{"count":3207,"next":"https://api-beta.open5e.com/v1/monsters/?format=json&ordering=languages&page=21","previous":"https://api-beta.open5e.com/v1/monsters/?format=json&ordering=languages&page=19","results":[{"slug":"rum-gremlin","desc":"","name":"Rum Gremlin","size":"Tiny","type":"Fey","subtype":"","group":null,"alignment":"chaotic evil","armor_class":13,"armor_desc":"","hit_points":22,"hit_dice":"5d4+10","speed":{"walk":20,"climb":10,"swim":10},"strength":10,"dexterity":16,"constitution":14,"intelligence":12,"wisdom":9,"charisma":12,"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":"poisoned","senses":"darkvision 120 ft., passive Perception 10","languages":"Common","challenge_rating":"1/2","cr":0.5,"actions":[{"name":"Multiattack","desc":"The goblin makes one claw attack and one bite attack."},{"name":"Bite","desc":"Melee Weapon Attack: +5 to hit, range 5 ft., one target. Hit: 5 (1d4 + 3) piercing damage.","attack_bonus":5,"damage_dice":"1d4"},{"name":"Claws","desc":"Melee Weapon Attack: +5 to hit, range 5 ft., one target. Hit: 6 (1d6 + 3) slashing damage.","attack_bonus":5,"damage_dice":"1d6"},{"name":"Aura of Drunkenness","desc":"A rum gremlin radiates an aura of drunkenness to a radius of 20 feet. Every creature that starts its turn in the aura must make a successful DC 12 Constitution saving throw against poison or be poisoned for one hour."}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Innate Spellcasting","desc":"the gremlin's innate spellcasting ability is Charisma (spell save DC 11). It can innately cast the following spells, requiring no material components:\n\nat will: prestidigitation\n\n3/day: hex"},{"name":"Magic Resistance","desc":"The gremlin has advantage on saving throws against spells and other magical effects."}],"spell_list":[],"page_no":239,"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_rum-gremlin/"},{"slug":"rusalka","desc":"_A barefoot woman with long hair and almost transparent skin sits upon a willow branch. Her hair and clothing are wet, as if she has just returned from a swim. Her smile seems friendly enough._  \nWhen a woman drowns, her dripping body may rise again as a rusalka. Some claim the drowning must be a suicide. Others say that the water itself must be tainted with murder or some great evil spirit.  \n**Near Water.** Rusalkas dwell in the water where they died, emerging only at night. Some climb a nearby tree, dangle their feet in the water, and sing alluring songs. Others sit on the bank, combing their wet tresses and awaiting prey. They must, however, remain in or near the water where they died, as part of their curse. However, during a full moon, the rusalki can leave the water to dance along the shore or the riverbank, singing all night long and inviting young men to join them.  \n**Songs and Poetry.** Rusalkas mesmerize and seduce passersby with song and dance and poetry. Young men are their usual victims, but they also prey on curious children, lonely older men, and other heartbroken women. When a potential victim comes near enough, the rusalki entangles the person with her hair and drags him or her beneath the water to drown.  \n**Lover’s Walks.** A rusalka cannot pass for human on any but the darkest night, but she might claim to be a lonely tree spirit or a benevolent nymph willing to grant a wish in exchange for a kiss. She may part the water of a lake and coax her victim toward the center with the promise of a kiss—delivered as her hair entraps the victim and the water rushes around him. Alternatively, she may use water walk so she and the victim can stroll across the surface of the water, reward him with a long kiss (to prevent him from catching a deep breath), then end the spell over deep water and drag him to the bottom.  \n**Undead Nature.** A rusalka doesn’t require air, food, drink, or sleep.","name":"Rusalka","size":"Medium","type":"Undead","subtype":"","group":null,"alignment":"chaotic evil","armor_class":14,"armor_desc":"natural armor","hit_points":88,"hit_dice":"16d8+16","speed":{"walk":30,"swim":40},"strength":17,"dexterity":13,"constitution":12,"intelligence":11,"wisdom":15,"charisma":18,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":null,"skills":{},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"necrotic, poison; piercing and slashing from nonmagical attacks","condition_immunities":"charmed, frightened, paralyzed, poisoned","senses":"darkvision 60 ft., passive Perception 12","languages":"Common","challenge_rating":"6","cr":6.0,"actions":[{"name":"Breathless Kiss","desc":"Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: the target is grappled (escape DC 13) and the rusalka draws all the air from the target's lungs with a kiss. If the rusalka has movement remaining, she drags the grappled creature into deep water, where it begins suffocating.","attack_bonus":6,"damage_dice":"0"},{"name":"Drowning Hair (1/Day)","desc":"The rusalka's long hair tangles around a creature the rusalka has grappled. The creature takes 33 (6d10) necrotic damage, or half damage with a successful DC 15 Constitution saving throw. In addition, until it escapes the rusalka's grapple, it is restrained and has disadvantage on Strength checks to break free of the grapple."}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Withered Tresses","desc":"If a rusalka is kept out of water for 24 consecutive hours, its hair and body dry into desiccated swamp weeds and the creature is utterly destroyed."},{"name":"Innate Spellcasting","desc":"the rusalka's innate casting ability is Charisma (spell save DC 15). She can innately cast the following spells, requiring no material components:\n\nat will: control water, suggestion, tongues, water walk (can be ended freely at will)\n\n1/day: dominate person"},{"name":"Watery Camouflage","desc":"In dim light or darkness, a rusalka that's underwater is invisible."}],"spell_list":[],"page_no":331,"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_rusalka/"},{"slug":"scorpion-cultist","desc":"","name":"Scorpion Cultist","size":"Medium","type":"Humanoid","subtype":"any race","group":null,"alignment":"neutral","armor_class":13,"armor_desc":"leather armor","hit_points":19,"hit_dice":"3d8+6","speed":{"walk":30},"strength":11,"dexterity":14,"constitution":15,"intelligence":10,"wisdom":13,"charisma":10,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":3,"skills":{"deception":2,"perception":3,"stealth":4},"damage_vulnerabilities":"","damage_resistances":"poison","damage_immunities":"","condition_immunities":"","senses":"passive Perception 13","languages":"Common","challenge_rating":"1/2","cr":0.5,"actions":[{"name":"Multiattack","desc":"The scorpion cultist makes two melee attacks or two ranged attacks."},{"name":"Scimitar","desc":"Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) slashing damage plus 3 (1d6) poison damage.","attack_bonus":4,"damage_dice":"1d6"},{"name":"Sling","desc":"Melee Weapon Attack: +4 to hit, range 30/120 ft., one target. Hit: 4 (1d4 + 2) bludgeoning damage.","attack_bonus":4,"damage_dice":"1d4"}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Keen Senses","desc":"The scorpion cultist has advantage on Wisdom (Perception) checks."}],"spell_list":[],"page_no":425,"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_scorpion-cultist/"},{"slug":"shroud","desc":"_Shrouds appear much like they did in life, only translucent and immaterial. Their voices are weak._  \n**Bitter Spirits.** Shrouds are transitional creatures: remnants of wicked people who died but refuse to rest in peace, yet have not grown strong enough to become shadows. They are aggressive enemies of all living creatures and the light that nurtures life. Shrouds blend naturally into darkness, but they stand out starkly in bright light.  \n**Thin Outlines.** Shrouds look like flickering shadowy outlines of the people they were before they died, retaining the same height and body type.  \n**Repetitive Speech.** Shrouds cannot converse, but they occasionally can be heard cruelly whispering a name, term, or phrase over and over again: something that must have had meaning to them in life.  \n**Undead Nature.** A shroud doesn’t require air, food, drink, or sleep.","name":"Shroud","size":"Medium","type":"Undead","subtype":"","group":null,"alignment":"neutral evil","armor_class":13,"armor_desc":"natural armor","hit_points":9,"hit_dice":"2d8","speed":{"hover":true,"walk":0,"fly":30},"strength":4,"dexterity":13,"constitution":10,"intelligence":2,"wisdom":10,"charisma":8,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":null,"skills":{"stealth":3},"damage_vulnerabilities":"radiant","damage_resistances":"acid, cold, fire, lightning, thunder; bludgeoning, piercing, and slashing from nonmagical attacks not made with silvered weapons","damage_immunities":"necrotic, poison","condition_immunities":"exhaustion, frightened, grappled, paralyzed, petrified, poisoned, prone, restrained","senses":"darkvision 60 ft., passive Perception 10","languages":"Common","challenge_rating":"1/8","cr":0.125,"actions":[{"name":"Strength Drain","desc":"Melee Weapon Attack: +3 to hit, reach 5 ft., one creature. Hit: 3 (1d4 + 1) necrotic damage, and the target's Strength score is reduced by one-half that amount. The target dies if this reduces its Strength to 0. Otherwise, the reduction lasts until the target finishes a short or long rest. If a non-evil humanoid dies from this attack, a new shadow rises from the corpse 1d4 hours later.","attack_bonus":3,"damage_dice":"1d4"}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Amorphous","desc":"The shroud can move through a space as narrow as 1 inch wide without squeezing."},{"name":"Shadow Evolution","desc":"Shrouds instantly become shadows once they cause a total of 12 damage. Any damage they've suffered is subtracted from the shadow's total hit points or abilities."},{"name":"Shroud Stealth","desc":"When in dim light or darkness, the shroud can take the Hide action as a bonus action."},{"name":"Sunlight Weakness","desc":"While in sunlight, the shroud has disadvantage on attack rolls, ability checks, and saving throws."}],"spell_list":[],"page_no":348,"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_shroud/"},{"slug":"subek","desc":"_For most of the year the subek are a kindly race, advising others and lending their physical and intellectual prowess to local projects. During the flood season, however, subek become violent and territorial, ruthlessly killing and consuming all trespassers._  \n**Riverbank Homes.** Subek are crocodile-headed humanoids that dwell along the banks of great rivers. They are tailless, possessing muscular physiques, surprisingly dexterous hands, and a frightening maw of sharp teeth. They are 9 feet tall, average 700 lb., and can live up to 300 years.  \nDuring the dry season, subek are friendly, thoughtful scholars, historians, and artisans.  \n**Flood Fever.** Subek are well aware of their destructive and violent nature. When the waters rise, they distance themselves from other cultures, warning locals to keep away until the river recedes. Most migrate up or down river to an area with few inhabitants; some even construct underground prisons or cages and pay brave retainers to keep them locked up and fed during their time of savagery.  \nDuring flood fever, subek do not recognize friends or colleagues. They discard all trappings of civilization and kill nonsubek creatures indiscriminately. Once the fever clears, they remember nothing of their actions, though they are surrounded by undeniable, grisly reminders.  \n**Keep Their Distance.** Despite the danger, subek are tolerated and even prized for their skill as engineers, historians, and teachers. They live on the outskirts of many human towns, maintaining a cautious distance from their neighbors. Subek marriage is pragmatic; they live with a mate long enough to foster a single egg and raise the hatchling for a decade before parting ways.  \nSubek scholars and oracles debate their duality. Some believe it to be an ancient curse, a shared ancestry with northern trolls, or some loathsome and primitive part of their soul exerting control. A rare few—shamans and oracles, mostly—embrace their duality and choose to live year-round in remote regions far from civilization.","name":"Subek","size":"Large","type":"Humanoid","subtype":"subek","group":null,"alignment":"lawful neutral","armor_class":17,"armor_desc":"natural armor","hit_points":76,"hit_dice":"8d10+32","speed":{"walk":30,"swim":20},"strength":19,"dexterity":10,"constitution":18,"intelligence":14,"wisdom":13,"charisma":13,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":null,"skills":{"history":5,"investigation":5},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"","condition_immunities":"","senses":"darkvision 60 ft., passive Perception 11","languages":"Common","challenge_rating":"5","cr":5.0,"actions":[{"name":"Multiattack","desc":"The subek makes one bite attack and one claws attack. If both attacks hit the same target, the subek can make a thrash attack as a bonus action against that target."},{"name":"Bite","desc":"Melee Weapon Attack: +7 to hit, reach 5 ft., one creature. Hit: 11 (2d6 + 4) piercing damage.","attack_bonus":7,"damage_dice":"2d6"},{"name":"Claws","desc":"Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 22 (4d8 + 4) slashing damage.","attack_bonus":7,"damage_dice":"4d8"},{"name":"Thrash","desc":"Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d10) slashing damage.","attack_bonus":7,"damage_dice":"2d10"}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Hold Breath","desc":"The subek can hold its breath for 15 minutes."},{"name":"Flood Fever","desc":"During flood season, the subek is overcome with bloodthirsty malice. Its alignment shifts to chaotic evil, it gains the Blood Frenzy trait, and it loses the capacity to speak Common and its bonuses to History and Investigation."},{"name":"Blood Frenzy","desc":"The subek has advantage on melee attack rolls against any creature that doesn't have all its hit points."}],"spell_list":[],"page_no":371,"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_subek/"},{"slug":"tophet","desc":"_An enormous bronze and iron statue filled with fire towers above the ring of chanting, frenzied worshipers._  \nTophets are used by worshipers of fire gods, who toss sacrifices into their flaming maws to incinerate them. A tophet has a large opening in the front where the flames can be seen; sometimes this is an enormous mouth, and at other times it is a large hole in the tophet’s belly. Horns and expressions of anger or wide‑mouthed laughter are common.  \n**Eager for Sacrifices.** Among fire cultists, it’s widely known that when a tophet’s hands are raised above its mouth, it is demanding a sacrifice to roll down its palms and into its fiery maw.  \n**Heed Musical Commands.** Flutes and drums can (sometimes) be used to control the actions of a tophet during sacrifices. They have the fortunate side effect of drowning out the cries and screams of living sacrifices.  \n**Magical Fires.** The fires within a tophet’s bronze body are largely magical and fueled by sacrifices. They don’t require more than a symbolic amount of wood or coal to keep burning, but they do require sacrifices of food, cloth, and (eventually) living creatures to keep them under control. A tophet that is not granted a sacrifice when it demands one might go on a fiery rampage, burning down buildings, granaries, or barns until its hunger is satisfied.  \n**Constructed Nature.