{"count":3207,"next":"https://api-beta.open5e.com/v1/monsters/?format=json&ordering=intelligence&page=57","previous":"https://api-beta.open5e.com/v1/monsters/?format=json&ordering=intelligence&page=55","results":[{"slug":"astri","desc":"Human hands sit at the ends of the raccoon-headed creature’s four short legs. It flicks its banded tail as it turns toward cries for help, setting its vivid blue eyes on those in need._  \n**Good Samaritans.** Astri range the badlands and deserts of the Material Plane, seeking opportunities to assist lost and dying travelers. When an astri encounters people in distress, it works to grant them the assistance they need—be it food, healing, or a safe place to rest—and remains until they no longer require its help.  \n**Bringers of Hope.** When they aren’t helping individuals or small groups, astri quietly watch over villages in their territories. They keep the surroundings clear of threats, aerate the soil, and dig out wells in places with limited access to clean water. Astri become quite fond of the settlements under their protection and take pride in the residents’ successes.  \n**Enemies of Greed.** Mercenary behavior offends the sensibilities of astri, but they understand many people have strong selfish streaks. Astri counter this selfishness by magically enforcing the desire to help others. Before an astri assists an intelligent creature, it asks the creature to promise to do good deeds over the next few weeks. If a creature won’t make the promise, the astri still assists, but the creature must contend with the _geas_ that may be attached to the helping hand.","name":"Astri","size":"Small","type":"Celestial","subtype":"","group":null,"alignment":"chaotic good","armor_class":15,"armor_desc":null,"hit_points":112,"hit_dice":"15d6+60","speed":{"burrow":30,"walk":30},"strength":12,"dexterity":21,"constitution":18,"intelligence":15,"wisdom":16,"charisma":20,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":6,"charisma_save":8,"perception":6,"skills":{"perception":6,"stealth":8,"survival":9},"damage_vulnerabilities":"","damage_resistances":"poison; bludgeoning, piercing, and slashing from nonmagical attacks","damage_immunities":"","condition_immunities":"charmed, exhaustion","senses":"darkvision 90 ft., passive Perception 16","languages":"Common, telepathy 120 ft.","challenge_rating":"8","cr":8.0,"actions":[{"name":"Multiattack","desc":"The astri makes three bite attacks."},{"name":"Bite","desc":"Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 9 (1d8 + 5) piercing damage plus 7 (2d6) radiant damage.","attack_bonus":8,"damage_dice":"1d8+5"},{"name":"Healing Touch (3/Day)","desc":"The astri touches another creature. The target magically regains 14 (3d8 + 1) hit points and is freed from any disease, poison, blindness, or deafness."}],"bonus_actions":null,"reactions":[{"name":"Defensive Counter","desc":"When a creature within 5 feet of the astri makes an attack against a creature other than the astri, the astri can bite the attacker. To do so, the astri must be able to see the attacker."}],"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Enforce Good Deeds","desc":"A creature that has received assistance, such as food or healing, from the astri must succeed on a DC 16 Wisdom saving throw or be affected by the geas spell for 30 days. While under the geas, the affected creature must assist nonhostile creatures suffering from injury or exhaustion by alleviating the injury or exhaustion."},{"name":"Helping Hand","desc":"The astri can take the Help action as a bonus action on each of its turns."},{"name":"Magic Resistance","desc":"The astri has advantage on saving throws against spells and other magical effects."},{"name":"Magic Weapons","desc":"The astri's weapon attacks are magical."},{"name":"Innate Spellcasting","desc":"The astri's spellcasting ability is Charisma (spell save DC 16, +8 to hit with spell attacks). The astri can cast the following spells, requiring no material components:\nAt will: create or destroy water, detect poison and disease, produce flame, purify food and drink\n3/day each: bless, create food and water, lesser restoration\n1/day each: remove curse"}],"spell_list":[],"page_no":31,"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_astri/"},{"slug":"fabricator","desc":"A rectangular slab of thick, green ooze flows slowly across the floor. Twisting metallic veins and strange lights illuminate its translucent interior, and everything it touches dissolves into a formless sludge._  \n**Artificial Oozes.** Though fabricators superficially resemble monsters like ochre jellies or gelatinous cubes, they are in fact a type of construct composed of millions of minute constructs connected by an intelligent hive-mind. Most fabricators were built to aid in the construction of advanced machinery or structures and normally are not aggressive. However, their programming sometimes calls for the disposal of organic life, and they do not hesitate to apply fatal force when necessary.  \n**Relic of Past Empires.** The first fabricators were built by a cabal of ancient mages from a forgotten empire to construct a great weapon to use against their enemies. This weapon was completed and unleashed, subsequently dooming the creators and leaving the fabricators to carry on with the tasks assigned to them. Over time, the magical bonds to their masters’ work slowly unraveled, freeing many fabricators from their responsibilities and leaving them without purpose. Today, some of these fabricators are employed by mage guilds to aid in the construction of magic items, communicating with the mages by etching words on sheets of copper.  \n**Construct Nature.** A fabricator doesn’t require air, food, drink, or sleep.","name":"Fabricator","size":"Large","type":"Construct","subtype":"","group":null,"alignment":"neutral","armor_class":13,"armor_desc":"natural armor","hit_points":147,"hit_dice":"14d10+70","speed":{"climb":15,"walk":30,"swim":15},"strength":18,"dexterity":7,"constitution":20,"intelligence":15,"wisdom":15,"charisma":5,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":6,"skills":{"perception":6},"damage_vulnerabilities":"","damage_resistances":"bludgeoning, piercing, and slashing from nonmagical attacks","damage_immunities":"force, poison, psychic","condition_immunities":"blinded, charmed, deafened, exhaustion, frightened, paralyzed, petrified, poisoned, prone","senses":"blindsight 60 ft. (blind beyond this radius), passive Perception 16","languages":"understands Common, Deep Speech, and Draconic but can’t speak","challenge_rating":"10","cr":10.0,"actions":[{"name":"Multiattack","desc":"The fabricator makes two disassembling slam attacks."},{"name":"Disassembling Slam","desc":"Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 15 (2d10 + 4) bludgeoning damage plus 10 (3d6) force damage. A creature reduced to 0 hp by this attack immediately dies and its body and nonmagical equipment is disassembled and absorbed into the fabricator. The creature can be restored to life only by means of a true resurrection or a wish spell. The fabricator can choose to not disassemble a creature or its equipment after reducing it to 0 hp.","attack_bonus":8,"damage_dice":"2d10+4"}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Assemble","desc":"With at least 10 minutes of work, a fabricator can refine raw materials and create entirely new objects by combining material it has absorbed. For example, it can create a rope from absorbed hemp, clothing from absorbed flax or wool, and a longsword from absorbed metal. A fabricator can create intricate objects like thieves' tools and objects with moving parts with at least 1 hour of work and twice the requisite raw materials, but it can't create magic items. The quality of objects it creates is commensurate with the quality of the raw materials."},{"name":"Dismantling Form","desc":"A creature that touches the fabricator or hits it with a melee attack while within 5 feet of it takes 3 (1d6) force damage. Any nonmagical weapon made of metal or once-living material (such as bone or wood) that hits the fabricator is slowly dismantled by the minute constructs that make up the fabricator. After dealing damage, the weapon takes a permanent and cumulative -1 penalty to damage rolls. If its penalty drops to -5, the weapon is destroyed. Nonmagical ammunition made of metal or once-living material that hits the fabricator is destroyed after dealing damage. At the start of each of its turns, the fabricator can choose whether this trait is active."}],"spell_list":[],"page_no":138,"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_fabricator/"},{"slug":"gaunt-one","desc":"This corpse-like creature’s flesh is gray, its body is emaciated, and its skin is pulled tight across its skeleton. A strange, writhing tentacle protrudes slightly from its gaping mouth._  \n**Unnatural Origin.** Centuries ago, an order of wizards, known as the Covenant of Infinum, found itself in need of slaves and descended upon a nearby human settlement. The order enslaved every villager and conducted magical experiments upon them in the wizards’ remote mountain tower. The wizards were trying to create the perfect servitor race, using the villagers as a baser life form. The experiment failed spectacularly, unleashing a magical transformative wave upon the tower. Many of the wizards managed to escape, but all of the human slaves were caught in the magical chaos and were forever changed into gaunt ones.  \n**Undead Appearance.** At first glance, gaunt ones appear to be some form of undead creature, leading many to underestimate them. Their skin is pale, shrunken, and withered, and their teeth are yellow and jagged with receded gums.  \n**Hunger for Hearts.** Gaunt ones have an inherent hunger for hearts and often sit quietly for hours, listening for the heartbeats of nearby creatures. A gaunt one grabs hold of its prey and worms its tentaclelike tongue into the creature’s mouth to extract the creature’s heart. Insatiable, a gaunt one continues to eat the hearts of creatures it finds until there is nothing left to harvest. Lacking readily available food, it moves on.","name":"Gaunt One","size":"Medium","type":"Aberration","subtype":"","group":null,"alignment":"neutral evil","armor_class":14,"armor_desc":"natural armor","hit_points":75,"hit_dice":"10d8+30","speed":{"walk":30},"strength":18,"dexterity":15,"constitution":16,"intelligence":15,"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":{"stealth":4},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"","condition_immunities":"","senses":"darkvision 60 ft., passive Perception 11","languages":"understands Undercommon but can’t speak","challenge_rating":"3","cr":3.0,"actions":[{"name":"Multiattack","desc":"The gaunt one makes two claw attacks. If both attacks hit a Medium or smaller target, the target is grappled (escape DC 14)."},{"name":"Claw","desc":"Melee Weapon Attack: +6 to hit, reach 5 ft., one creature. Hit: 11 (2d6 + 4) slashing damage.","attack_bonus":6,"damage_dice":"2d6+4"},{"name":"Extract Heart","desc":"Melee Weapon Attack: +6 to hit, reach 5 ft., one humanoid grappled by the gaunt one. Hit: The target must make a DC 13 Constitution saving throw, taking 22 (5d8) piercing damage on a failed save, or half as much damage on a successful one. If this damage reduces the target to 0 hp, the gaunt one kills the target by extracting and devouring its heart."}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Keen Hearing","desc":"The gaunt one has advantage on Wisdom (Perception) checks that rely on hearing."}],"spell_list":[],"page_no":163,"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_gaunt-one/"},{"slug":"gorao-ka","desc":"The wizened, doll-sized woman sits beside a small shrine of bonsai branches. She smiles and reaches into a full pouch, removing a gold coin. She passes the coin with an encouraging nod to the desperate-looking man kneeling before her._  \n**Small Gods of Substance.** Gorao-ka represent small fortunes of both a physical and spiritual nature. Their shrines can be erected anywhere, but they are commonly found in settlements and widely-traveled areas. Larger settlements have multiple shrines, sometimes one or more per neighborhood, each of which is associated with a different gorao-ka.  \n**Gentle and Benevolent.** Gorao-ka have a kind look for every person that crosses their path. Each of them has a burning desire to assist people, and they grieve on the occasions that they can’t. The laws governing their kind forbid them from extending aid to someone that hasn’t made an offering at their shrine, though a gorao-ka accepts almost anything in tribute.  \n**Thieves’ Bane.** Despite their generous natures, gorao-ka have no pity for those who steal from them. Fools who steal from gorao-ka swiftly discover their money inexplicably vanished, and can end up destitute if they don’t make reparations.  \n**Immortal Spirit Nature.** The kami doesn’t require food, drink, or sleep.","name":"Gorao-Ka","size":"Tiny","type":"Fey","subtype":"kami","group":null,"alignment":"neutral good","armor_class":13,"armor_desc":"copper coat","hit_points":17,"hit_dice":"5d4+5","speed":{"walk":20},"strength":13,"dexterity":11,"constitution":13,"intelligence":15,"wisdom":17,"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":"","condition_immunities":"","senses":"passive Perception 13","languages":"Common, Sylvan","challenge_rating":"1/8","cr":0.125,"actions":[{"name":"Sack of Coins","desc":"Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 3 (1d4 + 1) bludgeoning damage.","attack_bonus":3,"damage_dice":"1d4+1"},{"name":"Find a Penny (Recharge 5-6)","desc":"The gorao-ka throws a copper piece into a space within 5 feet of it. A creature that is not hostile to the gorao-ka that picks up the copper piece is blessed with good luck. At any point within the next 1 hour, the creature can roll a d6 and add the number rolled to one attack roll, ability check, or saving throw.\n\nAlternatively, the bearer of the coin can pass it to another creature of its choice. At any point within the next 8 hours, the new bearer of the coin can roll 2d6 and add the higher result to one attack roll, ability check, or saving throw."}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Fool's Gold","desc":"If a creature steals one of the gorao-ka's money pouches, it loses 1d20 gp each time it finishes a long rest. A creature that steals more than one money pouch deducts an extra 1d20 gp for each additional stolen pouch. This effect ends when the thief freely gives double the amount of money it stole to another creature or organization. A gorao-ka carries 1d10 pouches, each containing 1d20 gp. If the gorao-ka is killed, all the gold in its pouches turns into worthless stones after 1 minute."},{"name":"Silver Fountain","desc":"When the gorao-ka is reduced to 0 hp, it explodes in a spray of silver pieces. Each creature within 5 feet of the gorao-ka that participated in killing it, such as by attacking it or casting a spell on it, must make a DC 12 Dexterity saving throw or take 7 (2d6) bludgeoning damage. The silver pieces disappear after 1 minute."}],"spell_list":[],"page_no":221,"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_gorao-ka/"},{"slug":"hebi-doku","desc":"A serpent rises in tight coils, until its head is level with that of a tall man. Its body is thick and covered in glossy black scales broken by wide bands of bright orange. The two smaller serpents growing from its torso wind together and hiss menacingly. Twin rattles shake rapidly behind the creature._  \n**Ophidian Masters.** Shrines to hebi-doku are found most often in places where venomous snakes are common. They are also located in regions where snakes are considered sacred and in the homes and guilds of assassins who favor the use of toxins. Hebi-doku are never found without an accompaniment of other serpents.  \n**Feared and Placated.** Adventurers and archaeologists who travel through snake-filled jungles and ruins offer hebi-doku tribute, hoping that doing so will purchase some protection from the snakes they encounter. Scorned lovers sometimes venerate a local hebi-doku in the hopes that it will poison future relationships for their former paramour. A hebi-doku claims to care little for the veneration of non-serpents, but it knows it will cease to exist without their gifts.  \n**Toxic Shrines.** To summon a hebi-doku, a heart stilled by snake venom must be laid at the foot of a low altar built of mongoose bones.  \n**Immortal Spirit Nature.** The kami doesn’t require food, drink, or sleep.","name":"Hebi-Doku","size":"Medium","type":"Fey","subtype":"kami","group":null,"alignment":"chaotic evil","armor_class":15,"armor_desc":null,"hit_points":123,"hit_dice":"13d8+65","speed":{"climb":40,"walk":40},"strength":17,"dexterity":21,"constitution":21,"intelligence":15,"wisdom":13,"charisma":17,"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":"poison","condition_immunities":"poisoned","senses":"passive Perception 14","languages":"Common, Sylvan","challenge_rating":"8","cr":8.0,"actions":[{"name":"Multiattack","desc":"The hebi-doku can use its Transfixing Rattle. It then makes two attacks: one with its bite and one with its disabling sting, or two with its toxic spittle."},{"name":"Bite","desc":"Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 14 (2d8 + 5) piercing plus 14 (4d6) poison damage.","attack_bonus":8,"damage_dice":"2d8+5"},{"name":"Disabling Sting","desc":"Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 12 (3d4 + 5) piercing damage, and the target must succeed on a DC 16 Constitution saving throw or be unable to use bonus actions and reactions until the end of its next turn.","attack_bonus":8,"damage_dice":"3d4+5"},{"name":"Toxic Spittle","desc":"Ranged Weapon Attack: +8 to hit, range 30/90 ft., one target. Hit: 10 (3d6) poison damage, and the target must make a DC 16 Constitution saving throw. On a failure, the target is paralyzed for 1 minute. On a success, the target is 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":8,"damage_dice":"3d6"},{"name":"Transfixing Rattle","desc":"The hebi-doku rattles its tail at one creature it can see within 30 feet of it. The target must make a DC 14 Wisdom saving throw or be incapacitated and have its speed reduced to 0 until the end of its next turn."}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Keen Smell","desc":"The hebi-doku has advantage on Wisdom (Perception) checks that rely on smell."},{"name":"Serpentine Mind","desc":"The hebi-doku can magically command any snake within 120 feet of it, using a limited form of telepathy."}],"spell_list":[],"page_no":222,"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_hebi-doku/"},{"slug":"jack-of-strings","desc":"Clad in fine clothes of black and red, the tall, slim figure steps forward. With a clawed hand grasping a crossbar, it makes its eyeless marionette dance. A chuckle of cruel delight escapes its fanged maw as a nearby observer suddenly rises and spasmodically mimics the dance._  \n**Court Entertainers and Punishers.** A jack of strings uses its collection of marionettes to amuse shadow fey courts. It is adept at tailoring its performances to the crowd, switching effortlessly between charming plays, ribald performances, satirical pantomimes, and terrifying tales. During these performances, the jack of strings can take control of a creature in the audience to enact justice in the form of humiliation, torture, or even death. The jack is sometimes hired by fey nobility to enact such justice on rivals.  \n**Uncanny Valley.** The jack of strings takes control of its victims by establishing a link between the victim and one of its marionettes. When it establishes the link, the marionette becomes lifelike while the jack’s victim takes on a wooden appearance. The puppet gains the victim’s eyes, which disappear from the victim’s face.  \n**Masters of Puppets.** Jacks of strings have several marionettes at their disposal. Aside from the first, which it painstakingly crafts itself, the jack’s puppets derive from victims who perish while linked to the jack’s puppet. Jacks harvest their prey in the mortal realm under the guise of a traveling entertainer and typically target people who won’t be missed.","name":"Jack of Strings","size":"Medium","type":"Fey","subtype":"","group":null,"alignment":"chaotic neutral","armor_class":14,"armor_desc":null,"hit_points":90,"hit_dice":"12d8+36","speed":{"walk":30},"strength":14,"dexterity":19,"constitution":17,"intelligence":15,"wisdom":14,"charisma":20,"strength_save":null,"dexterity_save":7,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":null,"skills":{"acrobatics":10,"performance":8},"damage_vulnerabilities":"","damage_resistances":"bludgeoning, piercing, and slashing from nonmagical weapons not made with cold iron weapons","damage_immunities":"","condition_immunities":"charmed, frightened","senses":"darkvision 60 ft., passive Perception 12","languages":"Common, Sylvan, Umbral","challenge_rating":"5","cr":5.0,"actions":[{"name":"Multiattack","desc":"The jack of strings makes two mocking slap attacks."},{"name":"Mocking Slap","desc":"Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) bludgeoning damage plus 3 (1d6) psychic damage.","attack_bonus":7,"damage_dice":"2d6+3"},{"name":"Animate Puppet","desc":"The jack of strings animates up to three wooden puppets it can see within 60 feet of it. This works like the animate objects spell, except the wooden puppet uses the statistics of a Small object, regardless of the puppet's actual size. The jack can have no more than five puppets animated at one time."},{"name":"Puppet Link","desc":"One humanoid or beast the jack of strings can see within 60 feet of it must succeed on a DC 15 Wisdom saving throw or become magically linked to the jack's marionette. This link appears as a barely perceptible string between the jack's marionette and the target. A linked creature can repeat the saving throw at the end of each of its turns, ending the link on a success.\n\nWhile a target is linked, the jack of strings can use its reaction at the start of the target's turn to control the linked target. The jack of strings can make the target move, manipulate objects, attack, or take other purely physical actions. The jack can't make the target cast spells. While controlled, the target moves awkwardly and has disadvantage on attack rolls and ability checks. If the target receives a suicidal command from the jack of strings, it can repeat the saving throw, ending the effect on a success.\n\nThe jack of strings can have only one target linked at a time. If it links another, the effect on the previous target ends. If a creature dies while linked to the jack's marionette, the creature's body becomes a wooden puppet that resembles the creature."}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Magic Resistance","desc":"The jack of strings has advantage on saving throws against spells and other magical effects."}],"spell_list":[],"page_no":218,"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_jack-of-strings/"},{"slug":"liminal-drake","desc":"A shadow drifts gently over the castle walls, quietly sliding over its faded banners as though cast by an unseen cloud in the midday sun. A faint shimmer traces through the shade, probing its corners before settling beneath the skull of a great beast. The shadows draw inward, learning from the old bone to forge a body of glimmering void._  \n**Void Dragon Offspring.** When an Open Game License","name":"Liminal Drake","size":"Large","type":"Dragon","subtype":"","group":null,"alignment":"neutral evil","armor_class":17,"armor_desc":null,"hit_points":204,"hit_dice":"24d10+72","speed":{"fly":80,"walk":0,"hover":true},"strength":7,"dexterity":24,"constitution":16,"intelligence":15,"wisdom":18,"charisma":17,"strength_save":null,"dexterity_save":null,"constitution_save":8,"intelligence_save":null,"wisdom_save":9,"charisma_save":null,"perception":null,"skills":{},"damage_vulnerabilities":"","damage_resistances":"acid, fire, lightning, radiant, thunder; bludgeoning, piercing, and slashing from nonmagical attacks","damage_immunities":"cold","condition_immunities":"exhaustion, frightened, grappled, paralyzed, petrified, poisoned, prone, restrained","senses":"darkvision 120 ft., passive Perception 14","languages":"Draconic","challenge_rating":"14","cr":14.0,"actions":[{"name":"Multiattack","desc":"The liminal drake makes three attacks: one with its bite and two with its claws."},{"name":"Bite","desc":"Melee Weapon Attack: +12 to hit, reach 5 ft., one creature. Hit: 14 (2d10 + 3) piercing damage plus 18 (4d8) cold damage.","attack_bonus":12,"damage_dice":"2d10+3"},{"name":"Claw","desc":"Melee Weapon Attack: +12 to hit, reach 5 ft., one creature. Hit: 10 (2d6 + 3) slashing damage plus 9 (2d8) cold damage.","attack_bonus":12,"damage_dice":"2d6+3"},{"name":"Stellar Breath (Recharge 5-6)","desc":"The drake exhales star fire in a 30-foot cone. Each creature in that area must make a DC 17 Dexterity saving throw, taking 18 (4d8) fire damage and 18 (4d8) radiant damage on a failed save, and half as much damage on a successful one."},{"name":"Warp Space","desc":"The liminal drake can fold in on itself to travel to a different plane. This works like the plane shift spell, except the drake can only affect itself, not other creatures, and it can't use the effect to banish an unwilling creature to another plane."}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Incorporeal Movement","desc":"The drake can move through other creatures and objects as if they were difficult terrain. It takes 5 (1d10) force damage if it ends its turn inside an object."},{"name":"Nauseating Luminance","desc":"When a creature that can see the drake starts its turn within 60 feet of the drake, the drake can force it to make a DC 16 Constitution saving throw if the drake isn't incapacitated and can see the creature. On a failed save, the creature is incapacitated until the start of its next turn.\n\nUnless surprised, a creature can avert its eyes to avoid the saving throw at the start of its turn. If it does so, it can't see the drake until the start of its next turn, when it can avert its eyes again. If the creature looks at the drake in the meantime, it must immediately make the save."},{"name":"Void Dweller","desc":"When traveling through the void between stars, the liminal drake magically glides on solar winds, making the immense journey in an impossibly short time."}],"spell_list":[],"page_no":107,"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_liminal-drake/"},{"slug":"minor-malleable","desc":"A pile of red, gooey flesh slurps along the ground. The meat climbs upon itself, squishing as it creates a formidable, hungry wall._  \nMalleables are malevolent, formless piles of flesh that absorb psychic energy and grow smarter and stronger when combined together.  \n**Consumers of Psychic Power.** Creatures that consume psychic energy can become so infused with it that their bodies implode. The power lingers in the grotesque mass of flesh, warping the creature’s mind even more than its body and creating a hunter that hungers to consume and grow. Malleables do not remember their personal lives before implosion, but they do retain facts and lore. They think themselves superior to all other creatures, which are simply prey. Their goals are simple: drain every creature they can of psychic energy and rule the world as a massive, roiling meat puddle. Malleables have infinite patience and can wait centuries until they feel the time is right to go on a psychic energy binge.  \n**Many Shapes.** Malleables have no set form, but they can stretch and alter their forms easily, moving on appendages or flowing like an ooze. They might form a face (or many faces at once) if they wish to convey an emotion to another creature, or take the shape of a truly terrifying beast (like a giant spider) if they wish to create panic. No matter the shape they take, malleables always appear to be a fleshy creature turned inside out.  \n**Our Powers Combined.** Malleables can join together, creating a larger, more powerful creature that shares the intellect of all the combined intelligences. These bigger malleables can separate into smaller aberrations when it suits them.  \n**Ancient Knowledge Hoarders.