{"count":3207,"next":"https://api-beta.open5e.com/v1/monsters/?format=json&ordering=dexterity&page=43","previous":"https://api-beta.open5e.com/v1/monsters/?format=json&ordering=dexterity&page=41","results":[{"slug":"dire-wolf","desc":"","name":"Dire Wolf","size":"Large","type":"Beast","subtype":"","group":"Miscellaneous Creatures","alignment":"unaligned","armor_class":14,"armor_desc":"natural armor","hit_points":37,"hit_dice":"5d10+10","speed":{"walk":50},"strength":17,"dexterity":15,"constitution":15,"intelligence":3,"wisdom":12,"charisma":7,"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":"","damage_immunities":"","condition_immunities":"","senses":"passive Perception 13","languages":"","challenge_rating":"1","cr":1.0,"actions":[{"name":"Bite","desc":"Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) piercing damage. If the target is a creature, it must succeed on a DC 13 Strength saving throw or be knocked prone.","attack_bonus":5,"damage_dice":"2d6","damage_bonus":3}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Keen Hearing and Smell","desc":"The wolf has advantage on Wisdom (Perception) checks that rely on hearing or smell."},{"name":"Pack Tactics","desc":"The wolf has advantage on an attack roll against a creature if at least one of the wolf's allies is within 5 ft. of the creature and the ally isn't incapacitated."}],"spell_list":[],"page_no":371,"environments":["Hill","Mountains","Tundra","Forest","Grassland","Hills","Feywild"],"img_main":null,"document__slug":"wotc-srd","document__title":"5e Core Rules","document__license_url":"http://open5e.com/legal","document__url":"http://dnd.wizards.com/articles/features/systems-reference-document-srd","v2_converted_path":"/v2/creatures/srd_dire-wolf/"},{"slug":"djinni","desc":"","name":"Djinni","size":"Large","type":"Elemental","subtype":"","group":"Genies","alignment":"chaotic good","armor_class":17,"armor_desc":"natural armor","hit_points":161,"hit_dice":"14d10+84","speed":{"walk":30,"fly":90},"strength":21,"dexterity":15,"constitution":22,"intelligence":15,"wisdom":16,"charisma":20,"strength_save":null,"dexterity_save":6,"constitution_save":null,"intelligence_save":null,"wisdom_save":7,"charisma_save":9,"perception":null,"skills":{},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"lightning, thunder","condition_immunities":"","senses":"darkvision 120 ft., passive Perception 13","languages":"Auran","challenge_rating":"11","cr":11.0,"actions":[{"name":"Multiattack","desc":"The djinni makes three scimitar attacks."},{"name":"Scimitar","desc":"Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 12 (2d6 + 5) slashing damage plus 3 (1d6) lightning or thunder damage (djinni's choice).","attack_bonus":9,"damage_dice":"2d6+1d6","damage_bonus":5},{"name":"Create Whirlwind","desc":"A 5-foot-radius, 30-foot-tall cylinder of swirling air magically forms on a point the djinni can see within 120 feet of it. The whirlwind lasts as long as the djinni maintains concentration (as if concentrating on a spell). Any creature but the djinni that enters the whirlwind must succeed on a DC 18 Strength saving throw or be restrained by it. The djinni can move the whirlwind up to 60 feet as an action, and creatures restrained by the whirlwind move with it. The whirlwind ends if the djinni loses sight of it.\nA creature can use its action to free a creature restrained by the whirlwind, including itself, by succeeding on a DC 18 Strength check. If the check succeeds, the creature is no longer restrained and moves to the nearest space outside the whirlwind."}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Elemental Demise","desc":"If the djinni dies, its body disintegrates into a warm breeze, leaving behind only equipment the djinni was wearing or carrying."},{"name":"Innate Spellcasting","desc":"The djinni's innate spellcasting ability is Charisma (spell save DC 17, +9 to hit with spell attacks). It can innately cast the following spells, requiring no material components:\n\nAt will: detect evil and good, detect magic, thunderwave\n3/day each: create food and water (can create wine instead of water), tongues, wind walk\n1/day each: conjure elemental (air elemental only), creation, gaseous form, invisibility, major image, plane shift"},{"name":"Variant: Genie Powers","desc":"Genies have a variety of magical capabilities, including spells. A few have even greater powers that allow them to alter their appearance or the nature of reality.\n\n**Disguises.** Some genies can veil themselves in illusion to pass as other similarly shaped creatures. Such genies can innately cast the disguise self spell at will, often with a longer duration than is normal for that spell. Mightier genies can cast the true polymorph spell one to three times per day, possibly with a longer duration than normal. Such genies can change only their own shape, but a rare few can use the spell on other creatures and objects as well.\n**Wishes.** The genie power to grant wishes is legendary among mortals. Only the most potent genies, such as those among the nobility, can do so. A particular genie that has this power can grant one to three wishes to a creature that isn't a genie. Once a genie has granted its limit of wishes, it can't grant wishes again for some amount of time (usually 1 year). and cosmic law dictates that the same genie can expend its limit of wishes on a specific creature only once in that creature's existence.\nTo be granted a wish, a creature within 60 feet of the genie states a desired effect to it. The genie can then cast the wish spell on the creature's behalf to bring about the effect. Depending on the genie's nature, the genie might try to pervert the intent of the wish by exploiting the wish's poor wording. The perversion of the wording is usually crafted to be to the genie's benefit."}],"spell_list":["https://api-beta.open5e.com/v2/spells/detect-evil-and-good/?format=json","https://api-beta.open5e.com/v2/spells/detect-magic/?format=json","https://api-beta.open5e.com/v2/spells/create-food-and-water/?format=json","https://api-beta.open5e.com/v2/spells/tongues/?format=json","https://api-beta.open5e.com/v2/spells/wind-walk/?format=json","https://api-beta.open5e.com/v2/spells/conjure-elemental/?format=json","https://api-beta.open5e.com/v2/spells/creation/?format=json","https://api-beta.open5e.com/v2/spells/gaseous-form/?format=json","https://api-beta.open5e.com/v2/spells/invisibility/?format=json","https://api-beta.open5e.com/v2/spells/major-image/?format=json","https://api-beta.open5e.com/v2/spells/plane-shift/?format=json"],"page_no":310,"environments":["Desert","Plane Of Air","Coastal"],"img_main":null,"document__slug":"wotc-srd","document__title":"5e Core Rules","document__license_url":"http://open5e.com/legal","document__url":"http://dnd.wizards.com/articles/features/systems-reference-document-srd","v2_converted_path":"/v2/creatures/srd_djinni/"},{"slug":"eagle","desc":"","name":"Eagle","size":"Small","type":"Beast","subtype":"","group":"Miscellaneous Creatures","alignment":"unaligned","armor_class":12,"armor_desc":null,"hit_points":3,"hit_dice":"1d6","speed":{"walk":10,"fly":60},"strength":6,"dexterity":15,"constitution":10,"intelligence":2,"wisdom":14,"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},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"","condition_immunities":"","senses":"passive Perception 14","languages":"","challenge_rating":"0","cr":0.0,"actions":[{"name":"Talons","desc":"Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) slashing damage.","attack_bonus":4,"damage_dice":"1d4","damage_bonus":2}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Keen Sight","desc":"The eagle has advantage on Wisdom (Perception) checks that rely on sight."}],"spell_list":[],"page_no":371,"environments":["Hill","Hills","Grassland","Mountains","Mountain","Desert","Coastal"],"img_main":null,"document__slug":"wotc-srd","document__title":"5e Core Rules","document__license_url":"http://open5e.com/legal","document__url":"http://dnd.wizards.com/articles/features/systems-reference-document-srd","v2_converted_path":"/v2/creatures/srd_eagle/"},{"slug":"ettercap","desc":"","name":"Ettercap","size":"Medium","type":"Monstrosity","subtype":"","group":null,"alignment":"neutral evil","armor_class":13,"armor_desc":"natural armor","hit_points":44,"hit_dice":"8d8+8","speed":{"walk":30,"climb":30},"strength":14,"dexterity":15,"constitution":13,"intelligence":7,"wisdom":12,"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,"stealth":4,"survival":3},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"","condition_immunities":"","senses":"darkvision 60 ft., passive Perception 13","languages":"","challenge_rating":"2","cr":2.0,"actions":[{"name":"Multiattack","desc":"The ettercap makes two attacks: one with its bite and one with its claws."},{"name":"Bite","desc":"Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 6 (1d8 + 2) piercing damage plus 4 (1d8) poison damage. The target must succeed on a DC 11 Constitution saving throw or be poisoned for 1 minute. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.","attack_bonus":4,"damage_dice":"1d8","damage_bonus":2},{"name":"Claws","desc":"Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 7 (2d4 + 2) slashing damage.","attack_bonus":4,"damage_dice":"2d4","damage_bonus":2},{"name":"Web (Recharge 5-6)","desc":"Ranged Weapon Attack: +4 to hit, range 30/60 ft., one Large or smaller creature. Hit: The creature is restrained by webbing. As an action, the restrained creature can make a DC 11 Strength check, escaping from the webbing on a success. The effect ends if the webbing is destroyed. The webbing has AC 10, 5 hit points, vulnerability to fire damage and immunity to bludgeoning, poison, and psychic damage."},{"name":"Variant: Web Garrote","desc":"Melee Weapon Attack: +4 to hit, reach 5 ft., one Medium or Small creature against which the ettercap has advantage on the attack roll. Hit: 4 (1d4 + 2) bludgeoning damage, and the target is grappled (escape DC 12). Until this grapple ends, the target can't breathe, and the ettercap has advantage on attack rolls against it.","attack_bonus":4,"damage_dice":"1d4","damage_bonus":2}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Spider Climb","desc":"The ettercap can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check."},{"name":"Web Sense","desc":"While in contact with a web, the ettercap knows the exact location of any other creature in contact with the same web."},{"name":"Web Walker","desc":"The ettercap ignores movement restrictions caused by webbing."}],"spell_list":[],"page_no":308,"environments":["Jungle","Forest","Swamp"],"img_main":null,"document__slug":"wotc-srd","document__title":"5e Core Rules","document__license_url":"http://open5e.com/legal","document__url":"http://dnd.wizards.com/articles/features/systems-reference-document-srd","v2_converted_path":"/v2/creatures/srd_ettercap/"},{"slug":"flying-sword","desc":"","name":"Flying Sword","size":"Small","type":"Construct","subtype":"","group":"Animated Objects","alignment":"unaligned","armor_class":17,"armor_desc":"natural armor","hit_points":17,"hit_dice":"5d6","speed":{"hover":true,"walk":0,"fly":50},"strength":12,"dexterity":15,"constitution":11,"intelligence":1,"wisdom":5,"charisma":1,"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":"","damage_immunities":"poison, psychic","condition_immunities":"blinded, charmed, deafened, frightened, paralyzed, petrified, poisoned","senses":"blindsight 60 ft. (blind beyond this radius), passive Perception 7","languages":"","challenge_rating":"1/4","cr":0.25,"actions":[{"name":"Longsword","desc":"Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 5 (1d8 + 1) slashing damage.","attack_bonus":3,"damage_dice":"1d8","damage_bonus":1}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Antimagic Susceptibility","desc":"The sword is incapacitated while in the area of an antimagic field. If targeted by dispel magic, the sword must succeed on a Constitution saving throw against the caster's spell save DC or fall unconscious for 1 minute."},{"name":"False Appearance","desc":"While the sword remains motionless and isn't flying, it is indistinguishable from a normal sword."}],"spell_list":[],"page_no":264,"environments":["Ruin","Laboratory"],"img_main":null,"document__slug":"wotc-srd","document__title":"5e Core Rules","document__license_url":"http://open5e.com/legal","document__url":"http://dnd.wizards.com/articles/features/systems-reference-document-srd","v2_converted_path":"/v2/creatures/srd_flying-sword/"},{"slug":"ghoul","desc":"","name":"Ghoul","size":"Medium","type":"Undead","subtype":"","group":"Ghouls","alignment":"chaotic evil","armor_class":12,"armor_desc":null,"hit_points":22,"hit_dice":"5d8","speed":{"walk":30},"strength":13,"dexterity":15,"constitution":10,"intelligence":7,"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":{},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"poison","condition_immunities":"charmed, exhaustion, poisoned","senses":"darkvision 60 ft., passive Perception 10","languages":"Common","challenge_rating":"1","cr":1.0,"actions":[{"name":"Bite","desc":"Melee Weapon Attack: +2 to hit, reach 5 ft., one creature. Hit: 9 (2d6 + 2) piercing damage.","attack_bonus":2,"damage_dice":"2d6","damage_bonus":2},{"name":"Claws","desc":"Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 7 (2d4 + 2) slashing damage. If the target is a creature other than an elf or undead, it must succeed on a DC 10 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."}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":null,"spell_list":[],"page_no":312,"environments":["Temple","Desert","Underdark","Mountains","Tundra","Grassland","Ruin","Swamp","Urban","Sewer","Abyss","Forest","Tomb","Jungle","Hills","Shadowfell","Caverns"],"img_main":null,"document__slug":"wotc-srd","document__title":"5e Core Rules","document__license_url":"http://open5e.com/legal","document__url":"http://dnd.wizards.com/articles/features/systems-reference-document-srd","v2_converted_path":"/v2/creatures/srd_ghoul/"},{"slug":"giant-crab","desc":"","name":"Giant Crab","size":"Medium","type":"Beast","subtype":"","group":"Miscellaneous Creatures","alignment":"unaligned","armor_class":15,"armor_desc":"natural armor","hit_points":13,"hit_dice":"3d8","speed":{"walk":30,"swim":30},"strength":13,"dexterity":15,"constitution":11,"intelligence":1,"wisdom":9,"charisma":3,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":null,"skills":{"stealth":4},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"","condition_immunities":"","senses":"blindsight 30 ft., passive Perception 9","languages":"","challenge_rating":"1/8","cr":0.125,"actions":[{"name":"Claw","desc":"Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 (1d6 + 1) bludgeoning damage, and the target is grappled (escape DC 11). The crab has two claws, each of which can grapple only one target.","attack_bonus":3,"damage_dice":"1d6","damage_bonus":1}],"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":374,"environments":["Desert","Coastal","Water"],"img_main":null,"document__slug":"wotc-srd","document__title":"5e Core Rules","document__license_url":"http://open5e.com/legal","document__url":"http://dnd.wizards.com/articles/features/systems-reference-document-srd","v2_converted_path":"/v2/creatures/srd_giant-crab/"},{"slug":"giant-owl","desc":"**Giant owls** often befriend fey and other sylvan creatures and are guardians of their woodland realms.","name":"Giant Owl","size":"Large","type":"Beast","subtype":"","group":"Miscellaneous Creatures","alignment":"neutral","armor_class":12,"armor_desc":null,"hit_points":19,"hit_dice":"3d10+3","speed":{"walk":5,"fly":60},"strength":13,"dexterity":15,"constitution":12,"intelligence":8,"wisdom":13,"charisma":10,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":5,"skills":{"perception":5,"stealth":4},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"","condition_immunities":"","senses":"darkvision 120 ft., passive Perception 15","languages":"Giant Owl, understands Common, Elvish, and Sylvan but can't speak","challenge_rating":"1/4","cr":0.25,"actions":[{"name":"Talons","desc":"Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 8 (2d6 + 1) slashing damage.","attack_bonus":3,"damage_dice":"2d6","damage_bonus":1}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Flyby","desc":"The owl doesn't provoke opportunity attacks when it flies out of an enemy's reach."