** A tophet doesn’t require air, food, drink, or sleep.","name":"Tophet","size":"Huge","type":"Construct","subtype":"","group":null,"alignment":"neutral evil","armor_class":16,"armor_desc":"natural armor","hit_points":184,"hit_dice":"16d12+80","speed":{"walk":30},"strength":24,"dexterity":10,"constitution":20,"intelligence":6,"wisdom":10,"charisma":10,"strength_save":10,"dexterity_save":3,"constitution_save":8,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":3,"skills":{"perception":3},"damage_vulnerabilities":"","damage_resistances":"necrotic","damage_immunities":"cold, fire, poison","condition_immunities":"exhaustion, frightened, paralyzed, petrified, poisoned","senses":"darkvision 200 ft., passive Perception 13","languages":"Common","challenge_rating":"8","cr":8.0,"actions":[{"name":"Multiattack","desc":"A tophet makes two attacks, no more than one of which can be a gout of flame."},{"name":"Slam","desc":"Melee Weapon Attack. +10 to hit, reach 5 ft., one target. Hit: 12 (1d10+7) bludgeoning damage. The target is also knocked inside the tophet's burning belly if the attack scores a critical hit."},{"name":"Gout of Flame","desc":"The tophet targets a point within 100 feet of itself that it can see. All targets within 10 feet of that point take 22 (4d10) fire damage, or half damage with a successful DC 16 Dexterity saving throw."}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Fiery Heart","desc":"A tophet's inner fire can be ignited or doused at will. Its heat is such that all creatures have resistance to cold damage while within 30 feet of the tophet."},{"name":"Burning Belly","desc":"Creatures inside a tophet's burning core take 21 (6d6) fire damage at the start of each of the tophet's turns. Escaping from a tophet's belly takes 10 feet of movement and a successful DC 16 Dexterity (Acrobatics) check."}],"spell_list":[],"page_no":383,"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_tophet/"},{"slug":"vine-lord","desc":"_Covered with dark green bark and twining tendrils, this longlimbed humanoid exudes a palpable aura of horror._  \n**Melding of Flesh and Vine.** Vine lords are formed from the union of full-grown Open Game License","name":"Vine Lord","size":"Medium","type":"Plant","subtype":"","group":null,"alignment":"lawful neutral","armor_class":16,"armor_desc":"natural armor","hit_points":105,"hit_dice":"14d8+42","speed":{"walk":30},"strength":12,"dexterity":20,"constitution":16,"intelligence":14,"wisdom":16,"charisma":18,"strength_save":null,"dexterity_save":null,"constitution_save":6,"intelligence_save":null,"wisdom_save":6,"charisma_save":7,"perception":null,"skills":{},"damage_vulnerabilities":"fire","damage_resistances":"","damage_immunities":"","condition_immunities":"blinded, deafened","senses":"blindsight 30 ft. (blind beyond this radius), passive Perception 13","languages":"Common","challenge_rating":"7","cr":7.0,"actions":[{"name":"Multiattack","desc":"The vine lord makes two claw attacks and four tendril attacks. A single creature can't be the target of more than one tendril attack per turn."},{"name":"Claw","desc":"Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 8 (1d6 + 5) slashing damage.","attack_bonus":8,"damage_dice":"1d6"},{"name":"Spore Sacs (1/week)","desc":"The vine lord can release seeds from specialized sacs on its tendrils. These seeds sprout into 1d4 green spore pods that reach maturity in 3 days. The pods contain noxious spores that are released when the pod is stepped on, picked, or otherwise tampered with. A humanoid or beast that inhales these spores must succeed on a DC 14 Constitution saving throw against disease or tendrils start growing inside the creature's body. If the disease is not cured within 3 months, the tendrils take over the creature's nervous system and the victim becomes a tendril puppet."},{"name":"Tendril","desc":"Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 7 (1d4 + 5) slashing damage plus 3 (1d6) poison damage.","attack_bonus":8,"damage_dice":"1d4"},{"name":"Awaken the Green (1/Day)","desc":"The vine lord magically animates one or two trees it can see within 60 feet of it. These trees have the same statistics as a treant, except they have Intelligence and Charisma scores of 1, they can't speak, and they have only the Slam action option. An animated tree acts as an ally of the vine lord. The tree remains animate for 1 day or until it dies; until the vine lord dies or is more than 120 feet from the tree; or until the vine lord takes a bonus action to turn it back into an inanimate tree. The tree then takes root if possible."}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Green Strider","desc":"The vine lord ignores movement restrictions and damage caused by natural undergrowth."},{"name":"Magic Resistance","desc":"The vine lord has advantage on saving throws against spells and other magical effects."},{"name":"Regeneration","desc":"The vine lord regains 10 hit points at the start of its turn if it has at least 1 hit point and is within its home forest or jungle."},{"name":"Root Mind","desc":"Within its home forest or jungle, the vine lord's blindsight extends to 60 ft., it succeeds on all Wisdom (Perception) checks, and it can't be surprised."}],"spell_list":[],"page_no":402,"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_vine-lord/"},{"slug":"wampus-cat","desc":"_A raven-haired young woman rises to the surface of the water as she swims, singing softly to herself—and her lower body is that of a mountain lion. Her sweet song turns to a yowl of rage when she spots prey._  \nWampus cats are all born from an ancient shaman’s curse. Trollkin, orc, goblin, and human shamans alike all claim to be able to transform those who practice forbidden magic into wampus cats.  \n**Forest Streams.** The wampus cat stalks the shores of woodland waterways, using her magic to disguise her true form and lure unsuspecting victims to the water’s edge. She is particularly fond of attacking bathers or those pulling water from a stream.  \n**Hatred of the Holy.** While she prefers to feast on intelligent male humanoids, she holds a special animosity toward and hunger for holy men of any kind. Unless near starvation or if provoked, however, she will not kill women. Indeed, a wampus cat may strike up a temporary friendship with any woman who is having difficulties with men, though these friendships typically last only as long as their mutual enemies live. Some witches are said to command gain their trust and keep them as companions.  \n**Swamp Team Ups.** Will-o’-wisps and miremals enjoy working in tandem with wampus cats; the wisps alter their light to mimic the flicker of a torch or candle and illuminate the disguised cat, the better to lure in victims, then assist the cat in the ensuing battle. Miremals use a tall story to lure travelers into a swamp when the hour grows late, then abandon them.","name":"Wampus Cat","size":"Medium","type":"Monstrosity","subtype":"","group":null,"alignment":"chaotic neutral","armor_class":14,"armor_desc":"","hit_points":58,"hit_dice":"9d8+18","speed":{"walk":40,"climb":20,"swim":20},"strength":14,"dexterity":18,"constitution":15,"intelligence":12,"wisdom":14,"charisma":16,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":null,"skills":{"deception":5,"persuasion":5},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"","condition_immunities":"","senses":"darkvision 60 ft., passive Perception 12","languages":"Common","challenge_rating":"1","cr":1.0,"actions":[{"name":"Claws","desc":"Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) slashing damage.","attack_bonus":6,"damage_dice":"2d6+4"},{"name":"Yowl (Recharge 5-6)","desc":"Intelligent creatures within 60 feet of the cat who are able to hear its voice must make a DC 13 Charisma saving throw. Those who fail find the sound of the wampus cat's voice pleasant and alluring, so that the cat has advantage on Charisma checks against them for 1 minute. The affected characters cannot attack the wampus cat during this time unless they are wounded in that time."}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Focused Animosity","desc":"The wampus cat has advantage on melee attacks against any male she has seen employ divine magic or wield a holy symbol."},{"name":"Innate Spellcasting","desc":"the wampus cat's innate spellcasting ability is Charisma (spell save DC 13). She can innately cast the following spells, requiring no material components:\n\nat will: disguise self (appearance of a female human), mage hand\n\n2/day: hex"},{"name":"Magic Resistance","desc":"The wampus cat has advantage on saving throws against spells and other magical effects."}],"spell_list":[],"page_no":405,"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_wampus-cat/"},{"slug":"white-ape","desc":"_This hulking primate looms over others of its kind. Its filthy white fur is matted and yellowed, and a deranged look haunts its blood-red eyes._  \n**Awakened by Sorcery.** White apes were once docile, gentle giants that roamed forested hills and savannah lands. Two thousand years ago, a kingdom of mages awakened the apes, raising their intelligence to near-human level so the beasts could be employed as soldiers and servants, protecting and replacing the humans who were slowly dying off. When the sorcerers died out, the apes remained.  \n**Arcane Wasting.** The enchantment that imbued the apes with intelligence also bleached their fur white and made them carriers of the arcane wasting, a disease that hastened their creators’ demise. The apes are immune to the wasting’s effects, but they can pass it to other humanoids. Among spellcasters, the wasting spreads like a plague.  \n**Driven Away.** The awakening enchantment also gave the white apes a strong desire to serve humans, but because of the risk from the disease, they are viciously driven away from settled areas. They are acutely aware of the injustice that was done to them, and generations of exile have turned their loyalty to animosity, especially toward arcane spellcasters.","name":"White Ape","size":"Large","type":"Monstrosity","subtype":"","group":null,"alignment":"neutral","armor_class":14,"armor_desc":"natural armor","hit_points":114,"hit_dice":"12d10+48","speed":{"walk":40,"climb":40},"strength":18,"dexterity":16,"constitution":18,"intelligence":8,"wisdom":14,"charisma":8,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":5,"skills":{"acrobatics":6,"athletics":7,"intimidation":2,"perception":5,"stealth":6},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"","condition_immunities":"","senses":"darkvision 60 ft., passive Perception 15","languages":"Common","challenge_rating":"6","cr":6.0,"actions":[{"name":"Multiattack","desc":"The ape makes one bite attack and two claw attacks."},{"name":"Bite","desc":"Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) piercing damage, and the target must succeed on a DC 14 Constitution saving throw or contract the arcane wasting disease (see sidebar).","attack_bonus":7,"damage_dice":"2d8"},{"name":"Claw","desc":"Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 15 (2d10 + 4) slashing damage.","attack_bonus":7,"damage_dice":"2d10+4"},{"name":"Frenzy (1/Day)","desc":"When two or more foes are adjacent to the ape, it can enter a deadly battle frenzy. Instead of using its normal multiattack, a frenzied white ape makes one bite attack and two claw attacks against each enemy within 5 feet of it. Melee attacks against the white ape are made with advantage from the end of that turn until the start of the white ape's next turn."}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Hatred for Spellcasters","desc":"The white ape does one extra die of damage (d8 or d10, respectively) per attack against an enemy it has seen cast a spell."},{"name":"Arcane Wasting (Disease)","desc":"When the bodily fluid of an infected creature touches a humanoid or when an infected creature casts a spell (direct or indirect) on a humanoid, that humanoid must succeed on a DC 15 Constitution saving throw or become infected with arcane wasting. Beginning 1d6 days after infection, the infected creature must make a DC 15 Constitution saving throw at the end of each long rest. If the saving throw fails, the victim loses 1d3 Intelligence and 1d3 Wisdom. Lost Intelligence and Wisdom can't be recovered while the disease persists. If the saving throw succeeds, nothing happens; the disease ends after the second consecutive successful saving throws. Once the disease ends, lost Intelligence and Wisdom can be restored by greater restoration or comparable magic. The disease is also cured by lesser restoration if the caster makes a successful DC 15 spellcasting check."}],"spell_list":[],"page_no":408,"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_white-ape/"},{"slug":"alkonost","desc":"","name":"Alkonost","size":"Small","type":"Monstrosity","subtype":"","group":null,"alignment":"neutral","armor_class":12,"armor_desc":null,"hit_points":17,"hit_dice":"5d6","speed":{"fly":40,"walk":20},"strength":11,"dexterity":14,"constitution":10,"intelligence":7,"wisdom":14,"charisma":13,"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":"lightning","damage_immunities":"","condition_immunities":"","senses":"darkvision 60 ft., passive Perception 12","languages":"Common","challenge_rating":"1/2","cr":0.5,"actions":[{"attack_bonus":4,"damage_dice":"1d4+2","desc":"Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 4 (1d4 + 2) slashing damage.","name":"Claws"},{"desc":"The alkonost sings a beautiful melody. Each creature within 30 feet of it that can hear the melody must succeed on a DC 12 Charisma saving throw or take 7 (2d6) lightning damage the next time it moves.","name":"Charged Melody (Recharge 6)"}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"desc":"An alkonost is immune to the effects of magical and natural wind, including effects that would force it to move, impose disadvantage on Wisdom (Perception) checks, or force it to land when flying. In addition, its weapon attacks do an extra 2 (1d4) lightning damage if it is within 1 mile of a lightning storm.","name":"One with Wind"}],"spell_list":[],"page_no":12,"environments":[],"img_main":null,"document__slug":"cc","document__title":"Creature Codex","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/creature-codex-for-5th-edition-dnd/","v2_converted_path":"/v2/creatures/ccdx_alkonost/"},{"slug":"clockwork-servant","desc":"","name":"Clockwork Servant","size":"Medium","type":"Construct","subtype":"","group":null,"alignment":"unaligned","armor_class":11,"armor_desc":null,"hit_points":22,"hit_dice":"4d8+4","speed":{"walk":25},"strength":14,"dexterity":12,"constitution":13,"intelligence":8,"wisdom":12,"charisma":7,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":5,"skills":{"investigation":3,"perception":5},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"poison, psychic","condition_immunities":"charmed, exhaustion, frightened, paralyzed, petrified, poisoned","senses":"darkvision 60 ft., passive Perception 15","languages":"Common","challenge_rating":"1/8","cr":0.125,"actions":[{"attack_bonus":4,"damage_dice":"1d6+2","desc":"Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) bludgeoning damage.","name":"Slam"}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"desc":"The servant can cast the mending and prestidigitation cantrips at will without requiring spell components.","name":"Domestic Retainer"},{"desc":"The servant is immune to any spell or effect that would alter its form.","name":"Immutable Form"},{"desc":"The servant has advantage on saving throws against spells and other magical