** It is said that malleables have perfect memories and the oldest of these creatures remember ancient lore other creatures have long forgotten. Many sages have tried and failed to capture malleables to prod their minds for secrets, but the creatures almost always find a way to escape. Adventurers are often given the dangerous tasks of capturing, guarding, or questioning a malleable.","name":"Minor Malleable","size":"Medium","type":"Aberration","subtype":"","group":null,"alignment":"chaotic evil","armor_class":11,"armor_desc":"natural armor","hit_points":32,"hit_dice":"5d8+10","speed":{"climb":30,"walk":30},"strength":16,"dexterity":8,"constitution":14,"intelligence":15,"wisdom":14,"charisma":10,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":4,"wisdom_save":4,"charisma_save":2,"perception":null,"skills":{},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"psychic","condition_immunities":"blinded, prone","senses":"blindsight 30 ft. (blind beyond this radius), passive Perception 12","languages":"all, telepathy 60 ft.","challenge_rating":"1","cr":1.0,"actions":[{"name":"Flesh Tendril","desc":"Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) bludgeoning damage. If the target is a Medium or smaller creature, it is grappled (escape DC 12).","attack_bonus":5,"damage_dice":"2d6+3"},{"name":"Psychic Drain","desc":"One creature grappled by the malleable must make a DC 12 Intelligence saving throw, taking 4 (1d8) psychic 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. The target dies and becomes a minor malleable if this effect reduces its hp maximum to 0."},{"name":"Join Malleables","desc":"As long as the malleable is within 10 feet of at least three other minor malleables, each minor malleable in range can use this action option at the same time to join together and create a larger malleable. The new malleable's hp total is equal to the combined hp total of all the minor malleables. and it is affected by any conditions, spells, and other magical effects that affected any of the minor malleables. The new malleable acts on the same initiative count as the malleables that formed it and occupies any unoccupied space that previously contained at least one of the malleables that formed it. \n* Four minor malleables can join to create one moderate malleable. \n* Eight minor malleables can join to create one major malleable. \n* Sixteen minor malleables can join to create one massive malleable."}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Amorphous","desc":"The malleable can move through a space as narrow as 1 inch wide without squeezing."},{"name":"Controlled Mutability","desc":"Any spell or effect that would alter the malleable's form only alters it until the end of the malleable's next turn. Afterwards, the malleable returns to its amorphous form. In addition, the malleable can use its action to change itself into any shape, but it always looks like an inside-out fleshy creature no matter the shape it takes. If it changes into the shape of a creature, it doesn't gain any statistics or special abilities of that creature; it only takes on the creature's basic shape and general appearance."},{"name":"Psychic Absorption","desc":"Whenever the malleable is subjected to psychic damage, it takes no damage and instead regains a number of hp equal to the psychic damage dealt."},{"name":"Spider Climb","desc":"The malleable can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check."}],"spell_list":[],"page_no":254,"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_minor-malleable/"},{"slug":"salamander-monarch","desc":"Appearing as a well-muscled humanoid with the lower body of a serpent, this hideous yet strangely majestic creature is covered in thick, golden scales. A flaming emerald crest frames its bestial face, and it holds a red-hot trident in its hands._  \n**Salamander Kings and Queens.** Salamanders rule over vast swaths of the Elemental Plane of Fire, contesting with the efreeti and Open Game License","name":"Salamander Monarch","size":"Large","type":"Elemental","subtype":"","group":null,"alignment":"neutral evil","armor_class":17,"armor_desc":"natural armor","hit_points":161,"hit_dice":"17d10+68","speed":{"walk":30},"strength":20,"dexterity":18,"constitution":18,"intelligence":15,"wisdom":14,"charisma":18,"strength_save":null,"dexterity_save":null,"constitution_save":9,"intelligence_save":null,"wisdom_save":7,"charisma_save":null,"perception":null,"skills":{"arcana":7,"intimidation":9},"damage_vulnerabilities":"cold","damage_resistances":"","damage_immunities":"fire; bludgeoning, piercing, and slashing from nonmagical attacks","condition_immunities":"","senses":"darkvision 90 ft., passive Perception 12","languages":"Abyssal, Ignan, Infernal","challenge_rating":"13","cr":13.0,"actions":[{"name":"Multiattack","desc":"The salamander monarch makes two attacks: one with its trident and one with its tail."},{"name":"Tail","desc":"Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 12 (2d6 + 5) bludgeoning damage plus 7 (2d6) fire damage, and the target is grappled (escape DC 18). Until this grapple ends, the target is restrained, the salamander monarch can automatically hit the target with its tail, and the salamander monarch can't make tail attacks against other targets.","attack_bonus":9,"damage_dice":"2d6+5"},{"name":"Trident","desc":"Melee or Ranged Weapon Attack: +9 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 14 (2d8 + 5) piercing damage or 16 (2d10 + 5) piercing damage if used with two hands to make a melee attack, plus 7 (2d6) fire damage.","attack_bonus":9,"damage_dice":"2d8+5"},{"name":"Immolating Crest (Recharge 6)","desc":"The salamander monarch causes its crest to flare with brilliant radiance, illuminating everything within 30 feet of it with a blue or green light. Each creature in that area must make a DC 17 Dexterity saving throw. On a failure, a creature takes 28 (8d6) fire damage and catches on fire. On a success, a creature takes half the damage and doesn't catch on fire. Until a creature on fire takes an action to douse the fire, the creature takes 7 (2d6) fire damage at the start of each of its turns."}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Heated Body","desc":"A creature that touches the salamander monarch or hits it with a melee attack while within 5 feet of it takes 14 (4d6) fire damage."},{"name":"Heated Weapons","desc":"Any metal melee weapon the salamander monarch wields deals an extra 7 (2d6) fire damage on a hit (included in the attack)."},{"name":"Inspiring Sovereign","desc":"Each salamander within 30 feet of the salamander monarch and that can see the monarch has advantage on its melee attack rolls and saving throws."},{"name":"Innate Spellcasting","desc":"The salamander monarch's innate spellcasting ability is Charisma (spell save DC 17). It can innately cast the following spells, requiring no material components.\n3/day: flaming sphere, heat metal\n1/day: conjure elemental (fire elemental only)"}],"spell_list":[],"page_no":311,"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_salamander-monarch/"},{"slug":"virtuoso-lich","desc":"The beautiful singer bows to the adoring crowd before stepping behind the curtain. Away from the eyes of the crowd, the singer changes its half-mask, briefly revealing a ghastly, undead visage._  \nA virtuoso lich is an artist whose love of art sustains it beyond death.  \n**Birthed by Art.** A virtuoso lich is created when an artist powerful in both its artistic and magical expression dies with art left undone. Such artists often die before completing or creating a masterpiece, and the torment of the art left undone couples with the artist’s powerful magical talents, turning the artist into a virtuoso lich. A virtuoso lich is bound to an object of art, such as a favorite musical instrument, painting, dance slippers, quill, or some other object of artistic expression that was significant to the lich in life. This piece of art is the lich’s phylactery.  \n**Beautiful Mien.** A virtuoso lich maintains the beauty of its former life, appearing much as it did in life—save for one physical feature that betrays its undead nature. This undead feature can be a clawed, skeletal hand, which the lich hides in a glove; a stiff, zombie-like leg, which the lich disguises with robes and a cane; a face ravaged by undeath, which the lich covers in a beautiful mask; or any other appropriate feature.  \n**Undead Nature.** The virtuoso lich doesn’t require air, food, drink, or sleep.  \n\n## A Virtuoso Lich’s Lair\n\n  \nA virtuoso lich chooses a lair with an eye and ear for artistic potential, whether that lair is an ancient cavern with natural acoustics, a meadow with plentiful natural light, a hall of mirrors, or some other locale capable of enhancing some form of art, allowing the lich’s magic and artistic expression to swell, reaching every corner.  \n\n### Lair Actions\n\n  \nOn initiative count 20 (losing initiative ties), the virtuoso lich takes a lair action to cause one of the following effects; the lich can’t use the same effect two rounds in a row:\n* The virtuoso lich channels artistic expression it can see or hear into a magical assault. The artistic expression must be of the type chosen with the Versatile Artist trait, but it otherwise can be any form of expression not originating from the lich, such as the song of nearby singers that echoes in the lair, the colorful paint decorating canvases, the twirling forms of dancers, or similar. The virtuoso lich chooses a creature it can see within 30 feet of the artistic expression. The target must make a DC 15 Dexterity saving throw, taking 18 (4d8) damage of the type chosen with the Versatile Artist trait on a failed save, or half as much damage on a successful one.\n* The virtuoso lich enhances the natural artistry of its lair, distracting and hindering nearby creatures. The lich chooses a point it can see within 60 feet of it. Each creature within 5 feet of that point must make a DC 15 Charisma saving throw. On a failure, a creature has disadvantage on saving throws against the lich’s spells and its Corrupted Art action until initiative count 20 on the next round.\n* The virtuoso lich rolls a d4 and regains a spell slot of that level or lower. If it has no spent spell slots of that level or lower, nothing happens.","name":"Virtuoso Lich","size":"Medium","type":"Undead","subtype":"","group":null,"alignment":"any evil alignment","armor_class":17,"armor_desc":"natural armor","hit_points":123,"hit_dice":"19d8+38","speed":{"walk":30},"strength":11,"dexterity":16,"constitution":15,"intelligence":15,"wisdom":12,"charisma":20,"strength_save":null,"dexterity_save":7,"constitution_save":null,"intelligence_save":null,"wisdom_save":6,"charisma_save":9,"perception":5,"skills":{"deception":9,"perception":5,"persuasion":9},"damage_vulnerabilities":"","damage_resistances":"necrotic; bludgeoning, piercing, and slashing from nonmagical attacks","damage_immunities":"poison","condition_immunities":"blinded, deafened, charmed, exhaustion, frightened, paralyzed, poisoned","senses":"truesight 60 ft., passive Perception 15","languages":"Common, plus up to two other languages","challenge_rating":"12","cr":12.0,"actions":[{"name":"Multiattack","desc":"The virtuoso lich uses its Corrupted Art. It then makes two Artistic Flourish attacks."},{"name":"Artistic Flourish","desc":"Melee Spell Attack: +9 to hit, reach 5 ft., one target. Hit: 12 (2d6 + 5) damage of the type chosen with the Versatile Artist trait.","attack_bonus":9,"damage_dice":"2d6+5"},{"name":"Corrupted Art","desc":"The lich hums a discordant melody, paints a crumbling symbol of death in the air, performs a reality-bending pirouette, or emulates some other expression of corrupted or twisted art and targets one creature it can see within 60 feet. This action's effects change, depending on if the target is undead. \n* Non-Undead. The target must make a DC 16 Constitution saving throw, taking 18 (4d8) necrotic damage on a failed save, or half as much damage on a successful one. \n* Undead. The target regains 18 (4d8) hit points. Healing that exceeds the target's hp maximum becomes temporary hit points."},{"name":"Call Muse","desc":"The lich targets one humanoid or beast it can see within 30 feet of it. The target must succeed on a DC 17 Wisdom saving throw or be charmed by the lich for 1 minute. The charmed target, the lich's “muse,” has a speed of 0 and is incapacitated as it watches or listens to the lich's artistic expression. The muse can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the lich's Call Muse for the next 24 hours. If the muse suffers harm from the lich, it is no longer charmed.\n\nThe lich can have only one muse at a time. If it charms another, the effect on the previous muse ends. If the lich is within 30 feet of its muse and can see its muse, the lich has advantage on its first Artistic Flourish attack each round against a creature that isn't its muse."}],"bonus_actions":null,"reactions":null,"legendary_desc":"The virtuoso lich can take 3 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature’s turn. The lich regains spent legendary actions at the start of its turn.","legendary_actions":[{"name":"Artistic Flourish","desc":"The lich makes one Artistic Flourish attack."},{"name":"Move","desc":"The lich moves up to its speed without provoking opportunity attacks."},{"name":"Cast a Spell (Costs 3 Actions)","desc":"The lich casts a spell from its list of prepared spells, using a spell slot as normal."},{"name":"Unrestrained Art (Costs 3 Actions)","desc":"The lich unleashes the full force of its artistic talents on those nearby. Each creature with 10 feet of the lich must make a DC 16 Dexterity saving throw. On a failure, a creature takes 18 (4d8) damage of the type chosen with the Versatile Artist trait and is knocked prone. On a success, a creature takes half the damage and isn't knocked prone."}],"special_abilities":[{"name":"Legendary Resistance (3/Day)","desc":"If the lich fails a saving throw, it can choose to succeed instead."},{"name":"Rejuvenation","desc":"If it has a phylactery, a destroyed lich gains a new body in 1d10 days, regaining all its hit points and becoming active again. The new body appears within 5 feet of the phylactery."},{"name":"Turn Resistance","desc":"The lich has advantage on saving throws against any effect that turns undead."},{"name":"Versatile Artist","desc":"At the end of each long rest, the lich chooses one form of artistic expression, such as song, poetry, dance, fashion, paint, or similar. Until it finishes a long rest, the lich has immunity to one type of damage, which is associated with its artistic expression. For example, a lich expressing art through song or poetry has immunity to thunder damage, a lich expressing art through fashion has immunity to slashing damage, and a lich expressing art through paint has immunity to acid damage. This trait can't give the lich immunity to force, psychic, or radiant damage."},{"name":"Spellcasting","desc":"The virtuoso lich is a 12th-level spellcaster. Its spellcasting ability is Charisma (spell save DC 17, +9 to hit with spell attacks). It has the following bard spells prepared:\nCantrips (at will): mage hand, message, true strike, vicious mockery\n1st level (4 slots): bane, hideous laughter, thunderwave\n2nd level (3 slots): enthrall, hold person, invisibility, shatter\n3rd level (3 slots): dispel magic, fear, speak with dead\n4th level (3 slots): compulsion, confusion, dimension door\n5th level (2 slots): dominate person, mislead\n6th level (1 slot): irresistible dance, programmed illusion"}],"spell_list":[],"page_no":237,"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_virtuoso-lich/"},{"slug":"adult-void-dragon","desc":"_A dragon seemingly formed of the night sky has bright white stars for eyes. Lesser stars twinkle in the firmament of the dragon’s body._  \n**Children of the Stars.** Void dragons drift through the empty spaces beyond the boundaries of the mortal world, wanderers between the stars. They are aloof, mingling only with the otherworldly beings that live above and beyond the earth, including the incarnate forms of the stars themselves. When lesser creatures visit void dragons, the dragons themselves barely notice.  \n**Witnesses to the Void.** Void dragons are intensely knowledgeable creatures, but they have seen too much, lingering at the edge of the void itself. Gazing into the yawning nothing outside has taken a toll. The void dragons carry a piece of that nothing with them, and it slowly devours their being. They are all unhinged, and their madness is contagious. It flows out of them to break the minds of lesser beings when the dragons fly into a rage and lash out.  \n**Voracious Scholars.** Despite their removed existence and strange quirks, void dragons still hoard treasure. Gems that glitter like the stars of their home are particularly prized. Their crowning piece, however, is knowledge. Void dragons jealously hoard scraps of forbidden and forgotten lore of any kind and spend most of their time at home poring over these treasures. Woe to any who disturbs this collection, for nothing ignites their latent madness like a violation of their hoard.  \n\n## A Void Dragon’s Lair\n\n  \nThe true lair of a void dragon exists deep in the freezing, airless void between stars. Hidden away in caves on silently drifting asteroids or shimmering atop the ruins of a Star Citadel, the void dragon’s lair rests in the great void of space.  \nWhen a void dragon claims a home elsewhere, it forges a connection to its true lair. It prefers towering mountain peaks, valleys, or ruins at high elevation with a clear view of the sky. It can reach through space from this lair to reach its treasure hoard hidden in the void. That connection has repercussions, of course, and the most powerful void dragons leave their mark on the world around them when they roost. Intrusions from beyond and a thirst for proscribed knowledge are common near their lairs.  \nIf fought in its lair, its Challenge increases by 1, to 15 for an adult (13,000 XP) and 25 for an ancient void dragon (75,000 XP).  \n\n### Lair Actions\n\n  \nOn initiative count 20 (losing initiative ties), the dragon takes a lair action to generate one of the following effects; the dragon can’t use the same effect two rounds in a row:\n* The dragon negates natural gravity within its lair (an area affected by its gravitic breath is unaffected). Creatures drift 10 feet away from the ground over the course of a round and are restrained. Flying creatures can move at half speed, unless they have the (hover) tag or use magical flight, in which case they move normally. This effect persists until initiative count 20 on the following round.\n* The Void briefly overlaps the dragon’s lair in a 20-foot-radius sphere of blackness punctuated by deep blue streaks and pinpoints of light. The sphere is centered on a point the dragon can see within 120 feet of the dragon. The area spreads around corners, is heavily obscured, and contains no air (creatures must hold their breath). Each creature in the sphere when it appears must make a DC 15 Constitution saving throw, taking 10 (3d6) cold damage on a failed save or half as much on a successful one. Any creature that ends its turn in the sphere takes 10 (3d6) cold damage. The sphere lasts until the dragon uses this lair action again or until the dragon dies.\n* The dragon rips the fabric of space, forcing two creatures it can see within 120 feet of it to suddenly exist in the same place. Space itself repels the creatures to their original positions. Each creature takes 16 (3d10) force damage and is knocked prone, or takes half as much damage and is not knocked prone with a successful DC 15 Strength saving throw.\n  \n### Regional Effects\n\n  \nThe region containing a legendary void dragon’s lair is warped by the dragon’s magic, which creates one or more of the following effects:\n* Secrets have a way of coming to light within 6 miles of the lair. Clues are inadvertently discovered, slips of the tongue hint at a hidden truth, and creatures become morbidly curious for forbidden knowledge.\n* Light is muted within 6 miles of the lair. Nonmagical illumination, including sunlight, can’t create bright light in this area.\n* Visitations from otherworldly beings occur and disembodied voices whisper in the night within 6 miles of the dragon’s lair. Celestials, fey, and fiends of CR 2 or lower can slip into the world in this area.\n  \nIf the dragon dies, these effects fade over the course of 1d10 days.","name":"Adult Void Dragon","size":"Huge","type":"Dragon","subtype":"","group":null,"alignment":"chaotic neutral","armor_class":19,"armor_desc":"natural armor","hit_points":229,"hit_dice":"17d12+119","speed":{"hover":true,"walk":40,"fly":80},"strength":24,"dexterity":10,"constitution":25,"intelligence":16,"wisdom":13,"charisma":21,"strength_save":null,"dexterity_save":5,"constitution_save":12,"intelligence_save":null,"wisdom_save":6,"charisma_save":10,"perception":11,"skills":{"arcana":13,"history":13,"perception":11,"persuasion":10,"stealth":5},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"cold","condition_immunities":"charmed, frightened","senses":"blindsight 60ft, darkvision 120ft, passive Perception 21","languages":"Common, Draconic, Void Speech","challenge_rating":"14","cr":14.0,"actions":[{"name":"Multiattack","desc":"The dragon can use its Aura of Madness. It then makes three attacks: one with its bite and two with its claws."},{"name":"Bite","desc":"Melee Weapon Attack: +12 to hit, reach 10 ft., one target. Hit: 18 (2d10 + 7) piercing damage plus 7 (2d6) cold damage.","attack_bonus":12,"damage_dice":"2d10"},{"name":"Claw","desc":"Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 14 (2d6 + 7) slashing damage plus 3 (1d6) cold damage.","attack_bonus":12,"damage_dice":"2d6"},{"name":"Tail","desc":"Melee Weapon Attack: +12 to hit, reach 15 ft., one target. Hit: 16 (2d8 + 7) bludgeoning damage.","attack_bonus":12,"damage_dice":"2d8"},{"name":"Aura of Madness","desc":"As ancient void dragon, with DC 18 Wisdom saving throw."},{"name":"Breath Weapons (Recharge 5-6)","desc":"The dragon uses one of the following breath weapons:"},{"name":"Gravitic Breath","desc":"The dragon exhales a 60-foot cube of powerful localized gravity, originating from the dragon. Falling damage in the area increases to 1d10 per 10 feet fallen. When a creature starts its turn within the area or enters it for the first time in a turn, including when the dragon creates the field, must make a DC 20 Dexterity saving throw. On a failure the creature is restrained. On a success the creature's speed is halved as long as it remains in the field. A restrained creature repeats the saving throw at the end of its turn. The field persists until the dragon's breath recharges, and it can't use gravitic breath twice consecutively."},{"name":"Stellar Flare Breath","desc":"The dragon exhales star fire in a 60- foot cone. Each creature in that area must make a DC 20 Dexterity saving throw, taking 31 (9d6) fire damage and 31 (9d6) radiant damage on a failed save, or half as much damage on a successful one."},{"name":"Teleport","desc":"The dragon magically teleports to any open space within 100 feet."}],"bonus_actions":null,"reactions":[{"name":"Void Twist","desc":"When the dragon is hit by a ranged attack it can create a small rift in space to increase its AC by 5 against that attack. If the attack misses because of this increase the dragon can choose a creature within 30 feet to become the new target for that attack. Use the original attack roll to determine if the attack hits the new target."}],"legendary_desc":"The dragon can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The dragon regains spent legendary actions at the start of its turn.","legendary_actions":[{"name":"Detect","desc":"The dragon makes a Wisdom (Perception) check."},{"name":"Tail Attack","desc":"The dragon makes a tail attack."},{"name":"Void Slip (Costs 2 Actions)","desc":"The dragon twists the fabric of space. Each creature within 15 feet of the dragon must succeed on a DC 18 Dexterity saving throw or take 12 (2d6 + 5) bludgeoning damage and be knocked prone. The dragon can then teleport to an unoccupied space within 40 feet."},{"name":"Void Cache (Costs 3 Actions)","desc":"The dragon can magically reach into its treasure hoard and retrieve one item. If it is holding an item, it can use this ability to deposit the item into its hoard."}],"special_abilities":[{"name":"Chill of the Void","desc":"Cold damage dealt by the void dragon ignores resistance to cold damage, but not cold immunity."},{"name":"Legendary Resistance (3/Day)","desc":"If the dragon fails a saving throw, it can choose to succeed instead."},{"name":"Void Dweller","desc":"As ancient void dragon."}],"spell_list":[],"page_no":139,"environments":[],"img_main":null,"document__slug":"tob","document__title":"Tome of Beasts","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/tome-of-beasts-for-5th-edition-print/","v2_converted_path":"/v2/creatures/tob_adult-void-dragon/"},{"slug":"adult-wind-dragon","desc":"_Howling wind encircles the white- and gray-scaled dragon, filling and pushing its wings without the need for them to beat._  \nWind dragons view anywhere touched by air as their property, and mortals point to them as the epitome of arrogance. Their narcissism is not without reason, for awe-inspiring power supports their claims of rightful control. To the dragons of the shifting gales, strength is the ultimate arbiter. Although wind dragon wyrmlings are the weakest of the newborn dragons, they grow in power rapidly, and few fully-grown dragons are seen as stronger.  \n_**Braggarts and Bullies.**_ Wind dragons number among the greatest bullies and worst tyrants among mortal creatures. The sometimes foolhardy creatures take personal offense at any perceived challenge and great pleasure in humiliating rivals. They claim great swathes of territory but care little for its governance, and they perceive the mortals in that territory as possessions. Vassals receive only dubious protection in exchange for unflinching loyalty. A wind dragon might seek bloody vengeance for the murder of a follower, but it’s unlikely to go to any length to prevent the loss of life in the first place.  \n_**Lords of the Far Horizons.**_ Some believe that the dragons of the winds claim much more than they are capable of controlling or patrolling. Because they so love altitude, they prefer to rule and meet with earth-bound supplicants at the highest point available: the summit of a great mountain or atop a towering monument erected by fearful slaves. But these dragons are also driven by wanderlust, and often travel far from their thrones. They always return eventually, ready to subjugate new generations and to press a tyrannical claw on the neck of anyone who questions their right to rule.  \n_**Perpetual Infighting.**_ These wandering tyrants are even more territorial among their own kind than they are among groundlings. Simple trespass by one wind dragon into the territory of another can lead to a battle to the death. Thus their numbers never grow large, and the weakest among them are frequently culled.  \nWind dragons’ hoards typically consist of only a few truly valuable relics. Other dragons might sleep on a bed of coins, but common things bore wind dragons quickly. While all true dragons desire and display great wealth, wind dragons concentrate their riches in a smaller number of notable trophies or unique historic items—often quite portable.  \n\n## Wind Dragon’s Lair\n\n  \nWind dragons make their lairs in locations where they can overlook and dominate the land they claim as theirs, but remote enough so the inhabitants can’t pester them with requests for protection or justice. They have little to fear from the elements, so a shallow cave high up on an exposed mountain face is ideal. Wind dragons enjoy heights dotted with rock spires and tall, sheer cliffs where the dragon can perch in the howling wind and catch staggering updrafts and downdrafts sweeping through the canyons and tearing across the crags. Non-flying creatures find these locations much less hospitable.  \n\n### Lair Actions\n\n  \nOn initiative count 20 (losing initiative ties), the dragon takes a lair action to generate one of the following effects; the dragon can’t use the same effect two rounds in a row.\n* Sand and dust swirls up from the floor in a 20-foot radius sphere within 120 feet of the dragon at a point the dragon can see. The sphere spreads around corners. The area inside the sphere is lightly obscured, and each creature in the sphere at the start of its turn must make a successful DC 15 Constitution saving throw or be blinded for 1 minute. A blinded creature repeats the saving throw at the start of each of its turns, ending the effect on itself with a success.\n* Fragments of ice and stone are torn from the lair’s wall by a blast of wind and flung along a 15-foot cone. Creatures in the cone take 18 (4d8) bludgeoning damage, or half damage with a successful DC 15 Dexterity saving throw.