},{"name":"Keen Hearing and Sight","desc":"The owl has advantage on Wisdom (Perception) checks that rely on hearing or sight."}],"spell_list":[],"page_no":377,"environments":["Hill","Feywild","Forest","Arctic"],"img_main":null,"document__slug":"wotc-srd","document__title":"5e Core Rules","document__license_url":"http://open5e.com/legal","document__url":"http://dnd.wizards.com/articles/features/systems-reference-document-srd","v2_converted_path":"/v2/creatures/srd_giant-owl/"},{"slug":"giant-rat","desc":"","name":"Giant Rat","size":"Small","type":"Beast","subtype":"","group":"Miscellaneous Creatures","alignment":"unaligned","armor_class":12,"armor_desc":null,"hit_points":7,"hit_dice":"2d6","speed":{"walk":30},"strength":7,"dexterity":15,"constitution":11,"intelligence":2,"wisdom":10,"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":"darkvision 60 ft., passive Perception 10","languages":"","challenge_rating":"1/8","cr":0.125,"actions":[{"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","damage_bonus":2}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Keen Smell","desc":"The rat has advantage on Wisdom (Perception) checks that rely on smell."},{"name":"Pack Tactics","desc":"The rat has advantage on an attack roll against a creature if at least one of the rat's allies is within 5 ft. of the creature and the ally isn't incapacitated."}],"spell_list":[],"page_no":378,"environments":["Underdark","Urban","Sewer","Forest","Ruin","Swamp","Caverns","Settlement"],"img_main":null,"document__slug":"wotc-srd","document__title":"5e Core Rules","document__license_url":"http://open5e.com/legal","document__url":"http://dnd.wizards.com/articles/features/systems-reference-document-srd","v2_converted_path":"/v2/creatures/srd_giant-rat/"},{"slug":"giant-rat-diseased","desc":"","name":"Giant Rat (Diseased)","size":"Small","type":"Beast","subtype":"","group":null,"alignment":"unaligned","armor_class":12,"armor_desc":null,"hit_points":7,"hit_dice":"2d6","speed":{"walk":30},"strength":7,"dexterity":15,"constitution":11,"intelligence":2,"wisdom":10,"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":"darkvision 60 ft., passive Perception 10","languages":"","challenge_rating":"1/8","cr":0.125,"actions":[{"name":"Bite","desc":"Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) piercing damage. If the target is a creature, it must succeed on a DC 10 Constitution saving throw or contract a disease. Until the disease is cured, the target can't regain hit points except by magical means, and the target's hit point maximum decreases by 3 (1d6) every 24 hours. If the target's hit point maximum drops to 0 as a result of this disease, the target dies.","attack_bonus":4,"damage_dice":"1d4","damage_bonus":2}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":null,"spell_list":[],"page_no":378,"environments":["Sewer","Swamp","Caverns","Forest","Ruin","Settlement"],"img_main":null,"document__slug":"wotc-srd","document__title":"5e Core Rules","document__license_url":"http://open5e.com/legal","document__url":"http://dnd.wizards.com/articles/features/systems-reference-document-srd","v2_converted_path":"/v2/creatures/srd_giant-rat-diseased/"},{"slug":"giant-sea-horse","desc":"Like their smaller kin, **giant sea horses** are shy, colorful fish with elongated bodies and curled tails. Aquatic elves train them as mounts.","name":"Giant Sea Horse","size":"Large","type":"Beast","subtype":"","group":"Miscellaneous Creatures","alignment":"unaligned","armor_class":13,"armor_desc":"natural armor","hit_points":16,"hit_dice":"3d10","speed":{"walk":0,"swim":40},"strength":12,"dexterity":15,"constitution":11,"intelligence":2,"wisdom":12,"charisma":5,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":null,"skills":{},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"","condition_immunities":"","senses":"passive Perception 11","languages":"","challenge_rating":"1/2","cr":0.5,"actions":[{"name":"Ram","desc":"Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 (1d6 + 1) bludgeoning damage.","attack_bonus":3,"damage_dice":"1d6","damage_bonus":1}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Charge","desc":"If the sea horse moves at least 20 ft. straight toward a target and then hits it with a ram attack on the same turn, the target takes an extra 7 (2d6) bludgeoning damage. If the target is a creature, it must succeed on a DC 11 Strength saving throw or be knocked prone.","attack_bonus":0,"damage_dice":"2d6"},{"name":"Water Breathing","desc":"The sea horse can breathe only underwater."}],"spell_list":[],"page_no":378,"environments":["Underwater"],"img_main":null,"document__slug":"wotc-srd","document__title":"5e Core Rules","document__license_url":"http://open5e.com/legal","document__url":"http://dnd.wizards.com/articles/features/systems-reference-document-srd","v2_converted_path":"/v2/creatures/srd_giant-sea-horse/"},{"slug":"glabrezu","desc":"","name":"Glabrezu","size":"Large","type":"Fiend","subtype":"demon","group":"Demons","alignment":"chaotic evil","armor_class":17,"armor_desc":"natural armor","hit_points":157,"hit_dice":"15d10+75","speed":{"walk":40},"strength":20,"dexterity":15,"constitution":21,"intelligence":19,"wisdom":17,"charisma":16,"strength_save":9,"dexterity_save":null,"constitution_save":9,"intelligence_save":null,"wisdom_save":7,"charisma_save":7,"perception":null,"skills":{},"damage_vulnerabilities":"","damage_resistances":"cold, fire, lightning; bludgeoning, piercing, and slashing from nonmagical attacks","damage_immunities":"poison","condition_immunities":"poisoned","senses":"truesight 120 ft., passive Perception 13","languages":"Abyssal, telepathy 120 ft.","challenge_rating":"9","cr":9.0,"actions":[{"name":"Multiattack","desc":"The glabrezu makes four attacks: two with its pincers and two with its fists. Alternatively, it makes two attacks with its pincers and casts one spell."},{"name":"Pincer","desc":"Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 16 (2d10 + 5) bludgeoning damage. If the target is a Medium or smaller creature, it is grappled (escape DC 15). The glabrezu has two pincers, each of which can grapple only one target.","attack_bonus":9,"damage_dice":"2d10","damage_bonus":5},{"name":"Fist","desc":"Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 7 (2d4 + 2) bludgeoning damage.","attack_bonus":9,"damage_dice":"2d4","damage_bonus":2},{"name":"Variant: Summon Demon (1/Day)","desc":"The demon chooses what to summon and attempts a magical summoning.\nA glabrezu has a 30 percent chance of summoning 1d3 vrocks, 1d2 hezrous, or one glabrezu.\nA summoned demon appears in an unoccupied space within 60 feet of its summoner, acts as an ally of its summoner, and can't summon other demons. It remains for 1 minute, until it or its summoner dies, or until its summoner dismisses it as an action."}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Innate Spellcasting","desc":"The glabrezu's spellcasting ability is Intelligence (spell save DC 16). The glabrezu can innately cast the following spells, requiring no material components:\nAt will: darkness, detect magic, dispel magic\n1/day each: confusion, fly, power word stun"},{"name":"Magic Resistance","desc":"The glabrezu has advantage on saving throws against spells and other magical effects."}],"spell_list":["https://api-beta.open5e.com/v2/spells/darkness/?format=json","https://api-beta.open5e.com/v2/spells/detect-magic/?format=json","https://api-beta.open5e.com/v2/spells/dispel-magic/?format=json","https://api-beta.open5e.com/v2/spells/confusion/?format=json","https://api-beta.open5e.com/v2/spells/fly/?format=json","https://api-beta.open5e.com/v2/spells/power-word-stun/?format=json"],"page_no":271,"environments":["Abyss"],"img_main":null,"document__slug":"wotc-srd","document__title":"5e Core Rules","document__license_url":"http://open5e.com/legal","document__url":"http://dnd.wizards.com/articles/features/systems-reference-document-srd","v2_converted_path":"/v2/creatures/srd_glabrezu/"},{"slug":"gladiator","desc":"**Gladiators** battle for the entertainment of raucous crowds. Some gladiators are brutal pit fighters who treat each match as a life-or-death struggle, while others are professional duelists who command huge fees but rarely fight to the death.","name":"Gladiator","size":"Medium","type":"Humanoid","subtype":"any race","group":"NPCs","alignment":"any alignment","armor_class":16,"armor_desc":"studded leather, shield","hit_points":112,"hit_dice":"15d8+45","speed":{"walk":30},"strength":18,"dexterity":15,"constitution":16,"intelligence":10,"wisdom":12,"charisma":15,"strength_save":7,"dexterity_save":5,"constitution_save":6,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":null,"skills":{"athletics":10,"intimidation":5},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"","condition_immunities":"","senses":"passive Perception 11","languages":"any one language (usually Common)","challenge_rating":"5","cr":5.0,"actions":[{"name":"Multiattack","desc":"The gladiator makes three melee attacks or two ranged attacks."},{"name":"Spear","desc":"Melee or Ranged Weapon Attack: +7 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 11 (2d6 + 4) piercing damage, or 13 (2d8 + 4) piercing damage if used with two hands to make a melee attack.","attack_bonus":7,"damage_dice":"2d6","damage_bonus":4},{"name":"Shield Bash","desc":"Melee Weapon Attack: +7 to hit, reach 5 ft., one creature. Hit: 9 (2d4 + 4) bludgeoning damage. If the target is a Medium or smaller creature, it must succeed on a DC 15 Strength saving throw or be knocked prone.","attack_bonus":7,"damage_dice":"2d4","damage_bonus":4}],"bonus_actions":null,"reactions":[{"name":"Parry","desc":"The gladiator adds 3 to its AC against one melee attack that would hit it. To do so, the gladiator must see the attacker and be wielding a melee weapon."}],"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Brave","desc":"The gladiator has advantage on saving throws against being frightened."},{"name":"Brute","desc":"A melee weapon deals one extra die of its damage when the gladiator hits with it (included in the attack)."}],"spell_list":[],"page_no":399,"environments":["Urban","Settlement"],"img_main":null,"document__slug":"wotc-srd","document__title":"5e Core Rules","document__license_url":"http://open5e.com/legal","document__url":"http://dnd.wizards.com/articles/features/systems-reference-document-srd","v2_converted_path":"/v2/creatures/srd_gladiator/"},{"slug":"griffon","desc":"","name":"Griffon","size":"Large","type":"Monstrosity","subtype":"","group":null,"alignment":"unaligned","armor_class":12,"armor_desc":null,"hit_points":59,"hit_dice":"7d10+21","speed":{"walk":30,"fly":80},"strength":18,"dexterity":15,"constitution":16,"intelligence":2,"wisdom":13,"charisma":8,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":5,"skills":{"perception":5},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"","condition_immunities":"","senses":"darkvision 60 ft., passive Perception 15","languages":"","challenge_rating":"2","cr":2.0,"actions":[{"name":"Multiattack","desc":"The griffon makes two attacks: one with its beak and one with its claws."},{"name":"Beak","desc":"Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) piercing damage.","attack_bonus":6,"damage_dice":"1d8","damage_bonus":4},{"name":"Claws","desc":"Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) slashing damage.","attack_bonus":6,"damage_dice":"2d6","damage_bonus":4}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Keen Sight","desc":"The griffon has advantage on Wisdom (Perception) checks that rely on sight."}],"spell_list":[],"page_no":318,"environments":["Hill","Desert","Mountains","Coastal","Grassland","Arctic","Hills","Plane Of Air","Mountain"],"img_main":null,"document__slug":"wotc-srd","document__title":"5e Core Rules","document__license_url":"http://open5e.com/legal","document__url":"http://dnd.wizards.com/articles/features/systems-reference-document-srd","v2_converted_path":"/v2/creatures/srd_griffon/"},{"slug":"gynosphinx","desc":"","name":"Gynosphinx","size":"Large","type":"Monstrosity","subtype":"","group":"Sphinxes","alignment":"lawful neutral","armor_class":17,"armor_desc":"natural armor","hit_points":136,"hit_dice":"16d10+48","speed":{"walk":40,"fly":60},"strength":18,"dexterity":15,"constitution":16,"intelligence":18,"wisdom":18,"charisma":18,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":8,"skills":{"arcana":12,"history":12,"perception":8,"religion":8},"damage_vulnerabilities":"","damage_resistances":"bludgeoning, piercing, and slashing from nonmagical attacks","damage_immunities":"psychic","condition_immunities":"charmed, frightened","senses":"truesight 120 ft., passive Perception 18","languages":"Common, Sphinx","challenge_rating":"11","cr":11.0,"actions":[{"name":"Multiattack","desc":"The sphinx makes two claw attacks."},{"name":"Claw","desc":"Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) slashing damage.","attack_bonus":9,"damage_dice":"2d8","damage_bonus":4}],"bonus_actions":null,"reactions":null,"legendary_desc":"The sphinx 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 sphinx regains spent legendary actions at the start of its turn.","legendary_actions":[{"name":"Claw Attack","desc":"The sphinx makes one claw attack."},{"name":"Teleport (Costs 2 Actions)","desc":"The sphinx magically teleports, along with any equipment it is wearing or carrying, up to 120 feet to an unoccupied space it can see."},{"name":"Cast a Spell (Costs 3 Actions)","desc":"The sphinx casts a spell from its list of prepared spells, using a spell slot as normal."}],"special_abilities":[{"name":"Inscrutable","desc":"The sphinx is immune to any effect that would sense its emotions or read its thoughts, as well as any divination spell that it refuses. Wisdom (Insight) checks made to ascertain the sphinx's intentions or sincerity have disadvantage."},{"name":"Magic Weapons","desc":"The sphinx's weapon attacks are magical."},{"name":"Spellcasting","desc":"The sphinx is a 9th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 16, +8 to hit with spell attacks). It requires no material components to cast its spells. The sphinx has the following wizard spells prepared:\n\n* Cantrips (at will): mage hand, minor illusion, prestidigitation\n* 1st level (4 slots): detect magic, identify, shield\n* 2nd level (3 slots): darkness, locate object, suggestion\n* 3rd level (3 slots): dispel magic, remove curse, tongues\n* 4th level (3 slots): banishment, greater invisibility\n* 5th level (1 slot): legend lore"}],"spell_list":["https://api-beta.open5e.com/v2/spells/mage-hand/?format=json","https://api-beta.open5e.com/v2/spells/minor-illusion/?format=json","https://api-beta.open5e.com/v2/spells/prestidigitation/?format=json","https://api-beta.open5e.com/v2/spells/detect-magic/?format=json","https://api-beta.open5e.com/v2/spells/identify/?format=json","https://api-beta.open5e.com/v2/spells/shield/?format=json","https://api-beta.open5e.com/v2/spells/darkness/?format=json","https://api-beta.open5e.com/v2/spells/locate-object/?format=json","https://api-beta.open5e.com/v2/spells/suggestion/?format=json","https://api-beta.open5e.com/v2/spells/dispel-magic/?format=json","https://api-beta.open5e.com/v2/spells/remove-curse/?format=json","https://api-beta.open5e.com/v2/spells/tongues/?format=json","https://api-beta.open5e.com/v2/spells/banishment/?format=json","https://api-beta.open5e.com/v2/spells/greater-invisibility/?format=json","https://api-beta.open5e.com/v2/spells/legend-lore/?format=json"],"page_no":348,"environments":["Desert","Ruins"],"img_main":null,"document__slug":"wotc-srd","document__title":"5e Core Rules","document__license_url":"http://open5e.com/legal","document__url":"http://dnd.wizards.com/articles/features/systems-reference-document-srd","v2_converted_path":"/v2/creatures/srd_gynosphinx/"},{"slug":"homunculus","desc":"","name":"Homunculus","size":"Tiny","type":"Construct","subtype":"","group":null,"alignment":"neutral","armor_class":13,"armor_desc":"natural armor","hit_points":5,"hit_dice":"2d4","speed":{"walk":20,"fly":40},"strength":4,"dexterity":15,"constitution":11,"intelligence":10,"wisdom":10,"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":"poison","condition_immunities":"charmed, poisoned","senses":"darkvision 60 ft., passive Perception 10","languages":"understands the languages of its creator but can't speak","challenge_rating":"0","cr":0.0,"actions":[{"name":"Bite","desc":"Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 1 piercing damage, and the target must succeed on a DC 10 Constitution saving throw or be poisoned for 1 minute. If the saving throw fails by 5 or more, the target is instead poisoned for 5 (1d10) minutes and unconscious while poisoned in this way.","attack_bonus":4,"damage_bonus":1}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Telepathic Bond","desc":"While the homunculus is on the same plane of existence as its master, it can magically convey what it senses to its master, and the two can communicate telepathically."