effects.","name":"Magic Resistance"}],"spell_list":[],"page_no":65,"environments":[],"img_main":null,"document__slug":"cc","document__title":"Creature Codex","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/creature-codex-for-5th-edition-dnd/","v2_converted_path":"/v2/creatures/ccdx_clockwork-servant/"},{"slug":"clockwork-soldier","desc":"","name":"Clockwork Soldier","size":"Medium","type":"Construct","subtype":"","group":null,"alignment":"unaligned","armor_class":12,"armor_desc":"natural armor","hit_points":45,"hit_dice":"6d8+18","speed":{"walk":30},"strength":13,"dexterity":13,"constitution":16,"intelligence":5,"wisdom":10,"charisma":1,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":null,"skills":{"athletics":5,"intimidation":-3},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"poison, psychic","condition_immunities":"charmed, exhaustion, frightened, paralyzed, petrified, poisoned","senses":"darkvision 60 ft., passive Perception 10","languages":"Common","challenge_rating":"1","cr":1.0,"actions":[{"attack_bonus":3,"damage_dice":"1d10+2","desc":"Melee Weapon Attack: +3 to hit, reach 10 ft., one target. Hit: 7 (1d10 + 2) slashing damage.","name":"Halberd"},{"desc":"The soldier makes four halberd attacks. After taking this action, it is stunned until the end of its next turn.","name":"Overdrive Flurry (Recharge 6)"}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"desc":"The soldier is immune to any spell or effect that would alter its form.","name":"Immutable Form"},{"desc":"A single clockwork soldier's rigid movements appear silly, but, when gathered in numbers, they become an inhuman terror. When the clockwork soldier makes a Charisma (Intimidation) check, it gains a bonus on that check equal to the number of other clockwork soldiers the target can see or hear.","name":"Intimidating Legions"},{"desc":"The soldier has advantage on saving throws against spells and other magical effects.","name":"Magic Resistance"}],"spell_list":[],"page_no":65,"environments":[],"img_main":null,"document__slug":"cc","document__title":"Creature Codex","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/creature-codex-for-5th-edition-dnd/","v2_converted_path":"/v2/creatures/ccdx_clockwork-soldier/"},{"slug":"corpse-thief","desc":"","name":"Corpse Thief","size":"Medium","type":"Humanoid","subtype":"","group":null,"alignment":"neutral","armor_class":13,"armor_desc":null,"hit_points":30,"hit_dice":"4d8+12","speed":{"walk":30},"strength":12,"dexterity":17,"constitution":16,"intelligence":11,"wisdom":13,"charisma":6,"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","challenge_rating":"1/2","cr":0.5,"actions":[{"desc":"The corpse thief makes two claw attacks.","name":"Multiattack"},{"attack_bonus":5,"damage_dice":"1d4+3","desc":"Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d4 + 3) piercing damage.","name":"Claw"},{"desc":"The corpse thief targets one creature within 5 feet of it and attempts to steal one small item. The target must succeed on a DC 13 Dexterity saving throw or lose one non-weapon, non-armor object that is small enough to fit in one hand.","name":"Steal"}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"desc":"By concentrating for 10 minutes on a specific object, a corpse thief learns more about the object's most recent owner. The effects of this trait are different depending on if the most recent owner is alive or dead. This trait only works once per object. \n* If the most recent owner is alive, the corpse thief sees through that person's eyes for 10 minutes. This works like the clairvoyance spell, except the most recent owner is the sensor and controls which direction it is pointed, how far it can see, etc. The most recent owner must make a DC 13 Wisdom saving throw. On a success, it gets the sensation that it is being watched. \n* If the most recent owner is dead, the corpse thief can learn five things about the person's life through dream-like visions and emotions. This works like the speak with dead spell, except the spirit can only answer questions about events in which the object was present.","name":"Object Reading"}],"spell_list":[],"page_no":66,"environments":[],"img_main":null,"document__slug":"cc","document__title":"Creature Codex","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/creature-codex-for-5th-edition-dnd/","v2_converted_path":"/v2/creatures/ccdx_corpse-thief/"},{"slug":"dhampir","desc":"","name":"Dhampir","size":"Medium","type":"Humanoid","subtype":"dhampir","group":null,"alignment":"any alignment","armor_class":15,"armor_desc":"leather, shield","hit_points":32,"hit_dice":"5d8+10","speed":{"walk":30},"strength":12,"dexterity":15,"constitution":14,"intelligence":10,"wisdom":10,"charisma":16,"strength_save":null,"dexterity_save":4,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":5,"perception":null,"skills":{"athletics":3,"deception":5,"persuasion":5,"stealth":4},"damage_vulnerabilities":"","damage_resistances":"necrotic","damage_immunities":"","condition_immunities":"","senses":"darkvision 60 ft., passive Perception 10","languages":"Common","challenge_rating":"1","cr":1.0,"actions":[{"desc":"The dhampir makes two rapier or two shortbow attacks. It can make a grapple attack or Dark Thirst attack in place of any attack.","name":"Multiattack"},{"attack_bonus":4,"damage_dice":"1d8+2","desc":"Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) piercing damage.","name":"Rapier"},{"attack_bonus":4,"damage_dice":"1d6+2","desc":"Ranged Weapon Attack: +4 to hit, range 80/320 ft., one target. Hit: 5 (1d6 + 2) piercing damage.","name":"Shortbow"},{"desc":"Melee Weapon Attack: +4 to hit, reach 5 ft., one creature that is grappled by the dhampir, incapacitated, or restrained. Hit: 1 piercing damage plus 3 (1d6) necrotic damage. The dhampir regains hp equal to the amount of necrotic damage dealt.","name":"Dark Thirst"},{"desc":"The dhampir magically beguiles the mind of one humanoid it can see within 30 feet for 1 hour. The target must succeed on a DC 13 Charisma saving throw or the dhampir has advantage on Charisma checks against the target. If the dhampir or any of its allies damage the target, the effect ends. If the target's saving throw is successful or the effect ends, the target is immune to this dhampir's Predatory Charm for the next 24 hours. A creature immune to being charmed is immune to this effect. A dhampir can have only one target affected by its Predatory Charm at a time. If it uses its Predatory Charm on another target, the effect on the previous target ends.","name":"Predatory Charm"}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"desc":"The dhampir has advantage on saving throws against disease.","name":"Undead Resistance"}],"spell_list":[],"page_no":106,"environments":[],"img_main":null,"document__slug":"cc","document__title":"Creature Codex","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/creature-codex-for-5th-edition-dnd/","v2_converted_path":"/v2/creatures/ccdx_dhampir/"},{"slug":"dhampir-commander","desc":"","name":"Dhampir Commander","size":"Medium","type":"Humanoid","subtype":"dhampir","group":null,"alignment":"any alignment","armor_class":17,"armor_desc":"studded leather, shield","hit_points":97,"hit_dice":"13d8+39","speed":{"walk":30},"strength":14,"dexterity":17,"constitution":16,"intelligence":14,"wisdom":12,"charisma":19,"strength_save":5,"dexterity_save":6,"constitution_save":null,"intelligence_save":null,"wisdom_save":4,"charisma_save":7,"perception":null,"skills":{"athletics":5,"deception":7,"intimidation":7,"persuasion":7,"stealth":6},"damage_vulnerabilities":"","damage_resistances":"necrotic","damage_immunities":"","condition_immunities":"","senses":"darkvision 60 ft., passive Perception 11","languages":"Common","challenge_rating":"7","cr":7.0,"actions":[{"desc":"The dhampir makes four rapier or four shortbow attacks. It can make a grapple attack or Dark Thirst attack in place of any attack.","name":"Multiattack"},{"attack_bonus":6,"damage_dice":"1d8+3","desc":"Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) piercing damage.","name":"Rapier"},{"attack_bonus":6,"damage_dice":"1d6+3","desc":"Ranged Weapon Attack: +6 to hit, range 80/320 ft., one target. Hit: 6 (1d6 + 3) piercing damage.","name":"Shortbow"},{"attack_bonus":6,"damage_dice":"1d4+3","desc":"Melee Weapon Attack: +6 to hit, reach 5 ft., one creature that is grappled by the dhampir, incapactitated, or restrained. Hit: 5 (1d4 + 3) piercing damage plus 7 (2d6) necrotic damage. The dhampir commander regains hp equal to the amount of necrotic damage dealt.","name":"Dark Thirst"},{"desc":"The dhampir magically beguiles the mind of one humanoid it can see within 30 feet for 1 hour. The target must succeed on a DC 15 Charisma saving throw or the dhampir has advantage on Charisma checks against the target. If the dhampir or any of its allies damage the target, the effect ends. If the target's saving throw is successful or the effect ends, the target is immune to this dhampir's Predatory Charm for the next 24 hours. A creature immune to being charmed is immune to this effect. A dhampir can have only one target affected by its Predatory Charm at a time. If it uses its Predatory Charm on another target, the effect on the previous target ends.","name":"Predatory Charm"},{"desc":"For 1 minute, the dhampir can utter a special command or warning whenever a nonhostile creature that it can see within 30 feet of it makes an attack roll or a saving throw. The creature can add a d4 to its roll provided it can hear and understand the dhampir. A creature can benefit from only one Leadership die at a time. This effect ends if the dhampir is incapacitated. Dinosaur","name":"Leadership (Recharges after a Short or Long Rest)"}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"desc":"Each ally within 30 feet of the dhampir that can see it can make one melee attack as a bonus action.","name":"Inspiring Savagery"},{"desc":"The dhampir has advantage on saving throws against disease.","name":"Undead Resistance"}],"spell_list":[],"page_no":107,"environments":[],"img_main":null,"document__slug":"cc","document__title":"Creature Codex","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/creature-codex-for-5th-edition-dnd/","v2_converted_path":"/v2/creatures/ccdx_dhampir-commander/"},{"slug":"dream-wraith","desc":"","name":"Dream Wraith","size":"Medium","type":"Undead","subtype":"","group":null,"alignment":"neutral evil","armor_class":14,"armor_desc":null,"hit_points":60,"hit_dice":"8d8+24","speed":{"fly":60,"hover":true,"walk":0},"strength":6,"dexterity":18,"constitution":17,"intelligence":12,"wisdom":15,"charisma":16,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":null,"skills":{"stealth":7},"damage_vulnerabilities":"psychic","damage_resistances":"acid, cold, fire, lightning, thunder; bludgeoning, piercing, and slashing from nonmagical attacks","damage_immunities":"necrotic, poison","condition_immunities":"poisoned","senses":"darkvision 60 ft., passive Perception 12","languages":"Common","challenge_rating":"5","cr":5.0,"actions":[{"attack_bonus":7,"damage_dice":"2d6+4","desc":"Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) psychic damage, and the target must succeed on a DC 14 Charisma saving throw or fall unconscious.","name":"Sleep Touch"},{"desc":"The dream wraith targets an unconscious or sleeping creature within 5 feet of it. The creature must succeed on a DC 14 Constitution saving throw or be reduced to 0 hp. The dream wraith gains temporary hp for 1 hour equal to the amount of hp the creature lost.","name":"Steal Dreams"}],"bonus_actions":null,"reactions":[{"desc":"When a creature the dream wraith can see starts its turn within 30 feet of the dream wraith, the dream wraith can create the illusion that it looks like that creature's most recently departed loved one. If the creature can see the dream wraith, it must succeed on a DC 14 Wisdom saving throw or be stunned until the end of its turn.","name":"Dreamer's Gaze"}],"legendary_desc":"","legendary_actions":null,"special_abilities":[{"desc":"Any humanoid that dies at the hands of a dream wraith rises 1 hour later as a wraith under the dream wraith's control.","name":"Create Wraith"},{"desc":"The dream wraith can move through other creatures and objects as if they were difficult terrain. It takes 5 (1d10) force damage if it ends its turn inside an object.","name":"Incorporeal Movement"},{"desc":"While in sunlight, the dream wraith has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.","name":"Sunlight Sensitivity"}],"spell_list":[],"page_no":135,"environments":[],"img_main":null,"document__slug":"cc","document__title":"Creature Codex","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/creature-codex-for-5th-edition-dnd/","v2_converted_path":"/v2/creatures/ccdx_dream-wraith/"},{"slug":"fierstjerren","desc":"","name":"Fierstjerren","size":"Medium","type":"Undead","subtype":"","group":null,"alignment":"neutral evil","armor_class":14,"armor_desc":"studded leather","hit_points":105,"hit_dice":"14d8+42","speed":{"walk":30},"strength":16,"dexterity":15,"constitution":16,"intelligence":14,"wisdom":11,"charisma":12,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":3,"skills":{"perception":3},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"necrotic, poison","condition_immunities":"charmed, exhaustion, frightened, paralyzed, poisoned, unconscious","senses":"passive Perception 13","languages":"Common","challenge_rating":"5","cr":5.0,"actions":[{"desc":"The fierstjerren makes two sword attacks.","name":"Multiattack"},{"attack_bonus":6,"damage_dice":"2d8+3","desc":"Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 12 (2d8 + 3) slashing damage.","name":"Sword"},{"desc":"The fierstjerren targets one creature it can see within 30 feet of it. If the creature can see the fierstjerren, it must succeed on a DC 15 Wisdom saving throw or be frightened until the end of the fierstjerren's next turn.","name":"Terrifying Glare"},{"desc":"The fierstjerren targets one humanoid it can see within 30 feet of it that has a CR up to 1/2. The humanoid must succeed on a DC 15 Wisdom saving throw or be magically charmed by the fierstjerren. The fierstjerren can telepathically communicate with any creature it has charmed. The charmed target can't take reactions and obeys the fierstjerren's verbal and telepathic commands. A fierstjerren can have up to twelve charmed thralls at one time. A charmed thrall loses the memories of its previous life and devotes itself to the fierstjerren and the cult. The charm lasts for 24 hours or until the fierstjerren is destroyed, is more than 300 feet from the charmed target, or takes a bonus action to end the effect. The fierstjerren can attempt to reassert control over all of its thralls by using this action. Each thrall can repeat the saving throw when the fierstjerren uses this action to reassert control.","name":"Thrall Enslavement"}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"desc":"When the fierstjerren has 80 hp or fewer, the spirit within it tears free and tendrils of necrotic energy erupt from its skin. When it hits with any weapon, the weapon deals an extra 4 (1d8) necrotic damage. When it has 60 hp or fewer, its weapon attacks instead deal an extra 9 (2d8) necrotic damage. When it has 40 hp or fewer, its weapon attacks instead deal an extra 13 (3d8) necrotic damage.","name":"Apotheosis"},{"desc":"A fierstjerren with thralls can't be surprised and attacks from hiding don't gain advantage against it.","name":"Thrall