\n* A torrent of wind blasts outward from the dragon in a 60-foot radius, either racing just above the floor or near the ceiling. If near the floor, it affects all creatures standing in the radius; if near the ceiling, it affects all creatures flying in the radius. Affected creatures must make a successful DC 15 Strength saving throw or be knocked prone and stunned until the end of their next turn.","name":"Adult Wind Dragon","size":"Huge","type":"Dragon","subtype":"","group":null,"alignment":"chaotic neutral","armor_class":19,"armor_desc":"natural armor","hit_points":237,"hit_dice":"19d12+114","speed":{"walk":40,"fly":90},"strength":24,"dexterity":19,"constitution":22,"intelligence":16,"wisdom":15,"charisma":18,"strength_save":null,"dexterity_save":10,"constitution_save":12,"intelligence_save":null,"wisdom_save":8,"charisma_save":10,"perception":14,"skills":{"acrobatics":10,"intimidation":10,"perception":14,"stealth":10},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"lightning","condition_immunities":"charmed, exhausted, paralyzed, restrained","senses":"blindsight 10 ft., darkvision 60 ft., passive Perception 24","languages":"Common, Draconic, Primordial","challenge_rating":"17","cr":17.0,"actions":[{"name":"Multiattack","desc":"The wind dragon can use its Frightful Presence and then makes three attacks: one with its bite, and two with its claws."},{"name":"Bite","desc":"Melee Weapon Attack: +13 to hit, reach 10 ft., one target. Hit: 18 (2d10 + 7) piercing damage.","attack_bonus":13,"damage_dice":"2d10"},{"name":"Claw","desc":"Melee Weapon Attack: +13 to hit, reach 5 ft., one target. Hit: 14 (2d6 + 7) slashing damage.","attack_bonus":13,"damage_dice":"2d6"},{"name":"Tail","desc":"Melee Weapon Attack: +13 to hit, reach 15 ft., one target. Hit: 16 (2d8 + 7) bludgeoning damage.","attack_bonus":13,"damage_dice":"2d8"},{"name":"Breath of Gales (Recharge 5-6)","desc":"The dragon exhales a blast of wind in a 60-foot cone. Each creature in that cone takes 27 (5d10) bludgeoning damage and is pushed 25 feet away from the dragon and knocked prone; a successful DC 20 Strength saving throw halves the damage and prevents being pushed (but not being knocked prone). All flames in the cone are extinguished."},{"name":"Frightful Presence","desc":"Each creature of the dragon's choice that is within 120 feet of the dragon and aware of it must succeed on a DC 18 Wisdom saving throw or become frightened for 1 minute. A creature repeats the saving throw at the end of its turn, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the dragon's Frightful Presence for the next 24 hours."}],"bonus_actions":null,"reactions":null,"legendary_desc":"The dragon can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The dragon regains spent legendary actions at the start of its turn.","legendary_actions":[{"name":"Detect","desc":"The dragon makes a Wisdom (Perception) check."},{"name":"Tail Attack","desc":"The dragon makes a tail attack."},{"name":"Wing Attack (Costs 2 Actions)","desc":"The dragon beats its wings. Each creature within 10 feet of the dragon must succeed on a DC 21 Dexterity saving throw or take 14 (2d6 + 7) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed."}],"special_abilities":[{"name":"Innate Spellcasting","desc":"the dragon's innate spellcasting ability is Charisma (spell save DC 18). It can innately cast the following spells, requiring no material components:\n\nat will: feather fall\n\n3/day: lightning bolt"},{"name":"Fog Vision","desc":"The dragon sees normally through light or heavy obscurement caused by fog, mist, clouds, or high wind."},{"name":"Legendary Resistance (3/Day)","desc":"If the dragon fails a saving throw, it can choose to succeed instead."},{"name":"Magic Resistance","desc":"The dragon has advantage on saving throws against spells and other magical effects."},{"name":"Uncontrollable","desc":"The dragon's movement is never impeded by difficult terrain, and its speed can't be reduced by spells or magical effects. It can't be restrained (per the condition), and it escapes automatically from any nonmagical restraints (such as chains, entanglement, or grappling) by spending 5 feet of movement. Being underwater imposes no penalty on its movement or attacks."},{"name":"Whirling Winds","desc":"Gale-force winds rage around the dragon. Ranged weapon attacks against it are made with disadvantage."}],"spell_list":[],"page_no":143,"environments":[],"img_main":null,"document__slug":"tob","document__title":"Tome of Beasts","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/tome-of-beasts-for-5th-edition-print/","v2_converted_path":"/v2/creatures/tob_adult-wind-dragon/"},{"slug":"ancient-titan","desc":"_Radiating a powerful presence, this towering humanoid has sharp-edged features that seem hewn from ancient stone._  \n**Children of the Gods.** Ancient titans are the surviving immortal children of an early primordial god. They fled to the wilds after a divine war, where they founded an empire that lasted thousands of years before plague brought about its collapse.  \n**Sea God’s Servants.** A few ancient titans still dwell in the ocean realm, spared by the sea god in exchange for eternal servitude. Ancient titans have long, glossy hair, usually black, red, or silver, and they stand 60 feet tall and weigh over 20 tons.  \n**Friends to Dragons.** Ancient titans have a strong rapport with wind and sea dragons, as well as gold, silver, and mithral dragons.","name":"Ancient Titan","size":"Gargantuan","type":"Celestial","subtype":"titan","group":null,"alignment":"neutral good","armor_class":15,"armor_desc":"breastplate","hit_points":198,"hit_dice":"12d20+72","speed":{"walk":50},"strength":27,"dexterity":13,"constitution":22,"intelligence":16,"wisdom":16,"charisma":20,"strength_save":null,"dexterity_save":null,"constitution_save":10,"intelligence_save":null,"wisdom_save":7,"charisma_save":9,"perception":7,"skills":{"athletics":14,"intimidation":9,"perception":7},"damage_vulnerabilities":"","damage_resistances":"bludgeoning, piercing, and slashing from nonmagical attacks","damage_immunities":"","condition_immunities":"","senses":"darkvision 120 ft., passive Perception 17","languages":"Common, Giant, Primordial, Titan, telepathy 120 ft.","challenge_rating":"12","cr":12.0,"actions":[{"name":"Multiattack","desc":"The ancient titan makes two greatsword attacks or two longbow attacks"},{"name":"Greatsword","desc":"Melee Weapon Attack: +12 to hit, reach 10 ft., one target. Hit: 38 (8d6 + 8) slashing damage.","attack_bonus":12,"damage_dice":"8d6"},{"name":"Longbow","desc":"Ranged Weapon Attack: +5 to hit, range 150/640 ft., one target. Hit: 19 (4d8 + 1) piercing damage.","attack_bonus":5,"damage_dice":"4d8"},{"name":"Eldritch Singularity (Recharge 5-6)","desc":"The ancient titan opens a momentary rupture in the eldritch source that fuels its words of power. This rupture appears at a spot designated by the titan within 100 feet. Any creature within 60 feet of the spot must make a DC 17 Constitution saving throw. On a failure, the creature takes 28 (8d6) force damage, falls prone, and is pulled 1d6 x 10 feet toward the eldritch singularity, taking an additional 3 (1d6) bludgeoning damage per 10 feet they were dragged. If the saving throw succeeds, the target takes half as much force damage and isn't knocked prone or pulled. The spot where the rupture occurs becomes the center of a 60-foot-radius antimagic field until the end of the ancient titan's next turn. The titan's spells are not affected by this antimagic field."}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Magic Resistance","desc":"The ancient titan has advantage on saving throws against spells and other magical effects."},{"name":"Innate Spellcasting","desc":"the ancient titan's spellcasting ability is Charisma (spell save DC 17). The ancient titan can innately cast the following spells, requiring no material components:\n\n3/day: power word stun\n\n1/day: power word kill"}],"spell_list":[],"page_no":380,"environments":[],"img_main":null,"document__slug":"tob","document__title":"Tome of Beasts","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/tome-of-beasts-for-5th-edition-print/","v2_converted_path":"/v2/creatures/tob_ancient-titan/"},{"slug":"baba-yagas-horsemen-black-night","desc":"","name":"Baba Yaga's Horsemen, Black Night","size":"Medium","type":"Fey","subtype":"","group":null,"alignment":"lawful neutral","armor_class":20,"armor_desc":"plate and shield","hit_points":171,"hit_dice":"18d8+90","speed":{"walk":30},"strength":22,"dexterity":11,"constitution":21,"intelligence":16,"wisdom":18,"charisma":18,"strength_save":null,"dexterity_save":4,"constitution_save":null,"intelligence_save":null,"wisdom_save":8,"charisma_save":null,"perception":8,"skills":{"arcana":7,"athletics":10,"history":7,"perception":8},"damage_vulnerabilities":"","damage_resistances":"bludgeoning, piercing, and slashing from nonmagical attacks","damage_immunities":"cold, lightning, poison","condition_immunities":"exhaustion, paralyzed, poisoned","senses":"Devil sight 120ft, passive Perception 18","languages":"Celestial, Common, Infernal; telepathy 100 ft.","challenge_rating":"11","cr":11.0,"actions":[{"name":"Multiattack","desc":"The horseman makes three attacks with its lance or longsword. It can use Temporal Strike with one of these attacks when it is available."},{"name":"Lance","desc":"Melee Weapon Attack: +10 to hit, reach 10 ft. (disadvantage within 5 ft.), one target. Hit: 12 (1d12 + 6) piercing damage.","attack_bonus":10,"damage_dice":"1d12+6"},{"name":"Longsword","desc":"Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 10 (1d8 + 6) slashing damage.","attack_bonus":10,"damage_dice":"1d8"},{"name":"Temporal Strike (recharge 5-6)","desc":"When the horseman strikes a target with a melee attack, in addition to taking normal damage, the target must succeed on a DC 17 Constitution saving throw or instantly age 3d10 years. A creature that ages this way has disadvantage on attack rolls, ability checks, and saving throws based on Strength, Dexterity, and Constitution until the aging is reversed. A creature that ages beyond its lifespan dies immediately. The aging reverses automatically after 24 hours, or it can be reversed magically by greater restoration or comparable magic. A creature that succeeds on the save is immune to the temporal strike effect for 24 hours."}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Black Night","desc":"The horseman can see perfectly in normal and magical darkness"},{"name":"Innate Spellcasting","desc":"the horseman is a 12th-level spellcaster. Its spellcasting ability is Charisma (save DC 16, +8 to hit with spell attacks). It can innately cast the following spells, requiring no material components:\n\nat will: ray of frost\n\n1/day each: dimension door, fire shield, haste, slow\n\n2/day: darkness\n\n3/day each: ethereal jaunt, phantom steed (appears as a horse colored appropriately to the horseman), plane shift (self and steed only)"},{"name":"Magic Resistance","desc":"The horseman has advantage on saving throws against spells and other magical effects."},{"name":"Peerless Rider","desc":"Any attacks directed at the horseman's mount targets the horseman instead. Its mount gains the benefit of the rider's damage and condition immunities, and if the horseman passes a saving throw against an area effect, the mount takes no damage."},{"name":"Quick Draw","desc":"The horseman can switch between wielding its lance and longsword as a bonus action."}],"spell_list":[],"page_no":29,"environments":[],"img_main":null,"document__slug":"tob","document__title":"Tome of Beasts","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/tome-of-beasts-for-5th-edition-print/","v2_converted_path":"/v2/creatures/tob_baba-yagas-horsemen-black-night/"},{"slug":"baba-yagas-horsemen-bright-day","desc":"","name":"Baba Yaga's Horsemen, Bright Day","size":"Medium","type":"Fey","subtype":"","group":null,"alignment":"lawful neutral","armor_class":20,"armor_desc":"plate and shield","hit_points":171,"hit_dice":"18d8+90","speed":{"walk":30},"strength":22,"dexterity":11,"constitution":21,"intelligence":16,"wisdom":18,"charisma":18,"strength_save":null,"dexterity_save":4,"constitution_save":null,"intelligence_save":null,"wisdom_save":8,"charisma_save":null,"perception":8,"skills":{"arcana":7,"athletics":10,"history":7,"perception":8},"damage_vulnerabilities":"","damage_resistances":"cold, fire; bludgeoning, piercing, and slashing from nonmagical attacks","damage_immunities":"lightning, poison","condition_immunities":"exhaustion, paralyzed, poisoned","senses":"darkvision 60 ft., passive Perception 18","languages":"Celestial, Common, Infernal; telepathy 100 ft.","challenge_rating":"11","cr":11.0,"actions":[{"name":"Multiattack","desc":"The horseman makes three attacks with its lance or longsword. It can use Temporal Strike with one of these attacks when it is available."},{"name":"Lance","desc":"Melee Weapon Attack: +10 to hit, reach 10 ft. (disadvantage within 5 ft.), one target. Hit: 12 (1d12 + 6) piercing damage.","attack_bonus":0,"damage_dice":"1d12+6"},{"name":"Longsword","desc":"Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 10 (1d8 + 6) slashing damage.","attack_bonus":10,"damage_dice":"1d8"},{"name":"Temporal Strike (recharge 5-6)","desc":"When the horseman strikes a target with a melee attack, in addition to taking normal damage, the target must succeed on a DC 17 Constitution saving throw or instantly age 3d10 years. A creature that ages this way has disadvantage on attack rolls, ability checks, and saving throws based on Strength, Dexterity, and Constitution until the aging is reversed. A creature that ages beyond its lifespan dies immediately. The aging reverses automatically after 24 hours, or it can be reversed magically by greater restoration or comparable magic. A creature that succeeds on the save is immune to the temporal strike effect for 24 hours."}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Innate Spellcasting","desc":"the horseman is a 12th-level spellcaster. Its spellcasting ability is Charisma (save DC 16, +8 to hit with spell attacks). It can innately cast the following spells, requiring no material components:\n\nat will: sacred flame\n\n1/day each: dimension door, fire shield, haste, slow\n\n2/day: daylight\n\n3/day each: ethereal jaunt, phantom steed (appears as a horse colored appropriately to the horseman), plane shift (self and steed only)"},{"name":"Magic Resistance","desc":"The horseman has advantage on saving throws against spells and other magical effects."},{"name":"Peerless Rider","desc":"Any attacks directed at the horseman's mount targets the horseman instead. Its mount gains the benefit of the rider's damage and condition immunities, and if the horseman passes a saving throw against an area effect, the mount takes no damage."},{"name":"Quick Draw","desc":"The horseman can switch between wielding its lance and longsword as a bonus action."}],"spell_list":[],"page_no":29,"environments":[],"img_main":null,"document__slug":"tob","document__title":"Tome of Beasts","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/tome-of-beasts-for-5th-edition-print/","v2_converted_path":"/v2/creatures/tob_baba-yagas-horsemen-bright-day/"},{"slug":"baba-yagas-horsemen-red-sun","desc":"","name":"Baba Yaga's Horsemen, Red Sun","size":"Medium","type":"Fey","subtype":"","group":null,"alignment":"lawful neutral","armor_class":20,"armor_desc":"plate and shield","hit_points":171,"hit_dice":"18d8+90","speed":{"walk":30},"strength":22,"dexterity":11,"constitution":21,"intelligence":16,"wisdom":18,"charisma":18,"strength_save":null,"dexterity_save":4,"constitution_save":null,"intelligence_save":null,"wisdom_save":8,"charisma_save":null,"perception":8,"skills":{"arcana":7,"athletics":10,"history":7,"perception":8},"damage_vulnerabilities":"","damage_resistances":"bludgeoning, piercing, and slashing from nonmagical attacks","damage_immunities":"fire, lightning, poison","condition_immunities":"blinded, charmed, exhaustion, frightened, paralyzed, poisoned","senses":"passive Perception 18","languages":"Celestial, Common, Infernal; telepathy 100 ft.","challenge_rating":"11","cr":11.0,"actions":[{"name":"Multiattack","desc":"The horseman makes three attacks with its lance or longsword. It can use Temporal Strike with one of these attacks when it is available."},{"name":"Lance","desc":"Melee Weapon Attack: +10 to hit, reach 10 ft. (disadvantage within 5 ft.), one target. Hit: 12 (1d12 + 6) piercing damage.","attack_bonus":10,"damage_dice":"1d12+6"},{"name":"Longsword","desc":"Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 10 (1d8 + 6) slashing damage.","attack_bonus":10,"damage_dice":"1d8"},{"name":"Temporal Strike (recharge 5-6)","desc":"When the horseman strikes a target with a melee attack, in addition to taking normal damage, the target must succeed on a DC 17 Constitution saving throw or instantly age 3d10 years. A creature that ages this way has disadvantage on attack rolls, ability checks, and saving throws based on Strength, Dexterity, and Constitution until the aging is reversed. A creature that ages beyond its lifespan dies immediately. The aging reverses automatically after 24 hours, or it can be reversed magically by greater restoration or comparable magic. A creature that succeeds on the save is immune to the temporal strike effect for 24 hours."}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Innate Spellcasting","desc":"the horseman is a 12th-level spellcaster. Its spellcasting ability is Charisma (save DC 16, +8 to hit with spell attacks). It can innately cast the following spells, requiring no material components:\n\n1/day each: dimension door, fire shield, haste, slow\n\n2/day each: continual flame, scorching ray\n\n3/day each: ethereal jaunt, phantom steed (appears as a horse colored appropriately to the horseman), plane shift (self and steed only)"},{"name":"Magic Resistance","desc":"The horseman has advantage on saving throws against spells and other magical effects."},{"name":"Peerless Rider","desc":"Any attacks directed at the horseman's mount targets the horseman instead. Its mount gains the benefit of the rider's damage and condition immunities, and if the horseman passes a saving throw against an area effect, the mount takes no damage."},{"name":"Quick Draw","desc":"The horseman can switch between wielding its lance and longsword as a bonus action."}],"spell_list":[],"page_no":29,"environments":[],"img_main":null,"document__slug":"tob","document__title":"Tome of Beasts","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/tome-of-beasts-for-5th-edition-print/","v2_converted_path":"/v2/creatures/tob_baba-yagas-horsemen-red-sun/"},{"slug":"devilbound-gnomish-prince","desc":"","name":"Devilbound Gnomish Prince","size":"Small","type":"Humanoid","subtype":"gnome","group":null,"alignment":"any evil","armor_class":12,"armor_desc":"15 with mage armor","hit_points":104,"hit_dice":"19d6+38","speed":{"walk":25},"strength":10,"dexterity":14,"constitution":15,"intelligence":16,"wisdom":12,"charisma":22,"strength_save":null,"dexterity_save":null,"constitution_save":6,"intelligence_save":7,"wisdom_save":null,"charisma_save":10,"perception":null,"skills":{"arcana":7,"deception":10,"history":7,"persuasion":10},"damage_vulnerabilities":"","damage_resistances":"cold, fire, poison; bludgeoning, piercing, and slashing from nonmagical attacks not made with silvered weapons","damage_immunities":"","condition_immunities":"poisoned","senses":"darkvision 60 ft., passive Perception 11","languages":"Common, Infernal, Gnomish","challenge_rating":"9","cr":9.0,"actions":[{"name":"Dagger","desc":"Melee or Ranged Weapon Attack: +6 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 4 (1d4 + 2) piercing damage.","attack_bonus":6,"damage_dice":"1d4"}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Banishing Word (1/Day)","desc":"When the devilbound gnomish prince hits with an attack, he can choose to banish the target to the Eleven Hells. The target vanishes from its current location and is incapacitated until its return. At the end of the devilbound gnomish prince's next turn, the target returns to the spot it previously occupied or the nearest unoccupied space and takes 55 (10d10) psychic damage."},{"name":"Infernal Blessing","desc":"The devilbound gnomish prince gains 21 temporary hit points when it reduces a hostile creature to 0 hit points."},{"name":"Infernal Tie","desc":"The devilbound gnomish prince can perceive through his imp's senses, communicate telepathically through its mind, and speak through his imp's mouth as long as both of them are on the same plane of existence."},{"name":"Innate Spellcasting","desc":"the devilbound gnomish prince's innate spellcasting ability is Charisma (spell save DC 18, +10 to hit with spell attacks). He can innately cast the following spells, requiring no material components:\n\nat will: detect magic, false life, mage armor\n\n1/rest each: create undead, forcecage, power word stun"},{"name":"Magic Resistance","desc":"The devilbound gnomish prince has advantage on all saving throws against spells and magical effects."},{"name":"Spellcasting","desc":"the devilbound gnomish prince is a 15th-level spellcaster. Its spellcasting ability is Charisma (spell save DC 18, +10 to hit with spell attacks). The devilbound gnomish prince has the following warlock spells prepared:\n\ncantrips (at will): chill touch, eldritch blast, minor illusion, prestidigitation\n\n5th level (3 slots):banishment, command, contact other plane, counterspell, dimension door, fireball, fly, flame strike, hallow, hex, hold monster, invisibility, scorching ray, scrying, wall of fire, witch bolt"}],"spell_list":[],"page_no":0,"environments":[],"img_main":null,"document__slug":"tob","document__title":"Tome of Beasts","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/tome-of-beasts-for-5th-edition-print/","v2_converted_path":"/v2/creatures/tob_devilbound-gnomish-prince/"},{"slug":"dream-eater","desc":"_This tattered skeletal humanoid resembles a monster from a nightmare. A dream eater’s natural form is mostly human in appearance, though with vestigial skeletal wings with a few feathers, small horns, sharp teeth, and cloven hooves. Most often they use magic to disguise themselves as attractive members of a humanoid race._  \n**Drawn to Sin.** Dream eaters are dedicated to lust, gluttony, and greed, and they make their lairs in casinos, brothels, thieves’ dens, and other locations where gambling, food, and other pleasures are readily available. Sometimes dream eaters work together to create such a place, especially near large towns or cities. Some band together to create traveling shows, offering all the oddities, whimsies, and flights of fantasy customary for such entertainers.  \n**Devouring Hopes.** Dream eaters lure people into their lairs, enticing them with promises of pleasure or wealth, but they make sure the odds are stacked in their favor. Eventually, their victims are left with nothing. Worse than the loss of physical treasures, though, dream eaters leave their victims stripped of all hopes and aspirations. Dream eaters feed on their emotions, leaving helpless thralls willing to sell their souls for their vices.  \n**Lords of Confusion.** When confronted, dream eaters are dangerous opponents. Using their innate abilities, they can drive enemies into a dream state, using the resulting confusion to make their escape while their foes destroy themselves.","name":"Dream Eater","size":"Medium","type":"Fiend","subtype":"","group":null,"alignment":"lawful evil","armor_class":15,"armor_desc":"natural armor","hit_points":75,"hit_dice":"10d8+30","speed":{"walk":30,"fly":20},"strength":15,"dexterity":18,"constitution":17,"intelligence":16,"wisdom":13,"charisma":20,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":null,"skills":{"deception":8,"insight":4,"persuasion":8},"damage_vulnerabilities":"","damage_resistances":"cold, fire, lightning; bludgeoning, piercing, and slashing from nonmagical attacks","damage_immunities":"poison","condition_immunities":"poisoned","senses":"darkvision 60 ft., passive Perception 11","languages":"Celestial, Common, Draconic, Infernal, telepathy 100 ft.","challenge_rating":"5","cr":5.0,"actions":[{"name":"Multiattack","desc":"The dream eater makes one bite attack and one claw attack."},{"name":"Bite","desc":"Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d8 + 2) piercing damage, and the target is grappled (escape DC 12).","attack_bonus":7,"damage_dice":"2d8"},{"name":"Claw","desc":"Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 24 (4d10 + 2) slashing damage.","attack_bonus":7,"damage_dice":"4d10"},{"name":"Dream Eater's Caress","desc":"A creature that ends its turn grappled by a dream eater is restrained until the end of its next turn, it takes 5 (1d4 + 3) psychic damage, and the dream eater gains the same number of temporary hit points."},{"name":"Lotus Scent (Recharge 6)","desc":"The dream eater secretes an oily chemical that most creatures find intoxicating. All living creatures within 30 feet must succeed on a DC 14 Constitution saving throw against poison or be poisoned for 2d4 rounds. While poisoned this way, the creature is stunned. Creatures that successfully save are immune to that dream eater's lotus scent for 24 hours."},{"name":"Waking Dreams (1/Day)","desc":"Every creature within 20 feet of the dream eater must make a DC 16 Charisma saving throw. Those that fail enter waking dreams and are confused (as the spell) for 6 rounds. On turns when the creature can act normally (rolls 9 or 10 for the confusion effect), it can repeat the saving throw at the end of its turn, and the effect ends early on a successful save."}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Shapechanger","desc":"The dream eater can use its turn to polymorph into a Small or Medium humanoid it has seen, or back into its true form. Its statistics, other than its size, are the same in all forms. Any equipment it is wearing or carrying isn't transformed. It reverts to its true form if it dies."},{"name":"Innate Spellcasting","desc":"the dream eater's innate spellcasting ability is Charisma (spell save DC 16). It can innately cast the following spells, requiring no material components:\n\nat will: command\n\n3/day: suggestion"}],"spell_list":[],"page_no":158,"environments":[],"img_main":null,"document__slug":"tob","document__title":"Tome of Beasts","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/tome-of-beasts-for-5th-edition-print/","v2_converted_path":"/v2/creatures/tob_dream-eater/"},{"slug":"firebird","desc":"_This proud bird struts like a peacock, made all the more majestic by its flaming fan of feathers, which shift through the color spectrum._  \n**Guides and Helpers.** Firebirds are welcome sights to those in need of warmth and safety. They primarily work at night or in underground areas, where their abilities are most needed. Friendly to all creatures, they become aggressive only upon witnessing obviously evil acts.  \nFirebirds enjoy working with good adventuring parties, providing light and healing, though their wanderlust prevents them from staying for long. Well-traveled parties may encounter the same firebird more than once, however.  \n**Redeemers.** Firebirds enjoy acting as reformers. They find mercenary creatures they perceive as potential “light bringers” to whom they grant boons in exchange for a geas to perform a specific good deed, in the hope such acts will redeem them.  \n**Magical Feathers.** Firebird feathers are prized throughout the mortal world; occasionally, the creatures bestow feathers upon those they favor. Firebirds also seed hidden locations with specialized feathers, which burst into full-grown firebirds after a year. As the creatures age, their feathers’ light dims, but this occurs gradually, as the creatures live over 100 years. Firebirds stand three feet tall and weigh 20 lb.","name":"Firebird","size":"Small","type":"Celestial","subtype":"","group":null,"alignment":"neutral good","armor_class":16,"armor_desc":"natural armor","hit_points":99,"hit_dice":"18d6+36","speed":{"walk":20,"fly":100},"strength":12,"dexterity":19,"constitution":14,"intelligence":16,"wisdom":15,"charisma":21,"strength_save":null,"dexterity_save":6,"constitution_save":4,"intelligence_save":5,"wisdom_save":4,"charisma_save":7,"perception":7,"skills":{"acrobatics":6,"arcana":5,"insight":4,"medicine":4,"nature":5,"perception":7,"religion":5},"damage_vulnerabilities":"","damage_resistances":"lightning; bludgeoning, piercing, and slashing from nonmagical attacks","damage_immunities":"fire","condition_immunities":"charmed, frightened, invisible","senses":"truesight 60 ft., passive Perception 17","languages":"Celestial, Common, Elvish, Primordial, Sylvan","challenge_rating":"4","cr":4.0,"actions":[{"name":"Multiattack","desc":"The firebird makes one bite attack and two claw attacks."},{"name":"Bite","desc":"Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 5 (1d8 + 4) piercing damage.","attack_bonus":6,"damage_dice":"1d8"},{"name":"Claw","desc":"Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 10 (2d8 + 4) slashing damage.","attack_bonus":6,"damage_dice":"2d8"},{"name":"Blinding Ray (Recharge 5-6)","desc":"The firebird can fire a burning ray of light from its tail feathers in a line 5 feet wide and up to 50 feet long. Targets in the line must succeed on a DC 15 Dexterity saving throw or take 24 (7d6) fire damage and become blinded for 1d4 rounds. A successful saving throw negates the blindness and reduces the damage by half."