}],"spell_list":[],"page_no":322,"environments":["Laboratory"],"img_main":null,"document__slug":"wotc-srd","document__title":"5e Core Rules","document__license_url":"http://open5e.com/legal","document__url":"http://dnd.wizards.com/articles/features/systems-reference-document-srd","v2_converted_path":"/v2/creatures/srd_homunculus/"},{"slug":"jackal","desc":"","name":"Jackal","size":"Small","type":"Beast","subtype":"","group":"Miscellaneous Creatures","alignment":"unaligned","armor_class":12,"armor_desc":null,"hit_points":3,"hit_dice":"1d6","speed":{"walk":40},"strength":8,"dexterity":15,"constitution":11,"intelligence":3,"wisdom":12,"charisma":6,"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":"","damage_immunities":"","condition_immunities":"","senses":"passive Perception 13","languages":"","challenge_rating":"0","cr":0.0,"actions":[{"name":"Bite","desc":"Melee Weapon Attack: +1 to hit, reach 5 ft., one target. Hit: 1 (1d4 - 1) piercing damage.","attack_bonus":1,"damage_dice":"1d4","damage_bonus":-1}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Keen Hearing and Smell","desc":"The jackal has advantage on Wisdom (Perception) checks that rely on hearing or smell."},{"name":"Pack Tactics","desc":"The jackal has advantage on an attack roll against a creature if at least one of the jackal's allies is within 5 ft. of the creature and the ally isn't incapacitated."}],"spell_list":[],"page_no":382,"environments":["Desert","Shadowfell","Grassland","Ruin"],"img_main":null,"document__slug":"wotc-srd","document__title":"5e Core Rules","document__license_url":"http://open5e.com/legal","document__url":"http://dnd.wizards.com/articles/features/systems-reference-document-srd","v2_converted_path":"/v2/creatures/srd_jackal/"},{"slug":"kobold","desc":"","name":"Kobold","size":"Small","type":"Humanoid","subtype":"kobold","group":null,"alignment":"lawful evil","armor_class":12,"armor_desc":null,"hit_points":5,"hit_dice":"2d6-2","speed":{"walk":30},"strength":7,"dexterity":15,"constitution":9,"intelligence":8,"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":"darkvision 60 ft., passive Perception 8","languages":"Common, Draconic","challenge_rating":"1/8","cr":0.125,"actions":[{"name":"Dagger","desc":"Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) piercing damage.","attack_bonus":4,"damage_dice":"1d4","damage_bonus":2},{"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","damage_bonus":2}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Sunlight Sensitivity","desc":"While in sunlight, the kobold has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight."},{"name":"Pack Tactics","desc":"The kobold has advantage on an attack roll against a creature if at least one of the kobold's allies is within 5 ft. of the creature and the ally isn't incapacitated."}],"spell_list":[],"page_no":324,"environments":["Hill","Underdark","Mountains","Coastal","Tundra","Grassland","Ruin","Swamp","Mountain","Desert","Settlement","Urban","Forest","Arctic","Jungle","Hills","Caverns","Plane Of Earth"],"img_main":null,"document__slug":"wotc-srd","document__title":"5e Core Rules","document__license_url":"http://open5e.com/legal","document__url":"http://dnd.wizards.com/articles/features/systems-reference-document-srd","v2_converted_path":"/v2/creatures/srd_kobold/"},{"slug":"lion","desc":"","name":"Lion","size":"Large","type":"Beast","subtype":"","group":"Miscellaneous Creatures","alignment":"unaligned","armor_class":12,"armor_desc":null,"hit_points":26,"hit_dice":"4d10+4","speed":{"walk":50},"strength":17,"dexterity":15,"constitution":13,"intelligence":3,"wisdom":12,"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,"stealth":6},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"","condition_immunities":"","senses":"passive Perception 13","languages":"","challenge_rating":"1","cr":1.0,"actions":[{"name":"Bite","desc":"Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) piercing damage.","attack_bonus":5,"damage_dice":"1d8","damage_bonus":3},{"name":"Claw","desc":"Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) slashing damage.","attack_bonus":5,"damage_dice":"1d6","damage_bonus":3}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Keen Smell","desc":"The lion has advantage on Wisdom (Perception) checks that rely on smell."},{"name":"Pack Tactics","desc":"The lion has advantage on an attack roll against a creature if at least one of the lion's allies is within 5 ft. of the creature and the ally isn't incapacitated."},{"name":"Pounce","desc":"If the lion moves at least 20 ft. straight toward a creature and then hits it with a claw attack on the same turn, that target must succeed on a DC 13 Strength saving throw or be knocked prone. If the target is prone, the lion can make one bite attack against it as a bonus action."},{"name":"Running Leap","desc":"With a 10-foot running start, the lion can long jump up to 25 ft.."}],"spell_list":[],"page_no":383,"environments":["Hill","Desert","Grassland","Mountain","Forest"],"img_main":null,"document__slug":"wotc-srd","document__title":"5e Core Rules","document__license_url":"http://open5e.com/legal","document__url":"http://dnd.wizards.com/articles/features/systems-reference-document-srd","v2_converted_path":"/v2/creatures/srd_lion/"},{"slug":"magmin","desc":"","name":"Magmin","size":"Small","type":"Elemental","subtype":"","group":null,"alignment":"chaotic neutral","armor_class":14,"armor_desc":"natural armor","hit_points":9,"hit_dice":"2d6+2","speed":{"walk":30},"strength":7,"dexterity":15,"constitution":12,"intelligence":8,"wisdom":11,"charisma":10,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":null,"skills":{},"damage_vulnerabilities":"","damage_resistances":"bludgeoning, piercing, and slashing from nonmagical attacks","damage_immunities":"fire","condition_immunities":"","senses":"darkvision 60 ft., passive Perception 10","languages":"Ignan","challenge_rating":"1/2","cr":0.5,"actions":[{"name":"Touch","desc":"Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 7 (2d6) fire damage. If the target is a creature or a flammable object, it ignites. Until a target takes an action to douse the fire, the target takes 3 (1d6) fire damage at the end of each of its turns.","attack_bonus":4,"damage_dice":"2d6"}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Death Burst","desc":"When the magmin dies, it explodes in a burst of fire and magma. Each creature within 10 ft. of it must make a DC 11 Dexterity saving throw, taking 7 (2d6) fire damage on a failed save, or half as much damage on a successful one. Flammable objects that aren't being worn or carried in that area are ignited.","attack_bonus":0,"damage_dice":"2d6"},{"name":"Ignited Illumination","desc":"As a bonus action, the magmin can set itself ablaze or extinguish its flames. While ablaze, the magmin sheds bright light in a 10-foot radius and dim light for an additional 10 ft."}],"spell_list":[],"page_no":329,"environments":["Desert","Mountains","Caverns","Plane Of Fire","Laboratory"],"img_main":null,"document__slug":"wotc-srd","document__title":"5e Core Rules","document__license_url":"http://open5e.com/legal","document__url":"http://dnd.wizards.com/articles/features/systems-reference-document-srd","v2_converted_path":"/v2/creatures/srd_magmin/"},{"slug":"medusa","desc":"","name":"Medusa","size":"Medium","type":"Monstrosity","subtype":"","group":null,"alignment":"lawful evil","armor_class":15,"armor_desc":"natural armor","hit_points":127,"hit_dice":"17d8+51","speed":{"walk":30},"strength":10,"dexterity":15,"constitution":16,"intelligence":12,"wisdom":13,"charisma":15,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":4,"skills":{"deception":5,"insight":4,"perception":4,"stealth":5},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"","condition_immunities":"","senses":"darkvision 60 ft., passive Perception 14","languages":"Common","challenge_rating":"6","cr":6.0,"actions":[{"name":"Multiattack","desc":"The medusa makes either three melee attacks - one with its snake hair and two with its shortsword - or two ranged attacks with its longbow."},{"name":"Snake Hair","desc":"Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. Hit: 4 (1d4 + 2) piercing damage plus 14 (4d6) poison damage.","attack_bonus":5,"damage_dice":"1d4","damage_bonus":2},{"name":"Shortsword","desc":"Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) piercing damage.","attack_bonus":5,"damage_dice":"1d6","damage_bonus":2},{"name":"Longbow","desc":"Ranged Weapon Attack: +5 to hit, range 150/600 ft., one target. Hit: 6 (1d8 + 2) piercing damage plus 7 (2d6) poison damage.","attack_bonus":5,"damage_dice":"2d6"}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Petrifying Gaze","desc":"When a creature that can see the medusa's eyes starts its turn within 30 ft. of the medusa, the medusa can force it to make a DC 14 Constitution saving throw if the medusa isn't incapacitated and can see the creature. If the saving throw fails by 5 or more, the creature is instantly petrified. Otherwise, a creature that fails the save begins to turn to stone and is restrained. The restrained creature must repeat the saving throw at the end of its next turn, becoming petrified on a failure or ending the effect on a success. The petrification lasts until the creature is freed by the greater restoration spell or other magic.\nUnless surprised, a creature can avert its eyes to avoid the saving throw at the start of its turn. If the creature does so, it can't see the medusa until the start of its next turn, when it can avert its eyes again. If the creature looks at the medusa in the meantime, it must immediately make the save.\nIf the medusa sees itself reflected on a polished surface within 30 ft. of it and in an area of bright light, the medusa is, due to its curse, affected by its own gaze."}],"spell_list":[],"page_no":330,"environments":["Desert","Mountains","Tundra","Forest","Jungle","Caverns","Settlement","Plane Of Earth"],"img_main":null,"document__slug":"wotc-srd","document__title":"5e Core Rules","document__license_url":"http://open5e.com/legal","document__url":"http://dnd.wizards.com/articles/features/systems-reference-document-srd","v2_converted_path":"/v2/creatures/srd_medusa/"},{"slug":"night-hag","desc":"","name":"Night Hag","size":"Medium","type":"Fiend","subtype":"","group":"Hags","alignment":"neutral evil","armor_class":17,"armor_desc":"natural armor","hit_points":112,"hit_dice":"15d8+45","speed":{"walk":30},"strength":18,"dexterity":15,"constitution":16,"intelligence":16,"wisdom":14,"charisma":16,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":6,"skills":{"deception":7,"insight":6,"perception":6,"stealth":6},"damage_vulnerabilities":"","damage_resistances":"cold, fire; bludgeoning, piercing, and slashing from nonmagical attacks not made with silvered weapons","damage_immunities":"","condition_immunities":"charmed","senses":"darkvision 120 ft., passive Perception 16","languages":"Abyssal, Common, Infernal, Primordial","challenge_rating":"5","cr":5.0,"actions":[{"name":"Claws (Hag Form Only)","desc":"Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) slashing damage.","attack_bonus":7,"damage_dice":"2d8","damage_bonus":4},{"name":"Change Shape","desc":"The hag magically polymorphs into a Small or Medium female humanoid, or back into her true form. Her statistics are the same in each form. Any equipment she is wearing or carrying isn't transformed. She reverts to her true form if she dies."},{"name":"Etherealness","desc":"The hag magically enters the Ethereal Plane from the Material Plane, or vice versa. To do so, the hag must have a heartstone in her possession."},{"name":"Nightmare Haunting (1/Day)","desc":"While on the Ethereal Plane, the hag magically touches a sleeping humanoid on the Material Plane. A protection from evil and good spell cast on the target prevents this contact, as does a magic circle. As long as the contact persists, the target has dreadful visions. If these visions last for at least 1 hour, the target gains no benefit from its rest, and its hit point maximum is reduced by 5 (1d10). If this effect reduces the target's hit point maximum to 0, the target dies, and if the target was evil, its soul is trapped in the hag's soul bag. The reduction to the target's hit point maximum lasts until removed by the greater restoration spell or similar magic."}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Innate Spellcasting","desc":"The hag's innate spellcasting ability is Charisma (spell save DC 14, +6 to hit with spell attacks). She can innately cast the following spells, requiring no material components:\n\nAt will: detect magic, magic missile\n2/day each: plane shift (self only), ray of enfeeblement, sleep"},{"name":"Magic Resistance","desc":"The hag has advantage on saving throws against spells and other magical effects."},{"name":"Night Hag Items","desc":"A night hag carries two very rare magic items that she must craft for herself If either object is lost, the night hag will go to great lengths to retrieve it, as creating a new tool takes time and effort.\nHeartstone: This lustrous black gem allows a night hag to become ethereal while it is in her possession. The touch of a heartstone also cures any disease. Crafting a heartstone takes 30 days.\nSoul Bag: When an evil humanoid dies as a result of a night hag's Nightmare Haunting, the hag catches the soul in this black sack made of stitched flesh. A soul bag can hold only one evil soul at a time, and only the night hag who crafted the bag can catch a soul with it. Crafting a soul bag takes 7 days and a humanoid sacrifice (whose flesh is used to make the bag)."},{"name":"Hag Coven","desc":"When hags must work together, they form covens, in spite of their selfish natures. A coven is made up of hags of any type, all of whom are equals within the group. However, each of the hags continues to desire more personal power.\nA coven consists of three hags so that any arguments between two hags can be settled by the third. If more than three hags ever come together, as might happen if two covens come into conflict, the result is usually chaos."},{"name":"Shared Spellcasting (Coven Only)","desc":"While all three members of a hag coven are within 30 feet of one another, they can each cast the following spells from the wizard's spell list but must share the spell slots among themselves:\n\n* 1st level (4 slots): identify, ray of sickness\n* 2nd level (3 slots): hold person, locate object\n* 3rd level (3 slots): bestow curse, counterspell, lightning bolt\n* 4th level (3 slots): phantasmal killer, polymorph\n* 5th level (2 slots): contact other plane, scrying\n* 6th level (1 slot): eye bite\n\nFor casting these spells, each hag is a 12th-level spellcaster that uses Intelligence as her spellcasting ability. The spell save DC is 12+the hag's Intelligence modifier, and the spell attack bonus is 4+the hag's Intelligence modifier."