{"count":3207,"next":"https://api-beta.open5e.com/v1/monsters/?format=json&ordering=senses&page=39","previous":"https://api-beta.open5e.com/v1/monsters/?format=json&ordering=senses&page=37","results":[{"slug":"flithidir","desc":"The gnome-like creature flutters from tree to tree, sporting colorful, avian features._  \n**Avian Fey.** Flithidirs are small fey that embody the bright, chaotic nature of birds. They are slender and keen-eyed with feathery crests and feathered wings. Flithidirs are creatures of contrasts—loud and lively, yet prone to moments of calm wonder; bold and cocky, yet easily startled; able to sing with breathtaking beauty or confuse their foes with earsplitting noise.  \n**Shapeshifters.** Flithidirs are shapeshifters, able to change into birds or smaller humanoids, and they favor colorful clothes and adornments, even while shapeshifted. Relentlessly curious, flithidirs often take the form of a bird when they encounter strangers, quietly following and studying the creatures. If the strangers are deemed safe and intriguing, the flithidir approaches in a humanoid form to get better acquainted.  \n**Easily Bored.** Flithidirs tirelessly seek out new things. Some desire new experiences—songs and stories, unusual foods, and sudden discoveries—while others are more covetous, ceaselessly collecting objects they find interesting. Sometimes this greed manifests as a magpie-like desire for shiny things, but a flithidir is also just as likely to be fascinated by items of a certain shape, texture, or color. When a flithidir encounters someone who possesses a thing it wants, it may offer something in exchange— usually a splendid song or acrobatic display—or it may simply request the item with great charm, reacting with frustration or rage if the object is denied to it.","name":"Flithidir","size":"Small","type":"Fey","subtype":"shapechanger","group":null,"alignment":"chaotic neutral","armor_class":13,"armor_desc":null,"hit_points":27,"hit_dice":"6d6+6","speed":{"walk":30,"fly":60},"strength":10,"dexterity":16,"constitution":12,"intelligence":12,"wisdom":13,"charisma":15,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":3,"skills":{"acrobatics":5,"perception":3,"performance":6},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"","condition_immunities":"","senses":"darkvision 60 ft., passive Perception 13","languages":"Auran, Common, Sylvan","challenge_rating":"1","cr":1.0,"actions":[{"name":"Multiattack","desc":"The flithidir makes two melee attacks."},{"name":"Dagger (Humanoid or Fey Form Only)","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.","attack_bonus":5,"damage_dice":"1d4+3"},{"name":"Beak (Bird Form Only)","desc":"Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d4 + 3) piercing damage.","attack_bonus":5,"damage_dice":"1d4+3"}],"bonus_actions":null,"reactions":[{"name":"Mocking Retort","desc":"When a creature the flithidir can see misses it with an attack, the flithidir can cast vicious mockery at the attacker."}],"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Cacophony","desc":"If three or more flithidirs are within 15 feet of each other, they can use their reactions to start a cacophony. Each creature that starts its turn within 30 feet of one of the flithidirs and that can hear the cacophony must succeed on a DC 10 Constitution saving throw or have disadvantage on its next attack roll or ability check. The DC increases by 1 for each flithidir participating in the cacophony to a maximum of DC 16. To join or maintain an existing cacophony, a flithidir must use its bonus action on its turn and end its turn within 15 feet of another flithidir participating in the cacophony. The cacophony ends when less than three flithidir maintain it. A flithidir can still speak and cast spells with verbal components while participating in a cacophony."},{"name":"Shapechanger","desc":"The flithidir can use its action to polymorph into a Small humanoid, into a Small or smaller bird, or back into its true fey form. Its statistics, other than its size and speed, are the same in each form. Any equipment it is wearing or carrying isn't transformed. No matter the form, it always has bright or multicolored hair, fur, scales, or feathers. It reverts to its true form if it dies."},{"name":"Innate Spellcasting","desc":"The flithidir's innate spellcasting ability is Charisma (spell save DC 12). It can innately cast the following spells, requiring no material components.\nAt will: minor illusion (auditory only), vicious mockery\n1/day each: charm person, enthrall"}],"spell_list":[],"page_no":154,"environments":[],"img_main":null,"document__slug":"tob2","document__title":"Tome of Beasts 2","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/tome-of-beasts-2-for-5th-edition/","v2_converted_path":"/v2/creatures/tob2_flithidir/"},{"slug":"heggarna","desc":"The foul abomination wriggles about on multiple caterpillar-like claspers. It has the jagged, circular maw and slippery body of an oversized leech and the head and coloration of a fierce tiger._  \n**Night Terrors.** Many sleepers have experienced nightmares in which a shadowy creature was sitting on them, draining them of their vital essence. While most of these experiences are because of some underlying psychological trauma, some are the result of visitations by terrifying creatures of the night. One such creature is the heggarna, a vile aberration that feeds on a creature’s mental energy as it sleeps and infuses the victim’s subconscious with terrible nightmares for its own vile amusement.  \n**Hidden Fear.** During the day, the heggarna disguises itself as a stray cat, lurking near the homes of potential prey and fleeing with feline-like caution when anyone comes near. Most humanoids overlook simple animals like cats when dealing with a heggarna infestation, but magic can detect the creature’s true appearance. Normal animals react to the heggarna with a strange ferocity, which experienced hunters recognize as a sign of a heggarna.","name":"Heggarna","size":"Tiny","type":"Aberration","subtype":"","group":null,"alignment":"neutral evil","armor_class":16,"armor_desc":"natural armor","hit_points":40,"hit_dice":"9d4+18","speed":{"walk":20,"climb":20},"strength":7,"dexterity":16,"constitution":14,"intelligence":12,"wisdom":13,"charisma":16,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":3,"skills":{"perception":3,"stealth":5},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"","condition_immunities":"","senses":"darkvision 60 ft., passive Perception 13","languages":"Deep Speech, telepathy 30 ft.","challenge_rating":"1","cr":1.0,"actions":[{"name":"Bite","desc":"Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d4 + 3) piercing damage plus 3 (1d6) psychic damage.","attack_bonus":5,"damage_dice":"1d4+3"},{"name":"Dream Rift (Recharge 5-6)","desc":"The heggarna unleashes a barrage of psychic energy in a 15-foot cone. Each creature in that area must make a DC 13 Wisdom saving throw. On a failure, a creature takes 7 (2d6) psychic damage and is incapacitated until the end of its next turn as it is bombarded with nightmarish images. On a success, a creature takes half the damage and isn't incapacitated."},{"name":"Illusory Appearance","desc":"The heggarna covers itself with a magical illusion that makes it look like a Tiny cat. The illusion ends if the heggarna takes a bonus action to end it or if the heggarna dies. The illusion ends immediately if the heggarna attacks or takes damage, but it doesn't end when the heggarna uses Dream Eating.\n\nThe changes wrought by this effect fail to hold up to physical inspection. For example, the heggarna could appear to have fur, but someone touching it would feel its slippery flesh. Otherwise, a creature must take an action to visually inspect the illusion and succeed on a DC 15 Intelligence (Investigation) check to discern the heggarna is disguised."}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Cat Sneak","desc":"While in dim light or darkness, the heggarna has advantage on Dexterity (Stealth) checks made to hide. It can use this trait only while it is disguised as a cat."},{"name":"Dream Eating","desc":"As a bonus action, the heggarna can attach its lamprey-like maw to a sleeping creature. The target's Charisma score is reduced by 1d4 when the heggarna first attaches to it. The target's Charisma score is then reduced by 1 for each hour the heggarna stays attached. The target dies if this reduces its Charisma to 0. Otherwise, the reduction lasts until the target finishes a long rest at least 24 hours after the heggarna reduced its Charisma.\n\nWhile attached, the heggarna fills the target's dreams with nightmares. The target must succeed on a DC 13 Wisdom saving throw or it doesn't gain any benefit from its current rest. If the target succeeds on the saving throw by 5 or more, it immediately awakens.\n\nThe heggarna can detach itself by spending 5 feet of its movement. It does so after it reduces the target's Charisma by 8 or if the target dies."}],"spell_list":[],"page_no":196,"environments":[],"img_main":null,"document__slug":"tob2","document__title":"Tome of Beasts 2","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/tome-of-beasts-2-for-5th-edition/","v2_converted_path":"/v2/creatures/tob2_heggarna/"},{"slug":"hodag","desc":"A creature covered in green and brown fur with a horned, frog-shaped head and spikes running along its back and tail stalks forward, its fanged face twisted in a leering grin._  \nHodags are carnivorous nocturnal predators that stalk temperate forests, hills, and plains.  \n**Taste for Domestic Life.** While fierce, hodags prefer to kill easy prey. Many stalk the lands outside farms, villages, and even small cities, attacking livestock, pets, and travelers. Hodags have been known to break down the doors of houses, barns, and other buildings to get at prey inside.  \n**Solo Hunters until Mating.** Hodags are generally solitary creatures with large territories. Babies are abandoned by their mothers after birth. There is an exception for one week each year in spring just after the end of winter. Hodags within several hundred miles instinctually gather in a prey-filled area, which never seems to be the same place twice. The hodags gorge on as much food as possible and engage in mating rituals. When the week is over, the hodags disperse, returning to their territories.  \n**Impossible to Train.** Hodags are born with strong predator instincts, which helps the young survive after being left by their mothers. Many believe this same instinct makes hodags impossible to train, but such claims only make them more valuable targets for those who collect exotic pets.","name":"Hodag","size":"Large","type":"Beast","subtype":"","group":null,"alignment":"unaligned","armor_class":13,"armor_desc":"natural armor","hit_points":52,"hit_dice":"7d10+14","speed":{"walk":40},"strength":19,"dexterity":12,"constitution":14,"intelligence":3,"wisdom":12,"charisma":7,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":3,"skills":{"perception":3,"stealth":5},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"","condition_immunities":"charmed","senses":"darkvision 60 ft., passive Perception 13","languages":"—","challenge_rating":"3","cr":3.0,"actions":[{"name":"Multiattack","desc":"The hodag makes three melee attacks, but can use its bite and horn attacks only once each."