}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Innate Spellcasting","desc":"the firebird's innate spellcasting ability is Charisma (spell save DC 15). It can innately cast the following spells, requiring no material components:\n\nat will: guidance, purify food and drink, speak with animals\n\n3/day each: charm person, cure wounds (2d8 + 5), daylight, faerie fire, heat metal, hypnotic pattern, tongues\n\n1/day each: geas, heal, reincarnate"},{"name":"Light of the World","desc":"The firebird's feathers glow with a warm light. The creature sheds light as dim as a candle or as bright as a lantern. It always sheds light, and any feathers plucked from the creature continue to shed light as a torch."},{"name":"Warming Presence","desc":"The firebird and any creatures within a 5-foot radius are immune to the effects of natural, environmental cold. Invited into a home or building, a firebird can expand this warming presence to its inhabitants no matter how close they are to the creature."}],"spell_list":[],"page_no":201,"environments":[],"img_main":null,"document__slug":"tob","document__title":"Tome of Beasts","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/tome-of-beasts-for-5th-edition-print/","v2_converted_path":"/v2/creatures/tob_firebird/"},{"slug":"grim-jester","desc":"_A skeletal cadaver bedecked in the motley attire of a fool capers about while making jokes that mock mortality._  \n**Amusing Death.** When a jester on his deathbed moves an evil death god to laughter, the fool sometimes gains a reprieve. becoming a grim jester, whose pranks serve to entertain the god of death. Their purpose is to bring an end to mortal lives in a gruesome, comic, and absurd manner. As long as such jesters keep the death god amused, their continued unlife is assured.  \n**Grisly Humor.** A grim jester’s jokes are not funny to their victims, but they offer a grim finality in combat. A killing joke might be absurd, such as “Here is your final pineapple soul, a parting gift, goodbye.” or sheer braggadocio such as “Your footwork is atrocious, and your spell’s lost its focus, your party’s no match for my hocus-pocus.” Others might be high-flown, such as “Mortal, your time has come, the bell within your skull does ring, ding, dong, dead.” Grim jesters are famous for grim, bitter mockery such as “Your blood on fire, your heart pumps its last, show me now a hero’s last gasp!” or “Odin’s raven has come for you; the Valkyries were busy. You lose, mortal.”  \nA grim jester’s mockery rarely entertain the living—but gods of death, chained angels, and demons find them quite amusing.  \n**Randomness.** Grim jesters often get their hands on wands of wonder and scrolls of chaos magic. Beware the grim jester with a deck of many things—they are quite talented in pulling cards whose magic then applies to foes and spectators.  \n**Undead Nature.** A grim jester doesn’t require air, food, drink, or sleep.","name":"Grim Jester","size":"Medium","type":"Undead","subtype":"","group":null,"alignment":"chaotic evil","armor_class":18,"armor_desc":"natural armor","hit_points":136,"hit_dice":"16d8+64","speed":{"walk":30},"strength":14,"dexterity":22,"constitution":18,"intelligence":16,"wisdom":16,"charisma":20,"strength_save":null,"dexterity_save":10,"constitution_save":8,"intelligence_save":null,"wisdom_save":null,"charisma_save":9,"perception":7,"skills":{"acrobatics":10,"deception":9,"perception":7,"performance":9,"stealth":10},"damage_vulnerabilities":"","damage_resistances":"cold","damage_immunities":"necrotic, poison; bludgeoning, piercing, and slashing from nonmagical attacks","condition_immunities":"charmed, exhaustion, frightened, paralyzed, poisoned","senses":"darkvision 60 ft., passive Perception 17","languages":"Abyssal, Celestial, Common, Gnomish, telepathy 60 ft.","challenge_rating":"11","cr":11.0,"actions":[{"name":"Joker's Shuffle (recharge 6)","desc":"The jester forces one Medium or Small humanoid within 60 feet to make a DC 17 Charisma saving throw. If the saving throw fails, the jester and the target exchange locations via teleportation and an illusion causes them to swap appearance: the jester looks and sounds like the target, and the target looks and sounds like the jester. The illusion lasts for 1 hour unless it is dismissed earlier by the jester as a bonus action, or dispelled (DC 17)."},{"name":"Killing Joke (recharge 6)","desc":"The jester performs an ancient, nihilistic joke of necromantic power. This joke has no effect on undead or constructs. All other creatures within 60 feet of the jester must make a DC 17 Wisdom saving throw. Those that fail fall prone in a fit of deadly laughter. The laughter lasts 1d4 rounds, during which time the victim is incapacitated and unable to stand up from prone. At the end of its turn each round, an incapacitated victim must make a successful DC 17 Constitution saving throw or be reduced to 0 hit points. The laughter can be ended early by rendering the victim unconscious or with greater restoration or comparable magic."}],"bonus_actions":null,"reactions":[{"name":"Ridicule Hope (recharge 4-6)","desc":"When a spell that restores hit points is cast within 60 feet of the jester, the jester can cause that spell to inflict damage instead of curing it. The damage equals the hit points the spell would have cured."}],"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Innate Spellcasting","desc":"the jester's spellcasting ability is Charisma (spell save DC 17, +9 to hit with spell attacks). It can innately cast the following spells requiring no components:\n\nat will: disguise self, grease, inflict wounds, magic mouth, misty step\n\n3/day each: contagion, mirror image\n\n1/day each: delayed blast fireball, finger of death, mislead, seeming"},{"name":"Last Laugh","desc":"Unless it is destroyed in a manner amusing to the god of death that created it, the grim jester is brought back after 1d20 days in a place of the god's choosing."},{"name":"Mock the Dying","desc":"Death saving throws made within 60 feet of the jester have disadvantage."},{"name":"Turn Resistance","desc":"The jester has advantage on saving throws against any effect that turns undead."}],"spell_list":[],"page_no":240,"environments":[],"img_main":null,"document__slug":"tob","document__title":"Tome of Beasts","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/tome-of-beasts-for-5th-edition-print/","v2_converted_path":"/v2/creatures/tob_grim-jester/"},{"slug":"hraesvelgr-the-corpse-swallower","desc":"","name":"Hraesvelgr The Corpse Swallower","size":"Huge","type":"Giant","subtype":"shapechanger","group":null,"alignment":"neutral","armor_class":19,"armor_desc":"natural armor","hit_points":241,"hit_dice":"21d12+105","speed":{"walk":50},"strength":25,"dexterity":10,"constitution":20,"intelligence":16,"wisdom":17,"charisma":20,"strength_save":null,"dexterity_save":6,"constitution_save":null,"intelligence_save":9,"wisdom_save":9,"charisma_save":11,"perception":9,"skills":{"athletics":13,"perception":9,"survival":9},"damage_vulnerabilities":"","damage_resistances":"lightning, thunder","damage_immunities":"cold; bludgeoning, piercing, and slashing from nonmagical attacks","condition_immunities":"exhaustion","senses":"passive Perception 19","languages":"Auran, Common, Giant (can't speak in roc form)","challenge_rating":"19","cr":19.0,"actions":[{"name":"Multiattack","desc":"Hraesvelgr makes two attacks."},{"name":"Beak (Roc Form Only)","desc":"Melee Weapon Attack: +13 to hit, reach 10 ft., one target. Hit: 25 (4d8 + 7) piercing damage.","attack_bonus":13,"damage_dice":"4d8+7"},{"name":"Fist (Giant Form Only)","desc":"Melee Weapon Attack: +13 to hit, reach 10 ft., one target. Hit: 20 (3d8 + 7) bludgeoning damage, and the target must succeed on a DC 21 Constitution saving throw or be stunned until the start of Hraesvelgr's next turn.","attack_bonus":13,"damage_dice":"3d8+7"},{"name":"Talons (Roc Form Only)","desc":"Melee Weapon Attack: +13 to hit, reach 5 ft., one target. Hit: 21 (4d6 + 7) slashing damage, and the target is grappled (escape DC 17). Until this grapple ends, the target is restrained and Hraesvelgr can't use his talons against another target.","attack_bonus":13,"damage_dice":"4d6+7"},{"name":"Gale Blast (recharge 5-6)","desc":"Hraesvelgr unleashes a gale-force blast of wind in a line 60 feet long and 10 feet wide. Creatures in the area take 35 (10d6) bludgeoning damage and are pushed 15 feet directly away from Hraesvelgr, or they take half damage and are not pushed with a successful DC 19 Strength saving throw."}],"bonus_actions":null,"reactions":null,"legendary_desc":"Hraesvelgr can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. Hraesvelgr regains spent legendary actions at the start of his turn.","legendary_actions":[{"name":"Attack","desc":"Hraesvelgr makes a fist or talon attack."},{"name":"Move (2 actions)","desc":"Hraesvelgr moves half his speed. If in roc form, all creatures within 10 feet of Hraesvelgr at the end of this move must succeed on a DC 15 Dexterity saving throw or take 10 (3d6) bludgeoning damage and fall prone."},{"name":"Swallow (3 actions, Roc Form Only)","desc":"Hraesvelgr makes a bite attack against a creature he has grappled. If he hits, he swallows the creature. A swallowed creature is no longer grappled, but is blinded, restrained, and has advantage against attacks and effects originating from outside Hraesvelgr. A swallowed creature takes 14 (4d6) acid damage at the start of each of Hraesvelgr's turns. If Hraesvelgr returns to giant form, or takes 40 damage or more in a single turn from a swallowed creature, he must succeed on a DC 20 Constitution saving throw or regurgitate all swallowed creatures, which land prone within 10 feet of the giant. If Hraesvelgr dies, swallowed creatures are no longer restrained and can escape the corpse by spending 30 feet of movement, exiting prone."}],"special_abilities":[{"name":"Innate Spellcasting","desc":"hraesvelgr's innate spellcasting ability is Charisma (spell save DC 19). He can innately cast the following spells, requiring no material or somatic components:\n\nat will: feather fall, light\n\n3/day: control weather"},{"name":"Keen Sight (Roc Form Only)","desc":"Hraesvelgr has advantage on Wisdom (Perception) checks that rely on sight."},{"name":"Legendary Resistance (3/day)","desc":"If Hraesvelgr fails a saving throw, he can choose to succeed instead."},{"name":"Shapechanger","desc":"Hraesvelgr can use a bonus action to change into a roc. Any equipment he wears or carries melds into his new form. It keeps its game statistics except as noted. He reverts to his giant form if it is reduced to 0 hit points or when it uses a bonus action to change back."},{"name":"Hraesvelgr's Lair","desc":"on initiative count 20 (losing initiative ties), Hraesvelgr takes a lair action to cause one of the following effects; Hraesvelgr can't use the same effect two rounds in a row:\n\n- Hraesvelgr unleashes a blast of wind in a 60-foot cone. All creatures in the area must succeed on a DC 15 Dexterity saving throw or be knocked prone.\n\n- One creature within 60 feet that Hraesvelgr can see must succeed on a DC 15 Strength saving throw or be swept up in a pillar of wind. The creature is restrained and suspended 15 feet off the ground. If the creature has something to pull on, it can pull itself out of the wind by using an action and making a successful DC 15 Strength check; another creature who can reach the suspended creature can pull it free in the same way. Alternatively, a flying creature can repeat the saving throw as an action. On a success, it moves 5 feet out of the pillar of wind. This effect lasts until Hraesvelgr takes this action again or dies.\n\n- Hraesvelgr lets out a thunderous bellow in giant form or an ear-splitting shriek in roc form. All creatures within 30 feet must make a successful DC 15 Constitution saving throw or be frightened for 1 minute. A frightened creature repeats the saving throw at the end of its turn, ending the effect on itself on a success."},{"name":"Regional Effects","desc":"the region containing Hraesvelgr's lair is warped by the corpse swallower's magic, which creates one or more of the following effects:\n\n- Strong windstorms are common within 6 miles of the lair.\n\n- Giant avian beasts are drawn to the lair and fiercely defend it against intruders.\n\n- The wind within 10 miles of the lair bears a pungent carrion stench.\n\nif Hraesvelgr dies, conditions in the area surrounding the lair return to normal over the course of 1d10 days."}],"spell_list":[],"page_no":224,"environments":[],"img_main":null,"document__slug":"tob","document__title":"Tome of Beasts","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/tome-of-beasts-for-5th-edition-print/","v2_converted_path":"/v2/creatures/tob_hraesvelgr-the-corpse-swallower/"},{"slug":"kobold-alchemist","desc":"More than anything, kobolds are survivors. Their scaly skin and keen night vision as well as their dextrous claws and sensitive snouts make them quick to sense danger, and their clawed feet move them out of danger with cowardly speed. They are small but fierce when fighting on their own terms, and their weight of numbers helps them survive in places where larger but less numerous races can’t sustain a settlement. Kobolds are great miners, good gearsmiths, and modest alchemists, and they have a curiosity about the world that frequently gets them into trouble.  \n_**Underworld Merchants.**_ Kobolds are merchants to both the surface world and the world beneath it, with their greatest cities hidden deep below the earth. Their enemies are the diabolical gnomes, the dwarves, and any other mining races that seek dominance of dark, rich territories.  \nKobolds are closely allied with and related to dragonborn, drakes, and dragons. The kobold kings (and there are oh‑so‑many kobold kings, since no kobold ruler is satisfied with being merely a chieftain) admire dragons as the greatest sources of wisdom, power, and proper behavior.  \n_This slight, reptilian humanoid is bedecked with ceramic flasks and glass vials. An acrid reek follows in the creature’s wake._  \nKobold alchemists are usually smelled before they are seen, thanks to the apothecary’s store of chemicals and poisons they carry. Alchemists often sport mottled and discolored scales and skin, caused by the caustic nature of their obsessions. They raid alchemy shops and magical laboratories to gather more material to fuel their reckless experiments.  \n_**Dangerous Assets.**_ Alchemists can be a great boon to their clan, but at a cost. Not only do the alchemists require rare, expensive, and often dangerous substances to ply their trade, they tend to be a little unhinged. Their experiments yield powerful weapons and defensive concoctions that can save many kobold lives, but the destruction caused by an experiment gone awry can be terrible.","name":"Kobold Alchemist","size":"Small","type":"Humanoid","subtype":"kobold","group":null,"alignment":"lawful neutral","armor_class":15,"armor_desc":"studded leather","hit_points":44,"hit_dice":"8d6+16","speed":{"walk":30},"strength":7,"dexterity":16,"constitution":15,"intelligence":16,"wisdom":9,"charisma":8,"strength_save":null,"dexterity_save":5,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":null,"skills":{"arcana":5,"medicine":3},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"poison","condition_immunities":"poisoned","senses":"darkvision 60 ft., passive Perception 9","languages":"Common, Draconic","challenge_rating":"2","cr":2.0,"actions":[{"name":"Multiattack","desc":"The kobold makes two attacks."},{"name":"Dagger","desc":"Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d4 + 3) piercing damage plus 5 (2d4) poison damage.","attack_bonus":5,"damage_dice":"1d4"},{"name":"Dart","desc":"Ranged Weapon Attack: +5 to hit, range 20/60 ft., one target. Hit: 5 (1d4 + 3) piercing damage plus 5 (2d4) poison damage.","attack_bonus":5,"damage_dice":"1d4"},{"name":"Alchemical Protection (Recharge after a Short or Long Rest)","desc":"The kobold chooses up to six allied creatures within 10 feet. It releases alchemical vapors that grant those allies resistance to poison damage for 10 minutes. Instead of poison damage, the kobold can grant resistance to the damage type currently in effect for its Apothecary trait."},{"name":"Explosive Flask (Recharge 5-6)","desc":"The kobold throws a flask of volatile substances at a point within 30 feet. The flask explodes in a 15-foot radius. Creatures in the area take 17 (5d6) poison damage and are poisoned for 1 minute, or take half damage and are not poisoned with a successful DC 13 Dexterity saving throw. A poisoned creature repeats the saving throw at the end of each of its turns, ending the poisoned condition on a success. Instead of poison damage, the kobold can deal the damage type currently in effect for its Apothecary trait."}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Apothecary","desc":"As a bonus action the kobold can select one of the following damage types: acid, cold, or fire. Until it uses this action again, the kobold has resistance to the chosen damage type. Additionally, the kobold is proficient with a poisoner's kit."},{"name":"Pack Tactics","desc":"The kobold has advantage on an attack roll against a target if at least one of the kobold's allies is within 5 feet of the target and the ally isn't incapacitated."},{"name":"Sunlight Sensitivity","desc":"While in sunlight, the kobold has disadvantage on attack rolls and on Wisdom (Perception) checks that rely on sight."}],"spell_list":[],"page_no":261,"environments":[],"img_main":null,"document__slug":"tob","document__title":"Tome of Beasts","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/tome-of-beasts-for-5th-edition-print/","v2_converted_path":"/v2/creatures/tob_kobold-alchemist/"},{"slug":"kobold-trapsmith","desc":"More than anything, kobolds are survivors. Their scaly skin and keen night vision as well as their dextrous claws and sensitive snouts make them quick to sense danger, and their clawed feet move them out of danger with cowardly speed. They are small but fierce when fighting on their own terms, and their weight of numbers helps them survive in places where larger but less numerous races can’t sustain a settlement. Kobolds are great miners, good gearsmiths, and modest alchemists, and they have a curiosity about the world that frequently gets them into trouble.  \n_**Underworld Merchants.**_ Kobolds are merchants to both the surface world and the world beneath it, with their greatest cities hidden deep below the earth. Their enemies are the diabolical gnomes, the dwarves, and any other mining races that seek dominance of dark, rich territories.  \nKobolds are closely allied with and related to dragonborn, drakes, and dragons. The kobold kings (and there are oh‑so‑many kobold kings, since no kobold ruler is satisfied with being merely a chieftain) admire dragons as the greatest sources of wisdom, power, and proper behavior.  \n_This kobold is bedecked in satchels, pouches, sacks, and bandoliers. All of these are bursting with tools, bits of scrap, wire, cogs and twine. Impossibly large eyes blink through the lenses of its goggles._  \nSome kobolds hatch a bit cleverer than their counterparts. These sharp-witted creatures feel driven to fiddle with the world, and those that don’t meet an early demise through accident or violence often take up tinkering. Trapsmiths make a kobold lair into a deadly gauntlet of hidden pain.  \n_**Shifting Peril.**_ Trapsmiths aren’t warriors; they avoid direct confrontation with enemies that aren’t mired in traps or engaged with other foes. If the trapsmith senses that invaders in its lair are likely to get past its traps, it tries to hide or escape.  \nA trapsmith delights in laying traps and snares behind invaders, along tunnels and paths they’ve already cleared and believe to be safe, then luring them back through its handiwork.","name":"Kobold Trapsmith","size":"Small","type":"Humanoid","subtype":"","group":null,"alignment":"lawful neutral","armor_class":14,"armor_desc":"leather","hit_points":36,"hit_dice":"8d6+8","speed":{"walk":30},"strength":7,"dexterity":16,"constitution":12,"intelligence":16,"wisdom":13,"charisma":8,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":null,"skills":{"stealth":5},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"","condition_immunities":"","senses":"darkvision 60 ft., passive Perception 11","languages":"Common, Draconic","challenge_rating":"1","cr":1.0,"actions":[{"name":"Dagger","desc":"Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d4 + 3) piercing damage.","attack_bonus":5,"damage_dice":"1d4"},{"name":"Light Crossbow","desc":"Ranged Weapon Attack: +5 to hit, range 80/320 ft., one target. Hit: 7 (1d8 + 3) piercing damage plus 7 (2d6) poison damage, or one-half poison damage with a successful DC 13 Constitution saving throw.","attack_bonus":5,"damage_dice":"1d8"},{"name":"Shredder (Recharge 6)","desc":"The kobold trapsmith primes and throws a device at a point within 30 feet. The device explodes when it hits something solid, flinging razor-sharp spikes in a 15-foot-radius sphere. Every creature in the area takes 14 (4d6) piercing damage, or half damage with a successful DC 13 Dexterity saving throw. The ground inside the spherical area is littered with spikes; it becomes difficult terrain, and a creature that falls prone in the area takes 7 (2d6) piercing damage."},{"name":"Stunner (1/Day)","desc":"Ranged Weapon Attack: +5 to hit, range 20/60 ft., one target. Hit: 5 (1d4 + 3) bludgeoning damage, and the target is restrained (escape DC 13). While restrained, the target takes 7 (2d6) lightning damage at the start of its turn and falls prone. The trapsmith has advantage on the attack roll if the target is wearing metal armor. A stunner is a bola made of metal wire, magnets, and static electricity capacitors. A kobold trapsmith can recharge it during a long rest.","attack_bonus":5,"damage_dice":"1d4+3"}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Sunlight Sensitivity","desc":"While in sunlight, the kobold trapsmith has disadvantage on attack rolls and on Wisdom (Perception) checks that rely on sight."},{"name":"Pack Tactics","desc":"The kobold trapsmith has advantage on attack rolls against a creature if at least one of the trapsmith's allies is within 5 feet of the creature and the ally isn't incapacitated."},{"name":"Thief's Tools","desc":"The kobold trapsmith has proficiency with thief's tools and is seldom without them. If its tools are taken away or lost, it can cobble together a new set from wire, bits of metal, and other junk in 30 minutes."},{"name":"Traps and Snares","desc":"The kobold trapsmith excels at setting mechanical traps. Detecting, disarming, avoiding, or mitigating its traps require successful DC 13 checks or saving throws, and the traps have +5 attack bonuses. With thief's tools and basic construction materials, a trapsmith can set up one of the simple but effective traps listed below in 5 minutes. Triggers involve pressure plates, tripwires, small catches in a lock, or other simple mechanisms."},{"name":"Choke Bomb","desc":"This small incendiary device burns rapidly and releases choking smoke in a 20-foot sphere. The area is heavily obscured. Any breathing creature that's in the affected area when the cloud is created or that starts its turn in the cloud is poisoned. Once a poisoned creature leaves the cloud, it makes a DC 13 Constitution saving throw at the end of its turns, ending the poisoned condition on a success. The smoke dissipates after 10 minutes, or after 1 round in a strong wind."},{"name":"Poisoned Sliver","desc":"A poisoned sliver or needle can be hidden almost anywhere: inside a lock or a box, in a carpeted floor, on the underside of a door handle, in a cup of liquid or a bowl of gems. When someone meets the conditions for being jabbed by the sliver, the trap makes a melee weapon attack with advantage: +5 to hit, reach 0 ft., one target; Hit: 2 (1d4) piercing damage plus 14 (4d6) poison damage, or one-half poison damage with a successful DC 13 Constitution saving throw."},{"name":"Skullpopper","desc":"This trap consists of either a heavy weight, a spike, or a blade, set to fall or swing into a victim. When triggered, a skullpopper makes a melee weapon attack against the first target in its path: +5 to hit, reach 15 ft., one target; Hit: 11 (2d10) damage. The type of damage depends on how the skullpopper is built: a stone or heavy log does bludgeoning damage, a spiked log does piercing damage, a scything blade does slashing damage, etc."},{"name":"Slingsnare","desc":"A concealed loop of rope or wire is affixed to a counterweight. When a creature steps into the snare, it must make a successful DC 13 Dexterity saving throw or be yanked into the air and suspended, upside down, 5 feet above the ground. The snared creature is restrained (escape DC 13). The cord is AC 10 and has 5 hit points."}],"spell_list":[],"page_no":264,"environments":[],"img_main":null,"document__slug":"tob","document__title":"Tome of Beasts","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/tome-of-beasts-for-5th-edition-print/","v2_converted_path":"/v2/creatures/tob_kobold-trapsmith/"},{"slug":"lantern-dragonette","desc":"_This cat-sized drake with a waxy appearance and a glow emanating from its belly can hover in midair, filling a small area with a warm glow._  \nThe lantern drake is named for its belly, which glows with a warm light. The beast's yellow, waxy scales darken with age, though lantern drakes rarely live more than 50 years or so. They weigh from 5 to 10 pounds and are 18 inches long. Most believe they are the result of an arcane fusion of a radiant spirit with a paper drake.  \n**Eat Candle Wax.** The drake devours four ounces of candle wax per day, plus four more ounces if it uses its belly lantern. A lantern dragonette’s unusual diet leads it to lair in libraries, abbeys, and other places of study. Even though the dragonettes eat candles essential for study during dark hours, they still provide light and protect their adopted homes. Residents and caretakers consider them good luck and enjoy conversing with them.  \n**Telepathic Chatterbox.** This gregarious drake prefers to speak with its companions but uses telepathy if necessary, and the creature hisses when surprised or displeased. It loves nothing more than discussing magic and history with an intelligent and informed individual.  \n**Adventurous Companions.** Occasionally, a dragonette wishing to learn more about the world finds a spellcaster or adventuring party to travel with, purely for the sake of learning or to acquire new sources of knowledge. Most parties enjoy the traveling light source and the abilities these companions bring to bear. A lantern dragonette avoids combat and uses its abilities only to escape or to defend its lair, family, and friends.  \nA dragonette lives up to 30 years. A mated pair produces one clutch of two to five eggs every five years, and one parent raises the young dragonettes until they mature after a year and leave to search for their own lairs. A cloister of lantern dragonettes taxes their lair’s resources, so the other parent often ventures out to retrieve more candles.","name":"Lantern Dragonette","size":"Tiny","type":"Dragon","subtype":"","group":null,"alignment":"lawful neutral","armor_class":13,"armor_desc":"natural armor","hit_points":28,"hit_dice":"8d4+8","speed":{"hover":true,"walk":15,"fly":40},"strength":7,"dexterity":12,"constitution":13,"intelligence":16,"wisdom":13,"charisma":12,"strength_save":null,"dexterity_save":3,"constitution_save":null,"intelligence_save":null,"wisdom_save":3,"charisma_save":3,"perception":3,"skills":{"arcana":5,"history":5,"nature":5,"perception":3,"religion":5},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"","condition_immunities":"paralyzed, unconscious","senses":"darkvision 60 ft., passive Perception 13","languages":"Common, Draconic, Elvish, Primordial; telepathy 60 ft.","challenge_rating":"1/2","cr":0.5,"actions":[{"name":"Bite","desc":"Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 3 (1d4 + 1) piercing damage.","attack_bonus":3,"damage_dice":"1d4"}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Lantern Belly (1/Day)","desc":"If the dragonette has eaten 8 ounces of candle wax in the last 24 hours, it can emit a continual flame for 3d20 minutes. The continual flame can be dispelled, but the dragonette can resume it with a bonus action except in areas of magical darkness, if the time limit hasn't expired."},{"name":"Innate Spellcasting","desc":"the lantern dragonette's innate spellcasting ability is Intelligence (spell save DC 13, +5 to hit with spell attacks). It can innately cast the following spells, requiring no material components:\n\n1/day each: burning hands, color spray, scorching ray"},{"name":"Vulnerable to Magical Darkness","desc":"A lantern dragonette in an area of magical darkness loses its lantern belly ability and its ability to fly. It also suffers 1d6 radiant damage for every minute of exposure."