligence_save":4,"wisdom_save":null,"charisma_save":6,"perception":4,"skills":{"athletics":7,"deception":5,"intimidation":5,"perception":4,"stealth":5},"damage_vulnerabilities":"","damage_resistances":"acid, lightning; bludgeoning, piercing, and slashing from nonmagical attacks not made with silvered weapons","damage_immunities":"fire, poison","condition_immunities":"charmed, exhaustion, poisoned","senses":"darkvision 120 ft., passive Perception 14","languages":"Common, Celestial, Infernal, Nurian; telepathy 100 ft.","challenge_rating":"5","cr":5.0,"actions":[{"name":"Multiattack","desc":"The bouda makes one bite attack and one mephitic claw attack."},{"name":"Bite","desc":"Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) piercing damage plus 10 (3d6) poison damage.","attack_bonus":7,"damage_dice":"2d8"},{"name":"Mephitic Claw","desc":"Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) slashing damage, and the target must make a successful DC 15 Constitution saving throw or become poisoned for 1 round by the visible cloud of vermin swarming around the bouda's forearms.","attack_bonus":7,"damage_dice":"2d6"},{"name":"Ravenous Gorge","desc":"The bouda consumes the organs of a corpse in a space it occupies. It gains temporary hit points equal to the dead creature's HD that last 1 hour. Organs consumed by this ability are gone, and the creature can't be restored to life through spells and magical effects that require a mostly intact corpse."}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Shapechanger","desc":"The bouda can use its action to polymorph into a human, a hyena, or its true form, which is a hyena-humanoid hybrid. Its statistics, other than its Mephitic Claw attack, are the same in each form. Any equipment it is wearing or carrying isn't transformed. It reverts to its true form if destroyed, before turning to dust."},{"name":"Defiling Smear (1/Day)","desc":"The bouda can secrete a disgusting whitish-yellow substance with the viscosity of tar to mark food and territory. As a bonus action, the bouda marks a single adjacent 5-foot space, object, or helpless creature. Any living creature within 30 feet of the smear at the start of its turn must succeed on a DC 15 Constitution saving throw against poison or be poisoned for 1d6 rounds. A creature that makes a successful saving throw is immune to that particular bouda's defiling smear for 24 hours. The stench of a smear remains potent for one week."},{"name":"Innate Spellcasting","desc":"the bouda's innate spellcasting ability is Charisma (spell save DC 13, +5 to hit with spell attacks). It can cast the following spells, requiring no material components: Constant: detect evil and good, detect magic\n\nat will: thaumaturgy\n\n3/day: darkness, expeditious retreat\n\n1/day: contagion"}],"spell_list":[],"page_no":44,"environments":[],"img_main":null,"document__slug":"tob","document__title":"Tome of Beasts","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/tome-of-beasts-for-5th-edition-print/","v2_converted_path":"/v2/creatures/tob_bouda/"},{"slug":"broodiken","desc":"_Tiny and built like a caricature of a person, this creature’s enlarged head is filled with pointed teeth._  \n**Bodily Children.** Broodikens are crude servants created by humanoid spellcasters willing to grow them within their own bodies. They resemble their creators in the most obvious ways, with the same number of limbs and basic features, but all broodikens stand one foot tall with overly large heads and heavily fanged mouths. Those born to monstrous humanoids with wings or horns have ineffective, decorative versions that do not help the creature fly or fight.  \n**Emotional Echoes.** Broodikens have little personality of their own and respond to their creators’ emotions, growling when their creators feel anger and babbling happily when their creators feel joy. When their creators are more than 100 feet away, they cry loudly with a sound that resembles children of the creator’s own species. If discovered crying by anyone other than their creator, they attack. When their creators focus their anger on specific individuals, the broodikens attack as a group, using Stealth to get close and overwhelm single opponents.  \n**Born With Daggers.** Broodikens are created by eating the heart of a dead broodiken. Once this “seed” is consumed, 2d4 broodikens grow inside of the “mother” or creator. Nurturing the growing brood requires consuming specific muds, ashes, and plants, which cost 50 gp/day for each incubating broodiken. The incubation period requires one month and takes a toll on the creator’s health. During this time, the creator becomes fatigued after four hours without eight hours’ rest.  \nIf the creator is not a spellcaster, a spellcaster who meets the requirements below must supervise the incubation and birth. Most spellcasters birth the broodiken using a dagger before the broodiken tears its way out. A “mother” can only control one brood of broodiken at a time. Incubating a second brood makes the first brood furiously jealous, and it will turn on its own creator.  \n**Constructed Nature.** A broodiken doesn’t require air, food, drink, or sleep.","name":"Broodiken","size":"Tiny","type":"Construct","subtype":"","group":null,"alignment":"neutral","armor_class":13,"armor_desc":"natural armor","hit_points":55,"hit_dice":"10d4+30","speed":{"walk":20,"climb":20},"strength":8,"dexterity":14,"constitution":16,"intelligence":2,"wisdom":10,"charisma":6,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":4,"skills":{"perception":4,"stealth":6},"damage_vulnerabilities":"","damage_resistances":"bludgeoning, piercing, and slashing from nonmagical attacks","damage_immunities":"poison","condition_immunities":"charmed, exhaustion, frightened, paralyzed, petrified, poisoned","senses":"darkvision 60 ft., passive Perception 14","languages":"-","challenge_rating":"1","cr":1.0,"actions":[{"name":"Bite","desc":"Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 7 (1d10 + 2) piercing damage.","attack_bonus":4,"damage_dice":"1d10"},{"name":"Attach","desc":"When a broodiken succeeds on a bite attack, its teeth latch on, grappling the target (escape DC 9). On each of its turns, its bite attack hits automatically as long as it can maintain its grapple."}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Immutable Form","desc":"The broodiken is immune to any spell or effect that would alter its form."},{"name":"Magic Resistance","desc":"The broodiken has advantage on saving throws against spells and other magical effects."},{"name":"Shared Rage","desc":"A broodiken cannot speak with its creator telepathically, but it feels strong emotions and recognizes the objects of those emotions. A creator can telepathically order broodiken to hunt for and attack individuals by sending the broodiken an image of the creature and the appropriate emotion. As long as the broodiken is on such a hunt, it can be more than 100 feet away from its master without wailing."}],"spell_list":[],"page_no":45,"environments":[],"img_main":null,"document__slug":"tob","document__title":"Tome of Beasts","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/tome-of-beasts-for-5th-edition-print/","v2_converted_path":"/v2/creatures/tob_broodiken/"},{"slug":"clockwork-huntsman","desc":"_A clockwork huntsman is mechanical soldier clad in flat-black armor, and beneath its breastplate, gears tick and whir._  \n**Slave Hunters.** These metal huntsmen were once the province of corrupt aristocrats, running down escaped slaves and tracking prey in hunting expeditions. Their masters may vary, but the clockwork huntsmen still perform when called upon. In some places they operate only on the command of the secret police, hunting down persons of interest wanted for questioning.  \nHuntsmen may operate alone, but usually they seek their quarry as a small group of two or three. Because they are unsleeping and tireless, few can hide from them for long without magical assistance.  \n**Despised Machines.** Clockwork huntsmen are painted matte black with mithral trim, and occasionally outfitted with armor or a black steel blade for added intimidation. Common folk detest them; all but their keepers and commanders shun them.  \n**Obedient to Orders.** Bound with specific instructions, clockwork huntsmen patrol, stand sentry, or remain unmoving as ordered, always paying attention, always alert to their surroundings. Clockwork huntsmen are unrelenting and single-minded in their missions, focusing on particular targets—priests, spellcasters, or heavily armored intruders, as directed. Oblivious to injury, clockwork huntsmen attack until destroyed or ordered to stand down.  \nClockwork huntsmen stand nearly six feet tall and weigh 400 lb.  \n**Constructed Nature.** A clockwork huntsman doesn’t require air, food, drink, or sleep.","name":"Clockwork Huntsman","size":"Medium","type":"Construct","subtype":"","group":null,"alignment":"unaligned","armor_class":14,"armor_desc":"","hit_points":110,"hit_dice":"20d8+20","speed":{"walk":40},"strength":17,"dexterity":14,"constitution":12,"intelligence":4,"wisdom":10,"charisma":1,"strength_save":5,"dexterity_save":4,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":4,"skills":{"perception":4,"survival":4},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"poison, psychic","condition_immunities":"charmed, exhaustion, frightened, paralyzed, petrified, poisoned","senses":"darkvision 60 ft., passive Perception 14","languages":"understands Common","challenge_rating":"3","cr":3.0,"actions":[{"name":"Longsword","desc":"Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) slashing damage.","attack_bonus":5,"damage_dice":"1d8"},{"name":"Slam","desc":"Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) bludgeoning damage.","attack_bonus":5,"damage_dice":"1d6"},{"name":"Net Cannon","desc":"Ranged Weapon Attack: +4 to hit, range 5/15 ft., one target, size Large or smaller. Hit: the target is restrained. A mechanism within the clockwork huntsman's chest can fire a net with a 20-foot trailing cable anchored within the huntsman's chest. A creature can free itself (or another creature) from the net by using its action to make a successful DC 10 Strength check or by dealing 5 slashing damage to the net. The huntsman can fire up to four nets before it must be reloaded.","attack_bonus":4,"damage_dice":"0"},{"name":"Explosive Core","desc":"The mechanism that powers the huntsman explodes when the construct is destroyed, projecting superheated steam and shrapnel. Every creature within 5 ft. of the construct takes 10 (3d6) fire damage, or half damage with a successful DC 13 Dexterity saving throw."}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Immutable Form","desc":"The clockwork huntsman is immune to any spell or effect that would alter its form."},{"name":"Magic Resistance","desc":"The clockwork huntsman has advantage on saving throws against spells and other magical effects."}],"spell_list":[],"page_no":63,"environments":[],"img_main":null,"document__slug":"tob","document__title":"Tome of Beasts","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/tome-of-beasts-for-5th-edition-print/","v2_converted_path":"/v2/creatures/tob_clockwork-huntsman/"},{"slug":"clockwork-myrmidon","desc":"_This hulking brass and iron creature resembles a giant suit of plate armor; a constant growl issues from its midsection. It stands 9 feet tall and its squat head wears an angry expression. A clockwork myrmidon always moves with moves with a powerful, determined grace unusual in most clockwork creations._  \n_**Elite Machines.**_ Clockwork myrmidons are heavily armored at their joints and at most vital parts. They are much too valuable to undertake patrols or menial labor, and they are unleashed only for dangerous situations that clockwork watchmen cannot handle.  \n_**Single Targets.**_ A clockwork myrmidon defends itself but does not initiate combat unless so directed by its master. When it does enter battle, a clockwork myrmidon is unrelenting and single-minded, and it attacks one particular target until that foe surrenders, escapes, or is defeated.  \nUnless given other instructions, a clockwork myrmidon attacks whatever enemy is closest to it. A clockwork myrmidon attacks until destroyed or ordered to stand down.  \n_**Alchemical Tricks.**_ A clockwork myrmidon is always outfitted with alchemical fire, acids, grease, and other special devices. An alchemist is required to keep one running well.  \n_**Constructed Nature.**_ A clockwork myrmidon doesn’t require air, food, drink, or sleep.","name":"Clockwork Myrmidon","size":"Large","type":"Construct","subtype":"","group":null,"alignment":"unaligned","armor_class":16,"armor_desc":"natural armor","hit_points":153,"hit_dice":"18d10+54","speed":{"walk":30},"strength":20,"dexterity":14,"constitution":16,"intelligence":10,"wisdom":10,"charisma":1,"strength_save":11,"dexterity_save":5,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":6,"skills":{"athletics":8,"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","challenge_rating":"6","cr":6.0,"actions":[{"name":"Multiattack","desc":"The clockwork myrmidon makes two attacks: two pick attacks or two slam attacks, or one of each."},{"name":"Heavy Pick","desc":"Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 14 (2d8 + 5) piercing damage.","attack_bonus":8,"damage_dice":"2d8"},{"name":"Slam","desc":"Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 11 (1d12 + 5) bludgeoning damage.","attack_bonus":8,"damage_dice":"1d12"},{"name":"Alchemical Flame Jet (Recharge 5-6)","desc":"The clockwork myrmidon can spew a jet of alchemical fire in a line 20 feet long and 5 feet wide. Any creature in the path of the jet takes 26 (4d12) fire damage, or half damage with a successful DC 15 Dexterity saving throw. The clockwork myrmidon can use this attack four times before its internal reservoir is emptied."},{"name":"Grease Spray (Recharge 5-6)","desc":"As a bonus action, the clockwork myrmidon's chest can fire a spray of alchemical grease with a range of 30 feet, covering a 10-by-10 foot square area and turning it into difficult terrain. Each creature standing in the affected area must succeed on a DC 15 Dexterity saving throw or fall prone. A creature that enters the area or ends its turn there must also succeed on a DC 15 Dexterity saving throw or fall prone. The clockwork myrmidon can use this attack four times before its internal reservoir is emptied."},{"name":"Alchemical Fireball","desc":"The clockwork myrmidon's alchemical flame reservoir explodes when the construct is destroyed, spraying nearby creatures with burning fuel. A creature within 5 feet of the myrmidon takes 19 (3d12) fire damage, or half damage with a successful DC 15 Dexterity saving throw. This explosion doesn't occur if the clockwork myrmidon has already fired its alchemical flame jet four times."}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Immutable Form","desc":"The clockwork myrmidon is immune to any spell or effect that would alter its form."},{"name":"Magic Resistance","desc":"The clockwork myrmidon has advantage on saving throws against spells and other magical effects."}],"spell_list":[],"page_no":64,"environments":[],"img_main":null,"document__slug":"tob","document__title":"Tome of Beasts","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/tome-of-beasts-for-5th-edition-print/","v2_converted_path":"/v2/creatures/tob_clockwork-myrmidon/"},{"slug":"crimson-drake","desc":"_Crimson drakes are easy to spot, with scales the color of dried blood, a deadly scorpion stinger, and a mischievous gleam in their eyes._  \n**Fiery Raiders.** Crimson drakes lair in woodlands near small settlements, making nighttime forays to set fires and hunt those who flee the flames—traits that make humanoid tribes prize them as raiding partners. Goblins gleefully adopt a crimson drake as a mascot to burn things down while they get on with slaughtering people. Red dragons and flame dragons regard a crimson drake as a pet, at best, but this rarely works out. When it is inevitably insulted by its larger cousins, a malicious crimson drake may even intentionally set fires to blaze a trail for hunters to the dragon’s lair.  \n**Mistaken for Pseudodragons.