},{"name":"Bite","desc":"Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) piercing damage.","attack_bonus":6,"damage_dice":"1d8+4"},{"name":"Claws","desc":"Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) slashing damage.","attack_bonus":6,"damage_dice":"1d6+4"},{"name":"Tail","desc":"Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 6 (1d4 + 4) piercing damage.","attack_bonus":6,"damage_dice":"1d4+4"},{"name":"Horns","desc":"Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 9 (2d4 + 4) piercing damage.","attack_bonus":6,"damage_dice":"2d4+4"},{"name":"Territorial Display (Recharge 6)","desc":"The hodag rears and stomps on the ground then roars a territorial challenge. Each creature within 10 feet of the hodag must make a DC 14 Dexterity saving throw, taking 14 (4d6) thunder damage on a failed save, or half as much damage on a successful one. A creature that fails the saving throw by 5 or more is also knocked prone."}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Charge","desc":"If the hodag moves at least 10 feet straight toward a target and then hits it with a horn attack on the same turn, the target takes an extra 5 (2d4) piercing damage. If the target is a creature, it must succeed on a DC 14 Strength saving throw or be knocked prone."},{"name":"Improved Critical","desc":"The hodag's teeth, claws, horns, and tail spikes are extra sharp. These weapon attacks score a critical hit on a roll of 19 or 20."},{"name":"Keen Hearing and Smell","desc":"The hodag has advantage on Wisdom (Perception) checks that rely on hearing or smell."}],"spell_list":[],"page_no":200,"environments":[],"img_main":null,"document__slug":"tob2","document__title":"Tome of Beasts 2","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/tome-of-beasts-2-for-5th-edition/","v2_converted_path":"/v2/creatures/tob2_hodag/"},{"slug":"kelp-drake","desc":"The dragon surges through the water in a rippling mass of seaweed, flotsam, and hungry jaws._  \n**Avarice and Opportunity.** Scavengers driven by draconic instinct, kelp drakes have an eye for sunken treasure and easy food. They favor giant oysters, shipwrecked sailors, and unperceptive castaways. Never in one place for long, kelp drakes keep their hoards with them, bundled up in seaweed and scum. Tragically, they lack the intelligence to tell the difference between genuine treasure and pretty but worthless objects.  \n**Drawn to Disaster.** Kelp drakes instinctively trail along the wakes of larger oceanic creatures. After powerful monsters like Open Game License","name":"Kelp Drake","size":"Medium","type":"Dragon","subtype":"","group":null,"alignment":"neutral evil","armor_class":15,"armor_desc":"natural armor","hit_points":60,"hit_dice":"8d8+24","speed":{"swim":50,"walk":20},"strength":18,"dexterity":14,"constitution":16,"intelligence":7,"wisdom":12,"charisma":10,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":3,"skills":{"athletics":6,"perception":3,"stealth":4},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"","condition_immunities":"","senses":"darkvision 60 ft., passive Perception 13","languages":"Draconic","challenge_rating":"3","cr":3.0,"actions":[{"name":"Multiattack","desc":"The drake makes one bite attack and one claw attack. If both attacks hit the same target, the drake can use its Deathroll on the target."},{"name":"Bite","desc":"Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) piercing damage.","attack_bonus":6,"damage_dice":"1d8+4"},{"name":"Claw","desc":"Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) slashing damage.","attack_bonus":6,"damage_dice":"1d6+4"},{"name":"Deathroll","desc":"The kelp drake latches onto a Medium or smaller creature it can see within 5 feet of it and rolls itself and the target. The target must make a DC 13 Constitution saving throw. On a failure, the creature takes 7 (2d6) slashing damage and is stunned until the end of its next turn. On a success, the creature takes half the damage and isn't stunned. The kelp drake can use this action only if both itself and the target are immersed in water."},{"name":"Binding Bile (Recharge 6)","desc":"The drake forcibly vomits a long line of bile-coated kelp that unravels in a 30-foot-long, 5-foot-wide line. Each target in the area must make a DC 13 Dexterity saving throw. On a failure, a creature takes 14 (4d6) acid damage and is restrained by kelp for 1 minute. On a success, a creature takes half the damage and isn't restrained. A creature, including the target, can take its action to remove the kelp by succeeding on a DC 13 Strength check. Alternatively, the kelp can be attacked and destroyed (AC 10; hp 3; immunity to bludgeoning, poison, and psychic damage)."}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Aggressive","desc":"As a bonus action, the drake can move up to its speed toward a hostile creature that it can see."},{"name":"Limited Amphibiousness","desc":"The drake can breathe air and water, but it needs to be submerged at least once every 6 hours to avoid suffocation."}],"spell_list":[],"page_no":227,"environments":[],"img_main":null,"document__slug":"tob2","document__title":"Tome of Beasts 2","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/tome-of-beasts-2-for-5th-edition/","v2_converted_path":"/v2/creatures/tob2_kelp-drake/"},{"slug":"kobold-spellclerk","desc":"The reptilian snout peeking out from a deep hood is the only hint that this cloaked figure is a kobold. A fang charm dangling from its neck, the kobold goes about its business of secrets and whispers._  \n**Agents of the Empire.** Kobold spellclerks work primarily as messengers and agents of the spy network. They are skilled in code writing and breaking, overseeing the operations of other field agents, and providing their overlords a valued glimpse into the internal affairs of their enemies.  \n**Trusted Messengers.** Kobold spellclerks are often granted the use of magic items that aid in encryption and message-sending to supplement their natural skills and magical studies. The messages they carry or compose are often of great import to clandestine activities.","name":"Kobold Spellclerk","size":"Small","type":"Humanoid","subtype":"kobold","group":null,"alignment":"lawful neutral","armor_class":12,"armor_desc":null,"hit_points":21,"hit_dice":"6d6","speed":{"walk":30},"strength":6,"dexterity":14,"constitution":10,"intelligence":16,"wisdom":12,"charisma":12,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":5,"wisdom_save":null,"charisma_save":null,"perception":3,"skills":{"acrobatics":4,"arcana":5,"deception":5,"investigation":5,"perception":3,"persuasion":3,"stealth":4},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"","condition_immunities":"","senses":"darkvision 60 ft., passive Perception 13","languages":"Common, Draconic","challenge_rating":"1/2","cr":0.5,"actions":[{"name":"Multiattack","desc":"The kobold spellclerk makes two melee attacks."},{"name":"Dagger","desc":"Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 4 (1d4 + 2) piercing damage.","attack_bonus":4,"damage_dice":"1d4+2"}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Cunning Action","desc":"On each of its turns, the spellclerk can use a bonus action to take the Dash, Disengage, or Hide action."},{"name":"Pack Tactics","desc":"The kobold has advantage on attack rolls against a creature if at least one of the kobold's allies is within 5 feet of the creature and the ally isn't incapacitated."},{"name":"Sunlight Sensitivity","desc":"While in sunlight, the kobold has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight."},{"name":"Spellcasting","desc":"The kobold spellclerk is a 2nd-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 13, +5 to hit with spell attacks). It has the following wizard spells prepared:\nCantrips (at will): fire bolt, message, minor illusion\n1st level (3 slots): comprehend languages, feather fall, grease, illusory script, sleep"}],"spell_list":[],"page_no":232,"environments":[],"img_main":null,"document__slug":"tob2","document__title":"Tome of Beasts 2","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/tome-of-beasts-2-for-5th-edition/","v2_converted_path":"/v2/creatures/tob2_kobold-spellclerk/"},{"slug":"light-drake","desc":"The light drake is a small, bulky dragon with two legs and two wings. It has glowing yellow eyes, and light reflects easily off its golden scales._  \n**Light Bringers.** Light drakes are obsessed with bringing light into dark places, and often inhabit the darkest parts of the world. They use their light to aid lost travelers and defeat the denizens of the darkest parts of the world. They are regularly hunted by such denizens, who offer large rewards for their golden hides.  \n**Social Trinket-Collectors.** Light drakes are social creatures that live in small, glowing colonies in deep caverns. Like their larger cousins, they enjoy collecting trinkets, though they prefer objects made of bright metals or iridescent stones. They often adorn themselves with such trinkets and use their light magic to make the trinkets shine. Light drakes tend to sleep together in piles for warmth and light in the cold darkness, which has led to many a thief inadvertently stumbling into a colony of the jewelry-coated sleeping drakes after mistaking them for a pile of glittering treasure.  \n**Undead Slayers.** Light drakes despise undead and any creatures that use light, or the absence of light, to prey on innocents. They have a particularly strong hatred for Open Game License","name":"Light Drake","size":"Tiny","type":"Dragon","subtype":"","group":null,"alignment":"neutral good","armor_class":13,"armor_desc":null,"hit_points":24,"hit_dice":"7d4+7","speed":{"fly":60,"walk":20,"hover":true},"strength":7,"dexterity":16,"constitution":13,"intelligence":8,"wisdom":12,"charisma":14,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":3,"skills":{"acrobatics":5,"perception":3},"damage_vulnerabilities":"","damage_resistances":"radiant","damage_immunities":"","condition_immunities":"","senses":"darkvision 60 ft., passive Perception 13","languages":"Common, Draconic","challenge_rating":"1/2","cr":0.5,"actions":[{"name":"Bite","desc":"Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) piercing damage.","attack_bonus":5,"damage_dice":"1d6+3"},{"name":"Breath Weapon (Recharge 6)","desc":"A light drake can breathe a 30-foot line of brilliant white light. Each creature in that line must make a DC 13 Dexterity saving throw. On a failure, a creature takes 5 (2d4) radiant damage and is blinded for 1 minute. On a success, a creature takes half the damage and isn't blinded. A blinded creature can make a DC 13 Constitution saving throw at the end of each of its turns, ending the effect on itself on a success."