}],"spell_list":[],"page_no":270,"environments":[],"img_main":null,"document__slug":"tob","document__title":"Tome of Beasts","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/tome-of-beasts-for-5th-edition-print/","v2_converted_path":"/v2/creatures/tob_lantern-dragonette/"},{"slug":"lemurfolk-greyfur","desc":"_This furred humanoid glides silently through the canopy of trees, gripping a blowgun. It observes visitors cautiously with two intelligent, bulbous eyes._  \n**Jungle Rulers.** These small, intelligent, squirrel-like humanoids live in reclusive, primitive societies deep in the jungle. They are omnivorous, subsisting on fruits and roots, insects and larvae, bird and snake eggs, and birds and small mammals. They sometimes barter with more advanced creatures for metal and crafted items.  \n**Nocturnal Gliders.** Lemurfolk are nocturnal, though they can adopt daytime hours when they must. They prefer to hunt and move by gliding between trees, catching prey off guard.  \n**Greyfur Elders.** Greyfurs are the eldest and most revered kaguani, as much as 80 years old; their age can be estimated by the graying of their fur, but they don’t track the years. Greyfurs are cunning individuals and command the arcane arts, though they rarely pursue the art of necromancy—a strong taboo prohibits them from interacting with the dead.  \nA typical lemurfolk stands 2 feet tall and weighs 30 lb.","name":"Lemurfolk Greyfur","size":"Small","type":"Humanoid","subtype":"lemurfolk","group":null,"alignment":"neutral","armor_class":13,"armor_desc":"16 with mage armor","hit_points":67,"hit_dice":"15d6+15","speed":{"walk":20,"climb":10,"fly":40},"strength":9,"dexterity":16,"constitution":12,"intelligence":16,"wisdom":12,"charisma":10,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":null,"skills":{"acrobatics":5,"stealth":5},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"","condition_immunities":"","senses":"darkvision 60 ft., passive Perception 11","languages":"Common, Lemurfolk","challenge_rating":"4","cr":4.0,"actions":[{"name":"Kukri Dagger","desc":"Melee Weapon Attack: +5 to hit, reach 5 ft., range 20/60, one target. Hit: 5 (1d4 + 3) piercing damage.","attack_bonus":5,"damage_dice":"1d4"},{"name":"Blowgun","desc":"Ranged Weapon Attack: +5 to hit, range 25/100 ft., one creature. Hit: 5 (1d4 + 3) piercing damage, and the target must succeed on a DC 13 Constitution saving throw or be poisoned and unconscious for 1d4 hours. Another creature can use an action to shake the target awake and end its unconsciousness but not the poisoning.","attack_bonus":5,"damage_dice":"1d4"}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Silent Glide","desc":"The lemurfolk can glide for 1 minute, making almost no sound. It gains a fly speed of 40 feet, and it must move at least 20 feet on its turn to keep flying. A gliding lemurfolk has advantage on Dexterity (Stealth) checks."},{"name":"Sneak Attack (1/Turn)","desc":"The greyfur deals an extra 7 (2d6) damage when it hits with a weapon attack and it has advantage, or when the target is within 5 feet of an ally of the greyfur that isn't incapacitated and the greyfur doesn't have disadvantage on the attack roll."},{"name":"Spellcasting","desc":"the greyfur is a 5th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 13, +5 to hit with spell attacks). The greyfur has the following wizard spells prepared:\n\ncantrips (at will): light, mage hand, minor illusion, poison spray, resistance\n\n1st Level (4 slots): mage armor, sleep\n\n2nd Level (3 slots): detect thoughts, misty step\n\n3rd Level (2 slots): lightning bolt"}],"spell_list":[],"page_no":271,"environments":[],"img_main":null,"document__slug":"tob","document__title":"Tome of Beasts","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/tome-of-beasts-for-5th-edition-print/","v2_converted_path":"/v2/creatures/tob_lemurfolk-greyfur/"},{"slug":"lorelei","desc":"_Lounging on large river rocks or within swirling eddies untouched by the rush of the current, these breathtakingly fey call plaintively to travelers and knights errant. They seek nothing less than the last breath of a drowning man._  \n**Death to Men.** These callous river sirens compete with one another in manipulating and destroying male travelers. A lorelei often taunts her prey for days before finally turning on it. When the opportunity presents itself, it quickly draws heavily armored warriors into deep water and kisses them as they drown.  \n**Voluptuous Humanoids.** Although legends describe the lorelei as golden-haired and fair-skinned, they come in all varieties, each more voluptuous than the next. While most resemble sensual humans, a lorelei’s form can also include elves, dwarves, and in some recorded cases even orcs and hobgoblins—a lorelei mimics her most frequent prey.  \n**Ignore Women.** Women travelers are vexing for the lorelei. While the siren’s powers affect women as readily as men, the lorelei lacks the urge to destroy them. Women traveling alone or in all-female groups may pass through a lorelei’s territory safely, and might even make peaceful contact. However, women who protect male companions are viewed as traitors, inspiring wrath.","name":"Lorelei","size":"Medium","type":"Fey","subtype":"","group":null,"alignment":"chaotic evil","armor_class":15,"armor_desc":"18 mage armor","hit_points":76,"hit_dice":"9d8+36","speed":{"walk":30,"swim":30},"strength":10,"dexterity":21,"constitution":18,"intelligence":16,"wisdom":16,"charisma":23,"strength_save":null,"dexterity_save":null,"constitution_save":8,"intelligence_save":null,"wisdom_save":null,"charisma_save":9,"perception":null,"skills":{"deception":9,"performance":9,"persuasion":9},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"","condition_immunities":"","senses":"darkvision 60 ft., passive Perception 13","languages":"Common, Sylvan","challenge_rating":"5","cr":5.0,"actions":[{"name":"Dagger","desc":"Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 7 (1d4 + 5) piercing damage.","attack_bonus":8,"damage_dice":"1d4"},{"name":"Charm","desc":"The lorelei targets one humanoid she can see within 30 feet of her. If the target can see or hear the lorelei, it must succeed on a DC 17 Wisdom saving throw against this magic or be charmed by the lorelei. The charmed target regards the lorelei as its one, true love, to be heeded and protected. Although the target isn't under the lorelei's control, it takes the lorelei's requests or actions in the most favorable way it can. Each time the lorelei or her companions cause the target to take damage, directly or indirectly, it repeats the saving throw, ending the effect on itself on a success. Otherwise, the effect lasts 24 hours or until the lorelei is killed, is on a different plane of existence than the target, or takes a bonus action to end the effect."},{"name":"Stunning Glance","desc":"The lorelei mentally disrupts a creature within 30 feet with a look. The target must succeed on a DC 17 Wisdom saving throw or be stunned for 2 rounds. Anyone who successfully saves against this effect cannot be affected by it from the same lorelei for 24 hours."}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Alluring Presence","desc":"All humanoids within 30 feet of a lorelei who look directly at her must succeed on a DC 17 Charisma saving throw or be drawn to her in the most direct path, regardless of the danger. This compulsion fades once the person gets within 5 feet of the lorelei. A creature can avoid this effect for one full round by choosing to avert its eyes at the start of its turn, but it then has disadvantage on any attacks or other rolls directed against the lorelei until the start of its next turn. A lorelei can suppress or resume this ability as a bonus action. Anyone who successfully saves against this effect cannot be affected by it from the same lorelei for 24 hours."},{"name":"Unearthly Grace","desc":"A lorelei applies her Charisma modifier to all of her saving throws in place of the normal ability modifier."},{"name":"Water Spirit","desc":"The lorelei is under the effect of freedom of movement whenever she is in contact with a body of water."},{"name":"Spellcasting","desc":"the lorelei is an 8th-level spellcaster. Her spellcasting ability is Charisma (spell save DC 17, +9 to hit with spell attacks). She requires no material components to cast her spells. The lorelei has the following sorcerer spells prepared:\n\ncantrips (at will): detect magic, guidance, light, mending, poison spray, prestidigitation\n\n1st level (4 slots): comprehend languages, fog cloud, mage armor, ray of sickness\n\n2nd level (3 slots): hold person, misty step, suggestion\n\n3rd level (3 slots): hypnotic pattern, gaseous form, water walk\n\n4th level (2 slots): dominate beast, ice storm"}],"spell_list":[],"page_no":279,"environments":[],"img_main":null,"document__slug":"tob","document__title":"Tome of Beasts","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/tome-of-beasts-for-5th-edition-print/","v2_converted_path":"/v2/creatures/tob_lorelei/"},{"slug":"lunar-devil","desc":"_A hulking figure floats in the air, a winged horror painted in mist and moonlight._  \n**Corruptors of the Moon.** Always standing a bit apart from the machinations of the Dukes of Hell due to their dependence on moonlight, lunar devils can be found subverting druidical orders or leading packs of werewolves. They are a lazy breed of devil, and prefer lounging in the light of the moon over any more vigorous activity. The only exception is an opportunity to corrupt druids and moon-worshippers, pitting them against followers of sun gods.  \n**Vain and Boastful.** Lunar devils are as vain as they are indolent, and tales the fey tell of them involve thwarting them by appealing to their vanity. Lunar devils frequently befriend the dark fey.  \n**Flying in Darkness.** In combat, lunar devils sometimes cast fly on allies to bring them along, and they stay in areas of moonlight whenever they can. Lunar devils have excellent vision in total darkness as well, though, and are happy to use that against foes. At range, they use hurl moonlight and lightwalking to frustrate enemies. In melee, they use wall of ice to split foes, the better to battle just half at a time.","name":"Lunar Devil","size":"Large","type":"Fiend","subtype":"devil","group":null,"alignment":"lawful evil","armor_class":16,"armor_desc":"natural armor","hit_points":94,"hit_dice":"9d10+45","speed":{"walk":40,"fly":60,"hover":true,"lightwalking":80},"strength":21,"dexterity":21,"constitution":20,"intelligence":16,"wisdom":15,"charisma":18,"strength_save":8,"dexterity_save":8,"constitution_save":8,"intelligence_save":null,"wisdom_save":5,"charisma_save":null,"perception":5,"skills":{"perception":5},"damage_vulnerabilities":"","damage_resistances":"cold; bludgeoning, piercing, and slashing from nonmagical attacks not made with silvered weapons","damage_immunities":"fire, poison","condition_immunities":"poisoned","senses":"darkvision 120 ft., passive Perception 15","languages":"Celestial, Draconic, Elvish, Infernal, Sylvan, telepathy 120 ft.","challenge_rating":"8","cr":8.0,"actions":[{"name":"Multiattack","desc":"The devil makes three attacks: one with its bite, one with its claws, and one with its tail. Alternatively, it can use Hurl Moonlight twice."},{"name":"Bite","desc":"Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 11 (1d12 + 5) piercing damage.","attack_bonus":8,"damage_dice":"1d12"},{"name":"Claw","desc":"Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 12 (2d6 + 5) slashing damage.","attack_bonus":8,"damage_dice":"2d6"},{"name":"Tail","desc":"Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 9 (1d8 + 5) bludgeoning damage.","attack_bonus":8,"damage_dice":"1d8"},{"name":"Hurl Moonlight","desc":"Ranged Spell Attack: +7 to hit, range 150 ft., one target. Hit: 19 (3d12) cold damage and the target must succeed on a DC 15 Constitution saving throw or become blinded for 4 rounds.","attack_bonus":7,"damage_dice":"3d12"}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Devil's Sight","desc":"Magical darkness doesn't impede the devil's darkvision."},{"name":"Innate Spellcasting","desc":"the devil's innate spellcasting ability is Charisma (spell save DC 15). It can innately cast the following spells, requiring no material components:\n\nat will: fly, major image, planar binding\n\n3/day: greater invisibility\n\n1/day: wall of ice"},{"name":"Light Incorporeality","desc":"The devil is semi-incorporeal when standing in moonlight, and is immune to all nonmagical attacks in such conditions. Even when hit by spells or magic weapons, it takes only half damage from a corporeal source, with the exception of force damage. Holy water can affect the devil as it does incorporeal undead."},{"name":"Lightwalking","desc":"Once per round, the lunar devil magically teleports, along with any equipment it is wearing or carrying, from one beam of moonlight to another within 80 feet. This relocation uses half of its speed."},{"name":"Magic Resistance","desc":"The devil has advantage on saving throws against spells and other magical effects."},{"name":"Variant: Devil Summoning","desc":"Summon Devil (1/Day): The devil can attempt a magical summoning. The devil has a 40 percent chance of summoning either 2 chain devils or 1 lunar devil."}],"spell_list":[],"page_no":110,"environments":[],"img_main":null,"document__slug":"tob","document__title":"Tome of Beasts","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/tome-of-beasts-for-5th-edition-print/","v2_converted_path":"/v2/creatures/tob_lunar-devil/"},{"slug":"psoglav-demon","desc":"","name":"Psoglav Demon","size":"Large","type":"Fiend","subtype":"demon","group":null,"alignment":"chaotic evil","armor_class":17,"armor_desc":"natural armor","hit_points":115,"hit_dice":"11d10+55","speed":{"walk":40,"fly":60},"strength":21,"dexterity":23,"constitution":20,"intelligence":16,"wisdom":19,"charisma":18,"strength_save":null,"dexterity_save":9,"constitution_save":8,"intelligence_save":null,"wisdom_save":7,"charisma_save":7,"perception":6,"skills":{"acrobatics":9,"intimidation":7,"perception":6,"stealth":9},"damage_vulnerabilities":"","damage_resistances":"cold, lightning","damage_immunities":"fire, poison","condition_immunities":"poisoned","senses":"blindsight 30 ft., darkvision 60 ft., passive Perception 16","languages":"Common, Infernal; telepathy 60 ft.","challenge_rating":"7","cr":7.0,"actions":[{"name":"Multiattack","desc":"The psoglav demon makes three bite attacks."},{"name":"Bite","desc":"Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 18 (2d12 + 5).","attack_bonus":8,"damage_dice":"2d12"},{"name":"Shadow Stealing Ray (Recharge 5-6)","desc":"The psoglav emits a beam from its single eye. One target within 60 feet of the psoglav is hit automatically by the ray. The target is knocked 20 feet back and must succeed on a DC 15 Dexterity saving throw or be knocked prone. The target's shadow stays in the space the target was originally in, and acts as an undead shadow under the command of the psoglav demon. If the creature hit with the shadow stealing ray flees the encounter, it is without a natural shadow for 1d12 days before the undead shadow fades and the creature's natural shadow returns. The undead shadow steals the body of its creature of origin if that creature is killed during the encounter; in that case, the creature's alignment shifts to evil and it falls under the command of the psoglav. The original creature regains its natural shadow immediately if the undead shadow is slain. A creature can only have its shadow stolen by the shadow stealing ray once per day, even if hit by the rays of two different psoglav demons, but it can be knocked back by it every time it is hit."}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Innate Spellcasting","desc":"the psoglav's innate spellcasting ability is Charisma (spell save DC 15). It can innately cast the following spell, requiring no material components:\n\n1/day: greater invisibility"},{"name":"Magic Weapon","desc":"The psoglav's weapon attacks are magical."},{"name":"Shadow Door (4/Day)","desc":"The psoglav has the ability to travel between shadows as if by means of a dimension door spell. The magical transport must begin and end in an area with at least some dim light. The shadow door can span a maximum of 90 feet."}],"spell_list":[],"page_no":79,"environments":[],"img_main":null,"document__slug":"tob","document__title":"Tome of Beasts","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/tome-of-beasts-for-5th-edition-print/","v2_converted_path":"/v2/creatures/tob_psoglav-demon/"},{"slug":"ramag","desc":"_These few denizens of a blasted desert waste now huddle in the remains of an ancient city—a city magically scattered across hundreds of miles._  \n**Once Human.** The ramag were a powerful tribe of dimensional sorcerers allied with a great society of titans, and they were indeed human in ages past. Over time, strange practices warped them into their current state, and they are clearly no longer purely human. Their limbs grow too long in proportion to their bodies, giving them a stooped, odd posture. Their features are angular, and a ramag’s hair is impossibly thick; each strand is the width of a human finger. They wear their strange hair tied back in decorative clasps.  \n**Portal Network.** The ramag used their innate magical gifts to maintain powerful magical conduits, ley lines that crisscrossed the titan’s empire. This mastery of arcane might allowed instantaneous travel to the farthest-flung outpost. The ramag still maintain a network of magical monoliths that connect the scattered districts of their home, but this network is frayed and fading.  \n**Studious and Powerful.** Although physically weak, the ramag are sharp-witted, studious, and naturally infused with magic. Lifetimes of exposure to the warping effect of their runaway magical energy have given the ramag innate control over magic, as well as sharp resistance to it. They are acutely aware of their responsibility for keeping magic in check, and fully know the danger of uncontrolled magical energies. Even the the lowliest ramag has a sharp intellect and a natural understanding of magic. Many ramag take up the study of wizardry. Few become wandering adventurers, but well-equipped expeditions sometimes leave their homeland to inspect the surrounding countryside.","name":"Ramag","size":"Medium","type":"Humanoid","subtype":"ramag","group":null,"alignment":"neutral","armor_class":13,"armor_desc":"leather armor","hit_points":27,"hit_dice":"6d8","speed":{"walk":30},"strength":9,"dexterity":14,"constitution":10,"intelligence":16,"wisdom":12,"charisma":11,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":null,"skills":{"arcana":5,"investigation":5},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"","condition_immunities":"","senses":"passive Perception 11","languages":"Common","challenge_rating":"1/4","cr":0.25,"actions":[{"name":"Scimitar","desc":"Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) slashing damage.","attack_bonus":4,"damage_dice":"1d6"},{"name":"Shortbow","desc":"Ranged Weapon Attack: +4 to hit, range 80/320 ft., one target. Hit: 5 (1d6 + 2) piercing damage.","attack_bonus":4,"damage_dice":"1d6"}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Magic Resistance","desc":"The ramag has advantage on saving throws against spells or other magical effects."}],"spell_list":[],"page_no":317,"environments":[],"img_main":null,"document__slug":"tob","document__title":"Tome of Beasts","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/tome-of-beasts-for-5th-edition-print/","v2_converted_path":"/v2/creatures/tob_ramag/"},{"slug":"sand-hag","desc":"_This withered crone glares malevolently, her face framed by lank gray hair. Her malicious grin is filled with shark teeth, and drool trickles from her lips._  \n**Hatred of Beauty.** Sand hags are terrifying crones that haunt desert ruins and forgotten oases. Their hatred for things of beauty and peace is terrible to behold. A sand hag uses her illusions and mimicry to lure travelers into an ambush.  \n**False Oasis.** They delight in tricking a caravan into an illusory oasis, killing all the riding animals and pack animals so the travelers can’t flee, and then terrifying and slaughtering them one by one.  \n**Drain Bodies.** For the slaughter of animals or humanoids, a sand hag prefers to rely on her claws, which drain the moisture from their victims. They leave the mummified remnants in postures of life—tied to a saddle, or atop a guard tower—to terrify others.  \nSand hags stand 6 to 7 feet tall, weigh less than 150 lb., and dress in torn and tattered robes. Although skeletally thin, a sand hag’s apparent frailty belies her prodigious strength.","name":"Sand Hag","size":"Medium","type":"Monstrosity","subtype":"","group":null,"alignment":"chaotic evil","armor_class":17,"armor_desc":"natural armor","hit_points":112,"hit_dice":"15d8+45","speed":{"walk":30,"burrow":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":5,"skills":{"deception":6,"perception":5,"stealth":5},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"","condition_immunities":"","senses":"darkvision 120 ft., passive Perception 15","languages":"Common, Dwarvish, Giant, Gnomish","challenge_rating":"5","cr":5.0,"actions":[{"name":"Multiattack","desc":"The sand hag makes two claw attacks."},{"name":"Claw","desc":"Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) slashing damage. If the target is a creature, it must make a successful DC 12 Constitution saving throw or gain one level of exhaustion.","attack_bonus":7,"damage_dice":"1d8"},{"name":"Scouring Sirocco (Recharge 5-6)","desc":"The sand hag generates a blast of hot wind in a 30-foot line or a 15-foot cone. Creatures inside it take 14 (4d6) slashing damage plus 7 (2d6) fire damage and are blinded for 1 minute; a successful DC 14 Constitution saving throw halves the damage and negates the blindness. A blinded creature repeats the saving throw at the end of each of its turns, ending the effect on itself on a success. The affected area (line or cone) is heavily obscured until the end of the sand hag's next turn."},{"name":"Change Shape","desc":"The hag 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."}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Magic Resistance","desc":"The sand hag has advantage on saving throws against spells and other magical effects."},{"name":"Innate Spellcasting","desc":"the sand hag's innate spellcasting ability is Charisma (spell save DC 14). It can innately cast the following spells, requiring no material components:\n\nat will: invisibility\n\n2/day each: hallucinatory terrain, major image"},{"name":"Mimicry","desc":"The sand hag can mimic animal sounds and humanoid voices. A creature that hears the sounds can tell they are imitations only with a successful DC 14 Wisdom (Insight) check."},{"name":"Scorpion Step","desc":"The sand hag walks lightly across sandy surfaces, never sinking into soft sand or leaving tracks. When in sand terrain, the sand hag ignores difficult terrain, doesn't leave tracks, and gains tremorsense 30 ft."}],"spell_list":[],"page_no":245,"environments":[],"img_main":null,"document__slug":"tob","document__title":"Tome of Beasts","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/tome-of-beasts-for-5th-edition-print/","v2_converted_path":"/v2/creatures/tob_sand-hag/"},{"slug":"skein-witch","desc":"_Skein witches are androgynous humanoids mummified in writhing diamond thread. Their skin is translucent, and suspended inside their bodies are dozens of quivering hourglasses in place of organs._  \n**Shepherd Destiny.** Skein witches are curators of destiny and enforcers of what must be. They voyage across the planes, weaving the strands of fate at the behest of their goddess-creator. Although they carry out their charge without regard to petty mortal concerns, they can be persuaded to bend fate for powerful petitioners whose interests align with those of their goddess.  \n**Surrounded by Guardians.** Despite their supernatural abilities, a skein witch’s physical body is frail. Because of that, they tend to surround themselves with undead, constructs, or other brutish, soulless guardians cut free from the thread of fate.  \n**Fear All Cards.** If a deck of many things is brought within 30 feet of a skein witch, she emits a psychic wail and disintegrates.","name":"Skein Witch","size":"Medium","type":"Celestial","subtype":"","group":null,"alignment":"neutral","armor_class":20,"armor_desc":"natural armor","hit_points":162,"hit_dice":"25d8+50","speed":{"walk":30,"fly":30},"strength":6,"dexterity":12,"constitution":14,"intelligence":16,"wisdom":20,"charisma":20,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":8,"wisdom_save":10,"charisma_save":10,"perception":15,"skills":{"history":8,"insight":15,"perception":15},"damage_vulnerabilities":"","damage_resistances":"radiant","damage_immunities":"fire, lightning, psychic","condition_immunities":"","senses":"truesight 60 ft., passive Perception 25","languages":"Celestial, telepathy (100 ft.)","challenge_rating":"12","cr":12.0,"actions":[{"name":"Multiattack","desc":"The skein witch makes two Inexorable Thread attacks."},{"name":"Inexorable Threads","desc":"Melee Weapon Attack: +9 to hit, reach 30 ft., one target. Hit: 27 (5d8 + 5) radiant damage, and the target is \"one step closer to death.\"If the target is reduced to 0 hit points, it's treated as if it's already failed one death saving throw. This effect is cumulative; each inexorable threads hit adds one unsuccessful death saving throw. If a character who's been hit three or more times by inexorable threads is reduced to 0 hit points, he or she dies immediately. This effect lasts until the character completes a long rest.","attack_bonus":9,"damage_dice":"5d8"},{"name":"Bind Fates (1/Day)","desc":"One target within 60 feet of the skein witch must make a DC 18 Wisdom saving throw. On a failed save, the target's fate is bound to one random ally of the target. Any damage or condition the target suffers is inflicted on the individual to which they are bound instead, and vice versa. A creature can be bound to only one other creature at a time. This effect lasts until either of the affected creatures gains a level, or until a heal or heroes' feast lifts this binding."},{"name":"Destiny Distortion Wave (Recharge 5-6)","desc":"The skein witch projects a 60-foot cone of distortion that frays the strands of fate. All targets in the cone take 55 (10d10) force damage, or half damage with a successful DC 18 Wisdom saving throw. In addition, if more than one target that failed its saving throw is affected by a condition, those conditions are randomly redistributed among the targets with failed saving throws."}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Bend Fate (3/day)","desc":"If the skein witch fails a saving throw, she may choose to succeed instead and reflect the effect of the failed saving throw onto one enemy within 30 feet. The skein witch still suffers the effect of a successful saving throw, if any. The new target is entitled to a saving throw as if it were the original target of the attack, but with disadvantage."},{"name":"Fear All Cards","desc":"If a deck of many things is brought within 30 feet of a skein witch, she emits a psychic wail and disintegrates."},{"name":"Magic Resistance","desc":"The skein witch has advantage on saving throws against spells and other magical effects."},{"name":"Misty Step (At Will)","desc":"The skein witch can step between places as a bonus action."},{"name":"Sealed Destiny (1/Day)","desc":"The skein witch attunes herself to the threads of the PCs' fates. Ask each player to write down their prediction of how the PC to their left will die, and at what level. Collect the notes without revealing the answers. When one of those PCs dies, reveal the prediction. If the character died in the manner predicted, they fulfill their destiny and are immediately resurrected by the gods as a reward. If they died at or within one level of the prediction, they return to life with some useful insight into the destiny of someone important."}],"spell_list":[],"page_no":349,"environments":[],"img_main":null,"document__slug":"tob","document__title":"Tome of Beasts","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/tome-of-beasts-for-5th-edition-print/","v2_converted_path":"/v2/creatures/tob_skein-witch/"},{"slug":"son-of-fenris","desc":"_The dread sons of Fenris are hideously strong and dangerous in their mastery of the arcane. Their acidic breath stinks of death, and they move with a menacing grace. Eldritch blood runs in their veins._  \n**Demonic Wolves.