** A crimson drake’s scales and features are quite similar to those of a pseudodragon, and they will imitate a pseudodragon’s hunting cry or song to trick victims into approaching. Once their prey gets close enough, they immolate it.  \nAs with pseudodragons, they resemble a red dragon in all but size and the presence of the drake’s scorpion-like stinger. On average, a crimson drake weighs 12 lb, its body measures about 18 inches long, and its tail adds another 18 inches.  \n**Foul Familiars.** A crimson drake occasionally chooses to serve an evil spellcaster as a familiar; they are too mischievous to be loyal or trustworthy, but ferocious in defense of their master.","name":"Crimson Drake","size":"Tiny","type":"Dragon","subtype":"","group":null,"alignment":"chaotic evil","armor_class":14,"armor_desc":"natural armor","hit_points":54,"hit_dice":"12d4+24","speed":{"walk":15,"fly":80},"strength":10,"dexterity":14,"constitution":14,"intelligence":8,"wisdom":9,"charisma":14,"strength_save":null,"dexterity_save":4,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":1,"skills":{"acrobatics":4,"perception":1},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"fire","condition_immunities":"paralyzed, unconscious","senses":"darkvision 60 ft., passive Perception 11","languages":"Common, Draconic, telepathy 60 ft.","challenge_rating":"1","cr":1.0,"actions":[{"name":"Multiattack","desc":"The crimson drake makes one bite attack and one stinger attack."},{"name":"Bite","desc":"Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) piercing damage plus 4 (1d8) fire damage.","attack_bonus":4,"damage_dice":"1d6"},{"name":"Stinger","desc":"Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) piercing damage, and the target must succeed on a DC 13 Constitution saving throw or become poisoned for 1 hour. If the saving throw fails by 5 or more, the target takes 2 (1d4) poison damage at the start of each of its turns for 3 rounds. The target may repeat the saving throw at the end of its turn to end the effect early.","attack_bonus":4,"damage_dice":"1d4"},{"name":"Breath Weapon (Recharge 6)","desc":"The drake exhales fire in a 15-ft. cone. Each target in that cone takes 18 (4d8) fire damage, or half damage with a successful DC 12 Dexterity saving throw."}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Magic Resistance","desc":"The drake has advantage on saving throws against spells and other magical effects."}],"spell_list":[],"page_no":151,"environments":[],"img_main":null,"document__slug":"tob","document__title":"Tome of Beasts","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/tome-of-beasts-for-5th-edition-print/","v2_converted_path":"/v2/creatures/tob_crimson-drake/"},{"slug":"deep-one-hybrid-priest","desc":"Deep Ones With enormous eyes, a wide mouth, and almost no chin, the deep ones are hideous, fishlike folk, often hunched and scaled when encountered in coastal villages.  \n_**Elder Gods.**_ In their fully grown form, the deep ones are an ocean-dwelling race that worships elder gods such as Father Dagon and Mother Hydra, and they dwell in deep water darkness. They’ve intermarried with coastal humans to create human-deep one hybrids.  \n_**Coastal Raiders.**_ The deep ones keep to themselves in isolated coastal villages and settlements in the ocean for long periods, and then turn suddenly, at the command of their patron gods, into strong, relentless raiders, seizing territory, slaves, and wealth all along the coasts. Some deep ones have even founded small kingdoms lasting generations in backwater reaches or distant chilled seas.  \n_**Demand Sacrifices.**_ They demand tolls from mariners frequently; those who do not leave tribute to them at certain islands or along certain straits find the fish escape their nets, or the storms shatter their hulls and drown their sailors. Over time, some seafaring nations have found it more profitable to ally themselves with the deep ones; this is the first step in their patient plans to dominate and rule.","name":"Deep One Hybrid Priest","size":"Medium","type":"Humanoid","subtype":"","group":null,"alignment":"chaotic evil","armor_class":14,"armor_desc":"natural armor","hit_points":120,"hit_dice":"16d8+48","speed":{"walk":30,"swim":30},"strength":18,"dexterity":14,"constitution":16,"intelligence":12,"wisdom":12,"charisma":15,"strength_save":null,"dexterity_save":null,"constitution_save":5,"intelligence_save":null,"wisdom_save":3,"charisma_save":4,"perception":3,"skills":{"athletics":6,"deception":4,"perception":3},"damage_vulnerabilities":"fire","damage_resistances":"cold","damage_immunities":"","condition_immunities":"","senses":"darkvision 120 ft., passive Perception 13","languages":"Common, Void Speech","challenge_rating":"4","cr":4.0,"actions":[{"name":"Claws","desc":"Melee Weapon Attack. +6 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) slashing damage."}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Amphibious","desc":"A deep one priest can breathe air or water with equal ease."},{"name":"Frenzied Rage","desc":"On its next turn after a deep one hybrid priest takes 10 or more damage from a single attack, it has advantage on its melee attacks and adds +4 to spell and claws damage."},{"name":"Innate Spellcasting","desc":"the deep one priest's innate spellcasting ability is Charisma (spell save DC 12, +4 to hit with spell attacks). It can innately cast the following spells, requiring no material components:\n\nat will: sacred flame, shocking grasp\n\n3/day each: inflict wounds, sanctuary, sleep\n\n1/day each: ice storm, shatter"},{"name":"Lightless Depths","desc":"A deep one hybrid priest is immune to the pressure effects of the deep ocean."},{"name":"Ocean Change","desc":"A deep one born to a human family resembles a human child, but transforms into an adult deep one between the ages of 16 and 30."},{"name":"Voice of the Deeps","desc":"A deep one priest may sway an audience of listeners with its rolling, droning speech, fascinating them for 5 minutes and making them dismiss or forget what they've seen recently unless they make a successful DC 13 Wisdom saving throw at the end of that period. If the saving throw succeeds, they remember whatever events the deep one sought to erase."}],"spell_list":[],"page_no":73,"environments":[],"img_main":null,"document__slug":"tob","document__title":"Tome of Beasts","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/tome-of-beasts-for-5th-edition-print/","v2_converted_path":"/v2/creatures/tob_deep-one-hybrid-priest/"},{"slug":"devilbound-gnomish-prince","desc":"","name":"Devilbound Gnomish Prince","size":"Small","type":"Humanoid","subtype":"gnome","group":null,"alignment":"any evil","armor_class":12,"armor_desc":"15 with mage armor","hit_points":104,"hit_dice":"19d6+38","speed":{"walk":25},"strength":10,"dexterity":14,"constitution":15,"intelligence":16,"wisdom":12,"charisma":22,"strength_save":null,"dexterity_save":null,"constitution_save":6,"intelligence_save":7,"wisdom_save":null,"charisma_save":10,"perception":null,"skills":{"arcana":7,"deception":10,"history":7,"persuasion":10},"damage_vulnerabilities":"","damage_resistances":"cold, fire, poison; bludgeoning, piercing, and slashing from nonmagical attacks not made with silvered weapons","damage_immunities":"","condition_immunities":"poisoned","senses":"darkvision 60 ft., passive Perception 11","languages":"Common, Infernal, Gnomish","challenge_rating":"9","cr":9.0,"actions":[{"name":"Dagger","desc":"Melee or Ranged Weapon Attack: +6 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 4 (1d4 + 2) piercing damage.","attack_bonus":6,"damage_dice":"1d4"}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Banishing Word (1/Day)","desc":"When the devilbound gnomish prince hits with an attack, he can choose to banish the target to the Eleven Hells. The target vanishes from its current location and is incapacitated until its return. At the end of the devilbound gnomish prince's next turn, the target returns to the spot it previously occupied or the nearest unoccupied space and takes 55 (10d10) psychic damage."},{"name":"Infernal Blessing","desc":"The devilbound gnomish prince gains 21 temporary hit points when it reduces a hostile creature to 0 hit points."