}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Reflective Scales","desc":"When a light drake is within 5 feet of a source of light, that source of light sheds bright light and dim light for an additional 10 feet. While the light drake wears or carries an object that sheds light from the daylight spell, the light within 10 feet of the drake is sunlight."},{"name":"Innate Spellcasting","desc":"The light drake's innate spellcasting ability is Charisma (spell save DC 12, +4 to hit with spell attacks). It can innately cast the following spells, requiring no material components:\nAt will: dancing lights, light, guiding star, starburst\n3/day each: color spray, faerie fire"}],"spell_list":[],"page_no":231,"environments":[],"img_main":null,"document__slug":"tob2","document__title":"Tome of Beasts 2","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/tome-of-beasts-2-for-5th-edition/","v2_converted_path":"/v2/creatures/tob2_light-drake/"},{"slug":"lymarien","desc":"A tiny bird swoops through the air and alights on a nearby branch. It has the body of a tiny hawk, the colorful wings of a butterfly, and the head of an elf with large, luminous eyes._  \n**Miniscule Fey.** Dwelling in pastoral woods and rich farmland, the lymarien is one of the smallest fey in existence. Barely larger than a wasp, a lymarien is frequently mistaken for a butterfly and often ignored by larger creatures. They are sometimes preyed upon by birds like owls and crows, or attacked by evil fey like Open Game License","name":"Lymarien","size":"Tiny","type":"Fey","subtype":"","group":null,"alignment":"neutral good","armor_class":13,"armor_desc":null,"hit_points":5,"hit_dice":"2d4","speed":{"walk":5,"fly":50},"strength":1,"dexterity":17,"constitution":10,"intelligence":7,"wisdom":13,"charisma":11,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":3,"skills":{"perception":3,"stealth":5},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"","condition_immunities":"","senses":"darkvision 60 ft., passive Perception 13","languages":"Sylvan","challenge_rating":"1/8","cr":0.125,"actions":[{"name":"Claw","desc":"Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d4 + 3) slashing damage.","attack_bonus":5,"damage_dice":"1d4+3"}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Distracting Swoop","desc":"If the lymarien moves at least 20 feet straight toward a creature and then hits it with a claw attack on the same turn, that target must succeed on a DC 11 Wisdom saving throw or be distracted until the end of its next turn. A distracted creature has disadvantage on its next attack roll or ability check."},{"name":"Speak with Beasts","desc":"The lymarien can communicate with beasts as if they shared a language."}],"spell_list":[],"page_no":248,"environments":[],"img_main":null,"document__slug":"tob2","document__title":"Tome of Beasts 2","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/tome-of-beasts-2-for-5th-edition/","v2_converted_path":"/v2/creatures/tob2_lymarien/"},{"slug":"marsh-dire","desc":"This waterlogged humanoid is partially rotting and has plant matter, including a trio of whipping vines, infused in its body._  \n**Drowned Dead.** Marsh dires are the animated remains of humanoids who drowned in marshlands, weighted down by muck and held in place by constricting vines. The bodies decay for several weeks and incorporate the plants that aided in their demise. After they complete this process, they rise as undead, often mistaken as Open Game License","name":"Marsh Dire","size":"Medium","type":"Undead","subtype":"","group":null,"alignment":"neutral evil","armor_class":15,"armor_desc":"natural armor","hit_points":142,"hit_dice":"15d8+75","speed":{"walk":30,"swim":30},"strength":18,"dexterity":13,"constitution":20,"intelligence":7,"wisdom":11,"charisma":8,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":3,"skills":{"perception":3},"damage_vulnerabilities":"","damage_resistances":"fire, necrotic","damage_immunities":"poison","condition_immunities":"charmed, exhaustion, poisoned","senses":"darkvision 60 ft., passive Perception 13","languages":"understands all languages it knew in life but can’t speak","challenge_rating":"8","cr":8.0,"actions":[{"name":"Multiattack","desc":"The marsh dire makes three attacks: two with its claws and one with its strangling vine."},{"name":"Claws","desc":"Melee Weapon Attack: +7 to hit, reach 5 ft., one creature. Hit: 11 (2d6 + 4) slashing damage.","attack_bonus":7,"damage_dice":"2d6+4"},{"name":"Strangling Vine","desc":"Melee Weapon Attack: +7 to hit, reach 10 ft., one creature. Hit: 13 (2d8 + 4) bludgeoning damage plus 7 (2d6) necrotic damage. If the target is Medium or smaller, it is grappled (escape DC 15). Until this grapple ends, the target can't breathe, speak, or cast spells with verbal components; is restrained; and takes 7 (2d6) necrotic damage at the start of each of the marsh dire's turns. The marsh dire has three vines, each of which can grapple only one target.","attack_bonus":7,"damage_dice":"2d8+4"}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Cloying Stench","desc":"Any creature that starts its turn within 10 feet of the marsh dire must succeed on a DC 16 Constitution saving throw or be poisoned until the end of its next turn. On a successful saving throw, the creature has advantage on saving throws against the marsh dire's Cloying Stench for the next 24 hours."}],"spell_list":[],"page_no":258,"environments":[],"img_main":null,"document__slug":"tob2","document__title":"Tome of Beasts 2","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/tome-of-beasts-2-for-5th-edition/","v2_converted_path":"/v2/creatures/tob2_marsh-dire/"},{"slug":"qiqirn","desc":"This strange dog is hairless except for the thick, dark fur that runs along its bony, ridged back._  \n**Arctic Legends.** Oral histories of the north are rich with tales of the qiqirn. The tales say they are drawn to mankind’s warm hearths and homes and that the sounds of music and mirth enrage them. The stories note that qiqirn are jealous of dogs and that jealousy leads them to kill canines whenever they can. More than a few tales are told of qiqirn that have foolishly become trapped while trying to get at a settlement’s sled dogs. Most importantly, northern children are told that a qiqirn can be driven off by shouting its name at it.  \n**Afraid of Civilization.** Feared as they are by northern communities, qiqirn fear those people in turn. When threatened by civilized folk, qiqirn are quick to flee. When this occurs, a qiqirn often returns by night to steal the food or livestock it was previously denied. When qiqirn attacks have driven an entire community to hunt it, the monster leaves the region for easier hunting grounds.  \n**Spirit Dog.** A qiqirn’s fear of civilization is built on the basis of self-preservation. The Open Game License","name":"Qiqirn","size":"Small","type":"Monstrosity","subtype":"","group":null,"alignment":"neutral","armor_class":14,"armor_desc":null,"hit_points":38,"hit_dice":"7d6+14","speed":{"walk":30},"strength":15,"dexterity":18,"constitution":14,"intelligence":5,"wisdom":12,"charisma":13,"strength_save":null,"dexterity_save":null,"constitution_save":4,"intelligence_save":null,"wisdom_save":3,"charisma_save":null,"perception":3,"skills":{"perception":3,"stealth":6},"damage_vulnerabilities":"","damage_resistances":"necrotic","damage_immunities":"","condition_immunities":"","senses":"darkvision 60 ft., passive Perception 13","languages":"understands Common but can’t speak","challenge_rating":"2","cr":2.0,"actions":[{"name":"Bite","desc":"Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) piercing damage plus 4 (1d8) necrotic damage. If the target is a creature, it must succeed on a DC 12 Strength saving throw or be knocked prone.","attack_bonus":6,"damage_dice":"1d6+4"},{"name":"Spirit-infused Yip","desc":"The qiqirn releases a spirt-infused yip at one creature it can see within 30 feet of it. If the target can hear the qiqirn, it must make a DC 12 Wisdom saving throw, taking 9 (2d8) necrotic damage on a failed save, or half as much damage on a successful one."}],"bonus_actions":null,"reactions":[{"name":"Horrifying Wail","desc":"When the qiqirn takes damage, the spirits infusing it cry out, afraid of losing their host. If the creature that dealt the damage can hear the qiqirn, it must succeed on a DC 12 Wisdom saving throw or be frightened until the end of its next turn."}],"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Keen Smell","desc":"The qiqirn has advantage on Wisdom (Perception) checks that rely on smell."},{"name":"Self-loathing","desc":"A creature the qiqirn can hear can use its action to say “qiqirn” and make a Charisma (Intimidation) check. If it does so, the qiqirn must succeed on a Wisdom saving throw with a DC equal to the creature's Charisma (Intimidation) check or be frightened of that creature until the end of its next turn. If the qiqirn succeeds on the saving throw, it can't be frightened by that creature for the next 24 hours."}],"spell_list":[],"page_no":301,"environments":[],"img_main":null,"document__slug":"tob2","document__title":"Tome of Beasts 2","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/tome-of-beasts-2-for-5th-edition/","v2_converted_path":"/v2/creatures/tob2_qiqirn/"},{"slug":"servant-of-the-unsated-god","desc":"The grinning ghoul’s mace drips with shadow as it chants prayers to its dark god. Another shadowy grin appears on top of the ghoul’s and extends out, consuming all it touches._  \n**Worshiper of Hunger.** The Unsated God, is a god of death, hunger, and the undead. The bulk of his followers, especially in the deep caverns of the world, are undead. The most common of these followers are darakhul— intelligent and civilized ghouls—who share their lord’s unholy hunger. The servants of the Unsated God act as civil officials, support the imperial army, and spread the faith (often by slaying intruding surface dwellers then recruiting them as newly risen undead).  \n**Hungry Dead Nature.** The ghoul requires no air or sleep.","name":"Servant of the Unsated God","size":"Medium","type":"Undead","subtype":"","group":null,"alignment":"neutral evil","armor_class":17,"armor_desc":"breastplate, shield","hit_points":82,"hit_dice":"11d8+33","speed":{"walk":30},"strength":17,"dexterity":12,"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":null,"skills":{"deception":3,"history":2,"religion":2,"stealth":3},"damage_vulnerabilities":"","damage_resistances":"necrotic","damage_immunities":"poison","condition_immunities":"charmed, exhaustion, poisoned","senses":"darkvision 60 ft., passive Perception 13","languages":"Common, Darakhul","challenge_rating":"4","cr":4.0,"actions":[{"name":"Multiattack","desc":"The servant of the Unsated God makes two attacks: one with its bite and one with its mace of the devourer."