Watch"}],"spell_list":[],"page_no":157,"environments":[],"img_main":null,"document__slug":"cc","document__title":"Creature Codex","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/creature-codex-for-5th-edition-dnd/","v2_converted_path":"/v2/creatures/ccdx_fierstjerren/"},{"slug":"great-mandrake","desc":"","name":"Great Mandrake","size":"Tiny","type":"Plant","subtype":"","group":null,"alignment":"unaligned","armor_class":11,"armor_desc":"natural armor","hit_points":44,"hit_dice":"8d4+24","speed":{"walk":10},"strength":14,"dexterity":8,"constitution":16,"intelligence":4,"wisdom":11,"charisma":12,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":null,"skills":{},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"poison","condition_immunities":"exhaustion, poisoned","senses":"tremorsense 60 ft. (blind beyond this radius), passive Perception 11","languages":"Common","challenge_rating":"1","cr":1.0,"actions":[{"desc":"A great mandrake makes two attacks with its bite. When its shriek is available, it can use the shriek in place of one bite attack.","name":"Multiattack"},{"attack_bonus":4,"damage_dice":"2d4+2","desc":"Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 7 (2d4 + 2) piercing damage.","name":"Bite"},{"desc":"Each creature within 60 feet of the mandrake that can hear it must succeed on a DC 13 Constitution saving throw or take 11 (3d6) thunder damage. If a creature fails the saving throw by 5 or more, it is stunned until the end of its next turn. If it fails by 10 or more, it falls unconscious. An unconscious creature can repeat the saving throw at the end of each of its turns, regaining consciousness on a success.","name":"Shriek (Recharge 3-6)"}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":null,"spell_list":[],"page_no":260,"environments":[],"img_main":null,"document__slug":"cc","document__title":"Creature Codex","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/creature-codex-for-5th-edition-dnd/","v2_converted_path":"/v2/creatures/ccdx_great-mandrake/"},{"slug":"kryt","desc":"","name":"Kryt","size":"Medium","type":"Humanoid","subtype":"kryt","group":null,"alignment":"neutral evil","armor_class":15,"armor_desc":"natural armor","hit_points":120,"hit_dice":"16d8+48","speed":{"walk":25},"strength":20,"dexterity":10,"constitution":16,"intelligence":6,"wisdom":18,"charisma":6,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":7,"skills":{"insight":7,"perception":7},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"","condition_immunities":"exhaustion","senses":"darkvision 60 ft., passive Perception 17","languages":"Common","challenge_rating":"5","cr":5.0,"actions":[{"desc":"The kryt makes three attacks: one with its bite and two with its quarterstaff.","name":"Multiattack"},{"attack_bonus":8,"damage_dice":"2d8+5","desc":"Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 14 (2d8 + 5) bludgeoning damage","name":"Bite"},{"attack_bonus":8,"damage_dice":"1d6+5","desc":"Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 8 (1d6 + 5) bludgeoning damage, or 9 (1d8 + 5) bludgeoning damage if used with two hands.","name":"Quarterstaff"}],"bonus_actions":null,"reactions":[{"desc":"When a kryt is attacked by a creature it can see within 30 feet of it, the kryt can haunt the creature with a vision of the creature's death. The haunted creature has disadvantage on its next attack roll. Undead creatures and creatures that are unable to be killed are immune to this reaction.","name":"Haunting Vision"}],"legendary_desc":"","legendary_actions":null,"special_abilities":[{"desc":"The kryt can hold its breath for 15 minutes.","name":"Hold Breath"},{"desc":"The kryt catches a glimpse of the immediate future and gains advantage on one attack roll or one saving throw.","name":"Prophetic Vision (1/Turn)"}],"spell_list":[],"page_no":243,"environments":[],"img_main":null,"document__slug":"cc","document__title":"Creature Codex","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/creature-codex-for-5th-edition-dnd/","v2_converted_path":"/v2/creatures/ccdx_kryt/"},{"slug":"kulmking","desc":"","name":"Külmking","size":"Large","type":"Undead","subtype":"","group":null,"alignment":"chaotic evil","armor_class":14,"armor_desc":"natural armor","hit_points":127,"hit_dice":"15d10+45","speed":{"walk":60},"strength":17,"dexterity":15,"constitution":16,"intelligence":12,"wisdom":18,"charisma":17,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":8,"skills":{"perception":8},"damage_vulnerabilities":"","damage_resistances":"cold, lightning; bludgeoning, piercing, and slashing from nonmagical attacks","damage_immunities":"necrotic, poison","condition_immunities":"charmed, exhaustion, poisoned","senses":"darkvision 120 ft., passive Perception 18","languages":"Common","challenge_rating":"9","cr":9.0,"actions":[{"desc":"The külmking makes two claw attacks and one bite or hooves attack.","name":"Multiattack"},{"attack_bonus":7,"damage_dice":"2d8+3","desc":"Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 12 (2d8 + 3) piercing damage. If the target is a creature that is not undead, it must make a DC 16 Constitution saving throw or take 12 (2d8 + 3) necrotic damage. The külmking regains hp equal to the amount of necrotic damage dealt.","name":"Bite"},{"attack_bonus":7,"damage_dice":"2d6+3","desc":"Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) slashing damage. If the target is not undead, it must succeed on a DC 16 Constitution saving throw or be paralyzed for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.","name":"Claws"},{"attack_bonus":7,"damage_dice":"3d6+3","desc":"Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 13 (3d6 + 3) bludgeoning damage.","name":"Hooves"}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"desc":"If the külmking moves through another creature, it can use a bonus action to corrupt that creature's soul. The target creature must make a DC 16 Charisma saving throw. A creature paralyzed by the külmking has disadvantage on this saving throw. \n\nOn a failed save, a creature suffers from terrible and violent thoughts and tendencies. Over the course of 2d4 days, its alignment shifts to chaotic evil. A creature that dies during this time, or after this shift is complete, rises 24 hours later as a külmking. The corruption can be reversed by a remove curse spell or similar magic used before the creature's death. \n\nOn a success, a creature is immune to the külmking's Corruption for the next 24 hours.","name":"Corruption"},{"desc":"The külmking can pass 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":"Incorporeal Movement"},{"desc":"If the külmking moves at least 20 feet straight toward a creature and then hits it with a hooves attack on the same turn, that target must succeed on a DC 16 Strength saving throw or be knocked prone. If the target is prone, the külmking can make one hooves attack against it as a bonus action.","name":"Trampling Charge"}],"spell_list":[],"page_no":244,"environments":[],"img_main":null,"document__slug":"cc","document__title":"Creature Codex","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/creature-codex-for-5th-edition-dnd/","v2_converted_path":"/v2/creatures/ccdx_kulmking/"},{"slug":"moonchild-naga","desc":"","name":"Moonchild Naga","size":"Large","type":"Monstrosity","subtype":"","group":null,"alignment":"neutral evil","armor_class":15,"armor_desc":"natural armor","hit_points":75,"hit_dice":"10d10+20","speed":{"walk":40},"strength":17,"dexterity":18,"constitution":14,"intelligence":12,"wisdom":16,"charisma":18,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":6,"charisma_save":7,"perception":null,"skills":{"arcana":4,"deception":7,"insight":6,"persuasion":7},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"poison","condition_immunities":"charmed, poisoned","senses":"darkvision 60 ft., passive Perception 13","languages":"Common","challenge_rating":"6","cr":6.0,"actions":[{"attack_bonus":7,"damage_dice":"2d8+4","desc":"Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 13 (2d8 + 4) piercing damage plus 18 (4d8) poison damage.","name":"Bite"},{"attack_bonus":7,"damage_dice":"2d6+4","desc":"Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 11 (2d6 + 4) bludgeoning damage, and the target is grappled (escape DC 14). Until this grapple ends, the target is restrained, and the naga can't constrict another target.","name":"Constrict"},{"desc":"The moonchild naga's bottomless gaze inexorably draws the eye of one target within 30 feet. If the target can see the naga, it must succeed on a DC 15 Wisdom saving throw or be stunned until the end of the naga's next turn. If the target's saving throw is successful, it is immune to the naga's gaze for the next 24 hours.","name":"Starry Gaze"}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"desc":"If it dies, the moonchild naga returns to life in 1d6 days and regains all its hp. Only a wish spell can prevent this trait from functioning.","name":"Rejuvenation"},{"desc":"The moonchild naga's innate spellcasting ability is Charisma (spell save DC 15, +7 to hit with spell attacks). It can innately cast the following spells, requiring only verbal components:\nAt will: charm person, friends, mage hand, message, minor illusion, poison spray, suggestion\n3/day each: color spray, dispel magic, fear, hold person\n1/day each: dominate beast, hypnotic pattern","name":"Innate Spellcasting"}],"spell_list":[],"page_no":273,"environments":[],"img_main":null,"document__slug":"cc","document__title":"Creature Codex","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/creature-codex-for-5th-edition-dnd/","v2_converted_path":"/v2/creatures/ccdx_moonchild-naga/"},{"slug":"necrophage-ghast","desc":"","name":"Necrophage Ghast","size":"Medium","type":"Undead","subtype":"","group":null,"alignment":"chaotic evil","armor_class":13,"armor_desc":null,"hit_points":65,"hit_dice":"10d8+20","speed":{"walk":30},"strength":10,"dexterity":17,"constitution":14,"intelligence":16,"wisdom":10,"charisma":8,"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":"necrotic","damage_immunities":"poison","condition_immunities":"charmed, exhaustion, poisoned","senses":"darkvision 60 ft., passive Perception 10","languages":"Common","challenge_rating":"4","cr":4.0,"actions":[{"attack_bonus":5,"damage_dice":"2d8+3","desc":"Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. Hit: 12 (2d8 + 3) piercing damage.","name":"Bite"},{"attack_bonus":5,"damage_dice":"2d6+3","desc":"Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) slashing damage. If the target is a creature other than an undead, it must succeed on a DC 10 Constitution saving throw or be paralyzed for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.","name":"Claws"}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"desc":"Any living creature that starts its turn within 30 feet of the necrophage ghast must succeed on a DC 13 Constitution saving throw or have disadvantage on all saving throws against spells cast by any necrophage ghast for 1 minute. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the stench of all necrophage ghasts for the next 24 hours.","name":"Necrophage Stench"},{"desc":"The necrophage ghast and any undead within 30 feet of it have advantage on saving throws against effects that turn undead.","name":"Turning Defiance"},{"desc":"The necrophage ghast is a 5th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 13, +5 to hit with spell attacks). The necrophage ghast has the following wizard spells prepared: \nCantrips (at will): friends, mage hand, poison spray, prestidigitation\n1st level (4 slots): charm person, false life, magic missile, ray of sickness\n2nd level (3 slots): hold person, invisibility\n3rd level (2 slots): animate dead, hypnotic pattern","name":"Spellcasting"}],"spell_list":[],"page_no":175,"environments":[],"img_main":null,"document__slug":"cc","document__title":"Creature Codex","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/creature-codex-for-5th-edition-dnd/","v2_converted_path":"/v2/creatures/ccdx_necrophage-ghast/"},{"slug":"ratfolk-mercenary","desc":"","name":"Ratfolk Mercenary","size":"Small","type":"Humanoid","subtype":"ratfolk","group":null,"alignment":"neutral","armor_class":15,"armor_desc":"leather armor","hit_points":45,"hit_dice":"13d6","speed":{"swim":10,"walk":25},"strength":7,"dexterity":18,"constitution":11,"intelligence":14,"wisdom":10,"charisma":10,"strength_save":null,"dexterity_save":6,"constitution_save":null,"intelligence_save":4,"wisdom_save":null,"charisma_save":null,"perception":2,"skills":{"acrobatics":8,"deception":2,"intimidation":2,"perception":2,"stealth":8},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"","condition_immunities":"","senses":"darkvision 60 ft., passive Perception 12","languages":"Common","challenge_rating":"2","cr":2.0,"actions":[{"desc":"The ratfolk mercenary makes two attacks with its shortsword or dart. If both shortsword attacks hit the same target, the ratfolk mercenary can use its bonus action to automatically deal an extra 4 (1d8) piercing damage as it bites the target.","name":"Multiattack"},{"attack_bonus":6,"damage_dice":"1d6+4","desc":"Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) piercing damage.","name":"Shortsword"},{"attack_bonus":6,"damage_dice":"1d4+4","desc":"Ranged Weapon Attack: +6 to hit, range 20/60 ft., one target. Hit: 6 (1d4 + 4) piercing damage.","name":"Dart"}],"bonus_actions":null,"reactions":[{"desc":"When a creature makes an attack against the ratfolk mercenary's current employer, the mercenary grants a +2 bonus to the employer's AC if the mercenary is within 5 feet of the employer.","name":"Guard the Big Cheese"}],"legendary_desc":"","legendary_actions":null,"special_abilities":[{"desc":"The ratfolk mercenary's melee weapon attacks deal one extra die of damage if at least one of the mercenary's allies is within 5 feet of the creature and the ally isn't incapacitated.","name":"Chopper Squad"},{"desc":"The ratfolk mercenary can move through the space of any Medium or larger creature.","name":"Nimbleness"},{"desc":"The ratfolk has advantage on attack rolls against a creature if at least one of the ratfolk's allies is within 5 feet of the creature and the ally isn't incapacitated.","name":"Pack Tactics"},{"desc":"If the ratfolk mercenary moves at least 10 feet straight toward a target and then hits it with a shortsword attack on the same turn, the mercenary can make one dart attack against another target within 20 feet as a bonus action without disadvantage.","name":"Packing Heat"}],"spell_list":[],"page_no":315,"environments":[],"img_main":null,"document__slug":"cc","document__title":"Creature Codex","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/creature-codex-for-5th-edition-dnd/","v2_converted_path":"/v2/creatures/ccdx_ratfolk-mercenary/"},{"slug":"ratfolk-warlock","desc":"","name":"Ratfolk Warlock","size":"Small","type":"Humanoid","subtype":"ratfolk","group":null,"alignment":"any alignment","armor_class":13,"armor_desc":"16 with mage armor","hit_points":27,"hit_dice":"6d6+6","speed":{"swim":10,"walk":25},"strength":8,"dexterity":16,"constitution":12,"intelligence":14,"wisdom":12,"charisma":17,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":3,"charisma_save":5,"perception":3,"skills":{"arcana":4,"deception":5,"perception":3},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"","condition_immunities":"","senses":"darkvision 60 ft., passive Perception 13","languages":"Common","challenge_rating":"1","cr":1.0,"actions":[{"attack_bonus":5,"damage_dice":"1d4+3","desc":"Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 5 (1d4 + 3) piercing damage.","name":"Dagger"},{"attack_bonus":1,"damage_dice":"1d6-1","desc":"Melee Weapon Attack: +1 to hit, reach 5 ft., one target. Hit: 2 (1d6 - 1) bludgeoning damage or 3 (1d8 - 1) bludgeoning damage if used with two hands.","name":"Quarterstaff"},{"desc":"The ratfolk warlock causes tendrils of shadow to reach out from its body toward all creatures within 10 feet of it. Each creature in the area must succeed on a DC 13 Wisdom saving throw or be restrained by the tendrils until the end of the ratfolk warlock's next turn.","name":"Darken"}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"desc":"The ratfolk warlock can move through the space of any Medium or larger creature.","name":"Nimbleness"},{"desc":"The ratfolk has advantage on attack rolls against a creature if at least one of the ratfolk's allies is within 5 feet of the creature and the ally isn't incapacitated.","name":"Pack Tactics"},{"desc":"The ratfolk warlock's innate spellcasting ability is Charisma (spell save DC 13, +5 to hit with spell attacks). It can innately cast the following spells, requiring no material components:\nAt will: dancing lights, eldritch blast, fire bolt, mage armor, mage hand, minor illusion, poison spray, speak with animals\n3/day each: command, darkness, hellish rebuke\n1/day each: blindness/deafness, hold person","name":"Innate Spellcasting"}],"spell_list":[],"page_no":314,"environments":[],"img_main":null,"document__slug":"cc","document__title":"Creature Codex","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/creature-codex-for-5th-edition-dnd/","v2_converted_path":"/v2/creatures/ccdx_ratfolk-warlock/"},{"slug":"roachling-scout","desc":"","name":"Roachling Scout","size":"Small","type":"Humanoid","subtype":"roachling","group":null,"alignment":"chaotic neutral","armor_class":14,"armor_desc":null,"hit_points":63,"hit_dice":"14d6+14","speed":{"climb":15,"walk":25},"strength":10,"dexterity":18,"constitution":13,"intelligence":10,"wisdom":14,"charisma":8,"strength_save":null,"dexterity_save":6,"constitution_save":3,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":6,"skills":{"acrobatics":6,"perception":6,"stealth":6,"survival":6},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"","condition_immunities":"","senses":"darkvision 60 ft., tremorsense 10 ft., passive Perception 16","languages":"Common","challenge_rating":"2","cr":2.0,"actions":[{"desc":"The roachling scout makes two begrimed shortsword attacks or two begrimed dart attacks.","name":"Multiattack"},{"attack_bonus":6,"damage_dice":"1d6+4","desc":"Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) piercing damage plus 7 (2d6) poison damage.","name":"Begrimed Shortsword"},{"attack_bonus":6,"damage_dice":"1d4+4","desc":"Ranged Weapon Attack: +6 to hit, range 20/60 ft., one target. Hit: 6 (1d4 + 4) piercing damage plus 7 (2d6) poison damage.","name":"Begrimed Dart"}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"desc":"The roachling scout has advantage on Wisdom (Perception) checks that rely on smell.","name":"Keen Smell"},{"desc":"The roachling scout has advantage on Constitution saving throws.","name":"Resistant"},{"desc":"The roachling scout can move stealthily while traveling at a normal pace.","name":"Stealthy Traveler"},{"desc":"The roachling scout has disadvantage on Charisma (Performance) and Charisma (Persuasion) checks in interactions with non-roachlings.","name":"Unlovely"}],"spell_list":[],"page_no":319,"environments":[],"img_main":null,"document__slug":"cc","document__title":"Creature Codex","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/creature-codex-for-5th-edition-dnd/","v2_converted_path":"/v2/creatures/ccdx_roachling-scout/"},{"slug":"shadow-river-lord","desc":"","name":"Shadow River Lord","size":"Medium","type":"Undead","subtype":"","group":null,"alignment":"neutral evil","armor_class":16,"armor_desc":"natural armor","hit_points":135,"hit_dice":"18d8+54","speed":{"swim":60,"walk":30},"strength":14,"dexterity":18,"constitution":16,"intelligence":12,"wisdom":16,"charisma":18,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":null,"skills":{},"damage_vulnerabilities":"","damage_resistances":"cold, fire, necrotic; bludgeoning, piercing, and slashing from nonmagical attacks","damage_immunities":"poison","condition_immunities":"charmed, exhaustion, grappled, paralyzed, petrified, poisoned, prone, restrained","senses":"darkvision 60 ft., passive Perception 13","languages":"Common","challenge_rating":"9","cr":9.0,"actions":[{"desc":"The shadow river lord makes two greenfire staff or two shadowfrost bolt attacks. If two attacks hit the same target, the target must make a DC 16 Constitution saving throw or be blinded until the end of its next turn.","name":"Multiattack"},{"attack_bonus":8,"damage_dice":"1d6+4","desc":"Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) bludgeoning damage plus 7 (2d6) fire damage.","name":"Greenfire Staff"},{"attack_bonus":8,"damage_dice":"2d8","desc":"Ranged Spell Attack: +8 to hit, range 150 ft., one target. Hit: 9 (2d8) necrotic damage plus 7 (2d6) cold damage.","name":"Shadowfrost Bolt"},{"desc":"The shadow river lord expels a geyser of shadowy water from its staff in a 30-foot cone. Each creature in that area must make a DC 16 Dexterity saving throw, taking 21 (6d6) necrotic damage and 21 (6d6) cold damage on a failed save, or half as much damage on a successful one.","name":"Shadow Geyser (Recharge 6)"}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"desc":"The shadow river lord can move through a space as narrow as one inch wide without squeezing.","name":"Amorphous"}],"spell_list":[],"page_no":327,"environments":[],"img_main":null,"document__slug":"cc","document__title":"Creature Codex","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/creature-codex-for-5th-edition-dnd/","v2_converted_path":"/v2/creatures/ccdx_shadow-river-lord/"},{"slug":"spirit-lamp","desc":"","name":"Spirit Lamp","size":"Medium","type":"Undead","subtype":"","group":null,"alignment":"chaotic evil","armor_class":17,"armor_desc":"natural armor","hit_points":82,"hit_dice":"11d8+33","speed":{"walk":40},"strength":12,"dexterity":19,"constitution":16,"intelligence":13,"wisdom":14,"charisma":19,"strength_save":null,"dexterity_save":7,"constitution_save":6,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":5,"skills":{"perception":5},"damage_vulnerabilities":"","damage_resistances":"bludgeoning, piercing, and slashing from nonmagical attacks","damage_immunities":"necrotic, poison, psychic","condition_immunities":"charmed, frightened, poisoned, unconscious","senses":"passive Perception 15","languages":"Common","challenge_rating":"7","cr":7.0,"actions":[{"desc":"The spirit lamp makes three attacks.","name":"Multiattack"},{"attack_bonus":7,"damage_dice":"1d6+4","desc":"Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) necrotic damage.","name":"Spirit Claw"},{"attack_bonus":7,"damage_dice":"2d10","desc":"Ranged Spell Attack: +7 to hit, range 60 ft., one target. Hit: 11 (2d10) fire damage.","name":"Lantern Beam"}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"desc":"The spirit lamp can't be surprised and can use a bonus action to take the Disengage action.","name":"Jumpy"},{"desc":"As a bonus action, the spirit lamp can open or close its lantern. When open, the lantern sheds bright light in a 30-foot radius and dim light for an additional 30 feet. The spirit lamp can only see objects within the lantern's light and is blind while the lantern is closed. The lantern's light pierces magical and nonmagical darkness and can't be dispelled by magical darkness. If a creature dies in the lantern's light, its spirit is trapped in the lantern.","name":"Lantern's Light"},{"desc":"Spirits of creatures that died within the lantern's light haunt it. While the lantern is open, these spirits surround the spirit lamp, slowing and attacking all creatures within the lantern's light. A creature that starts its turn within 30 feet of the spirit lamp has its speed halved and must make a DC 15 Wisdom saving throw, taking 10 (3d6) necrotic damage on a failed save, or half as much damage on a successful one. If the spirit lamp dies and the lantern is open, the lantern's spirits continue to harm creatures within 30 feet of it until the lantern is destroyed or closed.","name":"Lantern Spirits"},{"desc":"The spirit lamp's lantern is immune to damage and can't be the target of spells or effects as long as the spirit lamp lives. When the spirit lamp dies, the lantern floats gently to the ground and opens, if it was closed. The lantern has AC 17, 50 hp, and is immune to piercing, poison, and psychic damage. A creature that touches the lantern must succeed on a DC 15 Charisma saving throw or be cursed. A cursed creature is frightened of darkness, can't see anything outside of the lantern's light, and is unable to drop the lantern. The cursed creature will risk its own life to protect the lantern. A creature can repeat the saving throw each day at dawn, lifting the curse and ending the effects on itself on a success. If this occurs, the lantern disintegrates. After three failed saving throws, remove curse or similar magic is required to end the curse. \n\nIf the creature remains cursed after 30 days, it is irreversibly changed by the curse, and it becomes the lantern's new spirit lamp. Voluntarily opening the lantern counts as a failed saving throw. If the lantern is destroyed, all captured spirits are put to rest and the cursed bearer, if it has not yet changed into a spirit lamp, is freed of the curse.","name":"Spirit Lantern"}],"spell_list":[],"page_no":349,"environments":[],"img_main":null,"document__slug":"cc","document__title":"Creature Codex","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/creature-codex-for-5th-edition-dnd/","v2_converted_path":"/v2/creatures/ccdx_spirit-lamp/"},{"slug":"wendigo","desc":"","name":"Wendigo","size":"Medium","type":"Monstrosity","subtype":"","group":null,"alignment":"chaotic evil","armor_class":16,"armor_desc":"natural armor","hit_points":150,"hit_dice":"20d8+60","speed":{"walk":40},"strength":21,"dexterity":18,"constitution":16,"intelligence":11,"wisdom":16,"charisma":12,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":7,"skills":{"athletics":9,"perception":7,"stealth":8,"survival":7},"damage_vulnerabilities":"","damage_resistances":"bludgeoning, piercing, and slashing from nonmagical attacks","damage_immunities":"cold, fire","condition_immunities":"exhaustion, stunned","senses":"darkvision 120 ft., passive Perception 17","languages":"Common","challenge_rating":"11","cr":11.0,"actions":[{"desc":"The wendigo makes three attacks: two with its icy claw and one with its bite. Alternatively, it uses its Frozen Spittle twice.","name":"Multiattack"},{"attack_bonus":9,"damage_dice":"2d6+5","desc":"Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 12 (2d6 + 5) slashing damage and 14 (4d6) cold damage.","name":"Icy Claw"},{"attack_bonus":9,"damage_dice":"2d8+5","desc":"Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 14 (2d8 + 5) piercing damage.","name":"Bite"},{"attack_bonus":7,"damage_dice":"8d6","desc":"Ranged Spell Attack: +7 to hit, range 100 ft., one target. Hit: 28 (8d6) cold damage, and the target must succeed on a DC 16 Dexterity saving throw or be restrained until the end of its next turn.","name":"Frozen Spittle"}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"desc":"A creature that starts its turn within 10 feet of the wendigo must succeed on a DC 15 Constitution saving throw or be paralyzed by gnawing cold and crippling hunger for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the wendigo's Aura of Starvation for the next 24 hours.","name":"Aura of Starvation"},{"desc":"The wendigo has advantage on saving throws against spells and other magical effects.","name":"Magic Resistance"}],"spell_list":[],"page_no":377,"environments":[],"img_main":null,"document__slug":"cc","document__title":"Creature Codex","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/creature-codex-for-5th-edition-dnd/","v2_converted_path":"/v2/creatures/ccdx_wendigo/"},{"slug":"xenabsorber","desc":"","name":"Xenabsorber","size":"Medium","type":"Aberration","subtype":"","group":null,"alignment":"chaotic neutral","armor_class":15,"armor_desc":"natural armor","hit_points":65,"hit_dice":"10d8+20","speed":{"walk":30},"strength":17,"dexterity":12,"constitution":15,"intelligence":10,"wisdom":13,"charisma":15,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":5,"skills":{"deception":4,"perception":5},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"","condition_immunities":"","senses":"darkvision 60 ft., passive Perception 15","languages":"Common","challenge_rating":"3","cr":3.0,"actions":[{"desc":"The xenabsorber makes two melee attacks.","name":"Multiattack"},{"attack_bonus":5,"damage_dice":"1d10+3","desc":"Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 8 (1d10 + 3) bludgeoning damage.","name":"Slam"}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"desc":"The xenabsorber has advantage on Charisma (Deception) checks to pass itself off as the type of creature it is impersonating as long as it has at least 1 trait from that creature.","name":"Disguise"},{"desc":"As a bonus action, a xenabsorber can take on 1 nonmagical physical trait, attack, or reaction of a beast or humanoid with a challenge rating equal to or less than its own that it has seen within the last week (see Trait Mimicry sidebar). It can have up to 5 such traits at a time, no more than two of which can be attacks. Each trait lasts until the xenabsorber replaces it with another trait as a bonus action. If the xenabsorber goes a week without exposure to a single beast or humanoid, it loses all of its traits and reverts back to its true, blue crystalline form.","name":"Trait Mimicry"}],"spell_list":[],"page_no":387,"environments":[],"img_main":null,"document__slug":"cc","document__title":"Creature Codex","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/creature-codex-for-5th-edition-dnd/","v2_converted_path":"/v2/creatures/ccdx_xenabsorber/"},{"slug":"bagiennik-tob1-2023","desc":"False","name":"Bagiennik","size":"Medium","type":"Aberration","subtype":"","group":"null","alignment":"Chaotic Neutral","armor_class":15,"armor_desc":"natural armor","hit_points":75,"hit_dice":"10d8 + 30","speed":{"walk":40},"strength":16,"dexterity":18,"constitution":16,"intelligence":9,"wisdom":16,"charisma":11,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":15,"skills":{"Perception":5},"damage_vulnerabilities":"False","damage_resistances":"False","damage_immunities":"False","condition_immunities":"False","senses":"darkvision 60 ft., passive Perception 15","languages":"Common","challenge_rating":"3","cr":3.0,"actions":[{"name":"Multiattack","desc":"The bagiennik makes two Claw attacks."},{"name":"Claw","desc":"Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) slashing damage."},{"name":"Acid Spray","desc":"The bagiennik sprays acid on one creature it can see within 30 feet of it, creating a puddle of oil beneath the creature. The target must make a DC 13 Dexterity saving throw. On a failure, the creature takes 18 (4d8) acid damage and is knocked prone. On a success, the creature takes half the damage and isn't knocked prone. The slippery oil covers the ground in a 5-foot square centered on the point where the target was standing for 1 minute. A creature that enters the oily area or ends its turn there must succeed on a DC 13 Dexterity saving throw or fall prone."