},{"name":"Infernal Tie","desc":"The devilbound gnomish prince can perceive through his imp's senses, communicate telepathically through its mind, and speak through his imp's mouth as long as both of them are on the same plane of existence."},{"name":"Innate Spellcasting","desc":"the devilbound gnomish prince's innate spellcasting ability is Charisma (spell save DC 18, +10 to hit with spell attacks). He can innately cast the following spells, requiring no material components:\n\nat will: detect magic, false life, mage armor\n\n1/rest each: create undead, forcecage, power word stun"},{"name":"Magic Resistance","desc":"The devilbound gnomish prince has advantage on all saving throws against spells and magical effects."},{"name":"Spellcasting","desc":"the devilbound gnomish prince is a 15th-level spellcaster. Its spellcasting ability is Charisma (spell save DC 18, +10 to hit with spell attacks). The devilbound gnomish prince has the following warlock spells prepared:\n\ncantrips (at will): chill touch, eldritch blast, minor illusion, prestidigitation\n\n5th level (3 slots):banishment, command, contact other plane, counterspell, dimension door, fireball, fly, flame strike, hallow, hex, hold monster, invisibility, scorching ray, scrying, wall of fire, witch bolt"}],"spell_list":[],"page_no":0,"environments":[],"img_main":null,"document__slug":"tob","document__title":"Tome of Beasts","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/tome-of-beasts-for-5th-edition-print/","v2_converted_path":"/v2/creatures/tob_devilbound-gnomish-prince/"},{"slug":"dogmole-juggernaut","desc":"_Hide armor and scraps of mail are nailed onto this scarred and tattooed mole-like beast. A ring of tentacles sprouts above its mouth, which is dominated by spade-like incisors. The beast has no visible ears and only tiny, cataract-filled eyes. Blood and foam fleck from its tentacled maw._  \n**Grown from Chaos.** What the derro have done with certain breeds of dogmole almost defies description, but the secret of their size is a steady diet of chaos fodder, magical foodstuffs and spells that force the creatures to grow and grow.  \n**Scarred and Abused.** Brutalized from birth and hardened by scarification, foul drugs, and warping magic, the dogmole juggernaut is barely recognizable as a relative of its smaller kin. A furless mass of muscle, scar tissue, and barbed piercings clad in haphazard barding, a dogmole juggernaut stands seven feet tall at the shoulder and stretches nine to twelve feet long. Its incisors are the length of shortswords.  \n**Living Siege Engines.** Derro use dogmole juggernauts as mounts and improvised siege engines, smashing through bulwarks and breaking up dwarven battle lines. When not at war, derro enjoy pitting rabid juggernauts against one another in frenzied gladiatorial contests.","name":"Dogmole Juggernaut","size":"Large","type":"Monstrosity","subtype":"","group":null,"alignment":"neutral","armor_class":15,"armor_desc":"chain armor","hit_points":126,"hit_dice":"12d10+60","speed":{"walk":30,"burrow":10,"swim":10},"strength":21,"dexterity":14,"constitution":20,"intelligence":2,"wisdom":10,"charisma":2,"strength_save":null,"dexterity_save":null,"constitution_save":11,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":null,"skills":{},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"","condition_immunities":"","senses":"blindsight 30 ft., passive Perception 10","languages":"-","challenge_rating":"5","cr":5.0,"actions":[{"name":"Multiattack","desc":"The dogmole juggernaut makes one claw attack and one bite attack."},{"name":"Bite","desc":"Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 11 (1d12 + 5) piercing damage.","attack_bonus":8,"damage_dice":"1d12"},{"name":"Claw","desc":"Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 19 (4d6 + 5) slashing damage.","attack_bonus":8,"damage_dice":"4d6"}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Burrow","desc":"Dogmole juggernauts cannot burrow into solid rock, but they can move through softer material like soil or loose rubble, leaving a usable tunnel 10 ft. in diameter."},{"name":"Ferocity (1/Day)","desc":"When the dogmole juggernaut is reduced to 0 hit points, it doesn't die until the end of its next turn."},{"name":"Powerful Build","desc":"A dogmole juggernaut is treated as one size larger if doing so is advantageous to it (such as during grapple checks, pushing attempts, and tripping attempts, but not for the purposes of squeezing or AC). It gains advantage against magical pushing attempts such as gust of wind or Repelling Blast."},{"name":"Wormkiller Rage","desc":"Wild dogmole juggernaut packs are famed for their battles against the monsters of the dark caverns of the world. If a dogmole juggernaut draws blood against vermin, purple worms, or other underground invertebrate, it gains a +4 bonus to Strength and Constitution but suffers a -2 penalty to AC. The wormkiller rage lasts for a number of rounds equal to 1+ its Constitution modifier (minimum 1 round). It cannot end the rage voluntarily while the creatures that sent it into a rage still live."}],"spell_list":[],"page_no":121,"environments":[],"img_main":null,"document__slug":"tob","document__title":"Tome of Beasts","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/tome-of-beasts-for-5th-edition-print/","v2_converted_path":"/v2/creatures/tob_dogmole-juggernaut/"},{"slug":"dwarven-ringmage","desc":"","name":"Dwarven Ringmage","size":"Medium","type":"Humanoid","subtype":"dwarf","group":null,"alignment":"any","armor_class":16,"armor_desc":"breastplate","hit_points":82,"hit_dice":"15d8+15","speed":{"walk":30},"strength":10,"dexterity":14,"constitution":13,"intelligence":18,"wisdom":12,"charisma":9,"strength_save":null,"dexterity_save":null,"constitution_save":4,"intelligence_save":7,"wisdom_save":4,"charisma_save":null,"perception":null,"skills":{"arcana":7,"history":7},"damage_vulnerabilities":"","damage_resistances":"poison","damage_immunities":"","condition_immunities":"","senses":"darkvision 60 ft., passive Perception 11","languages":"Common, Dwarvish","challenge_rating":"7","cr":7.0,"actions":[{"name":"Multiattack","desc":"The dwarven ringmage makes two melee attacks."},{"name":"Ring-Staff","desc":"Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 3 (1d6) bludgeoning damage.","attack_bonus":3,"damage_dice":"1d6"}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Dwarven Resistance","desc":"The dwarven ringmage has advantage on saving throws against poison."},{"name":"Ring Magic","desc":"The dwarven ringmage can imbue a nonmagical ring with a spell that has a range of self or touch. Doing so expends components as if the dwarven ringmage had cast the spell normally and uses a spell slot one level higher than the spell normally requires. When the wearer of the ring activates the ring as an action, the spell is cast as if the dwarven ringmage had cast the spell. The dwarven ringmage does not regain the spell slot until the ring is discharged or the dwarven ringmage chooses to dismiss the spell."},{"name":"Ring-Staff Focus","desc":"The dwarven ringmage can use his ring-staff as a focus for spells that require rings as a focus or component, or for his Ring Magic ability. If used as a focus for Ring Magic, the spell does not require a spell slot one level higher than the spell normally requires. Once per day, the dwarven ringmage can imbue a spell of 4th level or lower into his ring-staff by expending a spell slot equal to the spell being imbued."