** Demonic black eyes, two snakelike tongues, and green-black scales beneath their thick black fur betray their unnatural origins. Although the sons of Fenris are powerful spellcasters, they prefer physical violence, using their spells only if faced with foes they cannot simply tear apart.  \n**Hibernate Until Ravenous.** Sons of Fenris are creatures of hunger, rage, and madness. They can subsist on infrequent gorging, so they slumber beneath the snow for weeks or months, waking when they grow ravenous or when prey approaches close enough to smell. When hunting, they revel in wanton savagery and destruction, killing entire flocks or herds to delight in blood and to cast runes among the entrails.  \n**Desperate Worshipers.** Despite their fierce nature, all the sons of Fenris are wise in divine lore, and desperate souls offer them worship and sacrifice in exchange for aid. The sons of Fenris enjoy this adulation, and provide protection, meat, and wisdom to their followers. In some cases, they gather enormous war bands over winter and going reaving in the spring.","name":"Son Of Fenris","size":"Huge","type":"Monstrosity","subtype":"","group":null,"alignment":"chaotic evil","armor_class":17,"armor_desc":"natural armor","hit_points":175,"hit_dice":"14d12+84","speed":{"walk":60,"burrow":15},"strength":26,"dexterity":16,"constitution":23,"intelligence":16,"wisdom":18,"charisma":14,"strength_save":null,"dexterity_save":7,"constitution_save":10,"intelligence_save":null,"wisdom_save":8,"charisma_save":null,"perception":null,"skills":{"arcana":7,"intimidation":6,"religion":12},"damage_vulnerabilities":"","damage_resistances":"psychic, radiant","damage_immunities":"cold, lightning, poison; bludgeoning, piercing, and slashing from nonmagical attacks","condition_immunities":"charmed, exhaustion, frightened, paralyzed, petrified, poisoned","senses":"truesight 60 ft., tremorsense 100 ft., passive Perception 14","languages":"Common, Celestial, Draconic, Elvish, Dwarvish, Giant, Infernal, telepathy 60 ft.","challenge_rating":"12","cr":12.0,"actions":[{"name":"Multiattack","desc":"The son of Fenris makes one bite attack and one slam attack."},{"name":"Bite","desc":"Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 19 (2d10 + 8) piercing damage plus 5 (1d10) poison damage, and the target is grappled (escape DC 18). If the target was already grappled, it is swallowed instead. While swallowed, the target is blinded and restrained, it has total cover against attacks and other effects from outside the son of Fenris, and it takes 28 (8d6) acid damage at the start of each of the son of Fenris's turns. It can swallow only one creature at a time. If it takes 45 damage or more on a single turn from the swallowed creature, it must succeed on a DC 17 Constitution saving throw at the end of that turn or regurgitate the creature, which falls prone in a space within 10 feet of the son of Fenris. If the son of Fenris dies, a swallowed creature is no longer restrained by it and can escape from the corpse by using 15 feet of movement, exiting prone.","attack_bonus":12,"damage_dice":"2d10"},{"name":"Slam","desc":"Melee Weapon Attack: +12 to hit, reach 15 ft., one target. Hit: 19 (2d10 + 8) bludgeoning damage.","attack_bonus":12,"damage_dice":"2d10"},{"name":"Acid Breath (Recharge 5-6)","desc":"The son of Fenris exhales acid in a 60-foot line that is 10 feet wide. Each creature in the line takes 45 (10d8) acid damage, or half damage with a successful DC 18 Dexterity saving throw."}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Keen Hearing and Smell","desc":"The son of Fenris has advantage on Wisdom (Perception) checks that rely on hearing or smell."},{"name":"Magic Weapons","desc":"The son of Fenris' weapon attacks are magical."},{"name":"Arctic Tunneler","desc":"While in snow or ice, the Son of Fenris' burrow speed increases to 30 ft."},{"name":"Spellcasting","desc":"the son of Fenris is a 15th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 16, +8 to hit with spell attacks). It requires no material components to cast its spells. It has the following cleric spells prepared:\n\ncantrips (at will): guidance, light, sacred flame, spare the dying, thaumaturgy\n\n1st level (4 slots): bane, command, guiding bolt, sanctuary\n\n2nd level (3 slots): blindness/deafness, hold person, silence\n\n3rd level (3 slots): animate dead, bestow curse, dispel magic\n\n4th level (3 slots): banishment, death ward, locate creature\n\n5th level (2 slots): contagion, scrying\n\n6th level (1 slot): harm\n\n7th level (1 slot): plane shift\n\n8th level (1 slot): earthquake"},{"name":"Trampling Charge","desc":"If the son of Fenris moves at least 20 feet straight toward a creature and hits it with a slam attack on that turn, that target must succeed on a DC 18 Strength saving throw or be knocked prone. If it is knocked prone, the son of Fenris can make another slam attack against it as a bonus action."}],"spell_list":[],"page_no":355,"environments":[],"img_main":null,"document__slug":"tob","document__title":"Tome of Beasts","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/tome-of-beasts-for-5th-edition-print/","v2_converted_path":"/v2/creatures/tob_son-of-fenris/"},{"slug":"star-drake","desc":"_Twinkling motes of light move around this draconic creature’s body like stars, their reflections twinkling across its metallic scales._  \n**Returned Travelers.** A drake’s curiosity sometimes drives it to seek experiences beyond its plane, and it finds companions with which it travels the multiverse. Such drakes return quite clearly changed in appearance, demeanor, and ability. Regardless of which type of drake embarked on the journey, the creature always returns as a star drake.  \n**Mortal Protectors.** Star drakes consider themselves protectors of the Material Plane. They view those from other planes as meddlers in the affairs of humanoid races, regarding fiends and celestials as equally threatening. Star drakes might negotiate with, drive off, or destroy such meddlers. Occasionally, they lead extraplanar incursions to make it clear outsiders are unwelcome.  \n**Glimmering Lights.** A star drake differs in appearance from dragons primarily by its mottled metallic scales and the nimbus of tiny stars surrounding its body. A star drake measures 10 feet long and weighs roughly 500 lb.","name":"Star Drake","size":"Large","type":"Dragon","subtype":"","group":null,"alignment":"neutral","armor_class":19,"armor_desc":"natural armor","hit_points":189,"hit_dice":"18d10+90","speed":{"walk":40,"fly":100},"strength":20,"dexterity":17,"constitution":21,"intelligence":16,"wisdom":24,"charisma":20,"strength_save":null,"dexterity_save":8,"constitution_save":10,"intelligence_save":8,"wisdom_save":12,"charisma_save":10,"perception":12,"skills":{"arcana":8,"history":8,"insight":12,"perception":12,"religion":8},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"cold, fire; bludgeoning, piercing, and slashing from nonmagical attacks","condition_immunities":"charmed, frightened, paralyzed, unconscious","senses":"truesight 120 ft., passive Perception 22","languages":"Celestial, Common, Draconic, Dwarvish, Elvish, Infernal, Primordial","challenge_rating":"15","cr":15.0,"actions":[{"name":"Multiattack","desc":"The drake makes one bite attack and two claw attacks."},{"name":"Bite","desc":"Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 16 (2d10 + 5) piercing damage.","attack_bonus":10,"damage_dice":"2d10"},{"name":"Claw","desc":"Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 15 (3d6 + 5) slashing damage.","attack_bonus":10,"damage_dice":"3d6"},{"name":"Breath Weapon (Recharge 5-6)","desc":"The drake exhales either fire or frigid air in a 40-foot cone. Each creature in that area takes 78 (12d12) fire or cold damage, whichever the drake wishes, or half damage with a successful DC 18 Dexterity saving throw."},{"name":"Searing Star (1/Day)","desc":"Ranged Spell Attack: +12 to hit, range 120 ft., one target. Hit: 65 (10d12) force damage, and the target must succeed on a DC 18 Constitution saving throw or be permanently blinded.","attack_bonus":12,"damage_dice":"10d12"}],"bonus_actions":null,"reactions":null,"legendary_desc":"The drake can take 3 legendary actions, choosing from the options below. Only one option can be used at a time and only at the end of another creature's turn. The drake regains spent legendary actions at the start of its turn.","legendary_actions":[{"name":"Bite Attack","desc":"The drake makes one bite attack."},{"name":"Nova (Costs 2 Actions)","desc":"The drake momentarily doubles the radius and intensity of its nimbus of stars. Every sighted creature within 20 feet of the drake must make a successful DC 18 Constitution saving throw or become blinded until the end of its next turn. Characters who are averting their eyes are immune to the nova."},{"name":"Pale Sparks","desc":"The drake casts faerie fire or moonbeam."}],"special_abilities":[{"name":"Legendary Resistance (2/day)","desc":"If the star drake fails a saving throw, it can choose to succeed instead."},{"name":"Magic Resistance","desc":"The drake has advantage on saving throws against spells and other magical effects."},{"name":"Magic Weapons","desc":"The drake's weapon attacks are magical."},{"name":"Nimbus of Stars","desc":"The drake is surrounded by a whirling nimbus of tiny motes of starlight. A sighted creature that starts its turn within 10 feet of the drake must make a successful DC 18 Constitution saving throw or become incapacitated. At the start of a character's turn, a character can choose to avert its eyes and gain immunity against this effect until the start of its next turn, but it must treat the drake as invisible while the character's eyes are averted."},{"name":"Innate Spellcasting","desc":"the drake's innate spellcasting ability is Wisdom (spell save DC 20). It can innately cast the following spells, requiring no material components:\n\nat will: faerie fire, moonbeam\n\n3/day: plane shift\n\n1/day each: gate, planar binding"}],"spell_list":[],"page_no":156,"environments":[],"img_main":null,"document__slug":"tob","document__title":"Tome of Beasts","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/tome-of-beasts-for-5th-edition-print/","v2_converted_path":"/v2/creatures/tob_star-drake/"},{"slug":"tosculi-hive-queen","desc":"The tosculi are a race of wasp-folk that share the Golden Song of the hive, which unites them under the command and iron rule of their queen. Each hive has its own song, and most tosculi hives are predatory, dangerous places—quick to turn to banditry, cattle theft, and raiding against small villages.  \nThose few tosculi who do not hear their queen’s Golden Song are the Hiveless, driven out of the embrace of the hive to attempt survive on their own.  \n_This humanoid wasp’s gossamer wings beat out a soft, droning buzz. Flashing blades sing in each of her four clawed hands, and the air around her crackles with arcane energy._  \n**Center of the Hive.** The hive-queen is the nerve center of a tosculi hive-city, simultaneously one of a hive’s greatest strengths and weaknesses. The hive-queen serves as a unifying force. She binds her swarm with an ironclad sense of purpose through the hive mind, the psychic web that links all tosculi within a hive.  \n**Deadly Inheritance.** A hive-queen typically has several immature daughters as her potential heirs at any given time. When she nears the end of her life, the hive-queen selects the most promising of her heirs and feeds her a special concoction. This speeds the heir’s maturation and makes her ready to become a full-fledged hive-queen. The daughter’s first action upon assuming power and control over the hive-city is to devour her mother and all her sisters.  \n**Hive Chaos.** If a hive-queen dies with no heir to anchor the hive mind, the city plunges into chaos. Tosculi bereft of the hivemind go berserk. A few fortunate ones might escape and become lone renegades, but their existence without the comforting presence of the hive is miserable and short. Unless one of the hive-queen’s daughters is mature enough and ruthless enough to step in and assert control, the hive is doomed.  \n\n## A Tosculi Hive-Queen’s Lair\n\n  \nHive-queens make their lairs in the most protected part of the hive. Huge corridors lead to this point, so all tosculi can reach their queen as quickly as possible. This is also the place where tosculi eggs hatch, making it a critical location for the survival of the hive. A tosculi hive-queen encountered in her lair has a challenge rating of 13 (10,000 XP), but nothing else in her stat block changes.  \n\n### Lair Actions\n\n  \nOn initiative count 20 (losing initiative ties), the hive-queen takes a lair action to cause one of the following effects:\n* The tosculi hive-queen releases a cloud of pheromones that drives the tosculi to fight harder. All tosculi within 60 feet of the hive-queen (including the hive-queen herself) regain 7 (2d6) hit points.\n* A swarm of tiny tosculi offspring crawls from its nest and attacks a creature within 120 feet of the hive-queen, automatically doing 10 (4d4) piercing damage. Then the swarm dies.\n* The ceiling above one creature that the hive-queen can see within 120 feet of her drips sticky resin. The creature must make a successful DC 15 Dexterity saving throw or be encased in rapidly-hardening resin. A creature encased this way is restrained. It can free itself, or another creature within 5 feet can free it, by using an action to make a successful DC 15 Strength check. If the creature is still encased the next time the initiative count reaches 20, the resin hardens, trapping it. The trapped creature can’t move or speak; attack rolls against it have disadvantage because it is encased in resin armor; it automatically fails Strength and Dexterity saving throws; and it has resistance to all damage. The trapped creature is released when the resin is destroyed (AC 10, 20 HP, immune to cold, fire, necrotic, poison, psychic, radiant, and piercing damage).\n  \nThe tosculi hive-queen can’t repeat an effect until they have all been used, and she can’t use the same effect two rounds in a row.  \n\n## Regional Effects\n\n  \nThe region containing a tosculi hive-queen’s lair is warped by the creature’s presence, which creates one or more of the following effects:  \n\\# Intelligent creatures within 6 miles suffer frequent headaches. It’s as if they had a constant buzzing inside their heads.  \n\\# Beasts within 6 miles are more irritable and violent than usual and have the Blood Frenzy trait:  \n**Blood Frenzy.** The beast has advantage on melee attack rolls against a creature that doesn’t have all its hit points. If the tosculi hive-queen dies, the buzzing disappears immediately, and the beasts go back to normal within 1d10 days.","name":"Tosculi Hive-Queen","size":"Large","type":"Monstrosity","subtype":"","group":null,"alignment":"lawful evil","armor_class":17,"armor_desc":"","hit_points":157,"hit_dice":"15d10+75","speed":{"walk":40,"fly":60},"strength":17,"dexterity":24,"constitution":20,"intelligence":16,"wisdom":16,"charisma":18,"strength_save":null,"dexterity_save":12,"constitution_save":10,"intelligence_save":null,"wisdom_save":8,"charisma_save":9,"perception":8,"skills":{"perception":8},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"poison","condition_immunities":"charmed, poisoned","senses":"darkvision 60 ft., passive Perception 18","languages":"Common, Deep Speech, Gnoll, Infernal, Tosculi","challenge_rating":"12","cr":12.0,"actions":[{"name":"Multiattack","desc":"The hive-queen makes four scimitar attacks."},{"name":"Scimitar","desc":"Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 14 (2d6 + 7) slashing damage.","attack_bonus":12,"damage_dice":"2d6"},{"name":"Stinger","desc":"Melee Weapon Attack: +12 to hit, reach 5 ft., one creature. Hit: 10 (1d6 + 7) piercing damage, and the target must succeed on a DC 18 Constitution saving throw or be paralyzed for 1 minute. A paralyzed target repeats the saving throw at the end of each of its turns, ending the effect on itself on a success.","attack_bonus":12,"damage_dice":"1d6"},{"name":"Glitter Dust","desc":"The hive-queen produces a cloud of glittering golden particles in a 30-foot radius. Each creature that is not a tosculi in the area must succeed on a DC 18 Constitution saving throw or be blinded for 1 minute. A blinded creature repeats the saving throw at the end of each of its turns, ending the effect on itself on a success."},{"name":"Implant Egg","desc":"The hive-queen implants an egg into an incapacitated creature within 5 feet of her that is neither undead nor a construct. Until the egg hatches or is removed, the creature is poisoned, paralyzed, and does not need to eat or drink. The egg hatches in 1d6 weeks, and the larval tosculi kills the host creature. The implanted egg can be removed with a successful DC 20 Wisdom (Medicine) check or by a spell or magical effect that cures disease."}],"bonus_actions":null,"reactions":null,"legendary_desc":"The hive-queen can take 3 legendary actions, choosing from the options below. Only one option can be used at a time and only at the end of another creature's turn. The hive-queen regains spent legendary actions at the start of its turn.","legendary_actions":[{"name":"Flight","desc":"The hive-queen flies up to half its flying speed."},{"name":"Stinger Attack","desc":"The hive-queen makes one stinger attack."},{"name":"Glitter Dust (Costs 2 Actions)","desc":"The hive-queen uses Glitter Dust."}],"special_abilities":[{"name":"Legendary Resistance (3/Day)","desc":"If the hive-queen fails a saving throw, it can choose to succeed instead."},{"name":"Hive Mind","desc":"The hive-queen is the psychic nexus for every tosculi in her hive. She is aware of the direction and distance to all members of the hive, can telepathically communicate with them when they are within 20 miles, and can sense what they sense when they are within 1 mile of her. Tosculi from her hive that travel more than 20 miles away instinctively know the direction and distance to the hive and try to return. Hive-queens sometimes dispatch rescue missions to recover separated members of the hive."},{"name":"Hive Queen Lair","desc":"on initiative count 20 (losing initiative ties), the hive-queen takes a lair action to cause one of the following effects:\n\n- The tosculi hive-queen releases a cloud of pheromones that drives the tosculi to fight harder. All tosculi within 60 feet of the hive-queen (including the hive-queen herself) regain 7 (2d6) hit points.\n\n- A swarm of tiny tosculi offspring crawls from its nest and attacks a creature within 120 feet of the hive-queen, automatically doing 10 (4d4) piercing damage. Then the swarm dies. \n\n- The ceiling above one creature that the hive-queen can see within 120 feet of her drips sticky resin. The creature must make a successful DC 15 Dexterity saving throw or be encased in rapidly-hardening resin. A creature encased this way is restrained. It can free itself, or another creature within 5 feet can free it, by using an action to make a successful DC 15 Strength check. If the creature is still encased the next time the initiative count reaches 20, the resin hardens, trapping it. The trapped creature can't move or speak; attack rolls against it have disadvantage because it is encased in resin armor; it automatically fails Strength and Dexterity saving throws; and it has resistance to all damage. The trapped creature is released when the resin is destroyed (AC 10, 20 HP, immune to cold, fire, necrotic, poison, psychic, radiant, and piercing damage). \n\nthe tosculi hive-queen can't repeat an effect until they have all been used, and she can't use the same effect two rounds in a row."},{"name":"Regional Effects","desc":"the region containing a tosculi hive-queen's lair is warped by the creature's presence, which creates one or more of the following effects:\n\n- Intelligent creatures within 6 miles suffer frequent headaches. It's as if they had a constant buzzing inside their heads. \n\n- Beasts within 6 miles are more irritable and violent than usual and have the Blood Frenzy trait:The beast has advantage on melee attack rolls against a creature that doesn't have all its hit points. \n\nif the tosculi hive-queen dies, the buzzing disappears immediately, and the beasts go back to normal within 1d10 days."}],"spell_list":[],"page_no":385,"environments":[],"img_main":null,"document__slug":"tob","document__title":"Tome of Beasts","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/tome-of-beasts-for-5th-edition-print/","v2_converted_path":"/v2/creatures/tob_tosculi-hive-queen/"},{"slug":"zmey","desc":"_Crashing through the forest, this three-headed dragon stands upright, its spiked tail thrashing from side to side as it walks. A vicious mouth lined with glistening teeth graces each head, and its green scales gleam in the fleeting sunlight._  \nHunting beneath the canopy of the forest, lurking below the surfaces of lakes, and guarding caves concealing great treasure and mystery, the zmey has two roles—vicious terror and nature’s protector.  \n**Claws of the Forest.** Single-mindedly destructive, the zmey keeps the heart of the forest free from interlopers. Rumors suggest the heart of an ancient forest itself can control the actions of these beasts, while others believe that they have a pact with certain forest druids. Certainly they are clever enough, often destroying bridges, dams, or logging camps infringing on their territory.  \n**Solitary Hunters.** Zmey avoid their own kind, seeking out isolated hunting grounds. They eat any organic matter, but they favor the fresh meat of large birds and mammals. The smarter the prey, the better, because zmey believe that intellect flavors the meat. They consider alseids, halflings, and gnomes especially succulent.  \n**Three-Headed Rage.** Dappled black and green scales cover this enormous beast and its three towering necks are long and powerful. Each neck is topped with an identical, menacing head, and each head is flanked by spiny, frilled membranes. A forked tongue flickers across long pale teeth, and six pairs of eyes burn red with rage.  \nWhen a zmey stands upright, it measures 25 feet from snout to tail. The beast weighs over 9,000 lb.","name":"Zmey","size":"Huge","type":"Dragon","subtype":"","group":null,"alignment":"chaotic evil","armor_class":18,"armor_desc":"natural armor","hit_points":189,"hit_dice":"18d12+72","speed":{"walk":30,"fly":50,"swim":30},"strength":22,"dexterity":13,"constitution":19,"intelligence":16,"wisdom":16,"charisma":12,"strength_save":null,"dexterity_save":null,"constitution_save":9,"intelligence_save":null,"wisdom_save":8,"charisma_save":6,"perception":8,"skills":{"perception":8},"damage_vulnerabilities":"","damage_resistances":"cold, fire","damage_immunities":"","condition_immunities":"paralyzed, unconscious","senses":"blindsight 60 ft., darkvision 90 ft., passive Perception 18","languages":"Common, Draconic, Elvish, Sylvan","challenge_rating":"14","cr":14.0,"actions":[{"name":"Multiattack","desc":"The zmey makes one bite attack per head and one claws attack."},{"name":"Bite","desc":"Melee Weapon Attack: +11 to hit, reach 10 ft., one target. Hit: 19 (2d12 + 6) piercing damage.","attack_bonus":11,"damage_dice":"2d12"},{"name":"Claws","desc":"Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 19 (2d12 + 6) slashing damage.","attack_bonus":11,"damage_dice":"2d12"},{"name":"Tail","desc":"Melee Weapon Attack: +11 to hit, reach 20 ft., one target. Hit: 15 (2d8 + 6) bludgeoning damage.","attack_bonus":11,"damage_dice":"2d8"},{"name":"Fire Breath (Recharge 5-6)","desc":"The zmey breathes up to three 60-foot cones of fire, one from each of its heads. Creatures in a cone take 16 (3d10) fire damage, or half damage with a successful DC 16 Dexterity saving throw. If cones overlap, their damage adds together but each target makes only one saving throw. A zmey can choose whether this attack harms plants or plant creatures."}],"bonus_actions":null,"reactions":null,"legendary_desc":"The zmey can take 1 legendary action per head, 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 zmey regains spent legendary actions at the start of its turn.","legendary_actions":[{"name":"Bite","desc":"The zmey makes a bite attack."},{"name":"Tail Attack","desc":"The zmey makes a tail attack."},{"name":"Trample","desc":"The zmey moves up to half its land speed. It can enter enemy-occupied spaces but can't end its move there. Creatures in spaces the zmey enters must make successful DC 14 Dexterity saving throws or take 10 (1d8 + 6) bludgeoning damage and fall prone."}],"special_abilities":[{"name":"Amphibious","desc":"The zmey can breathe air and water."},{"name":"Lake Leap","desc":"A zmey spends much of its time lurking in lakes and ponds. When submerged in a natural pool of standing water, it can transport itself as a bonus action to a similar body of water within 5,000 feet. Rapidly flowing water doesn't serve for this ability, but the zmey can leap to or from a river or stream where the water is calm and slow-moving."},{"name":"Legendary Resistance (1/Day)","desc":"If the zmey fails a saving throw, it can count it as a success instead."},{"name":"Multiheaded","desc":"The zmey normally has three heads. While it has more than one head, the zmey has advantage on saving throws against being blinded, charmed, deafened, frightened, and stunned. If the zmey takes 40 or more damage in a single turn (and the damage isn't poison or psychic), one of its heads is severed. If all three of its heads are severed, the zmey dies."},{"name":"Regeneration","desc":"The zmey regains 15 hit points at the start of its turn. If the zmey takes acid or fire damage, this trait doesn't function at the start of the zmey's next turn. Regeneration stops functioning when all heads are severed. It takes 24 hours for a zmey to regrow a functional head."},{"name":"Spawn Headling","desc":"The severed head of a zmey grows into a zmey headling 2d6 rounds after being separated from the body. Smearing at least a pound of salt on the severed head's stump prevents this transformation."}],"spell_list":[],"page_no":416,"environments":[],"img_main":null,"document__slug":"tob","document__title":"Tome of Beasts","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/tome-of-beasts-for-5th-edition-print/","v2_converted_path":"/v2/creatures/tob_zmey/"},{"slug":"adult_blue_dragon_bf","desc":"","name":"Adult Blue Dragon","size":"huge","type":"Dragon","subtype":"","group":"Dragons","alignment":"","armor_class":19,"armor_desc":"natural armor","hit_points":267,"hit_dice":"","speed":{"walk":40,"burrow":30,"fly":80},"strength":24,"dexterity":20,"constitution":32,"intelligence":16,"wisdom":24,"charisma":28,"strength_save":7,"dexterity_save":5,"constitution_save":11,"intelligence_save":3,"wisdom_save":7,"charisma_save":9,"perception":22,"skills":{},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"lightning","condition_immunities":"","senses":"darkvision 120 ft., keensense 60 ft.","languages":"Common,Draconic","challenge_rating":"16","cr":16.0,"actions":[{"name":"Multiattack","desc":"The dragon uses its Frightful Presence. It then makes one Bite attack and two Claw attacks."},{"name":"Bite","desc":"_Melee Weapon Attack:_ +12 to hit, reach 10 ft., one target. _Hit:_ 18 (2d10+7) piercing damage plus 5 (1d10) lightning damage."},{"name":"Claw","desc":"_Melee Weapon Attack:_ +12 to hit, reach 5 ft., one target. _Hit:_ 14 (2d6+7) slashing damage."},{"name":"Tail","desc":"_Melee Weapon Attack:_ +12 to hit, reach 15 ft., one target. _Hit:_ 16 (2d8+7) bludgeoning damage."},{"name":"Frightful Presence","desc":"Each creature of the dragon's choice that is within 120 feet of the dragon and aware of it must succeed on a DC 17 WIS save or be frightened for 1 minute. A creature can repeat the save at the end of each of its turns, ending the effect on itself on a success. If a creature's save is successful or the effect ends for it, the creature is immune to the dragon's Frightful Presence for the next 24 hours."},{"name":"Lightning Breath (Recharge 5-6)","desc":"The dragon exhales lightning in a 90-foot line that is 5 feet wide. Each creature in that line must make a DC 19 DEX save, taking 66 (12d10) lightning damage on a failed save, or half as much damage on a successful one."}],"bonus_actions":[],"reactions":[],"legendary_desc":"The dragon can take 3 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature's turn. The dragon regains spent legendary actions at the start of its turn.","legendary_actions":[{"name":"Detect","desc":"The dragon automatically detects every creature and trap within 30 feet of it, pinpointing the current location of each."},{"name":"Tail Attack","desc":"The dragon makes a Tail attack."},{"name":"Elemental Roar (Costs 2 Actions)","desc":"The dragon roars at up to two creatures of its choice within 120 feet of it. Each target must succeed on a DC 17 CHA save or be vulnerable to lightning damage until the end of its next turn. A target resistant to lightning damage isn't resistant to it for the duration. A target immune to lightning damage is still immune to it, even if the target fails the save."