},{"name":"Healing Oil (3/Day)","desc":"The bagiennik applies healing oil to a creature it can see within 5 feet of it. The target magically regains 7 (2d6) hp and is freed from any disease or poison. The target must then succeed on a DC 13 Constitution saving throw or its speed is halved and it takes a −2 penalty to AC and Dexterity saving throws for 1 minute."}],"bonus_actions":[],"reactions":[],"legendary_desc":null,"legendary_actions":[],"special_abilities":[],"spell_list":[],"page_no":31,"environments":[],"img_main":"http://api-beta.open5e.com/","document__slug":"tob-2023","document__title":"Tome of Beasts 2023","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/tome-of-beasts-1-2023-edition/","v2_converted_path":"/v2/creatures/tob-2023_bagiennik/"},{"slug":"burrowling-tob1-2023","desc":"False","name":"Burrowling","size":"Small","type":"Humanoid","subtype":"","group":"null","alignment":"Lawful Neutral","armor_class":13,"armor_desc":"","hit_points":27,"hit_dice":"6d6 + 6","speed":{"walk":10,"burrow":30},"strength":10,"dexterity":16,"constitution":12,"intelligence":9,"wisdom":12,"charisma":13,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":13,"skills":{"Perception":3},"damage_vulnerabilities":"False","damage_resistances":"False","damage_immunities":"False","condition_immunities":"False","senses":"darkvision 60 ft., passive Perception 13","languages":"Common","challenge_rating":"1/2","cr":0.5,"actions":[{"name":"Multiattack","desc":"The burrowling makes one Bite attack and one Claw attack."},{"name":"Bite","desc":"Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d4 + 3) piercing damage."},{"name":"Claw","desc":"Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d4 + 3) slashing damage."},{"name":"Sling","desc":"Ranged Weapon Attack: +5 to hit, range 30/120 ft., one target. Hit: 5 (1d4 + 3) bludgeoning damage."}],"bonus_actions":[],"reactions":[],"legendary_desc":null,"legendary_actions":[],"special_abilities":[{"name":"Burrow Awareness","desc":"A burrowling has advantage on Wisdom (Perception) checks if at least one other burrowling within 10 feet of it isn't incapacitated."},{"name":"Pack Tactics","desc":"The burrowling has advantage on attack rolls against a creature if at least one of the burrowling's allies is within 5 feet of the creature and the ally isn't incapacitated."}],"spell_list":[],"page_no":47,"environments":[],"img_main":"http://api-beta.open5e.com/","document__slug":"tob-2023","document__title":"Tome of Beasts 2023","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/tome-of-beasts-1-2023-edition/","v2_converted_path":"/v2/creatures/tob-2023_burrowling/"},{"slug":"clockworkwatchman-tob1-2023","desc":"False","name":"Clockwork Watchman","size":"Medium","type":"Construct","subtype":"","group":"null","alignment":"Unaligned","armor_class":14,"armor_desc":"natural armor","hit_points":44,"hit_dice":"8d8 + 8","speed":{"walk":30},"strength":14,"dexterity":12,"constitution":12,"intelligence":5,"wisdom":10,"charisma":1,"strength_save":null,"dexterity_save":null,"constitution_save":3,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":14,"skills":{"Athletics":4,"Perception":4},"damage_vulnerabilities":"False","damage_resistances":"False","damage_immunities":"poison, psychic","condition_immunities":"charmed, exhaustion, frightened, paralyzed, petrified, poisoned","senses":"darkvision 60 ft., passive Perception 14","languages":"Common","challenge_rating":"1/2","cr":0.5,"actions":[{"name":"Halberd","desc":"Melee Weapon Attack: +4 to hit, reach 10 ft., one target. Hit: 7 (1d10 + 2) slashing damage."},{"name":"Slam","desc":"Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) bludgeoning damage."},{"name":"Net Cannon (4/Day)","desc":"Ranged Weapon Attack: +3 to hit, range 10/20 ft., one target. Hit: If the target is a Large or smaller creature, it is restrained. A mechanism within the clockwork watchman's chest can fire a net with a 20-foot trailing cable anchored within the watchman's chest. A creature, including the restrained creature, can take its action to free the restrained creature by succeeding on a DC 10 Strength check. Alternatively, dealing 5 slashing damage to the net (AC 10) frees the creature."}],"bonus_actions":[{"name":"Reel","desc":"The clockwork watchman pulls a creature restrained by its net up to 15 feet straight toward it."}],"reactions":[],"legendary_desc":null,"legendary_actions":[],"special_abilities":[{"name":"Construct Nature","desc":"The clockwork watchman doesn't require air, food, drink, or sleep."},{"name":"Immutable Form","desc":"The clockwork watchman is immune to any spell or effect that would alter its form."},{"name":"Magic Resistance","desc":"The clockwork watchman has advantage on saving throws against spells and other magical effects."}],"spell_list":[],"page_no":64,"environments":[],"img_main":"http://api-beta.open5e.com/","document__slug":"tob-2023","document__title":"Tome of Beasts 2023","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/tome-of-beasts-1-2023-edition/","v2_converted_path":"/v2/creatures/tob-2023_clockwork-watchman/"},{"slug":"drownedmaiden-tob1-2023","desc":"False","name":"Drowned Maiden","size":"Medium","type":"Undead","subtype":"","group":"null","alignment":"Neutral Evil","armor_class":15,"armor_desc":"natural armor","hit_points":90,"hit_dice":"20d8","speed":{"walk":40},"strength":15,"dexterity":16,"constitution":10,"intelligence":10,"wisdom":12,"charisma":18,"strength_save":null,"dexterity_save":6,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":7,"perception":11,"skills":{},"damage_vulnerabilities":"False","damage_resistances":"bludgeoning, piercing, and slashing from nonmagical attacks not made with silvered weapons","damage_immunities":"necrotic, poison","condition_immunities":"charmed, exhaustion, frightened, paralyzed, poisoned","senses":"darkvision 60 ft., passive Perception 11","languages":"Common","challenge_rating":"5","cr":5.0,"actions":[{"name":"Multiattack","desc":"The drowned maiden makes three Hair attacks. She can replace one attack with a use of Draining Kiss."},{"name":"Hair","desc":"Melee Weapon Attack: +6 to hit, reach 20 ft., one target. Hit: 12 (2d8 + 3) slashing damage, and the target is grappled (escape DC 16) if it is a Large or smaller creature. She can grapple up to three creatures at a time. The hair holding a creature can be attacked and destroyed (AC 15; 15 hp; immunity to necrotic, poison, and psychic damage)."},{"name":"Draining Kiss","desc":"One creature within 5 feet of the maiden and that she is grappling must make a DC 15 Charisma saving throw. On a failure, the target takes 10 (3d6) psychic damage, and its Strength is reduced by 1d6. On a success, the target takes half the damage, and its Strength isn't reduced. This reduction lasts until the target finishes a long rest. The target dies if its Strength is reduced to 0."},{"name":"Illusory Appearance","desc":"The maiden covers herself and anything she is wearing or carrying with a magical illusion that makes her look like another creature of her general size and Humanoid shape. The illusion ends if the maiden takes a bonus action to end it or if she dies. The changes wrought by this effect fail to hold up to physical inspection. Otherwise, a creature must take an action to visually inspect the illusion and succeed on a DC 15 Intelligence (Investigation) check to discern that the maiden is disguised."}],"bonus_actions":[{"name":"Reel","desc":"The drowned maiden pulls each creature grappled by her up to 15 feet straight toward her."}],"reactions":[],"legendary_desc":null,"legendary_actions":[],"special_abilities":[],"spell_list":[],"page_no":149,"environments":[],"img_main":"http://api-beta.open5e.com/","document__slug":"tob-2023","document__title":"Tome of Beasts 2023","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/tome-of-beasts-1-2023-edition/","v2_converted_path":"/v2/creatures/tob-2023_drowned-maiden/"},{"slug":"gearforgedtemplar-tob1-2023","desc":"False","name":"Gearforged Templar","size":"Medium","type":"Construct","subtype":"","group":"null","alignment":"Lawful Neutral","armor_class":18,"armor_desc":"natural armor","hit_points":71,"hit_dice":"11d8 + 22","speed":{"walk":30},"strength":19,"dexterity":9,"constitution":15,"intelligence":12,"wisdom":16,"charisma":10,"strength_save":null,"dexterity_save":2,"constitution_save":5,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":13,"skills":{},"damage_vulnerabilities":"False","damage_resistances":"bludgeoning, piercing, and slashing from nonmagical attacks","damage_immunities":"poison, psychic","condition_immunities":"charmed, exhaustion, frightened, paralyzed, petrified, poisoned","senses":"darkvision 60 ft., passive Perception 13","languages":"Common","challenge_rating":"6","cr":6.0,"actions":[{"name":"Multiattack","desc":"The gearforged templar makes four Greatsword or Javelin attacks. If two Greatsword attacks hit one creature, the target must succeed on a DC 15 Strength saving throw or be pushed up to 10 feet away from the templar. The templar can choose not to push a creature."},{"name":"Greatsword","desc":"Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) slashing damage"},{"name":"Javelin","desc":"Melee or Ranged Weapon Attack: +7 to hit, reach 5 ft. or range 30/120 ft., one target. Hit: 7 (1d6 + 4) piercing damage."},{"name":"Whirlwind (Recharge 5-6)","desc":"The gearforged templar whirls its greatsword in a great arc. Each creature within 10 feet of the gearforged must make a DC 15 Dexterity saving throw, taking 27 (5d10) slashing damage on a failed save, or half as much damage on a successful one."}],"bonus_actions":[],"reactions":[{"name":"Defensive Zone","desc":"When a creature enters the gearforged templar's reach, the templar makes one Greatsword attack against the creature."},{"name":"Parry","desc":"The gearforged templar adds 3 to its AC against one melee attack that would hit it. To do so, the templar must be able to see the attacker and must be wielding a melee weapon."}],"legendary_desc":null,"legendary_actions":[],"special_abilities":[{"name":"Construct Nature","desc":"The gearforged templar doesn't require air, food, drink, or sleep."}],"spell_list":[],"page_no":195,"environments":[],"img_main":"http://api-beta.open5e.com/","document__slug":"tob-2023","document__title":"Tome of Beasts 2023","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/tome-of-beasts-1-2023-edition/","v2_converted_path":"/v2/creatures/tob-2023_gearforged-templar/"},{"slug":"ghostknight-tob1-2023","desc":"False","name":"Ghost Knight","size":"Medium","type":"Undead","subtype":"","group":"null","alignment":"Lawful Evil","armor_class":17,"armor_desc":"half plate","hit_points":130,"hit_dice":"20d8 + 40","speed":{"walk":30},"strength":17,"dexterity":15,"constitution":14,"intelligence":8,"wisdom":10,"charisma":7,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":13,"skills":{"Athletics":6,"Animal Handling":3,"Perception":3,"Stealth":5},"damage_vulnerabilities":"False","damage_resistances":"necrotic","damage_immunities":"poison","condition_immunities":"charmed, exhaustion, poisoned","senses":"darkvision 60 ft., passive Perception 13","languages":"Common","challenge_rating":"7","cr":7.0,"actions":[{"name":"Multiattack","desc":"The ghost knight makes three Battleaxe or Lance attacks. If the ghost knight is mounted, it can make two Battleaxe or Lance attacks, and its mount can make one melee weapon attack."},{"name":"Battleaxe","desc":"Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) slashing damage, or 8 (1d10 + 3) slashing damage if used with two hands, plus 7 (2d6) necrotic damage."},{"name":"Lance","desc":"Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 9 (1d12 + 3) piercing damage plus 7 (2d6) necrotic damage."}],"bonus_actions":[],"reactions":[],"legendary_desc":null,"legendary_actions":[],"special_abilities":[{"name":"Locked Saddle","desc":"The ghost knight can't be knocked prone, dismounted, or moved against its will while mounted."},{"name":"Mounted Warrior","desc":"The ghost knight is rarely seen without its warhorse skeleton mount. The warhorse skeleton wears custom barding that raises its Armor Class to 15, and it has immunity to necrotic damage. While the ghost knight is mounted, its mount can't be charmed or frightened."},{"name":"Necrotic Weapons","desc":"The ghost knight's weapon attacks are magical. When the knight hits with any weapon, the weapon deals an extra 2d6 necrotic damage (included in the attack)."},{"name":"Spirited Charge","desc":"If the ghost knight moves at least 20 feet straight toward a creature while mounted and then hits with a Lance attack on the same turn, the ghost knight can use a bonus action to command its mount to make one melee weapon attack against that creature as a reaction."},{"name":"Turning Defiance","desc":"The ghost knight and any undead within 30 feet of it have advantage on saving throws against effects that turn undead."},{"name":"Undead Nature","desc":"The ghost knight doesn't require air, food, drink, or sleep."}],"spell_list":[],"page_no":199,"environments":[],"img_main":"http://api-beta.open5e.com/","document__slug":"tob-2023","document__title":"Tome of Beasts 2023","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/tome-of-beasts-1-2023-edition/","v2_converted_path":"/v2/creatures/tob-2023_ghost-knight/"},{"slug":"libraryautomaton-tob1-2023","desc":"False","name":"Library Automaton","size":"Small","type":"Construct","subtype":"","group":"null","alignment":"Lawful Neutral","armor_class":13,"armor_desc":"natural armor","hit_points":24,"hit_dice":"7d6","speed":{"walk":30},"strength":8,"dexterity":13,"constitution":10,"intelligence":16,"wisdom":12,"charisma":8,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":11,"skills":{"History":5,"Investigation":5},"damage_vulnerabilities":"False","damage_resistances":"False","damage_immunities":"poison, psychic","condition_immunities":"charmed, exhaustion, frightened, paralyzed, petrified, poisoned","senses":"blindsight 60 ft., truesight 10 ft., passive Perception 11","languages":"Common","challenge_rating":"1/2","cr":0.5,"actions":[{"name":"Piston-Powered Kick","desc":"Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 6 (2d4 + 1) bludgeoning damage."},{"name":"Unnerving Gaze","desc":"Ranged Spell Attack: +5 to hit, range 60 ft., one target. Hit: 6 (1d6 + 3) psychic damage, and the target must succeed on a DC 13 Wisdom saving throw or have disadvantage on the next attack roll, ability check, or saving throw it makes before the start of the automaton's next turn."}],"bonus_actions":[],"reactions":[],"legendary_desc":null,"legendary_actions":[],"special_abilities":[{"name":"Bibliophile","desc":"The library automaton understands any written language it can see, provided it is touching the surface on which the words are written."},{"name":"Bibliotelekinesis","desc":"The library automaton is surrounded by an invisible, shapeless, magical force that can perform simple tasks at the automaton's command. This force has a Strength equal to the automaton's Strength, and it can interact with objects up to 15 feet away from the automaton. The automaton can use this force to perform simple tasks that a Small humanoid with two hands could do, such as opening a door, moving a bookshelf's ladder, picking up and organizing books, and similar tasks. The automaton can't use this force to make attacks or wield a weapon or shield."