},{"name":"Spellcasting","desc":"the mage is a 9th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 15, +7 to hit with spell attacks). The mage has the following wizard spells prepared:\n\ncantrips (at will): fire bolt, mage hand, shocking grasp, true strike\n\n1st level (4 slots): expeditious retreat, magic missile, shield, thunderwave\n\n2nd level (3 slots): misty step, web\n\n3rd level (3 slots): counterspell, fireball, fly\n\n4th level (3 slots): greater invisibility, ice storm\n\n5th level (1 slot): cone of cold"}],"spell_list":[],"page_no":420,"environments":[],"img_main":null,"document__slug":"tob","document__title":"Tome of Beasts","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/tome-of-beasts-for-5th-edition-print/","v2_converted_path":"/v2/creatures/tob_dwarven-ringmage/"},{"slug":"eater-of-dust-yakat-shi","desc":"","name":"Eater Of Dust (Yakat-Shi)","size":"Medium","type":"Aberration","subtype":"","group":null,"alignment":"neutral evil","armor_class":17,"armor_desc":"natural armor","hit_points":114,"hit_dice":"12d8+60","speed":{"walk":30},"strength":20,"dexterity":14,"constitution":20,"intelligence":10,"wisdom":15,"charisma":17,"strength_save":9,"dexterity_save":null,"constitution_save":9,"intelligence_save":null,"wisdom_save":null,"charisma_save":7,"perception":6,"skills":{"athletics":9,"perception":6},"damage_vulnerabilities":"","damage_resistances":"acid, cold","damage_immunities":"bludgeoning, piercing, poison and slashing from nonmagical attacks","condition_immunities":"blindness, lightning, poisoned","senses":"blindsight 60 ft., passive Perception 16","languages":"understands Abyssal, Common, Infernal, Void Speech, but cannot speak; telepathy 100 ft.","challenge_rating":"9","cr":9.0,"actions":[{"name":"Multiattack","desc":"The eater of dust makes two mawblade attacks, or makes one mawblade attack and casts inflict wounds."},{"name":"Mawblade","desc":"Melee Weapon Attack: +9 to hit, one target. Hit: 19 (4d6 + 5) piercing damage, and the target must make a successful DC 17 Constitution saving throw or gain one level of exhaustion.","attack_bonus":9,"damage_dice":"4d6"}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Innate Spellcasting","desc":"the eater of dust's innate spellcasting ability is Charisma (spell save DC 15, +7 to hit with spell attacks). It can innately cast the following spells, requiring no material components:\n\n3/day each: freedom of movement, inflict wounds, true strike\n\n1/day each: cure wounds (as 3rd level), magic weapon (as 6th level), misty step"},{"name":"Regeneration","desc":"The eater of dust regains 5 hit points at the start of its turn. If it takes fire damage, this trait does not function at the start of its next turn. The eater of dust dies only if it starts its turn with 0 hit points and does not regenerate."},{"name":"Unending Hunger","desc":"An eater of dust can devour any substance with its mawblade, regardless of composition, and never get full. It can even gain nourishment from eating dust or soil (hence the name given to the race by various fiends). If an eater of dust's mawblade is ever stolen, lost, or destroyed, it slowly starves to death."},{"name":"Weapon Bond","desc":"A mawblade is part of the eater of dust. It can strike any creature as if it were magically enchanted and made of silver, iron, or other materials required to overcome immunities or resistances. An eater of dust always knows the location of its mawblade as if using the locate creature spell."}],"spell_list":[],"page_no":164,"environments":[],"img_main":null,"document__slug":"tob","document__title":"Tome of Beasts","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/tome-of-beasts-for-5th-edition-print/","v2_converted_path":"/v2/creatures/tob_eater-of-dust-yakat-shi/"},{"slug":"empty-cloak","desc":"_Dark cloth of black and purple, stitched with silver and golden threads, this resembles a garment of elvish make. Smoke sometimes billows under the hood._  \n**Silent Motion.** A billowing empty cloak glides through the air, either under its own power or on the shoulders of its master. Its movement appears odd somehow, as though it moves slightly out of step with the frame bearing it.  \n**Guards.** Created by the shadow fey as unobtrusive guardians, empty cloaks are often paired with animated armor such as a monolith footman, and made to look like a display piece.  \n**Shadow Servants.** Shadow fey nobles sometimes wear an empty cloak as their own clothing; they use it to cover a hasty retreat or to assist in a kidnapping.  \n**Constructed Nature.** An empty cloak doesn’t require air, food, drink, or sleep.","name":"Empty Cloak","size":"Medium","type":"Construct","subtype":"","group":null,"alignment":"unaligned","armor_class":13,"armor_desc":"natural armor","hit_points":45,"hit_dice":"10d8","speed":{"walk":0,"fly":40},"strength":18,"dexterity":14,"constitution":10,"intelligence":10,"wisdom":10,"charisma":1,"strength_save":null,"dexterity_save":4,"constitution_save":2,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":null,"skills":{"stealth":4},"damage_vulnerabilities":"fire","damage_resistances":"bludgeoning","damage_immunities":"poison","condition_immunities":"charmed, exhaustion, frightened, paralyzed, petrified, poisoned","senses":"darkvision 60 ft., passive Perception 10","languages":"understands Elvish and Umbral but can't speak","challenge_rating":"1/2","cr":0.5,"actions":[{"name":"Razor Cloak","desc":"Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) slashing damage.","attack_bonus":6,"damage_dice":"1d8"},{"name":"Shadow Slam","desc":"Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 6 (1d4 + 4) bludgeoning damage.","attack_bonus":6,"damage_dice":"1d4"},{"name":"Shadow Snare","desc":"Ranged Weapon Attack: +4 to hit, range 20/60 ft., one target. Hit: Large or smaller creatures are restrained. To escape, the restrained creature or an adjacent ally must use an action to make a successful DC 14 Strength check. The shadow snare has 15 hit points and AC 12."}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Diligent Sentinel","desc":"Empty cloaks are designed to watch for intruders. They gain advantage on Wisdom (Perception) checks."},{"name":"Shadow Construction","desc":"Empty cloaks are designed with a delicate shadow construction. They burst into pieces, then dissipate into shadow, on a critical hit."},{"name":"Wrapping Embrace","desc":"Empty cloaks can share the same space as one Medium or smaller creature. The empty cloak has advantage on attack rolls against any creature in the same space with it."}],"spell_list":[],"page_no":176,"environments":[],"img_main":null,"document__slug":"tob","document__title":"Tome of Beasts","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/tome-of-beasts-for-5th-edition-print/","v2_converted_path":"/v2/creatures/tob_empty-cloak/"},{"slug":"eonic-drifter","desc":"_The air crackles and lights flicker in the ruins. In a whirl of colorful robes, the drifter materializes from the unfathomable maelstroms of time. His eyes scan the hall in panic, anticipating the terrible revelations of yet another era._  \n**Adrift in Time.** Not much is known about the time traveling eonic drifters other than that they left a dying civilization to look for help not available in their own age. To their misfortune, returning to their own time proved much more difficult than leaving it, so the eonic drifters found themselves adrift in the river of time. As the decades passed, their chance of returning home withered, along with the flesh of their bodies. They have been become mummified by the passing ages.  \n**Crystal Belts.** A drifter carries an odd assembly of gear gathered in countless centuries, proof of its tragic journey. The more eclectic the collection, the more jumps it has performed on its odyssey.  \nBelts of crystals around its body store the energy that fuels a drifter’s travels. After each large jump through time, the reservoirs are exhausted and can be used only for very short jumps.  \n**Jittery and Paranoid.** Visiting countless eras in which mankind has all but forgotten this once-great civilization has robbed most eonic drifters of their sanity. Their greatest fear is being robbed of their crystal belts. They plead or fight for them as if their lives depended on them—which, in a sense, they do. Adventurers who convince a drifter of their good intentions may be asked for aid. In exchange, a drifter can offer long-lost artifacts gathered from many forays through time.  \nDrifters can appear at any time or place, but they often frequent the sites of their people’s past (or future) cities. There they are comforted by knowing that they’re at least in the right place, if not the right time.","name":"Eonic Drifter","size":"Medium","type":"Humanoid","subtype":"human","group":null,"alignment":"chaotic neutral","armor_class":13,"armor_desc":"leather armor","hit_points":65,"hit_dice":"10d8+20","speed":{"walk":30},"strength":9,"dexterity":14,"constitution":14,"intelligence":18,"wisdom":11,"charisma":13,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":null,"skills":{"arcana":6,"history":6},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"","condition_immunities":"","senses":"passive Perception 10","languages":"Common, Eonic, Giant, Sylvan","challenge_rating":"1","cr":1.0,"actions":[{"name":"Multiattack","desc":"The eonic drifter can either use Drift Backward or make two attacks with its time warping staff. The eonic drifter's future self (if present) can only use Drift Forward."},{"name":"Time Warping Staff","desc":"Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 7 (1d10 + 2) bludgeoning damage.","attack_bonus":4,"damage_dice":"1d10"},{"name":"Drift Backward (1/Day)","desc":"A future self of the eonic drifter materializes in an unoccupied space within 30 feet of the drifter. The future self has the eonic drifter's stats and its full hit points, and it takes its turn immediately after its present self. Killing the original eonic drifter makes its future self disappear. If the present self sees its future self die, the eonic drifter must make a DC 13 Wisdom saving throw. There is no effect if the save succeeds. If the saving throw fails, roll 1d6 to determine the effect on the eonic drifter: 1 = frightened, 2 = incapacitated, 3 = paralyzed, 4 = unconscious, 5 or 6 = has disadvantage on attack rolls and ability checks. These effects last 1d4 rounds."},{"name":"Drift Forward (2/Day)","desc":"The future self makes a time warping staff attack against a target. If the attack hits, instead of causing bludgeoning damage, both the target and the attacker jump forward through time, effectively ceasing to exist in the present time. They reappear in the same locations 1d4 rounds later, at the end of the present self's turn. Creatures occupying those locations at that moment are pushed 5 feet in a direction of their own choosing. The target of the drift (but not the future self) must then make a DC 13 Wisdom saving throw, with effects identical to those for the eonic drifter witnessing the death of its future self (see Drift Backward). The future self doesn't reappear after using this ability the second time; only the target of the drift reappears from the second use. This does not trigger a saving throw for the present self."}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":null,"spell_list":[],"page_no":177,"environments":[],"img_main":null,"document__slug":"tob","document__title":"Tome of Beasts","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/tome-of-beasts-for-5th-edition-print/","v2_converted_path":"/v2/creatures/tob_eonic-drifter/"},{"slug":"erina-defender","desc":"_This small humanoid has a slightly pointed face with bright, brown eyes and a black, snout-like nose. Its skin is covered in short, tan fur, and its head, shoulders, and back have smoothed-down quills._  \nErinas, or hedgehog folk, are a small, communal race.  \n_**Burrowed Villages.**_ Natural diggers at heart, erinas live in shallow networks of tunnels and chambers they excavate themselves. Enemies who attack the peaceful erinas easily become confused and lost in the mazelike tunnels. On their own ground, the erinas can easily evade, outmaneuver, or surround invaders. They often lure them onto choke points where the enemy can be delayed endlessly while noncombatants and valuables are hustled to safety through other tunnels.  \n_**Scroungers and Gatherers.**_ Erinas are naturally curious. They tend to explore an area by tunneling beneath it and popping up at interesting points. They dislike farming, but subsist mainly on the bounty of the land surrounding their homes. In cities, they still subsist on what they can find, and they have a knack for finding whatever they need. Sometimes they are called thieves, but they aren’t greedy or malicious. They take only what they need, and seldom take anything from the poor. Some humans even consider it lucky to have a family of erinas nearby.  \nAs the largest and hardiest of their kind, erina defenders take the defense of their home tunnels very seriously, and are quite suspicious of outsiders. Once an outsider proves himself a friend, they warm considerably, but until then defenders are quite spiky.","name":"Erina Defender","size":"Small","type":"Humanoid","subtype":"erina","group":null,"alignment":"neutral","armor_class":15,"armor_desc":"chain shirt","hit_points":44,"hit_dice":"8d6+16","speed":{"walk":20,"burrow":20},"strength":11,"dexterity":14,"constitution":14,"intelligence":13,"wisdom":12,"charisma":11,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":3,"skills":{"athletics":4,"perception":3},"damage_vulnerabilities":"","damage_resistances":"poison","damage_immunities":"","condition_immunities":"","senses":"darkvision 60 ft., passive Perception 13","languages":"Common, Erina","challenge_rating":"1","cr":1.0,"actions":[{"name":"Multiattack","desc":"The erina defender makes two attacks."},{"name":"Shortsword","desc":"Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) piercing damage.","attack_bonus":4,"damage_dice":"1d6+2"},{"name":"Shortbow","desc":"Ranged Weapon Attack: +4 to hit, range 80/320 ft., one target. Hit: 5 (1d6 + 2) piercing damage.","attack_bonus":4,"damage_dice":"1d6+2"}],"bonus_actions":null,"reactions":[{"name":"Protect","desc":"The erina imposes disadvantage on an attack roll made against an ally within 5 feet of the erina defender."}],"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Keen Smell","desc":"The erina has advantage on Wisdom (Perception) checks that rely on smell."},{"name":"Hardy","desc":"The erina has advantage on saving throws against poison."},{"name":"Spines","desc":"An enemy who hits the erina with a melee attack while within 5 feet of it takes 5 (2d4) piercing damage."}],"spell_list":[],"page_no":178,"environments":[],"img_main":null,"document__slug":"tob","document__title":"Tome of Beasts","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/tome-of-beasts-for-5th-edition-print/","v2_converted_path":"/v2/creatures/tob_erina-defender/"},{"slug":"flame-dragon-wyrmling","desc":"_The dragon bears black scales, more charred than naturally colored. Cracks between the scales glow a dull red, until the dragon rears its head and roars. Red embers become bright orange flames as the creature lights up from tail to maw._  \nThe flame dragons are capricious creatures, fascinated by dark emotions and destructive passions. The dragons of eternal fire are proud and jealous, quick to anger, and utterly unforgiving. They bring complete and total ruin to entire civilizations for trivial reasons, but their true motivation is the fun to be had. These burning serpents treat rage, deceit, and despair as toys for their amusement. “May you be the fire’s plaything” is a curse often used by the foolish.  \n_**Taunting Others.**_ The hot-blooded creatures tease their victims like cats, seeing the world and all within it as their rightful prey. Young flame dragons are less subtle than their elders. Wyrmlings may force a woman to watch her family die or ruin a beautiful face for pleasure—direct and evil. As the dragon matures, this natural sadism develops into a desire for more complicated sport. Aging dragons of fire use politics, murder, and magic in elaborate schemes only their ilk can appreciate. Many create plots so intricate and layered that they lack a true resolution, creating only endless manipulation. A hero might foil an assassination only to see the king thus saved become a despot. She might defeat the vizier whispering lies in the ruler’s ear only to discover he was a pawn in a vast conspiracy. Dark ambitions, poisoned daggers, and old vendettas build such momentum that one scheme begins each time another ends. Often, even killing the draconic mastermind cannot extinguish the fires it started.  \n_**Malevolent Purpose.