},{"name":"Wing Attack (Costs 2 Actions)","desc":"The dragon beats its wings. Each creature within 10 feet of the dragon must succeed on a DC 20 DEX save or take 14 (2d6+7) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed without provoking opportunity attacks."}],"special_abilities":[{"name":"Charged Hide","desc":"When the blue dragon hasn't exhaled its Lightning Breath, the electric charge builds up across its body. While the dragon's Lightning Breath is available, it emits wild sparks of electricity, and each creature that starts its turn within 20 feet of the dragon must succeed on a DC 19 CON save or be incapacitated until the start of its next turn."},{"name":"Legendary Resistance (3/Day)","desc":"If the dragon fails a save, it can choose to succeed instead."}],"spell_list":[],"page_no":null,"environments":[],"img_main":null,"document__slug":"blackflag","document__title":"Black Flag SRD","document__license_url":"https://paizo.com/orclicense","document__url":"https://koboldpress.com/black-flag-reference-document/","v2_converted_path":"/v2/creatures/bfrd_adult-blue-dragon/"},{"slug":"adult_bronze_dragon_bf","desc":"","name":"Adult Bronze Dragon","size":"huge","type":"Dragon","subtype":"","group":"Dragons","alignment":"","armor_class":19,"armor_desc":"natural armor","hit_points":255,"hit_dice":"","speed":{"walk":40,"fly":80,"swim":40},"strength":24,"dexterity":20,"constitution":32,"intelligence":16,"wisdom":24,"charisma":28,"strength_save":7,"dexterity_save":5,"constitution_save":11,"intelligence_save":3,"wisdom_save":7,"charisma_save":9,"perception":22,"skills":{},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"lightning","condition_immunities":"","senses":"darkvision 120 ft., keensense 60 ft.","languages":"Common,Draconic","challenge_rating":"15","cr":15.0,"actions":[{"name":"Multiattack","desc":"The dragon uses its Frightful Presence. It then makes one Bite attack and two Claw attacks. It can replace its Bite attack with a use of Repulsion Breath, if available."},{"name":"Bite","desc":"_Melee Weapon Attack:_ +12 to hit, reach 10 ft., one target. _Hit:_ 18 (2d10+7) piercing damage."},{"name":"Claw","desc":"_Melee Weapon Attack:_ +12 to hit, reach 5 ft., one target. _Hit:_ 14 (2d6+7) slashing damage."},{"name":"Tail","desc":"_Melee Weapon Attack:_ +12 to hit, reach 15 ft., one target. _Hit:_ 16 (2d8+7) bludgeoning damage."},{"name":"Frightful Presence","desc":"Each creature of the dragon's choice that is within 120 feet of the dragon and aware of it must succeed on a DC 17 WIS save or be frightened for 1 minute. A creature can repeat the save at the end of each of its turns, ending the effect on itself on a success. If a creature's save is successful or the effect ends for it, the creature is immune to the dragon's Frightful Presence for the next 24 hours."},{"name":"Lightning Breath (Recharge 5-6)","desc":"The dragon exhales lightning in a 90-foot line that is 5 feet wide. Each creature in that line must make a DC 19 DEX save, taking 60 (11d10) lightning damage on a failed save, or half as much damage on a successful one."},{"name":"Repulsion Breath (Recharge 6)","desc":"The dragon exhales repulsion energy in a 60-foot cone. Each creature in that area must succeed on a DC 19 STR save or be pushed up to 30 feet away from the dragon."}],"bonus_actions":[{"name":"Change Shape","desc":"The dragon magically transforms into a Beast or Humanoid that has a challenge rating no higher than its own, or back into its true form, which is Dragon. Any equipment it is wearing or carrying transforms with it or is borne by the new form (the dragon's choice). It reverts to its true form if it dies. In a new form, the dragon retains its Legendary Resistance trait and its HP, ability to speak, proficiencies, and INT, WIS, and CHA scores, as well as this bonus action. Its statistics and capabilities are otherwise replaced by those of the new form, except any class features or legendary actions of that form."}],"reactions":[],"legendary_desc":"The dragon can take 3 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature's turn. The dragon regains spent legendary actions at the start of its turn.","legendary_actions":[{"name":"Detect","desc":"The dragon automatically detects every creature and trap within 30 feet of it, pinpointing the current location of each."},{"name":"Tail Attack","desc":"The dragon makes a Tail attack."},{"name":"Elemental Roar (Costs 2 Actions)","desc":"The dragon roars at up to two creatures of its choice within 120 feet of it. Each target must succeed on a DC 17 CHA save or be vulnerable to lightning damage until the end of its next turn. A target resistant to lightning damage isn't resistant to it for the duration. A target immune to lightning damage is still immune to it, even if the target fails the save."},{"name":"Wing Attack (Costs 2 Actions)","desc":"The dragon beats its wings. Each creature within 10 feet of the dragon must succeed on a DC 20 DEX save or take 14 (2d6+7) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed without provoking opportunity attacks."}],"special_abilities":[{"name":"Amphibious","desc":"The dragon can breathe air and water."},{"name":"Legendary Resistance (3/Day)","desc":"If the dragon fails a save, it can choose to succeed instead."},{"name":"Lightning Extraction","desc":"As the **young bronze dragon**, except it affects creatures within 20 feet of the dragon, and the save DC is 19."}],"spell_list":[],"page_no":null,"environments":[],"img_main":null,"document__slug":"blackflag","document__title":"Black Flag SRD","document__license_url":"https://paizo.com/orclicense","document__url":"https://koboldpress.com/black-flag-reference-document/","v2_converted_path":"/v2/creatures/bfrd_adult-bronze-dragon/"},{"slug":"adult_red_dragon_bf","desc":"","name":"Adult Red Dragon","size":"huge","type":"Dragon","subtype":"","group":"Dragons","alignment":"","armor_class":19,"armor_desc":"natural armor","hit_points":301,"hit_dice":"","speed":{"walk":40,"climb":40,"fly":80},"strength":26,"dexterity":22,"constitution":36,"intelligence":16,"wisdom":24,"charisma":32,"strength_save":8,"dexterity_save":6,"constitution_save":13,"intelligence_save":3,"wisdom_save":7,"charisma_save":11,"perception":23,"skills":{},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"fire","condition_immunities":"","senses":"darkvision 120 ft., keensense 60 ft.","languages":"Common,Draconic","challenge_rating":"17","cr":17.0,"actions":[{"name":"Multiattack","desc":"The dragon uses its Frightful Presence. It then makes one Bite attack and two Claw attacks."},{"name":"Bite","desc":"_Melee Weapon Attack:_ +14 to hit, reach 10 ft., one target. _Hit:_ 19 (2d10+8) piercing damage plus 7 (2d6) fire damage."},{"name":"Claw","desc":"_Melee Weapon Attack:_ +14 to hit, reach 5 ft., one target. _Hit:_ 15 (2d6+8) slashing damage."},{"name":"Tail","desc":"_Melee Weapon Attack:_ +14 to hit, reach 15 ft., one target. _Hit:_ 17 (2d8+8) bludgeoning damage."},{"name":"Frightful Presence","desc":"Each creature of the dragon's choice that is within 120 feet of the dragon and aware of it must succeed on a DC 19 WIS save or be frightened for 1 minute. A creature can repeat the save at the end of each of its turns, ending the effect on itself on a success. If a creature's save is successful or the effect ends for it, the creature is immune to the dragon's Frightful Presence for the next 24 hours."},{"name":"Fire Breath (Recharge 5-6)","desc":"The dragon exhales fire in a 60-foot cone. Each creature in that area must make a DC 21 DEX save, taking 63 (18d6) fire damage on a failed save, or half as much damage on a successful one."}],"bonus_actions":[],"reactions":[],"legendary_desc":"The dragon can take 3 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature's turn. The dragon regains spent legendary actions at the start of its turn.","legendary_actions":[{"name":"Detect","desc":"The dragon automatically detects every creature and trap within 30 feet of it, pinpointing the current location of each."},{"name":"Tail Attack","desc":"The dragon makes a Tail attack."},{"name":"Elemental Roar (Costs 2 Actions)","desc":"The dragon roars at up to two creatures of its choice within 120 feet of it. Each target must succeed on a DC 19 CHA save or be vulnerable to fire damage until the end of its next turn. A target resistant to fire damage isn't resistant to it for the duration. A target immune to fire damage is still immune to it, even if the target fails the save."},{"name":"Wing Attack (Costs 2 Actions)","desc":"The dragon beats its wings. Each creature within 10 feet of the dragon must succeed on a DC 22 DEX save or take 15 (2d6+8) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed without provoking opportunity attacks."}],"special_abilities":[{"name":"Boil Over","desc":"When the red dragon hasn't unleashed its Fire Breath, the heat builds and rolls outward from it. While the dragon's Fire Breath is available, it emits immense heat, and each creature that starts its turn within 20 feet of the dragon must succeed on a DC 21 CON save or take 7 (2d6) fire damage. A creature that fails this save by 5 or more also suffers one level of exhaustion."},{"name":"Legendary Resistance (3/Day)","desc":"If the dragon fails a save, it can choose to succeed instead."}],"spell_list":[],"page_no":null,"environments":[],"img_main":null,"document__slug":"blackflag","document__title":"Black Flag SRD","document__license_url":"https://paizo.com/orclicense","document__url":"https://koboldpress.com/black-flag-reference-document/","v2_converted_path":"/v2/creatures/bfrd_adult-red-dragon/"},{"slug":"adult_silver_dragon_bf","desc":"","name":"Adult Silver Dragon","size":"huge","type":"Dragon","subtype":"","group":"Dragons","alignment":"","armor_class":19,"armor_desc":"natural armor","hit_points":267,"hit_dice":"","speed":{"walk":40,"fly":80},"strength":26,"dexterity":20,"constitution":34,"intelligence":16,"wisdom":24,"charisma":28,"strength_save":8,"dexterity_save":5,"constitution_save":12,"intelligence_save":3,"wisdom_save":7,"charisma_save":9,"perception":22,"skills":{},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"cold","condition_immunities":"","senses":"darkvision 120 ft., keensense 60 ft.","languages":"Common,Draconic","challenge_rating":"16","cr":16.0,"actions":[{"name":"Multiattack","desc":"The dragon uses its Frightful Presence. It then makes one Bite attack and two Claw attacks. It can replace its Bite attack with a use of Paralyzing Breath, if available."},{"name":"Bite","desc":"_Melee Weapon Attack:_ +13 to hit, reach 10 ft., one target. _Hit:_ 19 (2d10+8) piercing damage."},{"name":"Claw","desc":"_Melee Weapon Attack:_ +13 to hit, reach 5 ft., one target. _Hit:_ 15 (2d6+8) slashing damage."},{"name":"Tail","desc":"_Melee Weapon Attack:_ +13 to hit, reach 15 ft., one target. _Hit:_ 17 (2d8+8) bludgeoning damage."},{"name":"Frightful Presence","desc":"Each creature of the dragon's choice that is within 120 feet of the dragon and aware of it must succeed on a DC 17 WIS save or be frightened for 1 minute. A creature can repeat the save at the end of each of its turns, ending the effect on itself on a success. If a creature's save is successful or the effect ends for it, the creature is immune to the dragon's Frightful Presence for the next 24 hours."},{"name":"Cold Breath (Recharge 5-6)","desc":"The dragon exhales an icy blast in a 60-foot cone. Each creature in that area must make a DC 20 CON save, taking 58 (13d8) cold damage on a failed save, or half as much damage on a successful one."},{"name":"Paralyzing Breath (Recharge 6)","desc":"As the **silver dragon wyrmling**, except it is a 60-foot cone, and the save DC is 20."}],"bonus_actions":[{"name":"Change Shape","desc":"The dragon magically transforms into a Beast or Humanoid that has a challenge rating no higher than its own, or back into its true form, which is Dragon. Any equipment it is wearing or carrying transforms with it or is borne by the new form (the dragon's choice). It reverts to its true form if it dies. In a new form, the dragon retains its Legendary Resistance trait and its HP, ability to speak, proficiencies, and INT, WIS, and CHA scores, as well as this bonus action. Its statistics and capabilities are otherwise replaced by those of the new form, except any class features or legendary actions of that form."}],"reactions":[],"legendary_desc":"The dragon can take 3 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature's turn. The dragon regains spent legendary actions at the start of its turn.","legendary_actions":[{"name":"Detect","desc":"The dragon automatically detects every creature and trap within 30 feet of it, pinpointing the current location of each."},{"name":"Tail Attack","desc":"The dragon makes a Tail attack."},{"name":"Elemental Roar (Costs 2 Actions)","desc":"The dragon roars at up to two creatures of its choice within 120 feet of it. Each target must succeed on a DC 17 CHA save or be vulnerable to cold damage until the end of its next turn. A target resistant to cold damage isn't resistant to it for the duration. A target immune to cold damage is still immune to it, even if the target fails the save."},{"name":"Wing Attack (Costs 2 Actions)","desc":"The dragon beats its wings. Each creature within 10 feet of the dragon must succeed on a DC 21 Dexterity save or take 15 (2d6+8) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed without provoking opportunity attacks."}],"special_abilities":[{"name":"Freezing Fog","desc":"As the **young silver dragon**, except it affects creatures within 20 feet of the dragon, and the save DC is 20."},{"name":"Legendary Resistance (3/Day)","desc":"If the dragon fails a save, it can choose to succeed instead."}],"spell_list":[],"page_no":null,"environments":[],"img_main":null,"document__slug":"blackflag","document__title":"Black Flag SRD","document__license_url":"https://paizo.com/orclicense","document__url":"https://koboldpress.com/black-flag-reference-document/","v2_converted_path":"/v2/creatures/bfrd_adult-silver-dragon/"},{"slug":"ambush_hag_bf","desc":"","name":"Ambush Hag","size":"medium","type":"Fey","subtype":"","group":"Hags","alignment":"","armor_class":16,"armor_desc":"natural armor","hit_points":156,"hit_dice":"","speed":{"walk":30,"climb":30},"strength":16,"dexterity":26,"constitution":16,"intelligence":16,"wisdom":14,"charisma":26,"strength_save":3,"dexterity_save":8,"constitution_save":3,"intelligence_save":3,"wisdom_save":2,"charisma_save":8,"perception":16,"skills":{},"damage_vulnerabilities":"","damage_resistances":"Fey Resilience","damage_immunities":"poison,poisoned","condition_immunities":"","senses":"darkvision 120 ft.","languages":"Common,Sylvan","challenge_rating":"9","cr":9.0,"actions":[{"name":"Multiattack","desc":"The ambush hag makes two Claw attacks or three Poison Spray attacks. It can replace one attack with a use of Spellcasting."},{"name":"Claw","desc":"_Melee Weapon Attack:_ +8 to hit, reach 5 ft., one target. _Hit:_ 13 (2d8+4) slashing damage plus 18 (4d8) poison damage, and the target must succeed on a DC 16 CON save or be paralyzed for 1 minute. The creature can repeat the save at the end of each of its turns, ending the effect on itself on a success."},{"name":"Poison Spray","desc":"_Ranged Spell Attack:_ +8 to hit, range 60 ft., one target. _Hit:_ 22 (4d8+4) poison damage, and the target must succeed on a DC 16 STR save or be restrained until the end of its next turn."},{"name":"Spellcasting","desc":"The ambush hag casts one of the following spells, requiring no material components and using CHA as the spellcasting ability (spell save DC 16):<br>At will: _message_, _minor illusion_, _prestidigitation_<br>3/day each: _blur_, _charm_, _hallucinatory terrain_ (as an action)<br>1/day each: _hypnotic pattern_, _major image_, _seeming_"}],"bonus_actions":[{"name":"Illusory Appearance","desc":"The hag covers itself and anything it is wearing or carrying with a magical illusion that makes it look like another creature of its general size and humanoid shape. The illusion ends if the hag takes a bonus action to end it or if the hag dies.<br>The changes wrought by this effect fail to hold up to physical inspection. For example, the hag could appear to have smooth skin, but someone touching it would feel its rough flesh. Otherwise, a creature must take an action to visually inspect the illusion and succeed on a DC 20 INT (Investigation) check to discern that the hag is disguised."}],"reactions":[],"legendary_desc":null,"legendary_actions":[],"special_abilities":[{"name":"Fey Resilience","desc":"The ambush hag is resistant to the charmed and unconscious conditions."},{"name":"Mimicry","desc":"The hag can mimic Animal sounds and Humanoid voices. A creature that hears the sounds can tell they are imitations with a successful DC 16 WIS (Insight) check."},{"name":"Spider Climb","desc":"The ambush hag can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check."}],"spell_list":[],"page_no":null,"environments":[],"img_main":null,"document__slug":"blackflag","document__title":"Black Flag SRD","document__license_url":"https://paizo.com/orclicense","document__url":"https://koboldpress.com/black-flag-reference-document/","v2_converted_path":"/v2/creatures/bfrd_ambush-hag/"},{"slug":"ancient_black_dragon_bf","desc":"","name":"Ancient Black Dragon","size":"gargantuan","type":"Dragon","subtype":"","group":"Dragons","alignment":"","armor_class":21,"armor_desc":"natural armor","hit_points":355,"hit_dice":"","speed":{"walk":40,"fly":80,"swim":40},"strength":28,"dexterity":26,"constitution":36,"intelligence":16,"wisdom":28,"charisma":30,"strength_save":9,"dexterity_save":8,"constitution_save":13,"intelligence_save":3,"wisdom_save":9,"charisma_save":10,"perception":25,"skills":{},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"acid,poisoned","condition_immunities":"","senses":"darkvision 120 ft., keensense 60 ft.","languages":"Common,Draconic","challenge_rating":"20","cr":20.0,"actions":[{"name":"Multiattack","desc":"The dragon uses its Frightful Presence. It then makes one Bite attack and two Claw attacks."},{"name":"Bite","desc":"_Melee Weapon Attack:_ +15 to hit, reach 15 ft., one target. _Hit:_ 20 (2d10+9) piercing damage plus 9 (2d8) acid damage."},{"name":"Claw","desc":"_Melee Weapon Attack:_ +15 to hit, reach 10 ft., one target. _Hit:_ 16 (2d6+9) slashing damage."},{"name":"Tail","desc":"_Melee Weapon Attack:_ +15 to hit, reach 20 ft., one target. _Hit:_ 18 (2d8+9) bludgeoning damage."},{"name":"Frightful Presence","desc":"Each creature of the dragon's choice that is within 120 feet of the dragon and aware of it must succeed on a DC 18 WIS save or be frightened for 1 minute. A creature can repeat the save at the end of each of its turns, ending the effect on itself on a success. If a creature's save is successful or the effect ends for it, the creature is immune to the dragon's Frightful Presence for the next 24 hours."},{"name":"Acid Breath (Recharge 5-6)","desc":"The dragon exhales acid in a 90-foot line that is 10 feet wide. Each creature in that line must make a DC 21 DEX save, taking 67 (15d8) acid damage on a failed save, or half as much damage on a successful one."}],"bonus_actions":[],"reactions":[],"legendary_desc":"The dragon can take 3 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature's turn. The dragon regains spent legendary actions at the start of its turn.","legendary_actions":[{"name":"Detect","desc":"The dragon automatically detects every creature and trap within 30 feet of it, pinpointing the current location of each."},{"name":"Tail Attack","desc":"The dragon makes a Tail attack."},{"name":"Elemental Roar (Costs 2 Actions)","desc":"The dragon roars at up to two creatures of its choice within 120 feet of it. Each target must succeed on a DC 18 CHA save or be vulnerable to acid damage until the end of its next turn. A target resistant to acid damage isn't resistant to it for the duration. A target immune to acid damage is still immune to it, even if the target fails the save."},{"name":"Wing Attack (Costs 2 Actions)","desc":"The dragon beats its wings. Each creature within 15 feet of the dragon must succeed on a DC 23 DEX save or take 16 (2d6+9) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed without provoking opportunity attacks."}],"special_abilities":[{"name":"Acidic Vapors","desc":"After the black dragon uses its Acid Breath, acid clings to its mouth, throat, and nostrils for a time, evaporating as the dragon breathes. While the dragon's Acid Breath is unavailable, acidic vapors surround it, and each creature that starts its turn within 30 feet of the dragon must succeed on a DC 21 CON save or be poisoned until the start of its next turn."},{"name":"Amphibious","desc":"The dragon can breathe air and water."},{"name":"Legendary Resistance (3/Day)","desc":"If the dragon fails a save, it can choose to succeed instead."}],"spell_list":[],"page_no":null,"environments":[],"img_main":null,"document__slug":"blackflag","document__title":"Black Flag SRD","document__license_url":"https://paizo.com/orclicense","document__url":"https://koboldpress.com/black-flag-reference-document/","v2_converted_path":"/v2/creatures/bfrd_ancient-black-dragon/"},{"slug":"ancient_brass_dragon_bf","desc":"","name":"Ancient Brass Dragon","size":"gargantuan","type":"Dragon","subtype":"","group":"Dragons","alignment":"","armor_class":20,"armor_desc":"natural armor","hit_points":284,"hit_dice":"","speed":{"walk":40,"burrow":40,"fly":80},"strength":26,"dexterity":22,"constitution":36,"intelligence":16,"wisdom":26,"charisma":30,"strength_save":8,"dexterity_save":6,"constitution_save":13,"intelligence_save":3,"wisdom_save":8,"charisma_save":10,"perception":24,"skills":{},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"fire","condition_immunities":"","senses":"darkvision 120 ft., keensense 60 ft.","languages":"Common,Draconic","challenge_rating":"17","cr":17.0,"actions":[{"name":"Multiattack","desc":"The dragon uses its Frightful Presence. It then makes one Bite attack and two Claw attacks. It can replace its Bite attack with a use of Sleep Breath, if available."},{"name":"Bite","desc":"_Melee Weapon Attack:_ +14 to hit, reach 15 ft., one target. _Hit:_ 19 (2d10+8) piercing damage."},{"name":"Claw","desc":"_Melee Weapon Attack:_ +14 to hit, reach 10 ft., one target. _Hit:_ 15 (2d6+8) slashing damage."},{"name":"Tail","desc":"_Melee Weapon Attack:_ +14 to hit, reach 20 ft., one target. _Hit:_ 17 (2d8+8) bludgeoning damage."},{"name":"Frightful Presence","desc":"Each creature of the dragon's choice that is within 120 feet of the dragon and aware of it must succeed on a DC 18 WIS save or be frightened for 1 minute. A creature can repeat the save at the end of each of its turns, ending the effect on itself on a success. If a creature's save is successful or the effect ends for it, the creature is immune to the dragon's Frightful Presence for the next 24 hours."},{"name":"Fire Breath (Recharge 5-6)","desc":"The dragon exhales fire in a 120-foot line that is 10 feet wide. Each creature in that line must make a DC 21 DEX save, taking 70 (20d6) fire damage on a failed save, or half as much damage on a successful one."},{"name":"Sleep Breath (Recharge 6)","desc":"The dragon exhales sleep gas in a 90-foot cone. Each creature in that area must succeed on a DC 21 CON save or fall unconscious for 10 minutes. This effect ends for a creature if the creature takes damage or another creature uses an action to wake it."}],"bonus_actions":[{"name":"Change Shape","desc":"The dragon magically transforms into a Beast or Humanoid that has a challenge rating no higher than its own, or back into its true form, which is Dragon. Any equipment it is wearing or carrying transforms with it or is borne by the new form (the dragon's choice). It reverts to its true form if it dies. In a new form, the dragon retains its Legendary Resistance trait and its HP, ability to speak, proficiencies, and INT, WIS, and CHA scores, as well as this bonus action. Its statistics and capabilities are otherwise replaced by those of the new form, except any class features or legendary actions of that form."}],"reactions":[],"legendary_desc":"The dragon can take 3 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature's turn. The dragon regains spent legendary actions at the start of its turn.","legendary_actions":[{"name":"Detect","desc":"The dragon automatically detects every creature and trap within 30 feet of it, pinpointing the current location of each."},{"name":"Tail Attack","desc":"The dragon makes a Tail attack."},{"name":"Elemental Roar (Costs 2 Actions)","desc":"The dragon roars at up to two creatures of its choice within 120 feet of it. Each target must succeed on a DC 18 CHA save or be vulnerable to fire damage until the end of its next turn. A target resistant to fire damage isn't resistant to it for the duration. A target immune to fire damage is still immune to it, even if the target fails the save."},{"name":"Wing Attack (Costs 2 Actions)","desc":"The dragon beats its wings. Each creature within 15 feet of the dragon must succeed on a DC 24 DEX save or take 15 (2d6+8) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed without provoking opportunity attacks."}],"special_abilities":[{"name":"Legendary Resistance (3/Day)","desc":"If the dragon fails a save, it can choose to succeed instead."},{"name":"Suffocating Heat","desc":"As the **young brass dragon**, except it affects creatures within 30 feet of the dragon, and the save DC is 21."}],"spell_list":[],"page_no":null,"environments":[],"img_main":null,"document__slug":"blackflag","document__title":"Black Flag SRD","document__license_url":"https://paizo.com/orclicense","document__url":"https://koboldpress.com/black-flag-reference-document/","v2_converted_path":"/v2/creatures/bfrd_ancient-brass-dragon/"},{"slug":"deva_bf","desc":"","name":"Deva","size":"medium","type":"Celestial","subtype":"Angel","group":"Angels","alignment":"","armor_class":17,"armor_desc":"natural armor","hit_points":165,"hit_dice":"","speed":{"walk":30,"fly":90},"strength":18,"dexterity":18,"constitution":18,"intelligence":16,"wisdom":28,"charisma":28,"strength_save":4,"dexterity_save":4,"constitution_save":4,"intelligence_save":3,"wisdom_save":9,"charisma_save":9,"perception":19,"skills":{},"damage_vulnerabilities":"","damage_resistances":"Angelic Resilience","damage_immunities":"Angelic Resilience","condition_immunities":"","senses":"darkvision 120 ft.","languages":"all,telepathy 120 ft.","challenge_rating":"10","cr":10.0,"actions":[{"name":"Multiattack","desc":"The deva makes three Mace attacks."},{"name":"Mace","desc":"_Melee Weapon Attack:_ +8 to hit, reach 5 ft., one target. _Hit:_ 7 (1d6+4) bludgeoning damage plus 18 (4d8) radiant damage."},{"name":"Healing Touch (3/Day)","desc":"The deva touches another creature. The target magically regains 20 (4d8+2) HP and is freed from any curse, disease, poison, blindness, or deafness."}],"bonus_actions":[{"name":"Change Shape","desc":"The deva magically transforms into a Large or smaller Beast or Humanoid that has a challenge rating no higher than its own, or back into its true form, which is Celestial. Any equipment it is wearing or carrying transforms with it or is borne by the new form (the deva's choice). It reverts to its true form if it dies. In a new form, the deva retains its Angelic Resilience, Angelic Senses, and Immortal Nature traits and its HP, HD, ability to speak, proficiencies, and INT, WIS, and CHA scores, as well as this bonus action. Its statistics and capabilities are otherwise replaced by those of the new form, except any class features or legendary actions of that form."}],"reactions":[],"legendary_desc":null,"legendary_actions":[],"special_abilities":[{"name":"Angelic Resilience","desc":"The deva is resistant to radiant damage and to bludgeoning, piercing, and slashing damage from nonmagical attacks. In addition, it is immune to exhaustion and the charmed and frightened conditions."},{"name":"Angelic Senses","desc":"The deva can pinpoint the location of Aberrations, Celestials, Fiends, and Undead within 30 feet of it and knows if a place or object it can sense is consecrated or desecrated."},{"name":"Angelic Weapons","desc":"The deva's weapon attacks are magical. When the deva hits with any weapon, the weapon deals an extra 4d8 radiant damage (included in the attack)."},{"name":"Immortal Nature","desc":"The deva doesn't require food, drink, or sleep."},{"name":"Magic Resistance","desc":"The deva has advantage on saves against spells and other magical effects."