},{"name":"Bite","desc":"Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) piercing damage, and, if the target is a humanoid, it must succeed on a DC 13 Constitution saving throw or contract darakhul fever.","attack_bonus":5,"damage_dice":"1d6+3"},{"name":"Mace of the Devourer","desc":"Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) bludgeoning damage plus 9 (2d8) necrotic damage. The mace is magical and infused with the Unsated God's power while in the servant's hands.","attack_bonus":5,"damage_dice":"1d6+3"},{"name":"Light Crossbow","desc":"Ranged Weapon Attack: +3 to hit, range 80/320 ft., one target. Hit: 5 (1d8 + 1) piercing damage.","attack_bonus":3,"damage_dice":"1d8+1"},{"name":"Hungering Strike (Recharge 5-6)","desc":"A shadowy jaw superimposes over the servant of the Unsated God's mouth and reaches out to a creature within 30 feet of it. The target must make a DC 13 Constitution saving throw, taking 21 (6d6) necrotic damage on a failed save, or half as much damage on a successful one."}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Inescapable Hunger","desc":"Necrotic damage dealt by the servant of the Unsated God ignores resistance to necrotic damage."},{"name":"Master of Disguise","desc":"A servant in a prepared disguise has advantage on Charisma (Deception) checks made to pass as a living creature. While using this ability, it loses its stench."},{"name":"Stench","desc":"Any creature that starts its turn within 5 feet of the servant must succeed on a DC 13 Constitution saving throw or be poisoned until the start of its next turn. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the servant's Stench for the next 24 hours. A servant using this ability can't also benefit from Master of Disguise."},{"name":"Sunlight Sensitivity","desc":"While in sunlight, the servant has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight."},{"name":"Turning Defiance","desc":"The servant and any ghouls within 30 feet of it have advantage on saving throws against effects that turn undead."},{"name":"Spellcasting","desc":"The servant of the Unsated God is a 4th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 13, +5 to hit with spell attacks). It has the following cleric spells prepared:\nCantrips (at will): guidance, mending, resistance, thaumaturgy\n1st level (4 slots): bane, command, inflict wounds, protection from evil and good\n2nd level (3 slots): blindness/deafness, hold person, spiritual weapon"}],"spell_list":[],"page_no":321,"environments":[],"img_main":null,"document__slug":"tob2","document__title":"Tome of Beasts 2","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/tome-of-beasts-2-for-5th-edition/","v2_converted_path":"/v2/creatures/tob2_servant-of-the-unsated-god/"},{"slug":"spellhound","desc":"A shimmering coat and a ridged snout distinguish the hound from other monstrous canines._  \n**Vindictive Origins.** The first spellhounds began as nothing more than ordinary scent hounds. When the master of the hounds was tormented by a hag, he struck a deal with a powerful fey lord, requesting that his stock be blessed with the ability to hunt the witch. The hounds were returned to him, empowered and mutated, but capable of making short work of the hag nonetheless. After the houndmaster was ostracized for keeping monstrous pets, he grew resentful and concluded that the fey lord had wronged him. He arrogantly set out with his spellhounds after the fey lord that had created them, but he never returned. Ever since, spellhounds have been kept as prized pets by warring fey or set loose in fey-inhabited forests to prey on lonely spellcasters.  \n**Magical Predators.** Spellhounds have olfactory capabilities that allow them to sense the “odor” of spellcasters. This, combined with their spell-repelling coats and their magic-disrupting howls, makes them a menace for anyone with even a minor arcane faculty.","name":"Spellhound","size":"Large","type":"Monstrosity","subtype":"","group":null,"alignment":"lawful neutral","armor_class":14,"armor_desc":"natural armor","hit_points":102,"hit_dice":"12d10+36","speed":{"walk":40},"strength":18,"dexterity":15,"constitution":16,"intelligence":3,"wisdom":13,"charisma":8,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":3,"skills":{"perception":3,"stealth":4},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"","condition_immunities":"charmed","senses":"darkvision 60 ft., passive Perception 13","languages":"—","challenge_rating":"4","cr":4.0,"actions":[{"name":"Multiattack","desc":"The spellhound makes two bite attacks."},{"name":"Bite","desc":"Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) piercing damage. If the target is a creature, it must succeed on a DC 14 Strength saving throw or be knocked prone.","attack_bonus":6,"damage_dice":"2d6+4"},{"name":"Nullifying Howl (1/Day)","desc":"The spellhound lets out a high-pitched, multiphonic howl to disrupt magical effects within 60 feet of it. Any spell of 3rd level or lower within the area ends. For each spell of 4th-level or higher in the area, the spellhound makes an ability check, adding its Constitution modifier to the roll. The DC equals 10 + the spell's level. On a success, the spell ends.\n\nIn addition, each spellcaster within 30 feet of the spellhound that can hear the howl must succeed on a DC 14 Constitution saving throw or be stunned until the end of its next turn."}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Arcane Sense","desc":"The spellhound can pinpoint, by scent, the location of spellcasters within 60 feet of it."},{"name":"Channel Breaker","desc":"The spellhound has advantage on attack rolls against a creature, if the creature is concentrating on a spell."},{"name":"Keen Hearing and Smell","desc":"The spellhound has advantage on Wisdom (Perception) checks that rely on hearing or smell."},{"name":"Magic Resistance","desc":"The spellhound has advantage on saving throws against spells and other magical effects."}],"spell_list":[],"page_no":336,"environments":[],"img_main":null,"document__slug":"tob2","document__title":"Tome of Beasts 2","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/tome-of-beasts-2-for-5th-edition/","v2_converted_path":"/v2/creatures/tob2_spellhound/"},{"slug":"sulsha","desc":"Larger than a gorilla, this monstrous ape is covered in bright-red fur. It has twin tufts of black hair rising from its head like horns and possesses a bony spur on the end of its long, meaty tail. The creature’s eyes glow with evil intelligence, and it carries a bag filled with various incendiary devices._  \n**Jungle Tyrants.** Sulshas are tyrannical simian humanoids that dwell in thick jungles, particularly in hilly or mountainous regions. Obsessed with conquering those around them, sulshas are in a constant state of warfare with creatures that share their homeland. They even force their simian cousins, such as Open Game License","name":"Sulsha","size":"Large","type":"Humanoid","subtype":"simian","group":null,"alignment":"lawful evil","armor_class":16,"armor_desc":"natural armor","hit_points":90,"hit_dice":"12d10+24","speed":{"walk":40,"climb":40},"strength":18,"dexterity":14,"constitution":14,"intelligence":11,"wisdom":12,"charisma":9,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":3,"skills":{"acrobatics":4,"athletics":6,"perception":3,"survival":3},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"","condition_immunities":"","senses":"darkvision 60 ft., passive Perception 13","languages":"Common, Simian","challenge_rating":"4","cr":4.0,"actions":[{"name":"Multiattack","desc":"The sulsha makes three attacks: one with its bite, one with its slam, and one with its tail spur. Alternatively, it makes two bomb attacks."},{"name":"Bite","desc":"Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) piercing damage.","attack_bonus":6,"damage_dice":"1d6+4"},{"name":"Slam","desc":"Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) bludgeoning damage.","attack_bonus":6,"damage_dice":"2d8+4"},{"name":"Tail Spur","desc":"Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 6 (1d4 + 4) piercing damage.","attack_bonus":6,"damage_dice":"1d4+4"},{"name":"Bomb","desc":"Ranged Weapon Attack: +6 to hit, range 20/60 ft., one target. Hit: 7 (1d6 + 4) bludgeoning damage. The target and each creature within 10 feet of it must make a DC 14 Dexterity saving throw, taking 14 (4d6) fire damage on a failed save, or half as much damage on a successful one.","attack_bonus":6,"damage_dice":"1d6+4"},{"name":"Terrifying Display (Recharge 5-6)","desc":"The sulsha beats furiously on its chest and hollers with rage. Each creature within 30 feet of the sulsha that can see or hear it must succeed on a DC 14 Wisdom saving throw or be frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success."}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Arboreal Tactician","desc":"The sulsha is adept at fighting while climbing. It doesn't provoke opportunity attacks when it climbs out of an enemy's reach, and it has advantage on attack rolls against a creature if the creature is climbing."},{"name":"Standing Leap","desc":"The sulsha's long jump is up to 30 feet and its high jump is up to 15 feet, with or without a running start."}],"spell_list":[],"page_no":136,"environments":[],"img_main":null,"document__slug":"tob2","document__title":"Tome of Beasts 2","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/tome-of-beasts-2-for-5th-edition/","v2_converted_path":"/v2/creatures/tob2_sulsha/"},{"slug":"trollkin-raider","desc":"Screams echo in the night as spears meet wood and flesh. One trollkin pulls its spear from its latest victim while its companion raids the victim’s larder._  \nTrollkin raiders are greedy and efficient, moving together under the command of a trollkin leader to take apart a village, a caravan, or a small fortress. Their goal is generally food and portable wealth. Their training as a unit is not extensive but raiders know, trust, and fight for one another.  \n**Night Attacks.** Trollkin raiders attack in a fast-moving, nocturnal group, often using a group of panicked animals or a fire as a distraction in one place while they attack elsewhere. Their assaults are never daylight attacks over open ground; they much prefer surprise and the confusion of night attacks.  \n**Mounted or River Routes.** While trollkin raiders can lope for miles across taiga or through forests, they far prefer to ride horses or row up a river. It gives them both speed and the ability to carry more plunder.  \nNote that in The Raven's Call, the Raider had 78 (12d8 + 24) HP and spoke only Northern Tongue.","name":"Trollkin Raider","size":"Medium","type":"Humanoid","subtype":"trollkin","group":null,"alignment":"neutral","armor_class":14,"armor_desc":"hide armor","hit_points":32,"hit_dice":"5d8+10","speed":{"walk":30},"strength":12,"dexterity":12,"constitution":14,"intelligence":9,"wisdom":12,"charisma":10,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":3,"skills":{"insight":3,"nature":1,"perception":3,"survival":3},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"","condition_immunities":"","senses":"darkvision 60 ft., passive Perception 13","languages":"Common, Trollkin","challenge_rating":"1","cr":1.0,"actions":[{"name":"Multiattack","desc":"The trollkin makes two spear attacks or one bite attack and two claw attacks."