**_ The results of these schemes are secondary to the enjoyment they derive from pursuing a nebulous and everchanging goal. Some spend centuries torturing a family line for nothing more than trespassing on the dragon’s land. Others plot eternal curses after twisting poorly chosen words into the most dire of insults. The vengeance itself is not as important as having an excuse to hate, plot, and ruin. Flame dragons relish such opportunities for revenge, seeing each as a delightful hobby. The disruption of a game kindles a true and terrible rage, and in these rare moments of defeat, their anger can be catastrophic. Entire cities burn.  \n_**Fond of Souvenirs.**_ Flame dragons are as materialistic and territorial as other true dragons. Each pursues an individual obsession it fixates upon with mad devotion to fill its hoard. Some corrupt innocence, others push nations to war, but they always collect a memento for each victory, whether petty or grand. One might collect scorched skulls, while another saves the melted treasures of toppled empires. When not out sowing discord, the ancient flame dragons enjoy contemplating their hoards. Every piece reminds them of their own majesty and genius.  \nNothing is safe from a flame dragon’s endless scheming and narcissism. They crave absolute attention and constant reassurance. Anyone who humiliates a flame dragon would be wiser to kill it. Its survival ensures the dragon’s undivided attention for generations. It would be wiser still to make certain there is not a trace of involvement in a flame dragon’s death. All burning serpents see the murder of one of their kin as the gravest insult.  \n\n## Flame Dragon’s Lair\n\n  \nFlame dragons dwell in lairs where a burning fire is always near: volcanoes, sulfur mines, caves full of geysers, and places where the Elemental Plane of Fire touches the Material Plane. Whatever the place, its purpose is always to serve as a showcase of all the trophies the dragon has collected. Carefully arranged and organized prizes decorate the walls, sometimes even protected behind crystal walls. This display both feeds the dragon's vanity and pride, and also serves as a lure to attract adventurers, since flame dragons love to encourage the lowest instincts in their prey.  \nMany of these lairs feature a huge, reflective surface. A flame dragon likes nothing more than itself.  \n\n### Lair Actions\n\n  \nOn initiative count 20 (losing initiative ties), the dragon takes a lair action to cause one of the following effects; the dragon can’t use the same effect two rounds in a row.\n* A cloud of smoke swirls in a 20-foot-radius sphere centered on a point the dragon can see within 120 feet of it. The cloud spreads around corners and the area is lightly obscured. Each creature in the cloud must succeed on a DC 15 Constitution saving throw or be blinded for 1 minute. A blinded creature repeats the saving throw at the end of each of its turns, ending the effect on itself on a success.\n* The ground erupts with volcanic force at a point the dragon can see within 120 feet of it. Any creature within 20 feet of the point must make a successful DC 15 Dexterity saving throw or be knocked prone and trapped in the ground. A creature trapped in this way is restrained and can’t stand up. A creature can end the restraint if it or another creature takes an action to make a successful DC 15 Strength check.\n* A wall of fire rises up from the ground within 120 feet of the dragon. The wall is up to 60 feet long, 10 feet high, and 5 feet thick, can take any shape the dragon wants, and blocks line of sight. When the wall appears, each creature in its area must make a DC 15 Dexterity saving throw. A creature that fails the saving throw takes 21 (6d6) fire damage. Each creature that enters the wall for the first time each turn or ends its turn there takes 21 (6d6) fire damage. The wall is extinguished when the dragon uses this lair action again or when the dragon dies.\n  \n### Regional Effects\n\n  \nThe region containing a legendary flame dragon’s lair is warped by the dragon’s magic, which creates one or more of the following effects:\n* Arguments and misunderstandings erupt easily within 6 miles of the lair. Friendships are easily broken and criminal acts are common.\n* Temperatures rise within 6 miles of the lair. Crops wither, producing famines.\n* Sulfur geysers form in and around the dragon’s lair. Some of them erupt only once an hour, so they’re spotted only with a successful DC 20 Wisdom (Perception) check. A creature on top of an erupting geyser takes 21 (6d6) fire damage, or half damage with a successful DC 15 Dexterity saving throw.\n  \nIf the dragon dies, the arguments and misunderstandings disappear immediately and the temperatures go back to normal within 1d10 days. Any geysers remain where they are.","name":"Flame Dragon Wyrmling","size":"Medium","type":"Dragon","subtype":"","group":null,"alignment":"chaotic evil","armor_class":17,"armor_desc":"natural armor","hit_points":52,"hit_dice":"8d8+16","speed":{"walk":30,"climb":30,"fly":60},"strength":12,"dexterity":14,"constitution":15,"intelligence":13,"wisdom":12,"charisma":16,"strength_save":null,"dexterity_save":4,"constitution_save":4,"intelligence_save":null,"wisdom_save":3,"charisma_save":5,"perception":5,"skills":{"deception":5,"insight":3,"perception":5,"persuasion":5,"stealth":4},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"fire","condition_immunities":"","senses":"blindsight 30ft, darkvision 120ft, passive Perception 15","languages":"Common, Draconic, Ignan","challenge_rating":"3","cr":3.0,"actions":[{"name":"Bite","desc":"Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 6 (1d10 + 1) piercing damage plus 3 (1d6) fire damage.","attack_bonus":3,"damage_dice":"1d10+1"},{"name":"Fire Breath (Recharge 5-6)","desc":"The dragon exhales fire in a 10-foot cone. Each creature in that area takes 24 (7d6) fire damage, or half damage with a successful DC 12 Dexterity saving throw."}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":null,"spell_list":[],"page_no":129,"environments":[],"img_main":null,"document__slug":"tob","document__title":"Tome of Beasts","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/tome-of-beasts-for-5th-edition-print/","v2_converted_path":"/v2/creatures/tob_flame-dragon-wyrmling/"},{"slug":"fraughashar","desc":"_This slight creature resembles a goblin, but its blue skin and the icicles hanging from the tip of its long nose speak to the chilling truth._  \nThe fraughashar are a race of short, tricky, and cruel fey who inhabit cold mountainous regions. Fraughashar have light blue skin, short pointed ears, and needlelike teeth. Delighting in mayhem, they always seem to have devilish grins on their faces.  \n**Sacred Rivers.** They view cold rivers and river gorges as sacred places in which their wicked god Fraugh dwells, and they likewise revere the snowy peaks where the Snow Queen holds sway. Fraughashar are fiercely protective of their territory, and their easy mobility over frozen and rocky terrain lets them make short work of intruders.  \n**Chilling Tales.** The origin of the strange and deadly fraughashar is unclear. Some druidic legends claim the fraughashar were born out of a winter so cold and cruel that the spirits of the river itself froze. Bardic tales claim that the fraughashar are a tribe of corrupted goblins, and that they were permanently disfigured during a botched attempt at summoning an ice devil. Whatever the truth of their beginnings, the fraughashar are cruel and merciless, and they will kill anyone who enters their land.","name":"Fraughashar","size":"Small","type":"Fey","subtype":"","group":null,"alignment":"neutral evil","armor_class":15,"armor_desc":"leather armor, shield","hit_points":18,"hit_dice":"4d6+4","speed":{"walk":25},"strength":8,"dexterity":14,"constitution":12,"intelligence":10,"wisdom":11,"charisma":7,"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":"cold","condition_immunities":"","senses":"passive Perception 10","languages":"Sylvan","challenge_rating":"1/2","cr":0.5,"actions":[{"name":"Multiattack","desc":"The fraughashar makes one bite attack and one dagger attack."