},{"name":"Hag Eye (Coven Only)","desc":"A hag coven can craft a magic item called a hag eye, which is made from a real eye coated in varnish and often fitted to a pendant or other wearable item. The hag eye is usually entrusted to a minion for safekeeping and transport. A hag in the coven can take an action to see what the hag eye sees if the hag eye is on the same plane of existence. A hag eye has AC 10, 1 hit point, and darkvision with a radius of 60 feet. If it is destroyed, each coven member takes 3d10 psychic damage and is blinded for 24 hours.\nA hag coven can have only one hag eye at a time, and creating a new one requires all three members of the coven to perform a ritual. The ritual takes 1 hour, and the hags can't perform it while blinded. During the ritual, if the hags take any action other than performing the ritual, they must start over."}],"spell_list":["https://api-beta.open5e.com/v2/spells/detect-magic/?format=json","https://api-beta.open5e.com/v2/spells/magic-missile/?format=json","https://api-beta.open5e.com/v2/spells/plane-shift/?format=json","https://api-beta.open5e.com/v2/spells/ray-of-enfeeblement/?format=json","https://api-beta.open5e.com/v2/spells/sleep/?format=json","https://api-beta.open5e.com/v2/spells/identify/?format=json","https://api-beta.open5e.com/v2/spells/ray-of-sickness/?format=json","https://api-beta.open5e.com/v2/spells/hold-person/?format=json","https://api-beta.open5e.com/v2/spells/locate-object/?format=json","https://api-beta.open5e.com/v2/spells/bestow-curse/?format=json","https://api-beta.open5e.com/v2/spells/counterspell/?format=json","https://api-beta.open5e.com/v2/spells/lightning-bolt/?format=json","https://api-beta.open5e.com/v2/spells/phantasmal-killer/?format=json","https://api-beta.open5e.com/v2/spells/polymorph/?format=json","https://api-beta.open5e.com/v2/spells/contact-other-plane/?format=json","https://api-beta.open5e.com/v2/spells/scrying/?format=json","https://api-beta.open5e.com/v2/spells/eye-bite/?format=json"],"page_no":319,"environments":["Forest","Ruin","Jungle","Feywild","Shadowfell","Caverns","Swamp","Settlement","Hell"],"img_main":null,"document__slug":"wotc-srd","document__title":"5e Core Rules","document__license_url":"http://open5e.com/legal","document__url":"http://dnd.wizards.com/articles/features/systems-reference-document-srd","v2_converted_path":"/v2/creatures/srd_night-hag/"},{"slug":"nightmare","desc":"","name":"Nightmare","size":"Large","type":"Fiend","subtype":"","group":null,"alignment":"neutral evil","armor_class":13,"armor_desc":"natural armor","hit_points":68,"hit_dice":"8d10+24","speed":{"walk":60,"fly":90},"strength":18,"dexterity":15,"constitution":16,"intelligence":10,"wisdom":13,"charisma":15,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":null,"skills":{},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"fire","condition_immunities":"","senses":"passive Perception 11","languages":"understands Abyssal, Common, and Infernal but can't speak","challenge_rating":"3","cr":3.0,"actions":[{"name":"Hooves","desc":"Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) bludgeoning damage plus 7 (2d6) fire damage.","attack_bonus":6,"damage_dice":"2d8+2d6","damage_bonus":4},{"name":"Ethereal Stride","desc":"The nightmare and up to three willing creatures within 5 feet of it magically enter the Ethereal Plane from the Material Plane, or vice versa."}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Confer Fire Resistance","desc":"The nightmare can grant resistance to fire damage to anyone riding it."},{"name":"Illumination","desc":"The nightmare sheds bright light in a 10-foot radius and dim light for an additional 10 feet."}],"spell_list":[],"page_no":336,"environments":["Abyss","Shadowfell","Hell"],"img_main":null,"document__slug":"wotc-srd","document__title":"5e Core Rules","document__license_url":"http://open5e.com/legal","document__url":"http://dnd.wizards.com/articles/features/systems-reference-document-srd","v2_converted_path":"/v2/creatures/srd_nightmare/"},{"slug":"octopus","desc":"","name":"Octopus","size":"Small","type":"Beast","subtype":"","group":"Miscellaneous Creatures","alignment":"unaligned","armor_class":12,"armor_desc":null,"hit_points":3,"hit_dice":"1d6","speed":{"walk":5,"swim":30},"strength":4,"dexterity":15,"constitution":11,"intelligence":3,"wisdom":10,"charisma":4,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":2,"skills":{"perception":2,"stealth":4},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"","condition_immunities":"","senses":"darkvision 30 ft., passive Perception 12","languages":"","challenge_rating":"0","cr":0.0,"actions":[{"name":"Tentacles","desc":"Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 1 bludgeoning damage, and the target is grappled (escape DC 10). Until this grapple ends, the octopus can't use its tentacles on another target.","attack_bonus":4,"damage_bonus":1},{"name":"Ink Cloud (Recharges after a Short or Long Rest)","desc":"A 5-foot-radius cloud of ink extends all around the octopus if it is underwater. The area is heavily obscured for 1 minute, although a significant current can disperse the ink. After releasing the ink, the octopus can use the Dash action as a bonus action."}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Hold Breath","desc":"While out of water, the octopus can hold its breath for 30 minutes."},{"name":"Underwater Camouflage","desc":"The octopus has advantage on Dexterity (Stealth) checks made while underwater."},{"name":"Water Breathing","desc":"The octopus can breathe only underwater."}],"spell_list":[],"page_no":384,"environments":["Water"],"img_main":null,"document__slug":"wotc-srd","document__title":"5e Core Rules","document__license_url":"http://open5e.com/legal","document__url":"http://dnd.wizards.com/articles/features/systems-reference-document-srd","v2_converted_path":"/v2/creatures/srd_octopus/"},{"slug":"panther","desc":"","name":"Panther","size":"Medium","type":"Beast","subtype":"","group":"Miscellaneous Creatures","alignment":"unaligned","armor_class":12,"armor_desc":null,"hit_points":13,"hit_dice":"3d8","speed":{"walk":50,"climb":40},"strength":14,"dexterity":15,"constitution":10,"intelligence":3,"wisdom":14,"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":6},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"","condition_immunities":"","senses":"passive Perception 14","languages":"","challenge_rating":"1/4","cr":0.25,"actions":[{"name":"Bite","desc":"Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) piercing damage.","attack_bonus":4,"damage_dice":"1d6","damage_bonus":2},{"name":"Claw","desc":"Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) slashing damage.","attack_bonus":4,"damage_dice":"1d4","damage_bonus":2}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Keen Smell","desc":"The panther has advantage on Wisdom (Perception) checks that rely on smell."},{"name":"Pounce","desc":"If the panther moves at least 20 ft. straight toward a creature and then hits it with a claw attack on the same turn, that target must succeed on a DC 12 Strength saving throw or be knocked prone. If the target is prone, the panther can make one bite attack against it as a bonus action."}],"spell_list":[],"page_no":385,"environments":["Hill","Jungle","Grassland","Forest"],"img_main":null,"document__slug":"wotc-srd","document__title":"5e Core Rules","document__license_url":"http://open5e.com/legal","document__url":"http://dnd.wizards.com/articles/features/systems-reference-document-srd","v2_converted_path":"/v2/creatures/srd_panther/"},{"slug":"pegasus","desc":"","name":"Pegasus","size":"Large","type":"Celestial","subtype":"","group":null,"alignment":"chaotic good","armor_class":12,"armor_desc":null,"hit_points":59,"hit_dice":"7d10+21","speed":{"walk":60,"fly":90},"strength":18,"dexterity":15,"constitution":16,"intelligence":10,"wisdom":15,"charisma":13,"strength_save":null,"dexterity_save":4,"constitution_save":null,"intelligence_save":null,"wisdom_save":4,"charisma_save":3,"perception":6,"skills":{"perception":6},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"","condition_immunities":"","senses":"passive Perception 16","languages":"understands Celestial, Common, Elvish, and Sylvan but can't speak","challenge_rating":"2","cr":2.0,"actions":[{"name":"Hooves","desc":"Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) bludgeoning damage.","attack_bonus":6,"damage_dice":"2d6","damage_bonus":4}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":null,"spell_list":[],"page_no":340,"environments":["Hill","Astral Plane","Mountains","Grassland","Forest","Hills","Feywild"],"img_main":null,"document__slug":"wotc-srd","document__title":"5e Core Rules","document__license_url":"http://open5e.com/legal","document__url":"http://dnd.wizards.com/articles/features/systems-reference-document-srd","v2_converted_path":"/v2/creatures/srd_pegasus/"},{"slug":"phase-spider","desc":"A **phase spider** possesses the magical ability to phase in and out of the Ethereal Plane. It seems to appear out of nowhere and quickly vanishes after attacking. Its movement on the Ethereal Plane before coming back to the Material Plane makes it seem like it can teleport.","name":"Phase Spider","size":"Large","type":"Monstrosity","subtype":"","group":"Miscellaneous Creatures","alignment":"unaligned","armor_class":13,"armor_desc":"natural armor","hit_points":32,"hit_dice":"5d10+5","speed":{"walk":30,"climb":30},"strength":15,"dexterity":15,"constitution":12,"intelligence":6,"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":{"stealth":6},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"","condition_immunities":"","senses":"darkvision 60 ft., passive Perception 10","languages":"","challenge_rating":"3","cr":3.0,"actions":[{"name":"Bite","desc":"Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 7 (1d10 + 2) piercing damage, and the target must make a DC 11 Constitution saving throw, taking 18 (4d8) poison damage on a failed save, or half as much damage on a successful one. If the poison damage reduces the target to 0 hit points, the target is stable but poisoned for 1 hour, even after regaining hit points, and is paralyzed while poisoned in this way.","attack_bonus":4,"damage_dice":"1d10","damage_bonus":2}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Ethereal Jaunt","desc":"As a bonus action, the spider can magically shift from the Material Plane to the Ethereal Plane, or vice versa."},{"name":"Spider Climb","desc":"The spider can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check."},{"name":"Web Walker","desc":"The spider ignores movement restrictions caused by webbing."}],"spell_list":[],"page_no":385,"environments":["Hill","Underdark","Urban","Astral Plane","Mountains","Grassland","Forest","Ruin","Ethereal Plane","Feywild","Shadowfell","Caverns"],"img_main":null,"document__slug":"wotc-srd","document__title":"5e Core Rules","document__license_url":"http://open5e.com/legal","document__url":"http://dnd.wizards.com/articles/features/systems-reference-document-srd","v2_converted_path":"/v2/creatures/srd_phase-spider/"},{"slug":"plesiosaurus","desc":"","name":"Plesiosaurus","size":"Large","type":"Beast","subtype":"","group":"Dinosaurs","alignment":"unaligned","armor_class":13,"armor_desc":"natural armor","hit_points":68,"hit_dice":"8d10+24","speed":{"walk":20,"swim":40},"strength":18,"dexterity":15,"constitution":16,"intelligence":2,"wisdom":12,"charisma":5,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":3,"skills":{"perception":3,"stealth":4},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"","condition_immunities":"","senses":"passive Perception 13","languages":"","challenge_rating":"2","cr":2.0,"actions":[{"name":"Bite","desc":"Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 14 (3d6 + 4) piercing damage.","attack_bonus":6,"damage_dice":"3d6","damage_bonus":4}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Hold Breath","desc":"The plesiosaurus can hold its breath for 1 hour."}],"spell_list":[],"page_no":279,"environments":["Underwater","Coastal","Plane Of Water","Desert","Water"],"img_main":null,"document__slug":"wotc-srd","document__title":"5e Core Rules","document__license_url":"http://open5e.com/legal","document__url":"http://dnd.wizards.com/articles/features/systems-reference-document-srd","v2_converted_path":"/v2/creatures/srd_plesiosaurus/"},{"slug":"pseudodragon","desc":"","name":"Pseudodragon","size":"Tiny","type":"Dragon","subtype":"","group":null,"alignment":"neutral good","armor_class":13,"armor_desc":"natural armor","hit_points":7,"hit_dice":"2d4+2","speed":{"walk":15,"fly":60},"strength":6,"dexterity":15,"constitution":13,"intelligence":10,"wisdom":12,"charisma":10,"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":"","damage_immunities":"","condition_immunities":"","senses":"blindsight 10 ft., darkvision 60 ft., passive Perception 13","languages":"understands Common and Draconic but can't speak","challenge_rating":"1/4","cr":0.25,"actions":[{"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","damage_bonus":2},{"name":"Sting","desc":"Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 4 (1d4 + 2) piercing damage, and the target must succeed on a DC 11 Constitution saving throw or become poisoned for 1 hour. If the saving throw fails by 5 or more, the target falls unconscious for the same duration, or until it takes damage or another creature uses an action to shake it awake.","attack_bonus":4,"damage_dice":"1d4","damage_bonus":2}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Keen Senses","desc":"The pseudodragon has advantage on Wisdom (Perception) checks that rely on sight, hearing, or smell."},{"name":"Magic Resistance","desc":"The pseudodragon has advantage on saving throws against spells and other magical effects."},{"name":"Limited Telepathy","desc":"The pseudodragon can magically communicate simple ideas, emotions, and images telepathically with any creature within 100 ft. of it that can understand a language."},{"name":"Variant: Familiar","desc":"The pseudodragon can serve another creature as a familiar, forming a magic, telepathic bond with that willing companion. While the two are bonded, the companion can sense what the pseudodragon senses as long as they are within 1 mile of each other. While the pseudodragon is within 10 feet of its companion, the companion shares the pseudodragon's Magic Resistance trait. At any time and for any reason, the pseudodragon can end its service as a familiar, ending the telepathic bond."}],"spell_list":[],"page_no":340,"environments":["Hill","Desert","Urban","Mountains","Coastal","Forest","Jungle","Swamp","Mountain"],"img_main":null,"document__slug":"wotc-srd","document__title":"5e Core Rules","document__license_url":"http://open5e.com/legal","document__url":"http://dnd.wizards.com/articles/features/systems-reference-document-srd","v2_converted_path":"/v2/creatures/srd_pseudodragon/"},{"slug":"spy","desc":"Rulers, nobles, merchants, guildmasters, and other wealthy individuals use **spies** to gain the upper hand in a world of cutthroat politics. A spy is trained to secretly gather information. Loyal spies would rather die than divulge information that could compromise them or their employers.","name":"Spy","size":"Medium","type":"Humanoid","subtype":"any race","group":"NPCs","alignment":"any alignment","armor_class":12,"armor_desc":null,"hit_points":27,"hit_dice":"6d8","speed":{"walk":30},"strength":10,"dexterity":15,"constitution":10,"intelligence":12,"wisdom":14,"charisma":16,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":6,"skills":{"deception":5,"insight":4,"investigation":5,"perception":6,"persuasion":5,"stealth":4},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"","condition_immunities":"","senses":"passive Perception 16","languages":"any two languages","challenge_rating":"1","cr":1.0,"actions":[{"name":"Multiattack","desc":"The spy makes two melee 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","damage_bonus":2},{"name":"Hand Crossbow","desc":"Ranged Weapon Attack: +4 to hit, range 30/120 ft., one target. Hit: 5 (1d6 + 2) piercing damage.","attack_bonus":4,"damage_dice":"1d6","damage_bonus":2}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Cunning Action","desc":"On each of its turns, the spy can use a bonus action to take the Dash, Disengage, or Hide action."