},{"name":"Book Safekeeper","desc":"The library automaton's body contains a small, extradimensional space. This space can hold up to 100 pounds of Small or smaller objects. This space can hold only books, scrolls, parchment, or other written works on paper or other paper- or wood-like materials. The automaton is the only creature capable of retrieving items from this space while it is alive. If the automaton is destroyed, the objects within its extradimensional space are ejected into an unoccupied space nearest it."},{"name":"Construct Nature","desc":"The library automaton doesn't require air, food, drink, or sleep."}],"spell_list":[],"page_no":252,"environments":[],"img_main":"http://api-beta.open5e.com/","document__slug":"tob-2023","document__title":"Tome of Beasts 2023","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/tome-of-beasts-1-2023-edition/","v2_converted_path":"/v2/creatures/tob-2023_library-automaton/"},{"slug":"morphoi-tob1-2023","desc":"False","name":"Morphoi","size":"Medium","type":"Plant","subtype":"","group":"null","alignment":"Chaotic Evil","armor_class":13,"armor_desc":"","hit_points":33,"hit_dice":"6d8 + 6","speed":{"walk":30},"strength":14,"dexterity":16,"constitution":13,"intelligence":14,"wisdom":10,"charisma":15,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":10,"skills":{},"damage_vulnerabilities":"False","damage_resistances":"False","damage_immunities":"False","condition_immunities":"False","senses":"darkvision 60 ft., passive Perception 10","languages":"Common","challenge_rating":"1/2","cr":0.5,"actions":[{"name":"Claw","desc":"Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) slashing damage."},{"name":"Trident","desc":"Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 5 (1d6 + 2) piercing damage, or 6 (1d8 + 2) piercing damage if used with two hands to make a melee attack."},{"name":"Shortbow","desc":"Ranged Weapon Attack: +5 to hit, range 80/320 ft., one target. Hit: 6 (1d6 + 3) piercing damage."}],"bonus_actions":[{"name":"Change Shape","desc":"The morphoi transforms into a Medium Humanoid or back into its true form, which is a Plant. Its statistics are the same in each form. Any equipment it is wearing or carrying isn't transformed. It reverts to its true form when it dies."}],"reactions":[],"legendary_desc":null,"legendary_actions":[],"special_abilities":[{"name":"Amphibious","desc":"The morphoi can breathe air and water."}],"spell_list":[],"page_no":277,"environments":[],"img_main":"http://api-beta.open5e.com/","document__slug":"tob-2023","document__title":"Tome of Beasts 2023","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/tome-of-beasts-1-2023-edition/","v2_converted_path":"/v2/creatures/tob-2023_morphoi/"},{"slug":"noctiny-tob1-2023","desc":"False","name":"Noctiny","size":"Medium","type":"Humanoid","subtype":"","group":"null","alignment":"Neutral Evil","armor_class":13,"armor_desc":"studded leather","hit_points":52,"hit_dice":"8d8 + 16","speed":{"walk":30},"strength":16,"dexterity":13,"constitution":14,"intelligence":10,"wisdom":11,"charisma":16,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":10,"skills":{},"damage_vulnerabilities":"False","damage_resistances":"False","damage_immunities":"False","condition_immunities":"frightened","senses":"passive Perception 10","languages":"Common","challenge_rating":"2","cr":2.0,"actions":[{"name":"Multiattack","desc":"The noctiny makes two Quarterstaff or Eldritch Fury attacks."},{"name":"Quarterstaff","desc":"Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) bludgeoning damage, or 7 (1d8 + 3) bludgeoning damage if used in two hands, plus 3 (1d6) force damage."},{"name":"Eldritch Fury","desc":"Ranged Spell Attack: +5 to hit, range 120 ft., one target. Hit: 10 (2d6 + 3) force damage."}],"bonus_actions":[],"reactions":[],"legendary_desc":null,"legendary_actions":[],"special_abilities":[{"name":"Eldritch Weapons","desc":"The noctiny's weapon attacks are magical. When the noctiny hits with any weapon, the weapon deals an extra 1d6 force damage (included in the attack)."},{"name":"Magic Resistance","desc":"The noctiny has advantage on saving throws against spells and other magical effects."}],"spell_list":[],"page_no":287,"environments":[],"img_main":"http://api-beta.open5e.com/","document__slug":"tob-2023","document__title":"Tome of Beasts 2023","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/tome-of-beasts-1-2023-edition/","v2_converted_path":"/v2/creatures/tob-2023_noctiny/"},{"slug":"ramag-tob1-2023","desc":"False","name":"Ramag","size":"Medium","type":"Humanoid","subtype":"","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":11,"skills":{"Arcana":5,"Investigation":5},"damage_vulnerabilities":"False","damage_resistances":"False","damage_immunities":"False","condition_immunities":"False","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."},{"name":"Shortbow","desc":"Ranged Weapon Attack: +4 to hit, range 80/320 ft., one target. Hit: 5 (1d6 + 2) piercing damage."}],"bonus_actions":[{"name":"Portal Traveler (Recharge 5-6)","desc":"The ramag creates and steps into a small portal and out of an identical portal in a space it can see within 60 feet of it. If a creature is in the destination space, the creature must make a DC 13 Intelligence saving throw. On a failure, the ramag trades spaces with the creature. On a success, the ramag fails to teleport. Whatever the result, the portal disappears."}],"reactions":[],"legendary_desc":null,"legendary_actions":[],"special_abilities":[{"name":"Magic Resistance","desc":"The ramag has advantage on saving throws against spells or other magical effects."},{"name":"Portal Sense","desc":"The ramag can pinpoint the location of planar portals within 100 feet of it and can sense the general direction of planar portals within 1 mile of it. In addition, if the ramag spends 10 minutes studying a portal, it can determine the portal's destination and any requirements to use or activate it."}],"spell_list":[],"page_no":299,"environments":[],"img_main":"http://api-beta.open5e.com/","document__slug":"tob-2023","document__title":"Tome of Beasts 2023","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/tome-of-beasts-1-2023-edition/","v2_converted_path":"/v2/creatures/tob-2023_ramag/"},{"slug":"ratfolk-tob1-2023","desc":"False","name":"Ratfolk","size":"Small","type":"Humanoid","subtype":"","group":"null","alignment":"Neutral","armor_class":14,"armor_desc":"studded leather","hit_points":17,"hit_dice":"5d6","speed":{"walk":10},"strength":7,"dexterity":15,"constitution":11,"intelligence":14,"wisdom":10,"charisma":10,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":12,"skills":{"Perception":2},"damage_vulnerabilities":"False","damage_resistances":"False","damage_immunities":"False","condition_immunities":"False","senses":"darkvision 60 ft., passive Perception 12","languages":"Common","challenge_rating":"1/4","cr":0.25,"actions":[{"name":"Dagger","desc":"Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 4 (1d4 + 2) piercing damage."},{"name":"Light Crossbow","desc":"Ranged Weapon Attack: +4 to hit, range 80/320 ft., one target. Hit: 6 (1d8 + 2) piercing damage."}],"bonus_actions":[],"reactions":[],"legendary_desc":null,"legendary_actions":[],"special_abilities":[{"name":"Nimbleness","desc":"The ratfolk can move through the space of any Medium or larger hostile creature, and such a space isn't difficult terrain for the ratfolk."},{"name":"Pack Tactics","desc":"The ratfolk has advantage on attack rolls against a creature if at least one of the ratfolk's allies is within 5 feet of the creature and the ally isn't incapacitated."}],"spell_list":[],"page_no":302,"environments":[],"img_main":"http://api-beta.open5e.com/","document__slug":"tob-2023","document__title":"Tome of Beasts 2023","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/tome-of-beasts-1-2023-edition/","v2_converted_path":"/v2/creatures/tob-2023_ratfolk/"},{"slug":"roachlinglord-tob1-2023","desc":"False","name":"Roachling Lord","size":"Small","type":"Humanoid","subtype":"","group":"null","alignment":"Chaotic Neutral","armor_class":15,"armor_desc":"natural armor","hit_points":63,"hit_dice":"14d6 + 14","speed":{"walk":25},"strength":10,"dexterity":16,"constitution":12,"intelligence":10,"wisdom":10,"charisma":10,"strength_save":null,"dexterity_save":5,"constitution_save":3,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":10,"skills":{"Acrobatics":5,"Stealth":7},"damage_vulnerabilities":"False","damage_resistances":"False","damage_immunities":"False","condition_immunities":"poisoned","senses":"darkvision 60 ft., tremorsense 10 ft., passive Perception 10","languages":"Common","challenge_rating":"2","cr":2.0,"actions":[{"name":"Multiattack","desc":"The roachling lord makes two Begrimed Shortsword or Begrimed Dart attacks."},{"name":"Begrimed Shortsword","desc":"Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) piercing damage plus 3 (1d6) poison damage."},{"name":"Begrimed Dart","desc":"Ranged Weapon Attack: +5 to hit, range 20/60 ft., one target. Hit: 5 (1d4 + 3) piercing damage plus 3 (1d6) poison damage."}],"bonus_actions":[],"reactions":[],"legendary_desc":null,"legendary_actions":[],"special_abilities":[{"name":"Hardy","desc":"The roachling is immune to diseases and has advantage on Constitution saving throws."},{"name":"Unpleasant Scent","desc":"The roachling has disadvantage on Wisdom (Animal Handling) checks when interacting with Beasts and on Charisma checks when interacting with Humanoids. If the roachling bathes meticulously, it loses this trait for 24 hours."}],"spell_list":[],"page_no":310,"environments":[],"img_main":"http://api-beta.open5e.com/","document__slug":"tob-2023","document__title":"Tome of Beasts 2023","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/tome-of-beasts-1-2023-edition/","v2_converted_path":"/v2/creatures/tob-2023_roachling-lord/"},{"slug":"roachlingskirmisher-tob1-2023","desc":"False","name":"Roachling Skirmisher","size":"Small","type":"Humanoid","subtype":"","group":"null","alignment":"Chaotic Neutral","armor_class":13,"armor_desc":"natural armor","hit_points":21,"hit_dice":"6d6","speed":{"walk":25},"strength":10,"dexterity":14,"constitution":11,"intelligence":10,"wisdom":9,"charisma":8,"strength_save":null,"dexterity_save":4,"constitution_save":2,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":9,"skills":{"Acrobatics":4,"Stealth":6},"damage_vulnerabilities":"False","damage_resistances":"False","damage_immunities":"False","condition_immunities":"poisoned","senses":"darkvision 60 ft., tremorsense 10 ft., passive Perception 9","languages":"Common","challenge_rating":"1/4","cr":0.25,"actions":[{"name":"Shortsword","desc":"Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) piercing damage."},{"name":"Dart","desc":"Ranged Weapon Attack: +4 to hit, range 20/60 ft., one target. Hit: 4 (1d4 + 2) piercing damage."}],"bonus_actions":[],"reactions":[],"legendary_desc":null,"legendary_actions":[],"special_abilities":[{"name":"Hardy","desc":"The roachling is immune to diseases and has advantage on Constitution saving throws."},{"name":"Unpleasant Scent","desc":"The roachling has disadvantage on Wisdom (Animal Handling) checks when interacting with Beasts and on Charisma checks when interacting with Humanoids. If the roachling bathes meticulously, it loses this trait for 24 hours."}],"spell_list":[],"page_no":310,"environments":[],"img_main":"http://api-beta.open5e.com/","document__slug":"tob-2023","document__title":"Tome of Beasts 2023","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/tome-of-beasts-1-2023-edition/","v2_converted_path":"/v2/creatures/tob-2023_roachling-skirmisher/"},{"slug":"scorpioncultist-tob1-2023","desc":"False","name":"Scorpion Cultist","size":"Medium","type":"Humanoid","subtype":"","group":"null","alignment":"Neutral","armor_class":13,"armor_desc":"","hit_points":26,"hit_dice":"4d8 + 8","speed":{"walk":30},"strength":11,"dexterity":17,"constitution":15,"intelligence":10,"wisdom":13,"charisma":10,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":13,"skills":{"Animal Handling":3,"Deception":2,"Perception":3,"Stealth":5},"damage_vulnerabilities":"False","damage_resistances":"poison","damage_immunities":"False","condition_immunities":"False","senses":"passive Perception 14","languages":"Common","challenge_rating":"1/2","cr":0.5,"actions":[{"name":"Scimitar","desc":"Melee Weapon Attack: +5 to hit, reach 5 ft, one target. Hit: 6 (1d6 + 3) slashing damage plus 2 (1d4) poison damage."},{"name":"Sling","desc":"Ranged Weapon Attack: +5 to hit, range 30/120 ft., one target. Hit: 5 (1d4 + 3) bludgeoning damage plus 2 (1d4) poison damage."}],"bonus_actions":[],"reactions":[],"legendary_desc":null,"legendary_actions":[],"special_abilities":[{"name":"Dark Devotion","desc":"The scorpion cultist has advantage on saving throws against being charmed or frightened."},{"name":"Keen Senses","desc":"The scorpion cultist has advantage on Wisdom (Perception) checks."},{"name":"Scorpion's Blessing","desc":"The scorpion cultist has advantage on saving throws against poison. In addition, when the scorpion cultist hits with any weapon, the weapon deals an extra 1d4 poison damage (included in the attack)."}],"spell_list":[],"page_no":411,"environments":[],"img_main":"http://api-beta.open5e.com/","document__slug":"tob-2023","document__title":"Tome of Beasts 2023","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/tome-of-beasts-1-2023-edition/","v2_converted_path":"/v2/creatures/tob-2023_scorpion-cultist/"},{"slug":"shroud-tob1-2023","desc":"False","name":"Shroud","size":"Medium","type":"Undead","subtype":"","group":"null","alignment":"Neutral Evil","armor_class":11,"armor_desc":"","hit_points":13,"hit_dice":"3d8","speed":{"walk":30},"strength":4,"dexterity":13,"constitution":10,"intelligence":2,"wisdom":10,"charisma":8,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":10,"skills":{"Stealth":3},"damage_vulnerabilities":"radiant","damage_resistances":"acid, cold, fire, lightning, thunder; bludgeoning, piercing, and slashing from nonmagical attacks","damage_immunities":"necrotic, poison","condition_immunities":"exhaustion, frightened, grappled, paralyzed, petrified, poisoned, prone, restrained","senses":"darkvision 60 ft., passive Perception 10","languages":"Common","challenge_rating":"1/8","cr":0.125,"actions":[{"name":"Strength Drain","desc":"Melee Weapon Attack: +3 to hit, reach 5 ft., one creature. Hit: 3 (1d4 + 1) necrotic damage, and the target has disadvantage on weapon attacks that use Strength until the end of its next turn. If a non-evil humanoid dies from this attack, a new shroud rises from the corpse 1d4 hours later."}],"bonus_actions":[{"name":"Shadow Stealth","desc":"While in dim light or darkness, the shroud takes the Hide action."}],"reactions":[],"legendary_desc":null,"legendary_actions":[],"special_abilities":[{"name":"Amorphous","desc":"The shroud can move through a space as narrow as 1 inch wide without squeezing."},{"name":"Shadow Evolution","desc":"If the shroud deals at least 12 necrotic damage to a creature that isn't a Construct or Undead in 1 minute or less, the shroud transforms into a shadow at the start of the turn after it last dealt damage. It uses the statistics of the shadow, except it reduces the shadow's hp by an amount equal to the damage the shroud took before it transformed."},{"name":"Sunlight Weakness","desc":"While in sunlight, the shroud has disadvantage on attack rolls, ability checks, and saving throws."},{"name":"Undead Nature","desc":"The shroud doesn't require air, food, drink, or sleep."