},{"name":"Bite","desc":"Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 3 (1d4 + 1) piercing damage.","attack_bonus":3,"damage_dice":"1d4+1"},{"name":"Claw","desc":"Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 3 (1d4 + 1) slashing damage.","attack_bonus":3,"damage_dice":"1d4+1"},{"name":"Spear","desc":"Melee or Ranged Weapon Attack: +3 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 4 (1d6 + 1) piercing damage, or 5 (1d8 + 1) piercing damage if used with two hands to make a melee attack.","attack_bonus":3,"damage_dice":"1d6+1"}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Regeneration","desc":"The trollkin regains 1 hp at the start of its turn. If the trollkin takes acid or fire damage, this trait doesn't function at the start of the trollkin's next turn. The trollkin dies only if it starts its turn with 0 hp and doesn't regenerate."},{"name":"Thick Hide","desc":"The trollkin's skin is thick and tough, granting it a +1 bonus to Armor Class. This bonus is included in the trollkin's AC."}],"spell_list":[],"page_no":353,"environments":[],"img_main":null,"document__slug":"tob2","document__title":"Tome of Beasts 2","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/tome-of-beasts-2-for-5th-edition/","v2_converted_path":"/v2/creatures/tob2_trollkin-raider/"},{"slug":"wardu","desc":"This creature is round and hovers without the aid of wings. Its skin is a deep red color, with a leathery toughness and texture. It has three forward-facing, segmented eyes and a protruding, bloodstained proboscis._  \n**Unknown Origins.** The origins of the wardu are unknown, though scholars speculate that they came from the Plateau of Leng. It is said they were introduced to the Material Plane as a result of an ill-fated expedition by a group of wizards to the edges of the multiverse. The wizards were attacked by a horde of wardu who followed them through the planar rift they created to return home. Although the rift was sealed immediately, dozens of the wardu were trapped on the Material Plane and have since reproduced for numerous generations.  \n**Blood Drinkers.** Wardu are blood drinkers, and it is the only way they absorb sustenance. They are able to attack and gain sustenance from any creature that has blood, no matter the type. Their hunger drives them to attack most creatures they encounter, though they are smart enough to discern the difference between a potential food source and a more powerful creature not worth provoking.  \n**Magic Hunters.** Wardus have a thirst for the blood of spellcasters and even put themselves at risk to obtain that tastiest of treats. Drinking arcane-infused blood has imbued the wardu with some magical power. It can channel this power through its central eye, but the segmented nature of its eye causes the magic to become unstable and scatter as it passes through the eye’s facets.","name":"Wardu","size":"Medium","type":"Aberration","subtype":"","group":null,"alignment":"neutral evil","armor_class":16,"armor_desc":"natural armor","hit_points":105,"hit_dice":"14d8+42","speed":{"fly":40,"walk":0,"hover":true},"strength":10,"dexterity":18,"constitution":16,"intelligence":10,"wisdom":15,"charisma":12,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":3,"wisdom_save":null,"charisma_save":4,"perception":null,"skills":{},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"","condition_immunities":"exhaustion, prone","senses":"darkvision 60 ft., passive Perception 13","languages":"understands Deep Speech but can’t speak, telepathy 60 ft.","challenge_rating":"6","cr":6.0,"actions":[{"name":"Multiattack","desc":"The wardu uses its Segmented Gaze. It then makes two proboscis attacks."},{"name":"Proboscis","desc":"Melee Weapon Attack: +7 to hit, reach 5 ft., one creature. Hit: 11 (2d6 + 4) piercing damage, and the wardu regains hp equal to half the damage dealt. If the target is a spellcaster, the target has disadvantage on Constitution saving throws to maintain its concentration until the end of its next turn.","attack_bonus":7,"damage_dice":"2d6+4"},{"name":"Segmented Gaze","desc":"The wardu's segmented central eye flares with unstable magical energy. One creature the wardu can see within 30 feet of it must succeed on a DC 15 Constitution saving throw or suffer a random condition until the end of its next turn. Roll a d4 to determine the condition: blinded (1), frightened (2), deafened (3), or incapacitated (4)."}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Flyby","desc":"The wardu doesn't provoke opportunity attacks when it flies out of an enemy's reach."},{"name":"Magic Resistance","desc":"The wardu has advantage on saving throws against spells and other magical effects."}],"spell_list":[],"page_no":365,"environments":[],"img_main":null,"document__slug":"tob2","document__title":"Tome of Beasts 2","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/tome-of-beasts-2-for-5th-edition/","v2_converted_path":"/v2/creatures/tob2_wardu/"},{"slug":"wintergrim","desc":"This squat creature is covered in furs, making it almost as wide as it is tall. A large nose pokes through the furs, and its gentle eyes shine._  \n**Spirit of Hospitality.** Wintergrims are solitary fey who build their homes in remote locations. When they are alone, they spend much of their time traversing the territory surrounding their homes, watchful for creatures in dire straits or in need of shelter. Wintergrims offer assistance and lodging to travelers they encounter and jump to the rescue for those in immediate peril. They readily share the furs in which they bundle themselves and are often laden with warm soups and beverages they share with visitors suffering from the elements.  \n**Inscrutable Rules.** A wintergrim’s hospitality has limits, as each wintergrim has a unique set of behaviors it holds taboo within the confines of its home. Breaking its rules is so abhorrent to a wintergrim, it dares not even discuss the things it forbids. The rules range from the seemingly innocuous—such as leaving one’s boots on when entering a wintergrim’s home—to common societal norms—such as not attacking or killing another guest. Discovering a wintergrim’s proscribed behavior is difficult, since the wintergrim ignores transgressions outside its home, perhaps giving a cryptic warning that it wouldn’t tolerate the same in its domicile. Mere discussion about its rules may also provoke the fey.  \nWhatever the case, wintergrims demand rulebreakers leave their premises at once, resorting to pummeling those who fail to comply.  \n**Competent Woodsfolk.** As loners with occasional guests, wintergrims are necessarily self-sustaining. They are omnivorous, and they grow gardens, set traps, and hunt for their food. Though they are inured to cold temperatures, they enjoy having a house in which they can reside and share their hospitality. They are adept with the axes they wield to chop down trees for their homes and fires, but they are careful not to overharvest wood. Other than when they hunt, they rarely use their axes as weapons. They prefer to punch their opponents in the hope they can drive their foes away, resorting to their axes only in desperate situations.","name":"Wintergrim","size":"Small","type":"Fey","subtype":"","group":null,"alignment":"chaotic good","armor_class":13,"armor_desc":"hide armor","hit_points":26,"hit_dice":"4d6+12","speed":{"walk":30},"strength":19,"dexterity":12,"constitution":17,"intelligence":12,"wisdom":16,"charisma":11,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":null,"skills":{"insight":5,"nature":3,"persuasion":2,"survival":5},"damage_vulnerabilities":"","damage_resistances":"cold","damage_immunities":"","condition_immunities":"charmed","senses":"darkvision 60 ft., passive Perception 13","languages":"Common, Sylvan","challenge_rating":"1/2","cr":0.5,"actions":[{"name":"Fist","desc":"Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 6 (1d4 + 4) bludgeoning damage.","attack_bonus":6,"damage_dice":"1d4+4"},{"name":"Handaxe","desc":"Melee or Ranged Weapon Attack: +6 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 7 (1d6 + 4) slashing damage, or 8 (1d8 + 4) slashing damage if used with two hands to make a melee attack.","attack_bonus":6,"damage_dice":"1d6+4"}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Unique Rules","desc":"If a creature breaks one of the wintergrim's rules of conduct, it becomes enraged. The wintergrim has advantage on Charisma (Intimidation) checks and attack rolls against the offending creature. An offending creature that succeeds on a DC 14 Charisma (Persuasion) check can calm the enraged wintergrim. If the offending creature has damaged the wintergrim in the last hour, it has disadvantage on this check. A creature that succeeds on a DC 12 Intelligence (Investigation) or Wisdom (Insight) check can determine the wintergrim's rules before enraging it."},{"name":"Innate Spellcasting","desc":"The wintergrim's innate spellcasting ability is Wisdom (spell save DC 13). It can innately cast the following spells, requiring no material components.\n3/day each: goodberry, speak with animals\n1/day each: lesser restoration, protection from poison"}],"spell_list":[],"page_no":372,"environments":[],"img_main":null,"document__slug":"tob2","document__title":"Tome of Beasts 2","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/tome-of-beasts-2-for-5th-edition/","v2_converted_path":"/v2/creatures/tob2_wintergrim/"},{"slug":"accursed-defiler","desc":"_A gaunt figure in a tattered black mantle shrouded in a cloud of whirling sand. Thin cracks run across its papyrus-dry skin and around its hollow, black eyes._  \n**Cursed to Wander and Thirst.** Accursed defilers are the remnants of an ancient tribe that desecrated a sacred oasis. For their crime, the wrathful spirits cursed the tribe to forever wander the wastes attempting to quench an insatiable thirst. Each defiler carries a parched sandstorm within its lungs and in the flowing sand in its veins. Wherever they roam, they leave only the desiccated husks of their victims littering the sand.  \n**Unceasing Hatred.** The desperate or foolish sometimes try to speak with these ill-fated creatures in their archaic native tongue, to learn their secrets or to bargain for their services, but a defiler’s heart is blackened with hate and despair, leaving room for naught but woe.  \n**Servants to Great Evil.** On very rare occasions, accursed defilers serve evil high priests, fext, or soulsworn warlocks as bodyguards and zealous destroyers, eager to spread the withering desert’s hand to new lands.  \n**Undead Nature.** An accursed defiler doesn’t require air, food, drink, or sleep.","name":"Accursed Defiler","size":"Medium","type":"Undead","subtype":"","group":null,"alignment":"neutral evil","armor_class":12,"armor_desc":"","hit_points":75,"hit_dice":"10d8+30","speed":{"walk":30},"strength":19,"dexterity":14,"constitution":17,"intelligence":6,"wisdom":15,"charisma":14,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":4,"skills":{"perception":4,"stealth":4},"damage_vulnerabilities":"","damage_resistances":"necrotic; bludgeoning, piercing, and slashing from nonmagical attacks","damage_immunities":"poison","condition_immunities":"charmed, exhaustion, frightened, poisoned","senses":"darkvision 60 ft., passive Perception 14","languages":"understands an ancient language, but can't speak","challenge_rating":"4","cr":4.0,"actions":[{"name":"Multiattack","desc":"The accursed defiler makes two slam attacks."