},{"name":"Sneak Attack (1/Turn)","desc":"The spy deals an extra 7 (2d6) damage when it hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5 ft. of an ally of the spy that isn't incapacitated and the spy doesn't have disadvantage on the attack roll.","attack_bonus":0,"damage_dice":"2d6"}],"spell_list":[],"page_no":402,"environments":["Urban","Sewer","Ruin","Settlement"],"img_main":null,"document__slug":"wotc-srd","document__title":"5e Core Rules","document__license_url":"http://open5e.com/legal","document__url":"http://dnd.wizards.com/articles/features/systems-reference-document-srd","v2_converted_path":"/v2/creatures/srd_spy/"},{"slug":"stone-giant","desc":"","name":"Stone Giant","size":"Huge","type":"Giant","subtype":"","group":"Giants","alignment":"neutral","armor_class":17,"armor_desc":"natural armor","hit_points":126,"hit_dice":"11d12+55","speed":{"walk":40},"strength":23,"dexterity":15,"constitution":20,"intelligence":10,"wisdom":12,"charisma":9,"strength_save":null,"dexterity_save":5,"constitution_save":8,"intelligence_save":null,"wisdom_save":4,"charisma_save":null,"perception":4,"skills":{"athletics":12,"perception":4},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"","condition_immunities":"","senses":"darkvision 60 ft., passive Perception 14","languages":"Giant","challenge_rating":"7","cr":7.0,"actions":[{"name":"Multiattack","desc":"The giant makes two greatclub attacks."},{"name":"Greatclub","desc":"Melee Weapon Attack: +9 to hit, reach 15 ft., one target. Hit: 19 (3d8 + 6) bludgeoning damage.","attack_bonus":9,"damage_dice":"3d8","damage_bonus":6},{"name":"Rock","desc":"Ranged Weapon Attack: +9 to hit, range 60/240 ft., one target. Hit: 28 (4d10 + 6) bludgeoning damage. If the target is a creature, it must succeed on a DC 17 Strength saving throw or be knocked prone.","attack_bonus":9,"damage_dice":"4d10","damage_bonus":6}],"bonus_actions":null,"reactions":[{"name":"Rock Catching","desc":"If a rock or similar object is hurled at the giant, the giant can, with a successful DC 10 Dexterity saving throw, catch the missile and take no bludgeoning damage from it."}],"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Stone Camouflage","desc":"The giant has advantage on Dexterity (Stealth) checks made to hide in rocky terrain."}],"spell_list":[],"page_no":313,"environments":["Hill","Underdark","Hills","Mountains","Mountain","Plane Of Earth"],"img_main":null,"document__slug":"wotc-srd","document__title":"5e Core Rules","document__license_url":"http://open5e.com/legal","document__url":"http://dnd.wizards.com/articles/features/systems-reference-document-srd","v2_converted_path":"/v2/creatures/srd_stone-giant/"},{"slug":"swarm-of-bats","desc":"","name":"Swarm of Bats","size":"Medium","type":"Beast","subtype":"Swarm","group":"Miscellaneous Creatures","alignment":"unaligned","armor_class":12,"armor_desc":null,"hit_points":22,"hit_dice":"5d8","speed":{"walk":0,"fly":30},"strength":5,"dexterity":15,"constitution":10,"intelligence":2,"wisdom":12,"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":"bludgeoning, piercing, slashing","damage_immunities":"","condition_immunities":"charmed, frightened, grappled, paralyzed, petrified, prone, restrained, stunned","senses":"blindsight 60 ft., passive Perception 11","languages":"","challenge_rating":"1/4","cr":0.25,"actions":[{"name":"Bites","desc":"Melee Weapon Attack: +4 to hit, reach 0 ft., one creature in the swarm's space. Hit: 5 (2d4) piercing damage, or 2 (1d4) piercing damage if the swarm has half of its hit points or fewer.","attack_bonus":4,"damage_dice":"2d4"}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Echolocation","desc":"The swarm can't use its blindsight while deafened."},{"name":"Keen Hearing","desc":"The swarm has advantage on Wisdom (Perception) checks that rely on hearing."},{"name":"Swarm","desc":"The swarm can occupy another creature's space and vice versa, and the swarm can move through any opening large enough for a Tiny bat. The swarm can't regain hit points or gain temporary hit points."}],"spell_list":[],"page_no":389,"environments":["Hill","Underdark","Urban","Mountains","Tomb","Jungle","Shadowfell","Mountain","Caverns"],"img_main":null,"document__slug":"wotc-srd","document__title":"5e Core Rules","document__license_url":"http://open5e.com/legal","document__url":"http://dnd.wizards.com/articles/features/systems-reference-document-srd","v2_converted_path":"/v2/creatures/srd_swarm-of-bats/"},{"slug":"tiger","desc":"","name":"Tiger","size":"Large","type":"Beast","subtype":"","group":"Miscellaneous Creatures","alignment":"unaligned","armor_class":12,"armor_desc":null,"hit_points":37,"hit_dice":"5d10+10","speed":{"walk":40},"strength":17,"dexterity":15,"constitution":14,"intelligence":3,"wisdom":12,"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,"stealth":6},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"","condition_immunities":"","senses":"darkvision 60 ft., passive Perception 13","languages":"","challenge_rating":"1","cr":1.0,"actions":[{"name":"Bite","desc":"Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 8 (1d10 + 3) piercing damage.","attack_bonus":5,"damage_dice":"1d10","damage_bonus":3},{"name":"Claw","desc":"Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) slashing damage."}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Keen Smell","desc":"The tiger has advantage on Wisdom (Perception) checks that rely on smell."},{"name":"Pounce","desc":"If the tiger moves at least 20 ft. straight toward a creature and then hits it with a claw attack on the same turn, that target must succeed on a DC 13 Strength saving throw or be knocked prone. If the target is prone, the tiger can make one bite attack against it as a bonus action."}],"spell_list":[],"page_no":391,"environments":["Jungle","Grassland","Forest"],"img_main":null,"document__slug":"wotc-srd","document__title":"5e Core Rules","document__license_url":"http://open5e.com/legal","document__url":"http://dnd.wizards.com/articles/features/systems-reference-document-srd","v2_converted_path":"/v2/creatures/srd_tiger/"},{"slug":"vrock","desc":"","name":"Vrock","size":"Large","type":"Fiend","subtype":"demon","group":"Demons","alignment":"chaotic evil","armor_class":15,"armor_desc":"natural armor","hit_points":104,"hit_dice":"11d10+44","speed":{"walk":40,"fly":60},"strength":17,"dexterity":15,"constitution":18,"intelligence":8,"wisdom":13,"charisma":8,"strength_save":null,"dexterity_save":5,"constitution_save":null,"intelligence_save":null,"wisdom_save":4,"charisma_save":2,"perception":null,"skills":{},"damage_vulnerabilities":"","damage_resistances":"cold, fire, lightning; bludgeoning, piercing, and slashing from nonmagical attacks","damage_immunities":"poison","condition_immunities":"poisoned","senses":"darkvision 120 ft., passive Perception 11","languages":"Abyssal, telepathy 120 ft.","challenge_rating":"6","cr":6.0,"actions":[{"name":"Multiattack","desc":"The vrock makes two attacks: one with its beak and one with its talons."},{"name":"Beak","desc":"Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) piercing damage.","attack_bonus":6,"damage_dice":"2d6","damage_bonus":3},{"name":"Talons","desc":"Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 14 (2d10 + 3) slashing damage.","attack_bonus":6,"damage_dice":"2d10","damage_bonus":3},{"name":"Spores (Recharge 6)","desc":"A 15-foot-radius cloud of toxic spores extends out from the vrock. The spores spread around corners. Each creature in that area must succeed on a DC 14 Constitution saving throw or become poisoned. While poisoned in this way, a target takes 5 (1d10) poison damage at the start of each of its turns. A target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Emptying a vial of holy water on the target also ends the effect on it."},{"name":"Stunning Screech (1/Day)","desc":"The vrock emits a horrific screech. Each creature within 20 feet of it that can hear it and that isn't a demon must succeed on a DC 14 Constitution saving throw or be stunned until the end of the vrock's next turn."},{"name":"Variant: Summon Demon (1/Day)","desc":"The demon chooses what to summon and attempts a magical summoning.\nA vrock has a 30 percent chance of summoning 2d4 dretches or one vrock.\nA summoned demon appears in an unoccupied space within 60 feet of its summoner, acts as an ally of its summoner, and can't summon other demons. It remains for 1 minute, until it or its summoner dies, or until its summoner dismisses it as an action."}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Magic Resistance","desc":"The vrock has advantage on saving throws against spells and other magical effects."}],"spell_list":[],"page_no":273,"environments":["Abyss"],"img_main":null,"document__slug":"wotc-srd","document__title":"5e Core Rules","document__license_url":"http://open5e.com/legal","document__url":"http://dnd.wizards.com/articles/features/systems-reference-document-srd","v2_converted_path":"/v2/creatures/srd_vrock/"},{"slug":"wererat","desc":"","name":"Wererat","size":"Medium","type":"Humanoid","subtype":"human","group":"Lycanthropes","alignment":"lawful evil","armor_class":12,"armor_desc":null,"hit_points":33,"hit_dice":"6d8+6","speed":{"walk":30},"strength":10,"dexterity":15,"constitution":12,"intelligence":11,"wisdom":10,"charisma":8,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":2,"skills":{"perception":2,"stealth":4},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"bludgeoning, piercing, and slashing from nonmagical attacks not made with silvered weapons","condition_immunities":"","senses":"darkvision 60 ft. (rat form only), passive Perception 12","languages":"Common (can't speak in rat form)","challenge_rating":"2","cr":2.0,"actions":[{"name":"Multiattack (Humanoid or Hybrid Form Only)","desc":"The wererat makes two attacks, only one of which can be a bite."},{"name":"Bite (Rat or Hybrid Form Only).","desc":"Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) piercing damage. If the target is a humanoid, it must succeed on a DC 11 Constitution saving throw or be cursed with wererat lycanthropy.","attack_bonus":4,"damage_dice":"1d4","damage_bonus":2},{"name":"Shortsword (Humanoid or Hybrid Form Only)","desc":"Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) piercing damage.","attack_bonus":4,"damage_dice":"1d6","damage_bonus":2},{"name":"Hand Crossbow (Humanoid or Hybrid Form Only)","desc":"Ranged Weapon Attack: +4 to hit, range 30/120 ft., one target. Hit: 5 (1d6 + 2) piercing damage.","attack_bonus":4,"damage_dice":"1d6","damage_bonus":2}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Shapechanger","desc":"The wererat can use its action to polymorph into a rat-humanoid hybrid or into a giant rat, or back into its true form, which is humanoid. Its statistics, other than its size, are the same in each form. Any equipment it is wearing or carrying isn't transformed. It reverts to its true form if it dies."},{"name":"Keen Smell","desc":"The wererat has advantage on Wisdom (Perception) checks that rely on smell."}],"spell_list":[],"page_no":327,"environments":["Urban","Sewer","Forest","Ruin","Feywild","Shadowfell","Caverns","Settlement"],"img_main":null,"document__slug":"wotc-srd","document__title":"5e Core Rules","document__license_url":"http://open5e.com/legal","document__url":"http://dnd.wizards.com/articles/features/systems-reference-document-srd","v2_converted_path":"/v2/creatures/srd_wererat/"},{"slug":"weretiger","desc":"","name":"Weretiger","size":"Medium","type":"Humanoid","subtype":"human","group":"Lycanthropes","alignment":"neutral","armor_class":12,"armor_desc":null,"hit_points":120,"hit_dice":"16d8+48","speed":{"notes":"40 ft. in tiger form","walk":30},"strength":17,"dexterity":15,"constitution":16,"intelligence":10,"wisdom":13,"charisma":11,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":5,"skills":{"perception":5,"stealth":4},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"bludgeoning, piercing, and slashing from nonmagical attacks not made with silvered weapons","condition_immunities":"","senses":"darkvision 60 ft., passive Perception 15","languages":"Common (can't speak in tiger form)","challenge_rating":"4","cr":4.0,"actions":[{"name":"Multiattack (Humanoid or Hybrid Form Only)","desc":"In humanoid form, the weretiger makes two scimitar attacks or two longbow attacks. In hybrid form, it can attack like a humanoid or make two claw attacks."},{"name":"Bite (Tiger or Hybrid Form Only)","desc":"Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 8 (1d10 + 3) piercing damage. If the target is a humanoid, it must succeed on a DC 13 Constitution saving throw or be cursed with weretiger lycanthropy.","attack_bonus":5,"damage_dice":"1d10","damage_bonus":3},{"name":"Claw (Tiger or Hybrid Form Only)","desc":"Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) slashing damage.","attack_bonus":5,"damage_dice":"1d8","damage_bonus":3},{"name":"Scimitar (Humanoid or Hybrid Form Only)","desc":"Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) slashing damage.","attack_bonus":5,"damage_dice":"1d6","damage_bonus":3},{"name":"Longbow (Humanoid or Hybrid Form Only)","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","damage_bonus":2}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Shapechanger","desc":"The weretiger can use its action to polymorph into a tiger-humanoid hybrid or into a tiger, or back into its true form, which is humanoid. Its statistics, other than its size, are the same in each form. Any equipment it is wearing or carrying isn't transformed. It reverts to its true form if it dies."},{"name":"Keen Hearing and Smell","desc":"The weretiger has advantage on Wisdom (Perception) checks that rely on hearing or smell."},{"name":"Pounce (Tiger or Hybrid Form Only)","desc":"If the weretiger moves at least 15 feet straight toward a creature and then hits it with a claw attack on the same turn, that target must succeed on a DC 14 Strength saving throw or be knocked prone. If the target is prone, the weretiger can make one bite attack against it as a bonus action."}],"spell_list":[],"page_no":328,"environments":["Forest","Jungle","Grassland"],"img_main":null,"document__slug":"wotc-srd","document__title":"5e Core Rules","document__license_url":"http://open5e.com/legal","document__url":"http://dnd.wizards.com/articles/features/systems-reference-document-srd","v2_converted_path":"/v2/creatures/srd_weretiger/"},{"slug":"wolf","desc":"","name":"Wolf","size":"Medium","type":"Beast","subtype":"","group":"Miscellaneous Creatures","alignment":"unaligned","armor_class":13,"armor_desc":"natural armor","hit_points":11,"hit_dice":"2d8+2","speed":{"walk":40},"strength":12,"dexterity":15,"constitution":12,"intelligence":3,"wisdom":12,"charisma":6,"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":"","damage_immunities":"","condition_immunities":"","senses":"passive Perception 13","languages":"","challenge_rating":"1/4","cr":0.25,"actions":[{"name":"Bite","desc":"Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 7 (2d4 + 2) piercing damage. If the target is a creature, it must succeed on a DC 11 Strength saving throw or be knocked prone.","attack_bonus":4,"damage_dice":"2d4","damage_bonus":2}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Keen Hearing and Smell","desc":"The wolf has advantage on Wisdom (Perception) checks that rely on hearing or smell."},{"name":"Pack Tactics","desc":"The wolf has advantage on an attack roll against a creature if at least one of the wolf's allies is within 5 ft. of the creature and the ally isn't incapacitated."