},{"name":"Reviving Prayer","desc":"The deva spends 10 minutes praying to its deity for the safe return of the soul of a slain creature. At the end of the prayer, the deva touches a creature that has been dead no more than 24 hours and returns the creature to life with a number of HP equal to half its HP maximum. Reviving Prayer can't return to life a creature that has died of old age, nor can it restore any missing body parts. A creature restored to life in this way can't be returned to life by this deva again for 30 days."}],"spell_list":[],"page_no":null,"environments":[],"img_main":null,"document__slug":"blackflag","document__title":"Black Flag SRD","document__license_url":"https://paizo.com/orclicense","document__url":"https://koboldpress.com/black-flag-reference-document/","v2_converted_path":"/v2/creatures/bfrd_deva/"},{"slug":"night_hag_bf","desc":"","name":"Night Hag","size":"medium","type":"Fiend","subtype":"","group":"Hags","alignment":"","armor_class":17,"armor_desc":"natural armor","hit_points":104,"hit_dice":"","speed":{"walk":30},"strength":18,"dexterity":14,"constitution":16,"intelligence":16,"wisdom":14,"charisma":22,"strength_save":4,"dexterity_save":2,"constitution_save":3,"intelligence_save":3,"wisdom_save":2,"charisma_save":6,"perception":15,"skills":{},"damage_vulnerabilities":"","damage_resistances":"cold,fire; bludgeoning,piercing,and slashing damage from nonmagical attacks","damage_immunities":"charmed,unconscious","condition_immunities":"","senses":"truesight 120 ft.","languages":"Abyssal,Common,Infernal,Primordial","challenge_rating":"5","cr":5.0,"actions":[{"name":"Multiattack","desc":"The night hag can use Cause Sorrow. It then makes two Claw or Arcane Bolt attacks. It can replace one Claw or Arcane Bolt attack with a use of Spellcasting."},{"name":"Claw (Hag Form Only)","desc":"_Melee Weapon Attack:_ +7 to hit, reach 5 ft., one target. _Hit:_ 18 (4d6+4) slashing damage."},{"name":"Arcane Bolt","desc":"_Ranged Spell Attack:_ +6 to hit, range 60 ft., one target. _Hit:_ 19 (3d10+3) force damage."},{"name":"Cause Sorrow","desc":"One creature the hag can see within 10 feet of it must succeed on a DC 14 CHA save or be filled with sorrow for 1 minute. While filled with sorrow, a creature is incapacitated and experiences visions or memories of sorrowful events. The target can repeat the save at the end of each of its turns (if conscious) or end of each hour (if unconscious), ending the effect on itself on a success.<br>For each hour an unconscious creature is affected, its HP maximum is reduced by 5 (1d10). This reduction lasts until removed by the greater restoration spell or similar magic. The creature dies if this effect reduces its HP maximum to 0. If an unconscious creature suffers from least 1 hour, it doesn't gain any benefits from the rest. The hag can have only one creature filled with sorrow at a time. If it uses Cause Sorrow on another, the effect on the previous creature ends.Cause Sorrow for at"},{"name":"Spellcasting","desc":"The hag casts one of the following spells, requiring no material components and using CHA as the spellcasting ability (spell save DC 14).<br>At will: _ray of enfeeblement_, _silent image_<br>2/day each: _detect thoughts_, _plane shift_ (self only), _sleep_"}],"bonus_actions":[{"name":"Change Shape","desc":"The hag magically transforms into Medium or smaller Humanoid, or back into its true form, which is Fiend. Its statistics, other than its size, are the same in each form. Any equipment it is wearing or carrying transforms with it. It reverts to its true form if it dies."},{"name":"Etherealness","desc":"The hag magically enters the Ethereal Plane from the Material Plane, or vice versa. The hag can use Cause Sorrow on an unconscious creature not on its plane; otherwise, the hag can't affect or be affected by anything on the other plane."}],"reactions":[],"legendary_desc":null,"legendary_actions":[],"special_abilities":[{"name":"Magic Resistance","desc":"The hag has advantage on saves against spells and other magical effects."}],"spell_list":[],"page_no":null,"environments":[],"img_main":null,"document__slug":"blackflag","document__title":"Black Flag SRD","document__license_url":"https://paizo.com/orclicense","document__url":"https://koboldpress.com/black-flag-reference-document/","v2_converted_path":"/v2/creatures/bfrd_night-hag/"},{"slug":"spirit_naga_bf","desc":"","name":"Spirit Naga","size":"large","type":"Monstrosity","subtype":"","group":"Nagas","alignment":"","armor_class":15,"armor_desc":"natural armor","hit_points":166,"hit_dice":"","speed":{"walk":40},"strength":18,"dexterity":22,"constitution":20,"intelligence":16,"wisdom":20,"charisma":22,"strength_save":4,"dexterity_save":6,"constitution_save":5,"intelligence_save":3,"wisdom_save":5,"charisma_save":6,"perception":15,"skills":{},"damage_vulnerabilities":"radiant","damage_resistances":"Monstrosity Resilience","damage_immunities":"necrotic,poison,charmed,poisoned","condition_immunities":"","senses":"darkvision 60 ft.","languages":"Abyssal,Celestial,Common,Infernal","challenge_rating":"8","cr":8.0,"actions":[{"name":"Multiattack","desc":"The spirit naga makes two Bite or Spit Poison attacks. If both attacks hit one creature, the target must succeed on a DC 14 CON save or be poisoned for 1 minute. A poisoned creature can repeat the save at the end of each of its turns, ending the effect on itself on a success."},{"name":"Bite","desc":"_Melee Weapon Attack:_ +7 to hit, reach 10 ft., one target. _Hit:_ 6 (1d4+4) piercing damage plus 5 (2d4) poison damage and 18 (4d8) necrotic damage."},{"name":"Spit Poison","desc":"_Ranged Weapon Attack:_ +6 to hit, range 20/60 ft., one target. _Hit:_ 10 (3d4+3) poison damage plus 18 (4d8) necrotic damage."},{"name":"Spellcasting","desc":"The spirit naga casts one of the following spells, requiring only verbal components and using CHA as the spellcasting ability (spell save DC 14).<br>At will: _command_, _mage hand_, _minor illusion_<br>3/day each: _augury_ (as an action), _charm_, _sleep_<br>2/day each: _bestow curse_, _hold_<br>1/day: _dominate_"}],"bonus_actions":[{"name":"Hidden Step","desc":"The spirit naga magically teleports, along with any equipment it is wearing or carrying, up to 30 feet to an unoccupied space it can see and takes the Hide action."}],"reactions":[],"legendary_desc":null,"legendary_actions":[],"special_abilities":[{"name":"Guardian Projection","desc":"The spirit naga's skeletal form is covered with a magical illusion that makes it look like the guardian naga it was in life. The naga can use a bonus action to dismiss this illusion until the end of its next turn. The changes wrought by this illusion fail to hold up to physical inspection. For example, a creature touching the spirit naga would feel its rough, dry scales and exposed bones instead of the smooth, cool scales of a guardian naga. Otherwise, a creature must take an action to visually inspect the illusion and succeed on a DC 20 INT (Investigation) check to discern the spirit naga's true appearance."},{"name":"Monstrosity Resilience","desc":"The naga is resistant to exhaustion and to the frightened condition."},{"name":"Necrotic Strikes","desc":"The naga's weapon attacks are magical. When the naga hits with any weapon attack, the weapon deals an extra 4d8 necrotic damage (included in the attack)."},{"name":"Rejuvenation","desc":"If it dies, the naga returns to life in 1d6 days, regaining all its HP and becoming active again. Only a wish spell can prevent this trait from functioning."}],"spell_list":[],"page_no":null,"environments":[],"img_main":null,"document__slug":"blackflag","document__title":"Black Flag SRD","document__license_url":"https://paizo.com/orclicense","document__url":"https://koboldpress.com/black-flag-reference-document/","v2_converted_path":"/v2/creatures/bfrd_spirit-naga/"},{"slug":"storm_giant_bf","desc":"","name":"Storm Giant","size":"huge","type":"Giant","subtype":"","group":"Giants","alignment":"","armor_class":16,"armor_desc":"scale mail","hit_points":243,"hit_dice":"","speed":{"walk":50,"swim":50},"strength":38,"dexterity":14,"constitution":30,"intelligence":16,"wisdom":28,"charisma":28,"strength_save":14,"dexterity_save":2,"constitution_save":10,"intelligence_save":3,"wisdom_save":9,"charisma_save":9,"perception":19,"skills":{},"damage_vulnerabilities":"Giant Attributes","damage_resistances":"cold,Giant Attributes","damage_immunities":"lightning,thunder","condition_immunities":"","senses":"-","languages":"Common,Giant","challenge_rating":"13","cr":13.0,"actions":[{"name":"Multiattack","desc":"The giant makes three Greatsword attacks, or it makes four Lightning Bolt attacks."},{"name":"Greatsword","desc":"_Melee Weapon Attack:_ +14 to hit, reach 10 ft., one target. _Hit:_ 30 (6d6+9) slashing damage."},{"name":"Lightning Bolt","desc":"_Ranged Spell Attack:_ +9 to hit, range 150 ft., one target. _Hit:_ 22 (4d8+4) lightning damage. If the giant scores a critical hit, the target must succeed on a DC 17 CON save or be paralyzed until the end of its next turn."},{"name":"Thunderous Strike (Recharge 5-6)","desc":"The giant hurls a magical lightning bolt at a point it can see within 500 feet of it. Each creature within 10 feet of that point must make a DC 17 DEX save. On a failure, a creature takes 36 (8d8) lightning damage and 21 (6d6) thunder damage and is stunned until the end of its next turn. On a success, a creature takes half the damage and isn't stunned."}],"bonus_actions":[],"reactions":[{"name":"Stormy Rebuke","desc":"When a creature the storm giant can see hits it with a melee attack while within 5 feet of the giant, the giant can send a stormy blast at the creature. The attacker must succeed on a DC 17 STR save or be pushed up to 15 feet away from the giant and knocked prone."}],"legendary_desc":null,"legendary_actions":[],"special_abilities":[{"name":"Amphibious","desc":"The giant can breathe air and water."},{"name":"Giant Attributes","desc":"The giant is resistant to the stunned condition, and it is vulnerable to the prone condition."},{"name":"Influence Weather","desc":"Nearby weather responds to the storm giant's desires. At the start of each minute, the storm giant can choose to change the precipitation, temperature, and wind within 3 miles of it by one stage, up or down (no action required). This effect works like the changing weather conditions aspect of the control weather spell, except the conditions change immediately and the storm giant can't change the temperature by more than one stage up or down from the area's standard temperature."},{"name":"Stormsight","desc":"The storm giant can see through areas obscured by clouds, fog, rain, snow, and storms without penalty."},{"name":"Updraft","desc":"While in an area open to the sky, the storm giant has a flying speed of 30 feet."}],"spell_list":[],"page_no":null,"environments":[],"img_main":null,"document__slug":"blackflag","document__title":"Black Flag SRD","document__license_url":"https://paizo.com/orclicense","document__url":"https://koboldpress.com/black-flag-reference-document/","v2_converted_path":"/v2/creatures/bfrd_storm-giant/"},{"slug":"vampire_bf","desc":"","name":"Vampire","size":"medium","type":"Undead","subtype":"Shapechanger","group":"Vampires","alignment":"","armor_class":16,"armor_desc":"natural armor","hit_points":177,"hit_dice":"","speed":{"walk":30,"climb":30,"fly":30,"swim":20},"strength":18,"dexterity":28,"constitution":18,"intelligence":16,"wisdom":24,"charisma":28,"strength_save":4,"dexterity_save":9,"constitution_save":4,"intelligence_save":3,"wisdom_save":7,"charisma_save":9,"perception":17,"skills":{},"damage_vulnerabilities":"","damage_resistances":"necrotic; bludgeoning,piercing,and slashing damage from nonmagical attacks,charmed","damage_immunities":"Vampiric Resilience","condition_immunities":"","senses":"darkvision 120 ft.","languages":"the languages it knew in life","challenge_rating":"13","cr":13.0,"actions":[{"name":"Multiattack","desc":"The vampire can use Charm. It then makes three Bite or Claw attacks. It can replace one attack with a Draining Bite attack. If two Claw attacks hit one Large or smaller creature, the target is grappled (escape DC 17)."},{"name":"Bite (Bat, Rat, or Wolf Form Only)","desc":"_Melee Weapon Attack:_ +9 to hit, reach 5 ft., one target. _Hit:_ 11 (2d6+4) piercing damage plus 14 (4d6) necrotic damage."},{"name":"Claw (Vampire Form Only)","desc":"_Melee Weapon Attack:_ +9 to hit, reach 5 ft., one target. _Hit:_ 11 (2d6+4) slashing damage plus 14 (4d6) necrotic damage."},{"name":"Draining Bite (Bat or Vampire Form Only)","desc":"Melee Weapon Attack: +9 to hit, reach 5 ft., one willing creature, or a creature that is grappled by the vampire, incapacitated, or restrained. _Hit:_ 9 (2d4+4) piercing damage plus 14 (4d6) necrotic damage. The target's HP maximum is reduced by an amount equal to the necrotic damage taken, and the vampire regains HP equal to that amount. The reduction lasts until the target finishes a long rest. The target dies if this effect reduces its HP maximum to 0. A Humanoid slain in this way and then fed at least one drop of the vampire's blood rises the following night as a **vampire spawn** under the vampire's control."},{"name":"Charm (Vampire Form Only)","desc":"One Humanoid the vampire can see within 30 feet of it must succeed on a DC 17 WIS save or be magically charmed for 1 day, until the vampire dies, or until the vampire takes a bonus action to end the effect. The charmed target obeys the vampire's verbal commands and is a willing target for the vampire's Draining Bite attack. If the target suffers any harm or receives a suicidal command, it can repeat the save, ending the effect on itself on a success.<br>The vampire can have up to two creatures charmed in this way at a time. If it charms a third, the effect on the first target ends."},{"name":"Children of the Night","desc":"The vampire magically calls 2d4 **swarms of bats** or **rats**, provided that the sun isn't up. While outdoors, the vampire can call 3d6 **wolves** instead. The called creatures arrive in 1d4 rounds, acting as allies of the vampire and obeying its spoken commands. The Beasts remain for 1 hour, until the vampire dies, or until the vampire dismisses them as a bonus action. The vampire can have any number of such Beasts under its control at one time, provided the combined total CR of the Beasts is no higher than 4."}],"bonus_actions":[{"name":"Change Shape","desc":"The vampire transforms into a Tiny bat, Tiny rat, Medium wolf, or back into its true form, which is Undead. Its statistics, other than its size and speed, are the same in each form. Any equipment it is wearing transforms with it, but anything it is carrying doesn't transform with it. It reverts to its true form if it dies."},{"name":"Mist Form","desc":"The vampire transforms into a Medium cloud of mist or back into its true form, which is Undead. While in mist form, it can't take any actions, speak, or manipulate objects. It is weightless, has a flying speed of 20 feet, can hover, and can enter a hostile creature's space and stop there. In addition, if air can pass through a space, the mist can do so without squeezing, and it can't pass through water. It has advantage on STR, DEX, and CON saves, and it is immune to all nonmagical damage, except the damage it takes from sunlight."}],"reactions":[],"legendary_desc":"The vampire 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 vampire regains spent legendary actions at the start of its turn.","legendary_actions":[{"name":"Move","desc":"The vampire moves up to its speed without provoking opportunity attacks."},{"name":"Call Children (Costs 2 Actions)","desc":"The vampire uses Children of the Night."},{"name":"Excessive Bleeding (Costs 2 Actions)","desc":"Each creature within 15 feet of the vampire that doesn't have all its HP must succeed on a DC 17 CON save or lose 14 (4d6) HP as its wounds bleed profusely. Before the end of its next turn, the vampire has advantage on the next attack roll it makes against a creature that failed this save."}],"special_abilities":[{"name":"Hungry Dead Nature","desc":"The vampire doesn't require air or sleep. In addition, it must consume at least 80 ounces of blood (approximately half the blood in a Medium Humanoid's body) every 24 hours, or it loses its immunity to exhaustion and risks starvation until it does so. While it has any levels of exhaustion from starvation, the vampire can't remove levels of exhaustion until it consumes at least 160 ounces of blood."},{"name":"Legendary Resistance (3/Day)","desc":"If the vampire fails a save, it can choose to succeed instead."},{"name":"Misty Escape","desc":"When it drops to 0 HP outside its resting place, the vampire transforms into a cloud of mist (as in the Mist Form bonus action) instead of falling unconscious, provided it isn't in sunlight or running water. If it can't transform, it is destroyed. While it has 0 HP in mist form, it can't revert to its vampire form, and it must reach its resting place within 2 hours or be destroyed. Once in its resting place, it reverts to its vampire form. It is then paralyzed until it regains at least 1 HP. After spending 1 hour in its resting place with 0 HP, it regains 1 HP."},{"name":"Regeneration","desc":"The vampire regains 20 HP at the start of its turn if it has at least 1 HP and isn't in sunlight or running water. If the vampire takes radiant damage or damage from holy water, this trait doesn't function at the start of the vampire's next turn."},{"name":"Resting Place","desc":"The vampire has a coffin, grave, sarcophagus, or similar location just large enough for it to lie down designated as its resting place. While in its resting place, the vampire doesn't suffer exhaustion levels from starvation and has keensense out to a range of 120 feet."},{"name":"Spider Climb","desc":"The vampire can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check."},{"name":"Vampire Weaknesses","desc":"The vampire has the following flaws:\n- **Forbiddance.** The vampire can't enter a residence without an invitation from one of the occupants.\n- **Harmed by Running Water.** The vampire takes 20 acid damage if it ends its turn in running water."},{"name":"Stake to the Heart","desc":"If a piercing weapon made of wood is driven into the vampire's heart while the vampire is incapacitated in its resting place, the vampire is paralyzed until the stake is removed."},{"name":"Sunlight Hypersensitivity","desc":"The vampire takes 20 radiant damage when it starts its turn in sunlight. While in sunlight, it has disadvantage on attack rolls and ability checks."},{"name":"Vampiric Resilience","desc":"The vampire is immune to exhaustion."}],"spell_list":[],"page_no":null,"environments":[],"img_main":null,"document__slug":"blackflag","document__title":"Black Flag SRD","document__license_url":"https://paizo.com/orclicense","document__url":"https://koboldpress.com/black-flag-reference-document/","v2_converted_path":"/v2/creatures/bfrd_vampire/"},{"slug":"young_copper_dragon_bf","desc":"","name":"Young Copper Dragon","size":"large","type":"Dragon","subtype":"","group":"Dragons","alignment":"","armor_class":17,"armor_desc":"natural armor","hit_points":144,"hit_dice":"","speed":{"walk":40,"climb":40,"fly":80},"strength":18,"dexterity":18,"constitution":22,"intelligence":16,"wisdom":18,"charisma":20,"strength_save":4,"dexterity_save":4,"constitution_save":6,"intelligence_save":3,"wisdom_save":4,"charisma_save":5,"perception":17,"skills":{},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"acid","condition_immunities":"","senses":"darkvision 120 ft., keensense 30 ft.","languages":"Common,Draconic","challenge_rating":"7","cr":7.0,"actions":[{"name":"Multiattack","desc":"The dragon makes one Bite attack and two Claw attacks. It can replace its Bite attack with a use of Slowing Breath, if available."},{"name":"Bite","desc":"_Melee Weapon Attack:_ +7 to hit, reach 10 ft., one target. _Hit:_ 15 (2d10+4) piercing damage."},{"name":"Claw","desc":"_Melee Weapon Attack:_ +7 to hit, reach 5 ft., one target. _Hit:_ 11 (2d6+4) slashing damage."},{"name":"Acid Breath (Recharge 5-6)","desc":"The dragon exhales acid in a 60-foot line that is 5 feet wide. Each creature in that line must make a DC 14 DEX save, taking 40 (9d8) acid damage on a failed save, or half as much damage on a successful one."},{"name":"Slowing Breath (Recharge 6)","desc":"As the **copper dragon wyrmling**, except it is a 30-foot cone, and the save DC is 14."}],"bonus_actions":[{"name":"Change Shape","desc":"The dragon magically transforms into a Beast or Humanoid that has a challenge rating no higher than its own, or back into its true form, which is Dragon. Any equipment it is wearing or carrying transforms with it or is borne by the new form (the dragon's choice). It reverts to its true form if it dies. In a new form, the dragon retains its HP, ability to speak, proficiencies, and INT, WIS, and CHA scores, as well as this bonus action. Its statistics and capabilities are otherwise replaced by those of the new form, except any class features or legendary actions of that form."}],"reactions":[],"legendary_desc":null,"legendary_actions":[],"special_abilities":[{"name":"Corrosive Scales","desc":"When the copper dragon hasn't spit its Acid Breath, the acid built up within the dragon causes the patina on its scales to spread to weapons that strike it. While the dragon's Acid Breath is available, any weapon made of metal that hits the dragon corrodes. After dealing damage, the weapon takes a permanent and cumulative -1 penalty to damage rolls. If a nonmagical weapon's penalty drops to -5, the weapon is destroyed. Nonmagical ammunition made of metal that hits the dragon is destroyed after dealing damage. A magical weapon can't have a penalty greater than -5, and a magical weapon removes this penalty after 24 hours or after its attuned wielder finishes a long rest."}],"spell_list":[],"page_no":null,"environments":[],"img_main":null,"document__slug":"blackflag","document__title":"Black Flag SRD","document__license_url":"https://paizo.com/orclicense","document__url":"https://koboldpress.com/black-flag-reference-document/","v2_converted_path":"/v2/creatures/bfrd_young-copper-dragon/"},{"slug":"young_gold_dragon_bf","desc":"","name":"Young Gold Dragon","size":"large","type":"Dragon","subtype":"","group":"Dragons","alignment":"","armor_class":18,"armor_desc":"natural armor","hit_points":193,"hit_dice":"","speed":{"walk":40,"fly":80,"swim":40},"strength":22,"dexterity":22,"constitution":28,"intelligence":16,"wisdom":26,"charisma":24,"strength_save":6,"dexterity_save":6,"constitution_save":9,"intelligence_save":3,"wisdom_save":8,"charisma_save":7,"perception":22,"skills":{},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"fire","condition_immunities":"","senses":"darkvision 120 ft., keensense 30 ft.","languages":"Common,Draconic","challenge_rating":"10","cr":10.0,"actions":[{"name":"Multiattack","desc":"The dragon makes one Bite attack and two Claw attacks. It can replace its Bite attack with a use of Weakening Breath, if available."},{"name":"Bite","desc":"_Melee Weapon Attack:_ +10 to hit, reach 10 ft., one target. _Hit:_ 17 (2d10+6) piercing damage."},{"name":"Claw","desc":"_Melee Weapon Attack:_ +10 to hit, reach 5 ft., one target. _Hit:_ 13 (2d6+6) slashing damage."},{"name":"Fire Breath (Recharge 5-6)","desc":"The dragon exhales fire in a 30-foot cone. Each creature in that area must make a DC 17 DEX save, taking 66 (12d10) fire damage on a failed save, or half as much damage on a successful one."},{"name":"Weakening Breath (Recharge 6)","desc":"As the **gold dragon wyrmling**, except it is a 30-foot cone, and the save DC is 17."}],"bonus_actions":[{"name":"Change Shape","desc":"The dragon magically transforms into a Beast or Humanoid that has a challenge rating no higher than its own, or back into its true form, which is Dragon. Any equipment it is wearing or carrying transforms with it or is borne by the new form (the dragon's choice). It reverts to its true form if it dies. In a new form, the dragon retains its HP, ability to speak, proficiencies, and INT, WIS, and CHA scores, as well as this bonus action. Its statistics and capabilities are otherwise replaced by those of the new form, except any class features or legendary actions of that form."}],"reactions":[],"legendary_desc":null,"legendary_actions":[],"special_abilities":[{"name":"Amphibious","desc":"The dragon can breathe air and water."},{"name":"Golden Splendor","desc":"When the gold dragon hasn't unleashed its Fire Breath, its scales gleam and sparkle like molten gold or a pile of gold coins. While the dragon's Fire Breath is available, each creature that starts its turn within 10 feet of the dragon must succeed on a DC 17 CHA save or be charmed until the start of its next turn."}],"spell_list":[],"page_no":null,"environments":[],"img_main":null,"document__slug":"blackflag","document__title":"Black Flag SRD","document__license_url":"https://paizo.com/orclicense","document__url":"https://koboldpress.com/black-flag-reference-document/","v2_converted_path":"/v2/creatures/bfrd_young-gold-dragon/"},{"slug":"accursed-guardian-naga-a5e","desc":"","name":"Accursed Guardian Naga","size":"Large","type":"Monstrosity","subtype":"","group":null,"alignment":"","armor_class":18,"armor_desc":"","hit_points":136,"hit_dice":"16d10+48","speed":{"walk":40,"swim":40},"strength":16,"dexterity":18,"constitution":16,"intelligence":16,"wisdom":18,"charisma":18,"strength_save":null,"dexterity_save":8,"constitution_save":7,"intelligence_save":7,"wisdom_save":8,"charisma_save":8,"perception":null,"skills":{},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"poison","condition_immunities":"charmed, poisoned","senses":"darkvision 60 ft., passive Perception 14","languages":"Abyssal, Celestial, Common","challenge_rating":"12","cr":12.0,"actions":[{"name":"Bite","desc":"Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) piercing damage. The target makes a DC 15 Constitution saving throw  taking 35 (10d6) poison damage on a failure or half damage on a success."},{"name":"Spit Poison","desc":"Melee Weapon Attack: +8 to hit, range 20/60 ft., one creature. Hit: The target makes a DC 15 Constitution saving throw  taking 35 (10d6) poison damage on a failure or half damage on a success."},{"name":"Command (1st-Level; V)","desc":"One living creature within 60 feet that the naga can see and that can hear and understand it makes a DC 16 Wisdom saving throw. On a failure  the target uses its next turn to move as far from the naga as possible  avoiding hazardous terrain."},{"name":"Hold Person (2nd-Level; V, Concentration)","desc":"One humanoid the naga can see within 60 feet makes a DC 16 Wisdom saving throw. On a failure  the target is paralyzed for 1 minute. It repeats the saving throw at the end of each of its turns  ending the effect on a success."},{"name":"Flame Strike (5th-Level; V)","desc":"A column of divine flame fills a 10-foot-radius  40-foot-high cylinder within 60 feet. Creatures in the area make a DC 16 Dexterity saving throw  taking 14 (4d6) fire damage and 14 (4d6) radiant damage on a failure or half damage on a success."},{"name":"Multiattack","desc":"The naga casts a spell and uses its vampiric bite."},{"name":"Vampiric Bite","desc":"The naga attacks with its bite. If it hits and the target fails its saving throw against poison  the naga magically gains temporary hit points equal to the poison damage dealt."}],"bonus_actions":[{"name":"Shapeshift","desc":"The naga changes its form to that of a specific Medium humanoid, a Medium snake-human hybrid with the lower body of a snake, or its true form, which is a Large snake. While shapeshifted, its statistics are unchanged except for its size. It reverts to its true form if it dies."}],"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Amphibious","desc":"The naga can breathe air and water."},{"name":"Forbiddance","desc":"The nagas lair is under the forbiddance spell. Until it is dispelled, creatures in the lair can't teleport or use planar travel. Fiends and undead that are not the nagas allies take 27 (5d10) radiant damage when they enter or start their turn in the lair."},{"name":"Magic Resistance","desc":"The naga has advantage on saving throws against spells and magical effects."},{"name":"Spellcasting","desc":"The naga is an 11th level spellcaster. Its spellcasting ability is Wisdom (spell save DC 16). The naga has the following cleric spells prepared\n which it can cast with only vocalized components:\n Cantrips (at will): mending\n thaumaturgy\n 1st-level (4 slots): command\n cure wounds\n false life\n 2nd-level (3 slots): calm emotions\n hold person\n locate object\n 3rd-level (3 slots) clairvoyance\n create food and water\n 4th-level (3 slots): divination\n freedom of movement\n 5th-level (2 slots): flame strike\n geas\n scrying\n 6th-level (1 slot): forbiddance"}],"spell_list":[],"page_no":343,"environments":[],"img_main":null,"document__slug":"menagerie","document__title":"Level Up Advanced 5e Monstrous Menagerie","document__license_url":"http://open5e.com/legal","document__url":"https://www.levelup5e.com","v2_converted_path":"/v2/creatures/a5e-mm_accursed-guardian-naga/"}]}