}],"spell_list":[],"page_no":327,"environments":[],"img_main":"http://api-beta.open5e.com/","document__slug":"tob-2023","document__title":"Tome of Beasts 2023","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/tome-of-beasts-1-2023-edition/","v2_converted_path":"/v2/creatures/tob-2023_shroud/"},{"slug":"subek-tob1-2023","desc":"False","name":"Subek","size":"Large","type":"Humanoid","subtype":"","group":"null","alignment":"Lawful Neutral","armor_class":15,"armor_desc":"natural armor","hit_points":114,"hit_dice":"12d10 + 48","speed":{"walk":20},"strength":19,"dexterity":10,"constitution":18,"intelligence":14,"wisdom":13,"charisma":13,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":11,"skills":{"History":5,"Investigation":5},"damage_vulnerabilities":"False","damage_resistances":"False","damage_immunities":"False","condition_immunities":"False","senses":"darkvision 60 ft., passive Perception 11","languages":"Common","challenge_rating":"5","cr":5.0,"actions":[{"name":"Multiattack","desc":"The subek makes one Bite attack and two Claw attacks. If both Claw attacks hit one creature, the target must succeed on a DC 15 Strength saving throw or take 7 (2d6) slashing damage as the subek tears into the target."},{"name":"Bite","desc":"Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) piercing damage."},{"name":"Claw","desc":"Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) slashing damage."}],"bonus_actions":[],"reactions":[],"legendary_desc":null,"legendary_actions":[],"special_abilities":[{"name":"Flood Fever","desc":"During flood season, the subek is overcome with bloodthirsty malice, becoming more aggressive and losing its proficiency in Intelligence (History) and Intelligence (Investigation) checks. If it hasn't fed within the past 8 hours, it enters a frenzy, spending each turn attacking the nearest creature it can see. If no creature is near enough to move to and attack, the subek attacks an object, with preference for an object smaller than itself. During the frenzy, it has advantage on melee attack rolls against any creature that doesn't have all its hp."},{"name":"Hold Breath","desc":"The subek can hold its breath for 15 minutes."}],"spell_list":[],"page_no":352,"environments":[],"img_main":"http://api-beta.open5e.com/","document__slug":"tob-2023","document__title":"Tome of Beasts 2023","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/tome-of-beasts-1-2023-edition/","v2_converted_path":"/v2/creatures/tob-2023_subek/"},{"slug":"wampuscat-tob1-2023","desc":"False","name":"Wampus Cat","size":"Medium","type":"Monstrosity","subtype":"","group":"null","alignment":"Chaotic Neutral","armor_class":14,"armor_desc":"","hit_points":39,"hit_dice":"6d8 + 12","speed":{"walk":30},"strength":14,"dexterity":18,"constitution":15,"intelligence":12,"wisdom":14,"charisma":16,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":12,"skills":{"Deception":5,"Persuasion":5},"damage_vulnerabilities":"False","damage_resistances":"False","damage_immunities":"False","condition_immunities":"False","senses":"darkvision 60 ft., passive Perception 12","languages":"Common","challenge_rating":"1","cr":1.0,"actions":[{"name":"Claw (True Form Only)","desc":"Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) slashing damage."},{"name":"Sweet Song (Recharge 5-6)","desc":"The wampus cat sings a sweet melody. Each creature within 60 feet of her that can hear the song must succeed on a DC 13 Charisma saving throw or be charmed for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the wampus cat's Sweet Song for the next 24 hours."},{"name":"Terrifying Yowl (Recharge 5-6)","desc":"The wampus cat emits an ear-piercing yowl. Each creature within 15 feet of the wampus cat that can hear the yowl must make a DC 13 Wisdom saving throw. On a failure, a creature takes 10 (3d6) thunder damage and is frightened until the end of its next turn. On a success, a creature takes half the damage and isn't frightened."}],"bonus_actions":[{"name":"Change Shape","desc":"The wampus cat magically polymorphs into a Medium female Humanoid, or back into her true form. Her statistics are the same in each form. Any equipment she is wearing or carrying transforms with her. She reverts to her true form if she dies."}],"reactions":[],"legendary_desc":null,"legendary_actions":[],"special_abilities":[{"name":"Divine Animosity","desc":"The wampus cat has advantage on attack rolls against creatures wielding divine or celestial power, such as clerics, paladins, or aasimars."}],"spell_list":[],"page_no":392,"environments":[],"img_main":"http://api-beta.open5e.com/","document__slug":"tob-2023","document__title":"Tome of Beasts 2023","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/tome-of-beasts-1-2023-edition/","v2_converted_path":"/v2/creatures/tob-2023_wampus-cat/"},{"slug":"whiteape-tob1-2023","desc":"False","name":"White Ape","size":"Large","type":"Monstrosity","subtype":"","group":"null","alignment":"Neutral","armor_class":14,"armor_desc":"natural armor","hit_points":114,"hit_dice":"12d10 + 48","speed":{"walk":40},"strength":18,"dexterity":16,"constitution":18,"intelligence":8,"wisdom":14,"charisma":8,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":15,"skills":{"Athletics":7,"Intimidation":5,"Perception":5},"damage_vulnerabilities":"False","damage_resistances":"False","damage_immunities":"False","condition_immunities":"False","senses":"darkvision 60 ft., passive Perception 15","languages":"Common","challenge_rating":"6","cr":6.0,"actions":[{"name":"Multiattack","desc":"The white ape makes one Bite attack and two Fist attacks."},{"name":"Bite","desc":"Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) piercing damage, and the target must succeed on a DC 15 Constitution saving throw or contract the arcane wasting disease (see the Arcane Wasting trait)."},{"name":"Fist","desc":"Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 15 (2d10 + 4) bludgeoning damage."},{"name":"Frenzy (Recharge 5-6)","desc":"The white ape lashes out wildly at nearby creatures, flailing and biting. Each creature within 10 feet of the white ape must make a DC 15 Dexterity saving throw. On a failure, a creature takes 35 (10d6) bludgeoning damage and is pushed up to 10 feet away from the ape. On a success, a creature takes half the damage and isn't pushed. A creature that succeeds on this saving throw also has advantage on attack rolls against the white ape until the end of its next turn."},{"name":"Familiar","desc":"The witchlight can serve another creature as a familiar, forming a magic, telepathic bond with that willing companion. While the two are bonded, the companion can sense what the witchlight senses as long as they are within 1 mile of each other. While the witchlight is within 10 feet of its companion, the companion can't be blinded. At any time and for any reason, the witchlight can end its service as a familiar, ending the telepathic bond."}],"bonus_actions":[],"reactions":[],"legendary_desc":null,"legendary_actions":[],"special_abilities":[{"name":"Arcane Wasting","desc":"Characterized by the slow mental deterioration it causes, arcane wasting is a disease that infects Humanoids and spreads through spellcasting. A creature infected with this disease manifests symptoms 1d4 days after infection, which include brain fog and difficulty recalling memories. Until the disease is cured, at the end of each long rest, the infected creature must succeed on a DC 15 Constitution saving throw or its Intelligence and Wisdom scores are each reduced by 1d2. This reduction lasts until the creature finishes a long rest after the disease is cured. If the disease reduces a creature's Intelligence or Wisdom to 0, the creature dies. If the infected creature casts a spell on a Humanoid before the disease is cured, and the Humanoid is hit by the spell or fails the saving throw, that Humanoid must succeed on a DC 15 Constitution saving throw or also become infected with the arcane wasting disease."},{"name":"Magic Resistance","desc":"The white ape has advantage on saving throws against spells and other magical effects."},{"name":"Spellcasting Animosity","desc":"If the white ape sees a creature cast a spell, the ape has advantage on attack rolls against that creature on the ape's next turn."}],"spell_list":[],"page_no":396,"environments":[],"img_main":"http://api-beta.open5e.com/","document__slug":"tob-2023","document__title":"Tome of Beasts 2023","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/tome-of-beasts-1-2023-edition/","v2_converted_path":"/v2/creatures/tob-2023_white-ape/"},{"slug":"death_knight_bf","desc":"","name":"Death Knight","size":"medium","type":"Undead","subtype":"","group":null,"alignment":"","armor_class":18,"armor_desc":"plate","hit_points":140,"hit_dice":"","speed":{"walk":30},"strength":18,"dexterity":10,"constitution":16,"intelligence":12,"wisdom":20,"charisma":18,"strength_save":4,"dexterity_save":0,"constitution_save":3,"intelligence_save":1,"wisdom_save":5,"charisma_save":4,"perception":15,"skills":{},"damage_vulnerabilities":"radiant","damage_resistances":"","damage_immunities":"necrotic,frightened,Undead Resilience","condition_immunities":"","senses":"darkvision 90 ft.","languages":"Common","challenge_rating":"8","cr":8.0,"actions":[{"name":"Multiattack","desc":"The death knight makes three Greatsword or Necrotic Bolt attacks."},{"name":"Greatsword","desc":"_Melee Weapon Attack:_ +7 to hit, reach 5 ft., one target. _Hit:_ 11 (2d6+4) slashing damage and 7 (2d6) necrotic damage."},{"name":"Necrotic Bolt","desc":"_Ranged Spell Attack:_ +7 to hit, range 60 ft., one target. _Hit:_ 18 (4d6+4) necrotic damage."}],"bonus_actions":[{"name":"Champion's Challenge","desc":"The death knight challenges one creature it can see within 30 feet of it. The target must succeed on a DC 15 CHA save or have disadvantage on attack rolls against creatures that aren't the knight until the end of its next turn."}],"reactions":[{"name":"Parry","desc":"The death knight adds 3 to its AC against one melee attack that would hit it. To do so, the death knight must see the attacker and be wielding a melee weapon."},{"name":"Soul Drain","desc":"When the death knight reduces a Humanoid to 0 HP, it can absorb the creature's soul. The target must succeed on a DC 15 WIS save or immediately die, its soul becoming trapped in the death knight's sword. The death knight has advantage on attack rolls for 1 minute after absorbing a soul.<br>The creature can't be restored to life until the death knight is permanently destroyed."}],"legendary_desc":null,"legendary_actions":[],"special_abilities":[{"name":"Disgraced Rejuvenation","desc":"Unless redeemed, a destroyed death knight returns in 1d4 days, regaining all its HP and becoming active again within 10 feet of where it died."},{"name":"Magic Resistance","desc":"The death knight has advantage on saves against spells and other magical effects."},{"name":"Undead Nature","desc":"The death knight doesn't require air, food, drink, or sleep."},{"name":"Undead Resilience","desc":"The death knight is immune to poison damage, to exhaustion, and to the poisoned condition."}],"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_death-knight/"},{"slug":"ghast_bf","desc":"","name":"Ghast","size":"medium","type":"Undead","subtype":"","group":"Ghouls","alignment":"","armor_class":13,"armor_desc":null,"hit_points":48,"hit_dice":"","speed":{"walk":30,"climb":30},"strength":16,"dexterity":16,"constitution":10,"intelligence":10,"wisdom":14,"charisma":8,"strength_save":3,"dexterity_save":3,"constitution_save":0,"intelligence_save":0,"wisdom_save":2,"charisma_save":-1,"perception":12,"skills":{},"damage_vulnerabilities":"","damage_resistances":"necrotic","damage_immunities":"charmed,Undead Resilience","condition_immunities":"","senses":"darkvision 60 ft.","languages":"Common","challenge_rating":"2","cr":2.0,"actions":[{"name":"Multiattack","desc":"The ghast makes one Bite attack and two Claws attacks. If one Bite attack and at least one Claws attack hit a creature that isn't a Construct or Undead, the target must succeed on a DC 13 CON save or contract ghoul hunger (see the Ghoul Hunger sidebar)."},{"name":"Bite","desc":"_Melee Weapon Attack:_ +5 to hit, reach 5 ft., one target. _Hit:_ 7 (1d8+3) piercing damage."},{"name":"Claws","desc":"_Melee Weapon Attack:_ +5 to hit, reach 5 ft., one target. _Hit:_ 8 (2d4+3) slashing damage. If the target is a creature that isn't a Construct or Undead, it must succeed on a DC 13 CON save or be paralyzed for 1 minute. The target can repeat the save at the end of each of its turns, ending the effect on itself on a success."}],"bonus_actions":[],"reactions":[],"legendary_desc":null,"legendary_actions":[],"special_abilities":[{"name":"Hungry Dead Nature","desc":"The ghast doesn't require air or sleep. In addition, it must consume at least 2 pounds of raw meat 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 ghast can't remove levels of exhaustion until it consumes at least 4 pounds of raw meat."},{"name":"Spider Climb","desc":"The ghast can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check."},{"name":"Stench","desc":"A creature that starts its turn within 5 feet of the ghast must succeed on a DC 13 CON save or be poisoned until the start of its next turn. On a success, the creature is immune to the ghast's Stench for 24 hours."},{"name":"Turning Defiance","desc":"The ghast and any ghouls within 30 feet of it have advantage on saves against effects that turn undead."},{"name":"Undead Resilience","desc":"The ghast is immune to poison damage, to exhaustion, and to the poisoned condition."}],"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_ghast/"},{"slug":"ghoul_bf","desc":"","name":"Ghoul","size":"medium","type":"Undead","subtype":"","group":"Ghouls","alignment":"","armor_class":13,"armor_desc":null,"hit_points":34,"hit_dice":"","speed":{"walk":30,"climb":30},"strength":10,"dexterity":16,"constitution":10,"intelligence":6,"wisdom":14,"charisma":6,"strength_save":0,"dexterity_save":3,"constitution_save":0,"intelligence_save":-2,"wisdom_save":2,"charisma_save":-2,"perception":12,"skills":{},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"charmed,Undead Resilience","condition_immunities":"","senses":"darkvision 60 ft.","languages":"Common","challenge_rating":"1","cr":1.0,"actions":[{"name":"Multiattack","desc":"The ghoul makes one Bite attack and one Claws attack. If both attacks hit a creature that isn't a Construct or Undead, the target must succeed on a DC 13 CON save or contract ghoul hunger (see the Ghoul Hunger sidebar)."},{"name":"Bite","desc":"_Melee Weapon Attack:_ +5 to hit, reach 5 ft., one target. _Hit:_ 7 (1d8+3) piercing damage."},{"name":"Claws","desc":"_Melee Weapon Attack:_ +5 to hit, reach 5 ft., one target. _Hit:_ 8 (2d4+3) slashing damage. If the target is a creature that isn't a Construct or Undead, it must succeed on a DC 13 CON save or be paralyzed for 1 minute. The target can repeat the save at the end of each of its turns, ending the effect on itself on a success."}],"bonus_actions":[],"reactions":[],"legendary_desc":null,"legendary_actions":[],"special_abilities":[{"name":"Hungry Dead Nature","desc":"The ghoul doesn't require air or sleep. In addition, it must consume at least 2 pounds of raw meat 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 ghoul can't remove levels of exhaustion until it consumes at least 4 pounds of raw meat."},{"name":"Spider Climb","desc":"The ghoul can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check."},{"name":"Undead Resilience","desc":"The ghoul is immune to poison damage, to exhaustion, and to the poisoned condition."}],"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_ghoul/"}]}