}],"spell_list":[],"page_no":393,"environments":["Hill","Forest","Grassland"],"img_main":null,"document__slug":"wotc-srd","document__title":"5e Core Rules","document__license_url":"http://open5e.com/legal","document__url":"http://dnd.wizards.com/articles/features/systems-reference-document-srd","v2_converted_path":"/v2/creatures/srd_wolf/"},{"slug":"astral-devourer","desc":"A swarm of strange, faceless gray snakes flies through the air—wingless, as if through water. Their mouths are rasping irises of gnashing fangs, and the sides of each snake are lined with milky, unblinking eyes._  \nWhen enough serpents on the Astral Plane gather, they form a collective creature called an astral devourer. The astral devourer has a hive mind made up of all the minds of its component creatures and possesses a great cunning that makes it more adept at hunting.  \n**All for the Whole.** The individual astral serpents that make up the astral devourer have no thoughts or wills of their own, and the collective freely uses the individuals as weapons. The astral devourer often flings serpents at hard-to-reach prey to consume it. The flung serpents return to the astral devourer, bringing the consumed life force back to the collective. When food is particularly scarce or the devourer is in danger, it can split into subgroups of the main collective, feeding the individuals while keeping the whole safely dispersed.  \n**Planar Hunters.** Hunger constantly drives astral devourers. They love the taste of sentient planar travelers, and they roam the multiverse, favoring desolate landscapes. Reports indicate they’re adept at finding portals between worlds and relentlessly hunt prey through these portals.","name":"Astral Devourer","size":"Medium","type":"Aberration","subtype":"","group":null,"alignment":"chaotic evil","armor_class":16,"armor_desc":"natural armor","hit_points":90,"hit_dice":"12d8+36","speed":{"fly":30,"hover":true,"walk":30},"strength":13,"dexterity":16,"constitution":17,"intelligence":14,"wisdom":16,"charisma":12,"strength_save":null,"dexterity_save":6,"constitution_save":null,"intelligence_save":5,"wisdom_save":null,"charisma_save":null,"perception":6,"skills":{"perception":6,"stealth":6},"damage_vulnerabilities":"","damage_resistances":"bludgeoning, piercing, slashing","damage_immunities":"poison, psychic","condition_immunities":"grappled, paralyzed, petrified, poisoned, prone, restrained, stunned","senses":"darkvision 60 ft., passive Perception 16","languages":"Deep Speech, Void Speech","challenge_rating":"8","cr":8.0,"actions":[{"name":"Multiattack","desc":"The astral devourer makes two melee attacks."},{"name":"Hungering Serpents","desc":"Melee Weapon Attack: +7 to hit, reach 0 ft., one target in the swarm's space. Hit: 8 (2d8) piercing damage, or 4 (1d8) piercing damage if the swarm has half of its hit points or fewer, plus 14 (4d6) poison damage.","attack_bonus":7,"damage_dice":"2d8"},{"name":"Serpent Spray (Recharge 6)","desc":"The astral devourer flings biting astral serpents outward. Each creature within 20 feet of the astral devourer must make a DC 16 Dexterity saving throw, taking 14 (4d6) piercing damage and 14 (4d6) poison damage on a failed save, or half as much damage on a successful one. The astral devourer regains hp equal to the single highest amount of piercing damage dealt by this spray."}],"bonus_actions":null,"reactions":[{"name":"Divide","desc":"When an astral devourer that is Small or larger takes bludgeoning, piercing, or slashing damage, it can split into two new astral devourers if it has at least 10 hp. Each new devourer has hp equal to half the original creature, rounded down. New astral devourers are one size smaller than the original. While within 1 mile of each other, the new astral devourers share one collective mind."},{"name":"Recombine","desc":"When one or more astral devourers that are Small or smaller and share a collective mind are within 5 feet of each other, they can combine into a new astral devourer. The new astral devourer is one size larger than the largest original creature, and it has hp equal to the combined total of the original creatures. The new astral devourer's hp can't exceed the normal hp maximum of a Medium astral devourer."}],"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Collective Mind","desc":"The astral devourer's individual serpents are connected via a hive mind. It can telepathically communicate with any of its individual serpents within 1 mile of it, and it can't be surprised."},{"name":"Magic Resistance","desc":"The astral devourer has advantage on saving throws against spells and other magical effects."},{"name":"Swarm","desc":"The astral devourer can occupy another creature's space and vice versa, and the devourer can move through any opening large enough for a Tiny serpent. Except via Serpent Spray and Recombine, the astral devourer can't regain hp or gain temporary hp."}],"spell_list":[],"page_no":30,"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_astral-devourer/"},{"slug":"baliri-demon","desc":"A muscular humanoid with gray-black skin and the oversized head of a donkey lumbers forward. The monster’s eyes and tongue loll from its head, and its arms end in crimson crab-like pincers that snap together with incredible strength._  \n**Tormented Killers.** A baliri demon is created when a humanoid suffers at the hands of family or peers and turns to one of the demon lords for succor and bloody retribution. The result is both catastrophic and deadly, and the victim of the abuse is often executed for their dark dealings. It is at this moment that the demon lord snatches up the victim’s soul and transforms it into a baliri demon, a savage and remorseless killer that seeks to spread misery in its wake.  \n**Braying Apostles.** A baliri demon is a devout servant of the demon lord that created it, stridently extolling the virtues of its demonic master even as it butchers and defiles anyone who stands in its way. The loud braying prayers and hymns of a baliri demon carry for miles across the blasted Abyssal landscape and fill the hearts of mortals and lesser demons alike with dread. Baliri demons are not picky when it comes to choosing their victims but have a preference for anyone who resembles an aggressor from their previous life.","name":"Baliri Demon","size":"Medium","type":"Fiend","subtype":"demon","group":null,"alignment":"chaotic evil","armor_class":17,"armor_desc":"natural armor","hit_points":190,"hit_dice":"20d8+100","speed":{"walk":30},"strength":22,"dexterity":16,"constitution":20,"intelligence":13,"wisdom":17,"charisma":14,"strength_save":11,"dexterity_save":8,"constitution_save":10,"intelligence_save":null,"wisdom_save":8,"charisma_save":null,"perception":8,"skills":{"perception":8,"persuasion":7,"religion":6,"stealth":8},"damage_vulnerabilities":"","damage_resistances":"cold, fire, lightning; bludgeoning, piercing, and slashing from nonmagical attacks","damage_immunities":"poison","condition_immunities":"poisoned","senses":"darkvision 90 ft., passive Perception 17","languages":"Abyssal, Common, telepathy 120 ft.","challenge_rating":"14","cr":14.0,"actions":[{"name":"Multiattack","desc":"The baliri demon makes three attacks: one with its bite and two with its pincers."},{"name":"Bite","desc":"Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 17 (2d10 + 6) piercing damage plus 10 (3d6) necrotic damage.","attack_bonus":11,"damage_dice":"2d10+6"},{"name":"Pincers","desc":"Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 15 (2d8 + 6) slashing damage. If the baliri demon scores a critical hit against a creature, roll a d6. On a 1-3, it severs the target's arm, and on a 4-6 it severs the target's leg. A creature missing an arm can't wield weapons that require two hands, and if a creature is missing a leg, its speed is halved. Creatures without limbs are unaffected.","attack_bonus":11,"damage_dice":"2d8+6"},{"name":"Blood Bray (Recharge 6)","desc":"The baliri demon unleashes an otherworldly braying that causes the internal organs of nearby creatures to twist and rupture. Each creature within 20 feet of the baliri that can hear it must make a DC 18 Constitution saving throw. On a failure, the creature takes 36 (8d8) necrotic damage and is stunned until the end of its next turn as it doubles over in agony. On a success, the creature takes half the damage and isn't stunned. The bray doesn't affect creatures without internal organs, such as constructs, elementals, and oozes."}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Magic Resistance","desc":"The baliri has advantage on saving throws against spells and other magical effects."},{"name":"Praising Brays","desc":"As a bonus action, the baliri brays praise to the demon lord that saved it from its previous life, channeling the demon lord's might. The baliri chooses up to three demons within 30 feet of it. Each target has advantage on the first ability check or attack roll it makes before the start of the baliri's next turn. In addition, the targets are unaffected by the baliri's Blood Bray."}],"spell_list":[],"page_no":140,"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_baliri-demon/"},{"slug":"balloon-spider","desc":"Honed by evolutionary processes, the balloon spider has perfected the art of ballooning, floating through the air held aloft by strands of webbing suspended by electromagnetic fields. Electrified mandibles grant these spiders precise control over nearby electromagnetic fields and a potent weapon for shocking its prey.  \nBeneath their hunting grounds, the corpses and bones of their prey lie sparsely coated with stray strands of blue webbing. These remains wobble and glide across the ground of their own accord, caught in stray eddies in the electromagnetic field. The webbing of a balloon spider is prized by arcanists as a component for spells and the construction of magical flying machines.","name":"Balloon Spider","size":"Medium","type":"Beast","subtype":"","group":null,"alignment":"unaligned","armor_class":13,"armor_desc":null,"hit_points":36,"hit_dice":"8d8","speed":{"hover":true,"walk":20,"fly":40},"strength":10,"dexterity":16,"constitution":10,"intelligence":2,"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},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"lightning","condition_immunities":"","senses":"blindsight 10 ft., darkvision 60 ft., passive Perception 13","languages":"—","challenge_rating":"1","cr":1.0,"actions":[{"name":"Bite","desc":"Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. Hit: 5 (1d6 + 2) piercing damage plus 5 (2d4) lightning damage, and the target must succeed on a DC 12 Constitution saving throw or it can move or take an action on its turn, but not both.","attack_bonus":5,"damage_dice":"1d6+2"},{"name":"Charged Web (Recharge 4-6)","desc":"Ranged Weapon Attack: +5 to hit, range 40/80 ft., one creature. Hit: The target is grappled (escape DC 13) by strands of charged webbing and begins to hover off the ground. Until this grapple ends, the target takes 1 lightning damage at the start of each of its turns. In addition, the grappled target can make a DC 12 Dexterity (Acrobatics) check to manipulate the strands of webbing and fly 10 feet in any direction."},{"name":"Draw In","desc":"The balloon spider magically pulls all creatures grappled by its webbing up to 10 feet toward it. If this movement pulls the creature within 5 feet of the balloon spider, the spider can make one bite attack against the creature as a bonus action."}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Erratic Discharge","desc":"A creature that starts its turn within 10 feet of the balloon spider must make a DC 12 Constitution saving throw. On a failure, the creature takes 2 (1d4) lightning damage and can move or take an action on its turn, but not both. On a success, the creature gains the benefits of the haste spell until the end of its turn. If a creature's saving throw is successful, it is immune to the spider's Erratic Discharge for the next 24 hours."}],"spell_list":[],"page_no":387,"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_balloon-spider/"},{"slug":"brain-hood","desc":"A bear with the top of its head covered in a strange, slick, black substance looks around with purpose._  \n**Parasitic.** Brain hoods are parasites that are rarely encountered without host animals. In fact, outside of its host, a brain hood poses little danger to intelligent creatures or creatures who are not beasts. Brain hoods prefer to bond with larger creatures, such as bears or dire wolves, due to the beasts’ impressive physical prowess. They use the animals as powerful physical vessels, helping the host creature find food but otherwise subjugating the dim intelligence within it.  \n**Calculating.** The brain hood is inherently evil and despises all living things that possess bodies of their own. They delight in using their beast forms to attack and kill humanoids, particularly if the humanoids are smaller or less powerful than their bonded beast.  \n**Druidic Enemies.** Given the unique nature of a brain hood’s existence, some people mistake them for druids in beast form. Brain hoods often encourage this belief, sowing mistrust and discord between villagers and a local circle of druids. This practice, coupled with the brain hood’s abominable treatment of beasts, drives druids to hunt down and destroy brain hoods. Traveling druids listen for stories of sudden, uncommonly aggressive animal attacks, knowing the cause could be a sign that a brain hood is in the area.","name":"Brain Hood","size":"Tiny","type":"Aberration","subtype":"","group":null,"alignment":"neutral evil","armor_class":13,"armor_desc":null,"hit_points":22,"hit_dice":"5d4+10","speed":{"fly":40,"hover":true,"walk":20},"strength":4,"dexterity":16,"constitution":14,"intelligence":17,"wisdom":15,"charisma":10,"strength_save":null,"dexterity_save":5,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":null,"skills":{},"damage_vulnerabilities":"","damage_resistances":"bludgeoning","damage_immunities":"","condition_immunities":"prone","senses":"blindsight 60 ft. (blind beyond this radius), passive Perception 12","languages":"Common, telepathy 60 ft.","challenge_rating":"1/2","cr":0.5,"actions":[{"name":"Slam","desc":"Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d4 + 3) bludgeoning damage. If the target is a beast, the brain hood can attempt to take control of it (see the Merge with Beast trait).","attack_bonus":5,"damage_dice":"1d4+3"}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Merge with Beast","desc":"If the brain hood successfully hits a beast with an Intelligence of 3 or lower with its Slam attack, it latches onto the beast's head and attempts to take control of the creature. The target must succeed on a DC 14 Intelligence saving throw or become bonded with the brain hood, losing all control of its body to the brain hood. While bonded in this way, the brain hood's statistics are replaced by the statistics of the beast, including the beast's hit points and Hit Dice, but the brain hood retains its alignment, personality, Intelligence, Wisdom, and Charisma scores, along with its Speak with Beasts trait. In addition, the brain hood retains its ability to cast spells. The brain hood can't be targeted specifically while bonded with a creature. It can detach itself from the creature and end the bond by spending 5 feet of its movement. If the bonded creature is reduced to 0 hit points, the brain hood is ejected from it and appears in an unoccupied space within 5 feet of the creature."},{"name":"Speak with Beasts","desc":"While merged with a beast, the brain hood can communicate with beasts of the same type as if they shared a language."