},{"name":"Bite","desc":"Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) piercing damage.","attack_bonus":4,"damage_dice":"1d4"},{"name":"Dagger","desc":"Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 4 (1d4 + 2) piercing damage.","attack_bonus":4,"damage_dice":"1d4"},{"name":"Sling","desc":"Ranged Weapon Attack: +4 to hit, range 30/120 ft., one target. Hit: 4 (1d4 + 2) bludgeoning damage.","attack_bonus":4,"damage_dice":"1d4"}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Frost Walker","desc":"The fraughashar's speed is unimpeded by rocky, snowy, or icy terrain. It never needs to make Dexterity checks to move or avoid falling prone because of icy or snowy ground."}],"spell_list":[],"page_no":206,"environments":[],"img_main":null,"document__slug":"tob","document__title":"Tome of Beasts","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/tome-of-beasts-for-5th-edition-print/","v2_converted_path":"/v2/creatures/tob_fraughashar/"},{"slug":"garroter-crab","desc":"_These aggressive, blue-black freshwater crabs inhabit rivers and streams, scuttling along the muddy terrain in search of prey._  \n**Strangling Claws.** Garroter crabs are named for their abnormal right claws, which have evolved over time to strangle prey like a barbed whip.  \n**Clacking Hordes.** Their long whip-claw is lined with powerful muscles and joints at the beginning, middle, and end that give it great flexibility. During mating season, thousands of garroter crabs congregate in remote riverbanks and marshes, and the males whip their shells with a clacking sound to attract a mate.  \n**Small Prey.** Garroter crabs prey on rodents, cats, and other small animals caught by the riverbank.","name":"Garroter Crab","size":"Tiny","type":"Beast","subtype":"","group":null,"alignment":"unaligned","armor_class":13,"armor_desc":"natural armor","hit_points":18,"hit_dice":"4d4+8","speed":{"walk":30,"swim":20},"strength":7,"dexterity":14,"constitution":14,"intelligence":1,"wisdom":10,"charisma":2,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":null,"skills":{},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"psychic","condition_immunities":"charmed, frightened","senses":"darkvision 60 ft., passive Perception 10","languages":"-","challenge_rating":"1/4","cr":0.25,"actions":[{"name":"Whip-claw","desc":"Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) slashing damage, and the target is grappled (escape DC 8). While grappled, the target cannot speak or cast spells with verbal components.","attack_bonus":4,"damage_dice":"1d6"}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Amphibious","desc":"The crab can breathe air and water."}],"spell_list":[],"page_no":208,"environments":[],"img_main":null,"document__slug":"tob","document__title":"Tome of Beasts","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/tome-of-beasts-for-5th-edition-print/","v2_converted_path":"/v2/creatures/tob_garroter-crab/"},{"slug":"gbahali-postosuchus","desc":"_A large reptile with a dagger-like teeth and a scaly hide of shifting colors, the gbahali often strikes from close range._  \n_**Chameleon Crocodiles.**_ While distantly related to crocodiles, gbahali have adapted to life away from the water. To make up for the lack of cover, gbahali developed chameleon powers. Gbahali hide changes color to match its surroundings so perfectly that it becomes nearly invisible. Any lonely rock on the grassland might be a gbahali waiting along a trail, caravan route, or watering hole. Their thick hide can be made into hide or leather armor, and with the proper alchemical techniques it retains some of its color-shifting properties.  \n_**Strong Hunters.**_ Gbahalis are powerful predators, challenged only by rivals too large for a gbahali to grapple or by predators that hunt in packs and prides, such as lions and gnolls. Gbahalis live solitary lives except during the fall, when males seek out females in their territory. Females lay eggs in the spring and guard the nest until the eggs hatch, but the young gbahali are abandoned to their own devices. Killing an adult gbahali is a sign of bravery and skill for plains hunters.  \n_**Sentries and Stragglers.**_ In combat, a gbahali relies on its chameleon power to ambush prey. It may wait quietly for hours, but its speed and stealth mean it strikes quickly, especially against weak or solitary prey. Its onslaught is strong enough to scatter a herd and leave behind the slowest for the gbahali to bring down.","name":"Gbahali (Postosuchus)","size":"Huge","type":"Beast","subtype":"","group":null,"alignment":"unaligned","armor_class":15,"armor_desc":"natural armor","hit_points":126,"hit_dice":"12d12+48","speed":{"walk":50},"strength":21,"dexterity":14,"constitution":19,"intelligence":2,"wisdom":13,"charisma":7,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":4,"skills":{"perception":4,"stealth":8},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"","condition_immunities":"","senses":"passive Perception 14","languages":"-","challenge_rating":"6","cr":6.0,"actions":[{"name":"Multiattack","desc":"The gbahali makes one bite attack and two claw attacks."},{"name":"Bite","desc":"Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 24 (3d12 + 5) piercing damage. If the target is a Medium or smaller creature, it is grappled (escape DC 15). Until this grapple ends, the target is restrained, and the gbahali can't bite another target.","attack_bonus":8,"damage_dice":"3d12"},{"name":"Claw","desc":"Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 14 (2d8 + 5) slashing damage.","attack_bonus":8,"damage_dice":"2d8"}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Chameleon Hide","desc":"The gbahali has advantage on Dexterity (Stealth) checks. If the gbahali moves one-half its speed or less, attacks made against it before the start of the gbahali's next turn have disadvantage."}],"spell_list":[],"page_no":209,"environments":[],"img_main":null,"document__slug":"tob","document__title":"Tome of Beasts","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/tome-of-beasts-for-5th-edition-print/","v2_converted_path":"/v2/creatures/tob_gbahali-postosuchus/"},{"slug":"ghoul-imperial","desc":"","name":"Ghoul, Imperial","size":"Medium","type":"Undead","subtype":"","group":null,"alignment":"lawful evil","armor_class":16,"armor_desc":"breastplate","hit_points":93,"hit_dice":"17d8+17","speed":{"walk":30,"burrow":15},"strength":16,"dexterity":14,"constitution":12,"intelligence":13,"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":{},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"poison","condition_immunities":"charmed, exhaustion, poisoned","senses":"darkvision 60 ft., passive Perception 12","languages":"Common, Darakhul, Undercommon","challenge_rating":"4","cr":4.0,"actions":[{"name":"Multiattack","desc":"The imperial ghoul makes one bite attack and one claws attack."},{"name":"Bite","desc":"Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 12 (2d8 + 3) piercing damage, and if the target creature is humanoid it must succeed on a DC 11 Constitution saving throw or contract darakhul fever.","attack_bonus":5,"damage_dice":"2d8+3"},{"name":"Claws","desc":"Melee Weapon Attack: +5 to hit, reach, one target. Hit: 17 (4d6 + 3) slashing damage. If the target is a creature other than an elf or undead, it must succeed on a DC 11 Constitution saving throw or be paralyzed for 1 minute. The target repeats the saving throw at the end of each of its turns, ending the effect on itself on a success.","attack_bonus":5,"damage_dice":"4d6"},{"name":"Light Crossbow","desc":"Ranged Weapon Attack: +4 to hit, range 80/320, one target. Hit: 8 (1d8 + 2) piercing damage.","attack_bonus":4,"damage_dice":"1d8"}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Turning Defiance","desc":"The imperial ghoul and any ghouls within 30 feet of it have advantage on saving throws against effects that turn undead."}],"spell_list":[],"page_no":220,"environments":[],"img_main":null,"document__slug":"tob","document__title":"Tome of Beasts","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/tome-of-beasts-for-5th-edition-print/","v2_converted_path":"/v2/creatures/tob_ghoul-imperial/"}]}