},{"name":"Innate Spellcasting (Psionics)","desc":"The brain hood's spellcasting ability is Intelligence (spell save DC 13, +5 to hit with spell attacks). The brain hood can innately cast the following spells, requiring no components:\nAt will: acid splash, chill touch, fire bolt, ray of frost, shocking grasp\n3/day each: detect magic, magic missile, sleep\n1/day each: blur, burning hands, hold person"}],"spell_list":[],"page_no":50,"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_brain-hood/"},{"slug":"chameleon-hydra","desc":"A large chameleon pokes its head below the canopy. Soon, four other identical heads peek below the treetops. A massive body accompanies the heads, revealing they all belong to one creature. The creature’s odd feet and long, curled tail transport it from tree to tree with ease, and its sticky tongues allow it to slurp up prey on the forest floor as it passes._  \nThe chameleon hydra thrives in thick, wooded areas where it makes nests in the canopies of large trees. It feasts on prey both above and below the canopy, using its sticky tongues to snatch unsuspecting prey.  \n**Apex Ambush Predators.** Chameleon hydras have scales that react to light and allow the hydras to blend in with their surroundings. They are extremely patient, waiting until the most opportune time to strike from a safe vantage point. Chameleon hydras primarily eat birds and giant insects, but they are known to dine on unwary travelers if other prey is scarce.  \n**Curious and Colorful.** Study of juvenile chameleon hydras shows they have inquisitive minds and that they alternate their scales in colorful patterns when near others of their kind. Scholars believe they use these color changes as a rudimentary form of communication.","name":"Chameleon Hydra","size":"Huge","type":"Monstrosity","subtype":"","group":null,"alignment":"unaligned","armor_class":15,"armor_desc":"natural armor","hit_points":184,"hit_dice":"16d12+80","speed":{"climb":40,"walk":20},"strength":20,"dexterity":16,"constitution":20,"intelligence":4,"wisdom":10,"charisma":7,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":8,"skills":{"perception":8,"stealth":11},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"","condition_immunities":"","senses":"darkvision 60 ft., passive Perception 16","languages":"—","challenge_rating":"10","cr":10.0,"actions":[{"name":"Multiattack","desc":"The chameleon hydra makes as many bite attacks as it has heads. It can use its Sticky Tongue or Reel in place of a bite attack."},{"name":"Bite","desc":"Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 10 (1d10 + 5) piercing damage.","attack_bonus":9,"damage_dice":"1d10+5"},{"name":"Sticky Tongue","desc":"Melee Weapon Attack: +9 to hit, reach 50 ft., one target. Hit: The target is grappled (escape DC 15). Until this grapple ends, the target is restrained, and the hydra can't use the same sticky tongue on another target."},{"name":"Reel","desc":"The hydra pulls a creature grappled by it up to 25 feet straight toward it."}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Multiple Heads","desc":"The chameleon hydra has five heads. While it has more than one head, the hydra has advantage on saving throws against being blinded, charmed, deafened, frightened, stunned, and knocked unconscious. Whenever the chameleon hydra takes 25 or more damage in a single turn, one of its heads dies. If all its heads die, the chameleon hydra dies. At the end of its turn, it grows two heads for each of its heads that died since its last turn, unless it has taken fire damage since its last turn. The hydra regains 10 hit points for each head regrown in this way."},{"name":"Superior Camouflage","desc":"While the chameleon hydra remains motionless, it has advantage on Dexterity (Stealth) checks made to hide. In addition, the chameleon hydra can hide even while a creature can see it."},{"name":"Wakeful","desc":"While the chameleon hydra sleeps, at least one of its heads is awake."}],"spell_list":[],"page_no":207,"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_chameleon-hydra/"},{"slug":"chill-haunt","desc":"This ghostly humanoid’s hands end in frozen claws. Water drips from the claws, freezing before it hits the ground._  \n**Forlorn Spirits.** Chill haunts arise from the corpses of humanoids that froze to death. While most chill haunts derive from those who died alone in the cold, stories tell of entire families or villages returning as chill haunts. Because of the intensity of their demise, chill haunts dread cold and flee when targeted by cold magic.  \n**Hungry for Body Heat.** The chill haunt’s disdain for cold leads it to seek out warm buildings or open fires. While ambient heat or direct contact with fire diminishes its shivering and restores wounds it has received in combat, it craves heat from living creatures. Contact with the chill haunt sets off a deepening freeze in the victim, which is hard to reverse without the application of fire. The haunt comes into contact with living creatures to remember the feeling of warmth, and it does not care about the side effects of its touch. After it has drained the warmth from one creature, it immediately moves on to the next, ever-hungry.  \n**Restless Undead.** Destroying a chill haunt is only a temporary solution to the undead creature’s depredations. Similar to a ghost, a destroyed chill haunt returns to unlife 24 hours after its demise, attaining eternal rest only after being slain under a specific set of circumstances. For most chill haunts, the surest way to eternal rest is by coaxing the haunt to a warm building where it can sit by a hearth and nestle in blankets or furs. Though physical objects normally pass through the spectral creature, such conditions allow the coverings to conform to the shape of the haunt’s former body. Moments later, the haunt lets out a contented sigh and winks out of existence.  \n**Undead Nature.** A chill haunt doesn’t require air, food, drink, or sleep.","name":"Chill Haunt","size":"Medium","type":"Undead","subtype":"","group":null,"alignment":"neutral evil","armor_class":13,"armor_desc":null,"hit_points":39,"hit_dice":"6d8+12","speed":{"walk":0,"fly":30},"strength":7,"dexterity":16,"constitution":14,"intelligence":8,"wisdom":16,"charisma":13,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":null,"skills":{"acrobatics":5},"damage_vulnerabilities":"","damage_resistances":"acid, lightning, thunder; bludgeoning, piercing, and slashing from nonmagical attacks","damage_immunities":"cold, fire, necrotic, poison","condition_immunities":"charmed, exhaustion, frightened, grappled, paralyzed, petrified, poisoned, prone, restrained","senses":"darkvision 60 ft., passive Perception 13","languages":"the languages it knew in life","challenge_rating":"3","cr":3.0,"actions":[{"name":"Shivering Touch","desc":"Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. Hit: 10 (2d6 + 3) cold damage plus 3 (1d6) necrotic damage. The target must succeed on a DC 12 Constitution saving throw or take 3 (1d6) cold damage at the start of each of its turns. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If the target takes fire damage, the effect ends.","attack_bonus":5,"damage_dice":"2d6+3"}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Cryophobia","desc":"Whenever the chill haunt is subjected to cold damage, it takes no damage, but it must succeed on a DC 13 Wisdom saving throw or become frightened of the source of the damage for 1 minute. This trait overrides the haunt's normal immunity to the frightened condition."},{"name":"Fire Absorption","desc":"Whenever the chill haunt is subjected to fire damage, it takes no damage and instead regains a number of hp equal to the fire damage dealt."},{"name":"Incorporeal Movement","desc":"The chill haunt 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_chill-haunt/"},{"slug":"clockwork-tiger","desc":"The ticking of metal gears is all that hints at the presence of a pair of feline-shaped metal creatures. They are bronze and steel, with sharp metal teeth and razor claws._  \n**Magical Origin.** Clockwork tigers were invented as guardians in times now long forgotten. In spite of their age, they continue to serve their original purpose as guardians, protecting ancient ruins and new masters alike. The number of clockwork tigers in existence is slowly rising, leading many scholars to speculate on the reason. Some suspect the instructions for creating them were finally found, while others surmise a natural phenomenon unearthed a lost vault of clockwork tigers.  \n**Found in Pairs.** Clockwork tigers are almost always found in pairs and almost always guarding a spellcaster or magical object, which they consider their “ward.” The tigers work in tandem to defeat threats and protect their wards, leaping in and out of combat. Their clockwork brains are capable of thought, but they are less interested in communication and wholly devoted to protecting their wards.  \n**Construct Nature.** A clockwork tiger doesn’t require air, food, drink, or sleep.","name":"Clockwork Tiger","size":"Large","type":"Construct","subtype":"","group":null,"alignment":"unaligned","armor_class":16,"armor_desc":"natural armor","hit_points":112,"hit_dice":"15d10+30","speed":{"walk":40},"strength":18,"dexterity":16,"constitution":15,"intelligence":7,"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":{},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"poison, psychic","condition_immunities":"charmed, exhaustion, frightened, paralyzed, petrified, poisoned","senses":"darkvision 60 ft., passive Perception 10","languages":"understands Common but can’t speak","challenge_rating":"6","cr":6.0,"actions":[{"name":"Multiattack","desc":"The clockwork tiger makes one bite and two claw attacks."},{"name":"Bite","desc":"Melee Weapon Attack: +7 to hit, reach 5 ft., one creature. Hit: 13 (2d8 + 4) piercing damage.","attack_bonus":7,"damage_dice":"2d8+4"},{"name":"Claw","desc":"Melee Weapon Attack: +7 to hit, reach 5 ft., one creature. Hit: 11 (2d6 + 4) piercing damage.","attack_bonus":7,"damage_dice":"2d6+4"}],"bonus_actions":null,"reactions":[{"name":"Deflecting Leap","desc":"When the clockwork tiger's ward is the target of an attack the tiger can see, the tiger can move up to 10 feet toward its ward without provoking opportunity attacks. If it ends this movement within 5 feet of its ward, the tiger becomes the target of the attack instead."}],"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Immutable Form","desc":"The tiger is immune to any spell or effect that would alter its form."},{"name":"Magic Resistance","desc":"The tiger has advantage on saving throws against spells and other magical effects."},{"name":"Pounce","desc":"If the tiger moves at least 20 feet straight toward a creature and then hits it with a claw attack on the same turn, that target must succeed on a DC 15 Strength saving throw or be knocked prone. If the target is prone, the tiger can make one bite attack against it as a bonus action."},{"name":"Reactive Guardian","desc":"The clockwork tiger has two reactions that can be used only for Deflecting Leap."}],"spell_list":[],"page_no":68,"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_clockwork-tiger/"},{"slug":"conjoined-queen","desc":"The torso of a pale humanoid woman melds into the thorax of a massive insect. It moves about on six pointed legs, stabbing through stone and metal alike._  \n**Born in Chaos.** The first conjoined queen was created when cultists sacrificed a captured queen to their dark insectoid god. In a ritual of chaotic magic, the human queen and an insect queen were joined, forming a chitinous chrysalis from which the conjoined queen eventually emerged.  \n**Rulers of the Many-Legged.** A conjoined queen rules from a subterranean throne room, often in a burrow under the ruins of a fallen monarchy’s castle. There she commands her insectoid host and sits atop a pile of incubating eggs.  \n**Hungry for Power.** The conjoined queen hungers for humanoid flesh but also for power. She seeks to rule and conquer humanoids and insects alike. Her armies consist of giant insects and the humanoids who ride them into battle.","name":"Conjoined Queen","size":"Large","type":"Monstrosity","subtype":"","group":null,"alignment":"chaotic neutral","armor_class":18,"armor_desc":"natural armor","hit_points":168,"hit_dice":"16d10+80","speed":{"burrow":20,"climb":30,"walk":40},"strength":18,"dexterity":16,"constitution":21,"intelligence":13,"wisdom":14,"charisma":18,"strength_save":null,"dexterity_save":7,"constitution_save":null,"intelligence_save":null,"wisdom_save":6,"charisma_save":null,"perception":6,"skills":{"perception":6},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"poison","condition_immunities":"charmed, frightened, poisoned","senses":"darkvision 60 ft., tremorsense 60 ft., passive Perception 16","languages":"Common","challenge_rating":"10","cr":10.0,"actions":[{"name":"Multiattack","desc":"The conjoined queen makes two slam attacks and one sting attack."},{"name":"Slam","desc":"Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) bludgeoning damage.","attack_bonus":8,"damage_dice":"2d8+4"},{"name":"Sting","desc":"Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 9 (1d10 + 4) piercing damage plus 14 (4d6) poison damage.","attack_bonus":8,"damage_dice":"1d10+4"},{"name":"Queen's Wrathful Clattering (1/Day)","desc":"The conjoined queen clacks her long chitinous legs together, inciting rage in her allies. Each ally within 60 feet of the queen who can hear her has advantage on its next attack roll, and its speed is increased by 10 until the end of its next turn."}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Magic Resistance","desc":"The conjoined queen has advantage on saving throws against spells and other magical effects."},{"name":"Pheromones","desc":"A creature that starts its turn within 30 feet of the conjoined queen must succeed on a DC 14 Constitution saving throw or be charmed for 1 minute. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. While charmed, the creature drops anything it is holding and is stunned. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the conjoined queen's Pheromones for the next 24 hours."},{"name":"Tunneler","desc":"The queen can burrow through solid rock at half her burrowing speed and leaves a 5-foot-diameter tunnel in her wake."},{"name":"Spellcasting","desc":"The conjoined queen is a 9th-level spellcaster. Her spellcasting ability is Charisma (spell save DC 16, +8 to hit with spell attacks). The queen has the following sorcerer spells prepared:\nCantrips (at will): acid splash, mage hand, prestidigitation, ray of frost\n1st Level (4 slots): burning hands, magic missile, shield, thunderwave\n2nd Level (3 slots): detect thoughts, misty step, web\n3rd Level (3 slots): clairvoyance, counterspell, haste\n4th Level (3 slots): banishment, confusion\n5th Level (1 slot): insect plague"}],"spell_list":[],"page_no":70,"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_conjoined-queen/"},{"slug":"crinaea","desc":"A beautiful figure made of water and plants steps from the lake and smiles._  \nCrinaea are nymph-like water fey that inhabit small bodies of water such as wells and fountains.  \n**Water-bound Fey.** Similar to dryads, crinaea are bound to a body of water which becomes their home and focal point. Unlike dryads, crinaea can choose to be bound to a water source and can change which water source they call home. A crinaea must submerge itself in its bound water source every day or suffer. As long as the water source stays pure and the crinaea never travels more than a mile from it, the crinaea can live indefinitely. If its home water source is ever dried up or destroyed, the crinaea quickly fades until it finds a new home or dies.  \n**Friendly but Poisonous.** One of the most gregarious fey, the crinaea enjoys long conversations with intelligent creatures. The crinaea is often well-versed in the goings-on around its home and happily shares such information with friendly creatures. It offers its pure water to those in need and those who are polite, but woe be unto those who anger the fey after having tasted its water, as the crinaea can poison any water taken from its home.","name":"Crinaea","size":"Medium","type":"Fey","subtype":"","group":null,"alignment":"neutral","armor_class":13,"armor_desc":null,"hit_points":44,"hit_dice":"8d8+8","speed":{"swim":60,"walk":30},"strength":11,"dexterity":16,"constitution":12,"intelligence":14,"wisdom":12,"charisma":17,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":3,"skills":{"perception":3,"stealth":5},"damage_vulnerabilities":"","damage_resistances":"fire","damage_immunities":"poison","condition_immunities":"poisoned","senses":"darkvision 60 ft., passive Perception 13","languages":"Common, Sylvan","challenge_rating":"2","cr":2.0,"actions":[{"name":"Dagger","desc":"Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d4 + 3) piercing damage plus 7 (2d6) cold damage.","attack_bonus":5,"damage_dice":"1d4+3"}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Crinaea's Curse","desc":"The crinaea can sense water within 300 feet of it that was drawn from its bonded source within the last 24 hours. As a bonus action, the crinaea can poison up to 1 gallon of water within 300 feet of it that was drawn from its bonded source. This can even affect water that has been used to make another nonmagical substance, such as soup or tea, or water that was consumed within the last 30 minutes. The poison can affect a target through contact or ingestion. A creature subjected to this poison must make a DC 13 Constitution saving throw. On a failure, a creature takes 18 (4d8) poison damage and is poisoned for 1 hour. On a success, a creature takes half the damage and isn't poisoned."},{"name":"Water-bound Form","desc":"The crinaea is bound to its water source. If the crinaea is separated from its water source for more than 24 hours, the crinaea gains 1 level of exhaustion. It gains an additional level of exhaustion for each day until it bonds with another water source or it dies. The crinaea can bond with a new water source and remove its levels of exhaustion by finishing a long rest while submerged in the new water source."},{"name":"Watery Form","desc":"While fully immersed in water, the crinaea is invisible and it can move through a space as narrow as 1 inch wide without squeezing."},{"name":"Innate Spellcasting","desc":"The crinaea's innate spellcasting ability is Charisma (spell save DC 13). It can innately cast the following spells, requiring no material components:\nAt will: poison spray\n3/day each: create or destroy water (create water only), purify food and drink (water only)\n1/day each: disguise self, fog cloud, protection from poison"}],"spell_list":[],"page_no":74,"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_crinaea/"},{"slug":"darakhul-captain","desc":"Leaders of law enforcement units in undead cities, darakhul captains are stoic and steely darakhul hand-selected by the city’s leadership for the role.  \n_**Patrol Teams.**_ When on patrol, darakhul captains ride Open Game License","name":"Darakhul Captain","size":"Medium","type":"Undead","subtype":"","group":null,"alignment":"lawful evil","armor_class":16,"armor_desc":"breastplate","hit_points":165,"hit_dice":"22d8+66","speed":{"walk":30},"strength":18,"dexterity":16,"constitution":17,"intelligence":14,"wisdom":14,"charisma":18,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":6,"skills":{"insight":6,"intimidation":8,"perception":6},"damage_vulnerabilities":"","damage_resistances":"necrotic","damage_immunities":"poison","condition_immunities":"charmed, exhaustion, poisoned","senses":"darkvision 60 ft., passive Perception 16","languages":"Common, Darakhul, Undercommon","challenge_rating":"9","cr":9.0,"actions":[{"name":"Multiattack","desc":"The darakhul captain makes three attacks: one with its bite, one with its claw, and one with its longsword. Alternatively, it can make four attacks with its longsword."},{"name":"Bite","desc":"Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) piercing damage plus 7 (2d6) necrotic damage. If the target is a humanoid, it must succeed on a DC 15 Constitution saving throw or contract darakhul fever.","attack_bonus":8,"damage_dice":"2d8+4"},{"name":"Claw","desc":"Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) slashing damage plus 7 (2d6) necrotic damage. If the target is a creature other than an undead, it must succeed on a DC 15 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. If a humanoid is paralyzed for more than 2 rounds, it contracts darakhul fever.","attack_bonus":8,"damage_dice":"2d6+4"},{"name":"Longsword","desc":"Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) slashing damage, or 9 (1d10 + 4) slashing damage if used with two hands, plus 7 (2d6) necrotic damage.","attack_bonus":8,"damage_dice":"1d8+4"},{"name":"Heavy Crossbow","desc":"Ranged Weapon Attack: +7 to hit, range 100/400 ft., one target. Hit: 8 (1d10 + 3) piercing damage plus 7 (2d6) necrotic damage.","attack_bonus":7,"damage_dice":"1d10+3"},{"name":"Imperial Conscription (Recharge 6)","desc":"The darakhul captain targets one incapacitated creature it can see within 30 feet. The target must make a DC 15 Wisdom saving throw, taking 27 (5d10) necrotic damage on a failed save, or half as much damage on a successful one. The target's hp maximum is reduced by an amount equal to the damage taken. This reduction lasts until the target finishes a long rest. If the victim has darakhul fever, this reduction can't be removed until the victim recovers from the disease. The target dies if this effect reduces its hit point maximum to 0. A humanoid slain by this attack rises as a ghast 1d4 hours later under the darakhul captain's control, unless the humanoid is restored to life"},{"name":"Leadership (Recharges after a Short or Long Rest)","desc":"For 1 minute, the darakhul captain can utter a special command or warning whenever a nonhostile creature that it can see within 30 feet of it makes an attack roll or a saving throw. The creature can add a d4 to its roll provided it can hear and understand the captain. A creature can benefit from only one Leadership die at a time. This effect ends if the captain is incapacitated."}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Master of Disguise","desc":"A darakhul in a prepared disguise has advantage on Charisma (Deception) checks made to pass as a living creature. While using this ability, it loses its Stench."},{"name":"Necrotic Weapons","desc":"The darakhul captain's weapon attacks are magical. When the captain hits with any weapon, the weapon deals an extra 2d6 necrotic damage (included in the attack)."},{"name":"Stench","desc":"Any creature that starts its turn within 5 feet of the darakhul must succeed on a DC 15 Constitution saving throw or be poisoned until the start of its next turn. On a successful saving throw, the creature is immune to the darakhul's Stench for 24 hours."},{"name":"Sunlight Sensitivity","desc":"While in sunlight, the darakhul has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight."},{"name":"Turning Defiance","desc":"The darakhul and any ghouls within 30 feet of it have advantage on saving throws against effects that turn undead."}],"spell_list":[],"page_no":166,"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_darakhul-captain/"},{"slug":"deathspeaker","desc":"An ancient man in a tattered cloak with matted hair, cloudy eyes, and a deathly pallor says in a raspy voice, “Come, sit, and listen.”_  \n**Doomsayer.** The deathspeaker appears to be alive, if only barely, but it is an undead menace that attempts to engage people in conversation, eventually cursing the one who listens to it by predicting the listener’s death. The deathspeaker claims to be a seer who is granted glimpses into the future, saying it is there to advise people of the perils they face. Deathspeakers know their appearance can often be unsettling to humanoids, and many use disguises or heavy clothing to obscure their features.  \n**Evil Origins.** Deathspeakers are imparted unlife from gods of trickery and deception. Chosen from people who were charlatans in life, deathspeakers rely on their former tricks to curse the living in the names of their gods.  \n**Cadaver Sprites.** For reasons that aren’t understood, Open Game License","name":"Deathspeaker","size":"Medium","type":"Undead","subtype":"","group":null,"alignment":"lawful evil","armor_class":14,"armor_desc":"natural armor","hit_points":97,"hit_dice":"13d8+39","speed":{"walk":30},"strength":12,"dexterity":16,"constitution":17,"intelligence":18,"wisdom":12,"charisma":15,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":null,"skills":{"deception":8,"persuasion":8},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"poison","condition_immunities":"exhaustion, poisoned","senses":"darkvision 60 ft., passive Perception 11","languages":"any languages it knew in life","challenge_rating":"4","cr":4.0,"actions":[{"name":"Multiattack","desc":"The deathspeaker makes two rake attacks. Alternatively, it can use Necrotic Ray twice."},{"name":"Rake","desc":"Melee Weapon Attack: +6 to hit, reach 5 ft., one creature. Hit: 12 (2d8 + 3) slashing damage.","attack_bonus":6,"damage_dice":"2d8+3"},{"name":"Necrotic Ray","desc":"Ranged Spell Attack: +7 to hit, range 60 ft., one target. Hit: 10 (3d6) necrotic damage.","attack_bonus":7,"damage_dice":"3d6"},{"name":"Pronounce Death","desc":"The deathspeaker chooses a creature it can see within 30 feet of it that has been reduced to 0 hp. The target must succeed on a DC 13 Constitution saving throw or immediately die. Creatures cursed by the Deathspeak trait have disadvantage on this saving throw."}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Deathspeak","desc":"If the deathspeaker engages at least one creature in conversation for at least 1 minute, it can perform a prophetic display, reading cards, throwing bones, speaking to a crystal ball, or similar. Each creature that can see or hear the prophetic display must succeed on a DC 15 Intelligence saving throw or be cursed with the belief it will soon die. While cursed, the creature has disadvantage on attack rolls and ability checks. The curse lasts until it is lifted by a remove curse spell or similar magic, or until the deathspeaker dies. The deathspeaker can use this trait only on creatures that share at least one language with it."}],"spell_list":[],"page_no":82,"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_deathspeaker/"},{"slug":"derro-explorer","desc":"The small humanoid sets its claw-toothed boots into the rock, steadying itself, then looses an arrow. Its lips curl into a cruel smile as a cry of surprise and shouts of alarm resound in the dark cavern._  \nDeep beneath the earth, the derro gather in clans and worship beings that dwell between the stars. Lifelong exposure to these beings damages the psyche of the mortal derro, leaving most reliant on the powers of their dark masters.  \n**Assassins for Hire.** Derro outposts can be found in the slums of many surface cities.","name":"Derro Explorer","size":"Small","type":"Humanoid","subtype":"derro","group":null,"alignment":"any non-good alignment","armor_class":15,"armor_desc":"studded leather","hit_points":44,"hit_dice":"8d6+16","speed":{"walk":30},"strength":13,"dexterity":16,"constitution":14,"intelligence":10,"wisdom":12,"charisma":5,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":3,"skills":{"athletics":3,"perception":3,"stealth":5,"survival":5},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"","condition_immunities":"","senses":"darkvision 120 ft., passive Perception 13","languages":"Common, Dwarvish, Undercommon","challenge_rating":"2","cr":2.0,"actions":[{"name":"Scimitar","desc":"Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) slashing damage, and the target must make a DC 12 Constitution saving throw, taking 7 (2d6) poison damage on a failed save, or half as much damage on a successful one.","attack_bonus":5,"damage_dice":"1d6+3"},{"name":"Shortbow","desc":"Ranged Weapon Attack: +5 to hit, range 80/320 ft., one target. Hit: 6 (1d6 + 3) piercing damage, and the target must make a DC 12 Constitution saving throw, taking 7 (2d6) poison damage on a failed save, or half as much damage on a successful one.","attack_bonus":5,"damage_dice":"1d6+3"}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Cavern Traveler","desc":"Difficult terrain composed of stalagmites, tight spaces, and other rocky underground terrain doesn't cost it extra movement. In addition, the derro explorer has advantage on ability checks to climb rocky underground terrain."},{"name":"Humanoid Hunter","desc":"When the derro explorer hits a humanoid with a weapon attack, the weapon deals an extra 1d6 damage of its type."},{"name":"Insanity","desc":"The derro has advantage on saving throws against being charmed or frightened."}],"spell_list":[],"page_no":97,"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_derro-explorer/"},{"slug":"eonic-savant","desc":"A jagged blue scar of magical energy forms in the air, and a blue-robed figure steps out a moment later. As it moves, echoes of it appear to move a split second before and after it. The creature focuses its attention and the echoes solidify around it, one wielding the creature’s staff, the other a spell._  \nThe eonic savant is an Open Game License","name":"Eonic Savant","size":"Medium","type":"Humanoid","subtype":"human","group":null,"alignment":"neutral","armor_class":13,"armor_desc":"16 with mage armor","hit_points":115,"hit_dice":"16d8+51","speed":{"walk":30},"strength":9,"dexterity":16,"constitution":16,"intelligence":20,"wisdom":11,"charisma":15,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":3,"charisma_save":null,"perception":3,"skills":{"arcana":8,"history":8,"perception":3,"persuasion":5},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"","condition_immunities":"frightened","senses":"passive Perception 13","languages":"Common, Eonic, Giant, Sylvan","challenge_rating":"7","cr":7.0,"actions":[{"name":"Multiattack","desc":"The eonic savant makes three melee attacks."},{"name":"Time Warping Staff","desc":"Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) bludgeoning damage plus 7 (2d6) force damage.","attack_bonus":6,"damage_dice":"1d6+3"}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Amend Time","desc":"As a bonus action, the savant alters the strands of time surrounding a creature it can see within 30 feet. If the target is friendly, the target has advantage on its next weapon attack roll. If the target is hostile, the target must succeed on a DC 15 Charisma saving throw or have disadvantage on its next weapon attack roll."},{"name":"Magic Resistance","desc":"The savant has advantage on saving throws against spells and other magical effects."},{"name":"Past and Future, Present","desc":"A savant is always accompanied by its past and future selves. They occupy the savant's same space seconds before and after the savant and can't be targeted separately. They provide the savant with the following benefits. \n* The savant can concentrate on two spells simultaneously. If it casts a third spell that requires concentration, the savant loses concentration on the oldest spell. If the savant is concentrating on two spells and loses concentration because of taking damage, it loses concentration on the oldest spell.\n* When a creature targets the savant with an attack, roll a d6. On a 1 through 4, the attack hits one of the savant's future or past selves, halving the damage the savant takes. On a 5 or 6, the attack hits the savant, and it takes damage as normal. The savant is still the target of the attack and is subject to effects that trigger when a creature is hit or damaged."},{"name":"Spellcasting","desc":"The savant is a 9th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 15, +8 to hit with spell attacks). The savant has the following wizard spells prepared: Cantrips (at will): fire bolt, light, mage hand, prestidigitation\n1st Level (4 slots): detect magic, mage armor, magic missile, sleep\n2nd Level (3 slots): enlarge/reduce, gust of wind, misty step\n3rd Level (3 slots): counterspell, fireball, fly\n4th Level (3 slots): arcane eye, confusion, dimension door\n5th Level (1 slot): arcane hand"}],"spell_list":[],"page_no":137,"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_eonic-savant/"}]}