},{"name":"Slam","desc":"Melee Weapon Attack: +6 to hit, reach 5 ft., one creature. Hit: 11 (2d6 + 4) bludgeoning damage. If a creature is hit by this attack twice in the same round (from the same or different accursed defilers), the target must make a DC 13 Constitution saving throw or gain one level of exhaustion.","attack_bonus":6,"damage_dice":"2d6"},{"name":"Sandslash (Recharge 5-6)","desc":"As an action, the accursed defiler intensifies the vortex of sand that surrounds it. All creatures within 10 feet of the accursed defiler take 21 (6d6) slashing damage, or half damage with a successful DC 14 Dexterity saving throw."}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Cursed Existence","desc":"When it drops to 0 hit points in desert terrain, the accursed defiler's body disintegrates into sand and a sudden parched breeze. However, unless it was killed in a hallowed location, with radiant damage, or by a blessed creature, the accursed defiler reforms at the next sundown 1d100 miles away in a random direction."},{"name":"Sand Shroud","desc":"A miniature sandstorm constantly whirls around the accursed defiler in a 10-foot radius. This area is lightly obscured to creatures other than an accursed defiler. Wisdom (Survival) checks made to follow tracks left by an accursed defiler or other creatures that were traveling in its sand shroud are made with disadvantage."}],"spell_list":[],"page_no":12,"environments":[],"img_main":null,"document__slug":"tob","document__title":"Tome of Beasts","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/tome-of-beasts-for-5th-edition-print/","v2_converted_path":"/v2/creatures/tob_accursed-defiler/"},{"slug":"angatra","desc":"_This withered creature wrapped in gore-stained rags. They can pull back a tattered hood to reveal glowing eyes hungry with bloodlust._  \nIn certain tribes, the breaking of local taboos invites terrible retribution from ancestral spirits, especially if the transgressor was a tribal leader or elder. The transgressor is cursed and cast out from the tribe, and then hunted and executed.  \n**Bound Remains Entombed.** The body is wrapped head to toe in lamba cloth to soothe the spirit and to bind it within the mortal husk, then sealed in a tomb far from traditional burial grounds so none may disturb it and its unclean spirit does not taint the blessed dead.  \n**Slow Ritual Cleansing.** Each such body is visited every ten years as the tribe performs the famadihana ritual, replacing the lamba bindings and soothing the suffering of the ancestors. Over generations, this ritual expiates their guilt, until at last the once‑accursed ancestor is admitted through the gates of the afterlife. If a spirit’s descendants abandon their task, or if the sealed tomb is violated, the accursed soul becomes an angatra.  \n**Angry Spirit.** The creature’s form becomes animated by a powerful and malicious ancestor spirit and undergoes a horrible metamorphosis within its decaying cocoon. Its fingernails grow into scabrous claws, its skin becomes hard and leathery, and its withered form is imbued with unnatural speed and agility. Within days, the angatra gathers strength and tears its bindings into rags. It seeks out its descendants to to share the torment and wrath it endured while its spirit lingered.","name":"Angatra","size":"Medium","type":"Undead","subtype":"","group":null,"alignment":"neutral evil","armor_class":17,"armor_desc":"natural armor","hit_points":85,"hit_dice":"10d8+40","speed":{"walk":50},"strength":14,"dexterity":20,"constitution":18,"intelligence":8,"wisdom":12,"charisma":15,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":4,"skills":{"perception":4,"stealth":8},"damage_vulnerabilities":"","damage_resistances":"necrotic; bludgeoning, piercing, and slashing from nonmagical attacks","damage_immunities":"poison","condition_immunities":"charmed, exhaustion, frightened, poisoned","senses":"darkvision 60 ft., passive Perception 14","languages":"all languages it knew in life","challenge_rating":"6","cr":6.0,"actions":[{"name":"Multiattack","desc":"The angatra makes two attacks with its claws."},{"name":"Claw","desc":"Melee Weapon Attack: +8 to hit, reach 5 ft., one creature. Hit: 10 (2d4 + 5) piercing damage, and the creature must succeed on a DC 15 Constitution saving throw or be paralyzed by pain until the end of its next turn.","attack_bonus":8,"damage_dice":"2d4"}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Agonizing Gaze","desc":"When a creature that can see the angatra's eyes starts its turn within 30 feet of the angatra, it must make a DC 13 Charisma saving throw if the angatra isn't incapacitated and can see the creature. On a failed saving throw, the creature has its pain threshold lowered, so that it becomes vulnerable to all damage types until the end of its next turn. Unless it's surprised, a creature can avoid the saving throw by averting its eyes at the start of its turn. A creature that averts its eyes can't see the angatra for one full round, when it chooses anew whether to avert its eyes again. If the creature looks at the angatra in the meantime, it must immediately make the save."},{"name":"Ancestral Wrath","desc":"The angatra immediately recognizes any individual that is descended from its tribe. It has advantage on attack rolls against such creatures, and those creatures have disadvantage on saving throws against the angatra's traits and attacks."}],"spell_list":[],"page_no":19,"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_angatra/"},{"slug":"beli","desc":"_These small, winter faeries are vicious and deadly. With their pale skin and translucent wings, they blend perfectly into their snowy environment; only their beady black eyes stand out against the snow and ice._  \nThese malevolent ice-sprites are a plague upon the people of snowy climates, ambushing unwary prey with icy arrows and freezing spell-like powers.  \n**Servants of the North Wind.** Known as “patzinaki” in some dialects of Dwarvish, the beli are the servants of winter gods and venerate the north wind as Boreas and other gods of darker aspects. They are frequent allies with the fraughashar.  \n**Feast Crashers.** Beli especially delight in disrupting feasts and making off with the holiday cakes—the least deadly of their malicious pranks.  \n**Fear of Druids.** They have an irrational fear of northern druids and their snow bear companions.","name":"Beli","size":"Small","type":"Fey","subtype":"","group":null,"alignment":"neutral evil","armor_class":15,"armor_desc":"natural armor","hit_points":45,"hit_dice":"10d6+10","speed":{"walk":30,"fly":30},"strength":11,"dexterity":16,"constitution":12,"intelligence":8,"wisdom":11,"charisma":14,"strength_save":null,"dexterity_save":5,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":4,"skills":{"perception":4,"stealth":5},"damage_vulnerabilities":"fire","damage_resistances":"","damage_immunities":"cold","condition_immunities":"","senses":"darkvision 60 ft., passive Perception 14","languages":"Common, Dwarvish, Giant","challenge_rating":"2","cr":2.0,"actions":[{"name":"Ice Dagger","desc":"Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d4 + 3) piercing damage plus 2 (1d4) cold damage.","attack_bonus":5,"damage_dice":"1d4"},{"name":"Icy Shortbow","desc":"Ranged Weapon Attack: +5 to hit, range 80/320 ft., one target. Hit: 5 (1d4 + 3) piercing damage plus 2 (1d4) cold damage, and the target must make a successful DC 13 Constitution saving throw or gain 2 levels of exhaustion from the arrow's icy chill. If the save succeeds, the target also becomes immune to further exhaustion from beli arrows for 24 hours (but any levels of exhaustion already gained remain in effect). A character who gains a sixth level of exhaustion doesn't die automatically but drops to 0 hit points and must make death saving throws as normal. The exhaustion lasts until the target recovers fully from the cold damage.","attack_bonus":5,"damage_dice":"1d4"}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Arctic Hunter","desc":"Beli have advantage on Dexterity (Stealth) checks and Wisdom (Perception) checks made in icy, natural surroundings."},{"name":"Cold Regeneration","desc":"As long as the temperature is below freezing, the beli regains 3 hit points at the start of its turn. If the beli takes fire damage, this trait doesn't function at the start of the beli's next turn. The beli dies only if it starts its turn with 0 hit points and it doesn't regenerate."},{"name":"Flyby","desc":"The beli doesn't provoke an opportunity attack when it flies out of an enemy's reach."},{"name":"Innate Spellcasting","desc":"the beli's innate spellcasting ability is Charisma (spell save DC 12, +4 to hit with spell attacks). It can innately cast the following spells, requiring no material components:\n\nat will: invisibility\n\n3/day: chill touch"}],"spell_list":[],"page_no":35,"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_beli/"},{"slug":"broodiken","desc":"_Tiny and built like a caricature of a person, this creature’s enlarged head is filled with pointed teeth._  \n**Bodily Children.** Broodikens are crude servants created by humanoid spellcasters willing to grow them within their own bodies. They resemble their creators in the most obvious ways, with the same number of limbs and basic features, but all broodikens stand one foot tall with overly large heads and heavily fanged mouths. Those born to monstrous humanoids with wings or horns have ineffective, decorative versions that do not help the creature fly or fight.  \n**Emotional Echoes.** Broodikens have little personality of their own and respond to their creators’ emotions, growling when their creators feel anger and babbling happily when their creators feel joy. When their creators are more than 100 feet away, they cry loudly with a sound that resembles children of the creator’s own species. If discovered crying by anyone other than their creator, they attack. When their creators focus their anger on specific individuals, the broodikens attack as a group, using Stealth to get close and overwhelm single opponents.  \n**Born With Daggers.** Broodikens are created by eating the heart of a dead broodiken. Once this “seed” is consumed, 2d4 broodikens grow inside of the “mother” or creator. Nurturing the growing brood requires consuming specific muds, ashes, and plants, which cost 50 gp/day for each incubating broodiken. The incubation period requires one month and takes a toll on the creator’s health. During this time, the creator becomes fatigued after four hours without eight hours’ rest.  \nIf the creator is not a spellcaster, a spellcaster who meets the requirements below must supervise the incubation and birth. Most spellcasters birth the broodiken using a dagger before the broodiken tears its way out. A “mother” can only control one brood of broodiken at a time. Incubating a second brood makes the first brood furiously jealous, and it will turn on its own creator.  \n**Constructed Nature.** A broodiken doesn’t require air, food, drink, or sleep.","name":"Broodiken","size":"Tiny","type":"Construct","subtype":"","group":null,"alignment":"neutral","armor_class":13,"armor_desc":"natural armor","hit_points":55,"hit_dice":"10d4+30","speed":{"walk":20,"climb":20},"strength":8,"dexterity":14,"constitution":16,"intelligence":2,"wisdom":10,"charisma":6,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":4,"skills":{"perception":4,"stealth":6},"damage_vulnerabilities":"","damage_resistances":"bludgeoning, piercing, and slashing from nonmagical attacks","damage_immunities":"poison","condition_immunities":"charmed, exhaustion, frightened, paralyzed, petrified, poisoned","senses":"darkvision 60 ft., passive Perception 14","languages":"-","challenge_rating":"1","cr":1.0,"actions":[{"name":"Bite","desc":"Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 7 (1d10 + 2) piercing damage.","attack_bonus":4,"damage_dice":"1d10"},{"name":"Attach","desc":"When a broodiken succeeds on a bite attack, its teeth latch on, grappling the target (escape DC 9). On each of its turns, its bite attack hits automatically as long as it can maintain its grapple."}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Immutable Form","desc":"The broodiken is immune to any spell or effect that would alter its form."},{"name":"Magic Resistance","desc":"The broodiken has advantage on saving throws against spells and other magical effects."},{"name":"Shared Rage","desc":"A broodiken cannot speak with its creator telepathically, but it feels strong emotions and recognizes the objects of those emotions. A creator can telepathically order broodiken to hunt for and attack individuals by sending the broodiken an image of the creature and the appropriate emotion. As long as the broodiken is on such a hunt, it can be more than 100 feet away from its master without wailing."}],"spell_list":[],"page_no":45,"environments":[],"img_main":null,"document__slug":"tob","document__title":"Tome of Beasts","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/tome-of-beasts-for-5th-edition-print/","v2_converted_path":"/v2/creatures/tob_broodiken/"},{"slug":"child-of-the-briar","desc":"_Its eyes gleam like polished walnuts, and its sly smile seems oddly placed on the tiny body, covered in spikes and thorns. The creature’s waist is no thicker than a clenched fist, and its sinuous arms are no wider than a finger but twice the length of its body._  \n**Born of Magic.** Children of the briar are a frequent nuisance to fey and mortal alike. They grow in deep briar patches in forest clearings or along sunny hillsides and riverbanks. More rarely, they spawn when a sorcerer or magical creature’s blood is spilled on the forest floor, or when summoned into being by obscure druidic items of power.  \n**Thorn Fortresses.** Despite their size, children of the briar gather in great numbers, cultivating ancient forest thickets into veritable fortresses. Wise men flee when they hear their clicking language in the underbrush, for the children have all the capricious wickedness of spiteful children and a taste for blood.  \n**Spies and Scouts.** From their lairs, the children of the briar creep far and wide to spy on the forest’s inhabitants, sometimes using spiders, monstrous centipedes, and giant dragonflies as mounts. They converse with travelers bearing interesting news, but their words are thorned with gleeful malice, jealous bile, and lies. They are not above murder. They trade news and gossip for trinkets, favors, and drops of spilled blood.  \nThe fey have long used the children of the briar as spies and informants, and the power of the Otherworld now courses through their veins, allowing them to work simple magical tricks and slip between the mortal and faerie realms with relative ease.","name":"Child Of The Briar","size":"Tiny","type":"Plant","subtype":"","group":null,"alignment":"neutral evil","armor_class":13,"armor_desc":"","hit_points":50,"hit_dice":"20d4","speed":{"walk":20,"climb":10},"strength":6,"dexterity":17,"constitution":11,"intelligence":13,"wisdom":10,"charisma":14,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":4,"skills":{"perception":4,"stealth":7},"damage_vulnerabilities":"fire","damage_resistances":"","damage_immunities":"","condition_immunities":"","senses":"darkvision 60 ft., passive Perception 14","languages":"Briarclick, Common, Sylvan","challenge_rating":"1","cr":1.0,"actions":[{"name":"Multiattack","desc":"A child of the briar makes two claw attacks. If both attacks hit the same target, the target is grappled (escape DC 13) and the child of the briar uses its Thorny Grapple on it."},{"name":"Claw","desc":"Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) piercing damage.","attack_bonus":5,"damage_dice":"1d6"},{"name":"Spitdart Tongue (Recharge 4-6)","desc":"Ranged Weapon Attack: +5 to hit, range 20/60 ft., one target. Hit: 6 (1d6 + 3) piercing damage. Every child of the briar can shoot thorns from its mouth.","attack_bonus":5,"damage_dice":"1d6+3"},{"name":"Entangle","desc":"Two children of the briar working together can cast a version of the entangle spell with no components, at will. Both creatures must be within 10 feet of each other, and both must use their action to cast the spell. The entangled area must include at least one of the casters but doesn't need to be centered on either caster. Creatures in the area must make a DC 13 Strength saving throw or be restrained. All children of the briar are immune to the spell's effects."},{"name":"Thorny Grapple","desc":"A child of the briar's long thorny limbs help it grapple creatures up to Medium size. A grappled creature takes 2 (1d4) piercing damage at the end of the child's turn for as long as it remains grappled."}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Fey Blood","desc":"Children of the briar count as both plant and fey for any effect related to type."}],"spell_list":[],"page_no":56,"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_child-of-the-briar/"},{"slug":"clockwork-hound","desc":"_This black, mechanical hunting dog keeps its nose to the ground sniffing and whuffling. Gleaming teeth fill its metal mouth._  \n**Ticking Bloodhounds.** Partners to the clockwork huntsmen, these black hounds follow the trails of criminals, escaped slaves, and other unfortunates. Their infused spirits are those of hunting hounds, and their animating magic allows them to follow a scent with preternatural speed and accuracy.  \n**Toy Variants.** Some claim the infusion of animal spirits into clockwork hounds was one of the great arcane discoveries that made the creation of the gearforged possible; others say that it has done nothing but make clockwork mages rich. Certainly the earliest hounds were built for work and war, but the most recent varieties also include some that are deceptively big-eyed and painted as children’s toys or to match a young aristocrat’s favorite outfit.  \n**Serve the Rulers.** Despite this brief flirtation with fashion, most clockwork hounds continue to serve town watches, royal huntsmen, road wardens, moneylenders, and criminal gangs as loyal trackers and guards.  \n**Constructed Nature.** A clockwork hound doesn’t require air, food, drink, or sleep.","name":"Clockwork Hound","size":"Medium","type":"Construct","subtype":"","group":null,"alignment":"unaligned","armor_class":12,"armor_desc":"natural armor","hit_points":71,"hit_dice":"11d8+22","speed":{"walk":50},"strength":16,"dexterity":15,"constitution":14,"intelligence":1,"wisdom":10,"charisma":1,"strength_save":null,"dexterity_save":4,"constitution_save":4,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":4,"skills":{"athletics":7,"perception":4},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"poison, psychic","condition_immunities":"charmed, exhaustion, frightened, paralyzed, petrified, poisoned","senses":"darkvision 60 ft., passive Perception 14","languages":"understands Common","challenge_rating":"2","cr":2.0,"actions":[{"name":"Bite","desc":"Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 16 (2d10 + 5) piercing damage.","attack_bonus":5,"damage_dice":"2d10"},{"name":"Tripping Tongue","desc":"Melee Weapon Attack: +5 to hit, reach 15 ft., one target. Hit: 9 (1d8 + 5) slashing damage, and the target must succeed on a DC 13 Strength saving throw or be knocked prone.","attack_bonus":5,"damage_dice":"1d8"},{"name":"Explosive Core","desc":"The mechanism that powers the hound explodes when the construct is destroyed. All creatures within 5 feet of the hound take 7 (2d6) fire damage, or half damage with a successful DC 12 Dexterity saving throw."}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Immutable Form","desc":"The clockwork hound is immune to any spell or effect that would alter its form."},{"name":"Magic Resistance","desc":"The clockwork hound has advantage on saving throws against spells and other magical effects."},{"name":"Diligent Tracker","desc":"Clockwork hounds are designed to guard areas and track prey. They have advantage on all Wisdom (Perception) and Wisdom (Survival) checks when tracking."}],"spell_list":[],"page_no":62,"environments":[],"img_main":null,"document__slug":"tob","document__title":"Tome of Beasts","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/tome-of-beasts-for-5th-edition-print/","v2_converted_path":"/v2/creatures/tob_clockwork-hound/"},{"slug":"clockwork-huntsman","desc":"_A clockwork huntsman is mechanical soldier clad in flat-black armor, and beneath its breastplate, gears tick and whir._  \n**Slave Hunters.** These metal huntsmen were once the province of corrupt aristocrats, running down escaped slaves and tracking prey in hunting expeditions. Their masters may vary, but the clockwork huntsmen still perform when called upon. In some places they operate only on the command of the secret police, hunting down persons of interest wanted for questioning.  \nHuntsmen may operate alone, but usually they seek their quarry as a small group of two or three. Because they are unsleeping and tireless, few can hide from them for long without magical assistance.  \n**Despised Machines.** Clockwork huntsmen are painted matte black with mithral trim, and occasionally outfitted with armor or a black steel blade for added intimidation. Common folk detest them; all but their keepers and commanders shun them.  \n**Obedient to Orders.** Bound with specific instructions, clockwork huntsmen patrol, stand sentry, or remain unmoving as ordered, always paying attention, always alert to their surroundings. Clockwork huntsmen are unrelenting and single-minded in their missions, focusing on particular targets—priests, spellcasters, or heavily armored intruders, as directed. Oblivious to injury, clockwork huntsmen attack until destroyed or ordered to stand down.  \nClockwork huntsmen stand nearly six feet tall and weigh 400 lb.  \n**Constructed Nature.** A clockwork huntsman doesn’t require air, food, drink, or sleep.","name":"Clockwork Huntsman","size":"Medium","type":"Construct","subtype":"","group":null,"alignment":"unaligned","armor_class":14,"armor_desc":"","hit_points":110,"hit_dice":"20d8+20","speed":{"walk":40},"strength":17,"dexterity":14,"constitution":12,"intelligence":4,"wisdom":10,"charisma":1,"strength_save":5,"dexterity_save":4,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":4,"skills":{"perception":4,"survival":4},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"poison, psychic","condition_immunities":"charmed, exhaustion, frightened, paralyzed, petrified, poisoned","senses":"darkvision 60 ft., passive Perception 14","languages":"understands Common","challenge_rating":"3","cr":3.0,"actions":[{"name":"Longsword","desc":"Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) slashing damage.","attack_bonus":5,"damage_dice":"1d8"},{"name":"Slam","desc":"Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) bludgeoning damage.","attack_bonus":5,"damage_dice":"1d6"},{"name":"Net Cannon","desc":"Ranged Weapon Attack: +4 to hit, range 5/15 ft., one target, size Large or smaller. Hit: the target is restrained. A mechanism within the clockwork huntsman's chest can fire a net with a 20-foot trailing cable anchored within the huntsman's chest. A creature can free itself (or another creature) from the net by using its action to make a successful DC 10 Strength check or by dealing 5 slashing damage to the net. The huntsman can fire up to four nets before it must be reloaded.","attack_bonus":4,"damage_dice":"0"},{"name":"Explosive Core","desc":"The mechanism that powers the huntsman explodes when the construct is destroyed, projecting superheated steam and shrapnel. Every creature within 5 ft. of the construct takes 10 (3d6) fire damage, or half damage with a successful DC 13 Dexterity saving throw."}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Immutable Form","desc":"The clockwork huntsman is immune to any spell or effect that would alter its form."},{"name":"Magic Resistance","desc":"The clockwork huntsman has advantage on saving throws against spells and other magical effects."}],"spell_list":[],"page_no":63,"environments":[],"img_main":null,"document__slug":"tob","document__title":"Tome of Beasts","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/tome-of-beasts-for-5th-edition-print/","v2_converted_path":"/v2/creatures/tob_clockwork-huntsman/"},{"slug":"clockwork-watchman","desc":"_This mechanical being’s body is composed of brass and iron and bedecked in a loose uniform of the city watch. Its movements are slow but steady._  \n**Lightly Armored Servants.** Clockwork watchmen are more solidly built versions of the more common clockwork scullions (servant creatures in wealthy households, incapable of combat). Proper clockwork watchmen are built with iron parts instead of tin, and given keener senses. Many have small bits of armor covering their joints and most vital parts.  \n**Constant Rounds.** They endlessly patrol the city day and night, pausing only to receive maintenance and new boots.  \n**Shouts & Stutters.** Their speech is slow and halting, but their distinctive shouts and whistles bring human guards at a run.  \n**Constructed Nature.** A clockwork watchman doesn’t require air, food, drink, or sleep.","name":"Clockwork Watchman","size":"Medium","type":"Construct","subtype":"","group":null,"alignment":"unaligned","armor_class":14,"armor_desc":"natural armor","hit_points":55,"hit_dice":"10d8+10","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":4,"skills":{"athletics":4,"perception":4},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"poison, psychic","condition_immunities":"charmed, exhaustion, frightened, paralyzed, petrified, poisoned","senses":"darkvision 60 ft., passive Perception 14","languages":"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.","attack_bonus":4,"damage_dice":"1d10"},{"name":"Slam","desc":"Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) bludgeoning damage.","attack_bonus":4,"damage_dice":"1d6"},{"name":"Net Cannon","desc":"Ranged Weapon Attack: +3 to hit, range 5/15 ft., one target, size Large or smaller. Hit: the target is restrained. A mechanism within the clockwork huntsman's chest can fire a net with a 20-foot trailing cable anchored within the watchman's chest. A creature can free itself (or another creature) from the net by using its action to make a successful DC 10 Strength check or by dealing 5 slashing damage to the net at AC 10. The watchman can fire up to four nets before it must be reloaded.","attack_bonus":3,"damage_dice":"0"}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"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":65,"environments":[],"img_main":null,"document__slug":"tob","document__title":"Tome of Beasts","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/tome-of-beasts-for-5th-edition-print/","v2_converted_path":"/v2/creatures/tob_clockwork-watchman/"},{"slug":"drakon","desc":"_These winged snakes are coastal beasts and sometimes confused with true dragons or wyverns. They are neither, but quite deadly in their own right._  \n**Searing Acid.** Drakon fangs do not deliver venom; volatile acid constantly burbles up from a drakon's stomach and enhances its attacks. A caustic drool clings to creatures they bite, and drakons can also belch clouds of searing vapor. Their lairs reek with acidic vapors and droplets of searing liquid.  \n**Dissolving Gaze.** The gaze of a drakon can paralyze creatures and dissolve them.  \n**Coastal Beasts.** Drakons lair along warm, largely uninhabited coasts, where they explore the shores and the coastal shelf, spending as much time above the waves as under them. Fortunately, they rarely travel far inland.","name":"Drakon","size":"Large","type":"Beast","subtype":"","group":null,"alignment":"unaligned","armor_class":16,"armor_desc":"natural armor","hit_points":105,"hit_dice":"14d10+28","speed":{"walk":30,"fly":60,"swim":40},"strength":14,"dexterity":19,"constitution":15,"intelligence":2,"wisdom":12,"charisma":10,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":4,"skills":{"perception":4,"stealth":7},"damage_vulnerabilities":"","damage_resistances":"acid","damage_immunities":"","condition_immunities":"paralyzed","senses":"darkvision 60 ft., passive Perception 14","languages":"-","challenge_rating":"5","cr":5.0,"actions":[{"name":"Multiattack","desc":"The drakon makes one bite attack and one tail attack."},{"name":"Bite","desc":"Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) piercing damage plus 10 (4d4) acid damage.","attack_bonus":7,"damage_dice":"2d6"},{"name":"Tail","desc":"Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 8 (1d8 + 4) bludgeoning damage.","attack_bonus":7,"damage_dice":"1d8"},{"name":"Acid Breath (Recharge 5-6)","desc":"The drakon exhales acidic vapors in a 15-foot cone. Each creature in that area takes 28 (8d6) acid damage, or half damage with a successful DC 13 Constitution saving throw."}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Dissolving Gaze","desc":"When a creature that can see the drakon's eyes starts its turn within 30 feet of the drakon, the drakon can force it to make a DC 13 Constitution saving throw if the drakon isn't incapacitated and can see the creature. On a failed saving throw, the creature takes 3 (1d6) acid damage, its hit point maximum is reduced by an amount equal to the acid damage it takes (which ends after a long rest), and it's paralyzed until the start of its next turn. Unless surprised, a creature can avert its eyes at the start of its turn to avoid the saving throw. If the creature does so, it can't see the drakon until the start of its next turn, when it chooses again whether to avert its eyes. If the creature looks at the drakon before then, it must immediately make the saving throw."}],"spell_list":[],"page_no":157,"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_drakon/"},{"slug":"fext","desc":"_Taut dead skin, adorned entirely with tattooed fish scales, covers this woman’s face and hands. She wears scaled armor, sea green like verdigris on copper, and wields a strange sword. Her pale eyes stare, unblinking._  \n**Undead Warlock Slaves.** Ancient and powerful beings across the multiverse grant magical knowledge to mortals through dangerous pacts. Those bound to these pacts become warlocks, but the will and force of their patron is borne by more than just those who strike bargains for sorcerous power. A fext is a former warlock who has become wholly dedicated to their patron—mind, body, and soul—and functions as enforcer, bodyguard, and assassin. They are powerful undead slaves to the will of their otherworldly patron.  \n**Linked to a Master.** Each fext is a unique servant of their patron and exhibits the physical traits of its master. The eyes of every fext are tied directly to their patron’s mind, who can see what the fext sees at any time. The fext also possesses a telepathic link to its patron.  \nThe process a warlock undergoes to become a fext is horrendous. The warlock is emptied of whatever morality and humanity he or she had as wine from a jug, and the patron imbues the empty vessel with its corruption and unearthly will. Whatever life the fext led before is completely gone. They exist only to serve.  \n**Outdoing Rivals.** Scholars have debated about how many fext a patron can command. The more powerful and well-established have at least 100, while others have only a handful. Where there is more than one fext, however, they maneuverings amongst themselves to curry favor with their powerful lord. Each fext is bound to obey commands, but they attempt to carry them out to the detriment of their competitors. Scheming is common and rampant among them and they try to work without the aid of other fext as much as possible.  \n**Undead Nature.** A fext doesn’t require air, food, drink, or sleep.","name":"Fext","size":"Medium","type":"Undead","subtype":"","group":null,"alignment":"any alignment","armor_class":17,"armor_desc":"natural armor","hit_points":60,"hit_dice":"11d8+11","speed":{"walk":30},"strength":14,"dexterity":16,"constitution":1,"intelligence":14,"wisdom":12,"charisma":18,"strength_save":null,"dexterity_save":6,"constitution_save":null,"intelligence_save":null,"wisdom_save":4,"charisma_save":7,"perception":4,"skills":{"perception":4},"damage_vulnerabilities":"","damage_resistances":"bludgeoning, piercing, and slashing damage with nonmagical weapons","damage_immunities":"","condition_immunities":"charmed, exhaustion, frightened, paralyzed, poisoned","senses":"darkvision 60 ft., passive Perception 14","languages":"the languages spoken by its patron","challenge_rating":"6","cr":6.0,"actions":[{"name":"Multiattack","desc":"The fext makes two melee or ranged attacks."},{"name":"Eldritch Blade","desc":"Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 9 (2d6 + 2) slashing damage plus 16 (3d10) force damage.","attack_bonus":5,"damage_dice":"2d6+2"},{"name":"Eldritch Fury","desc":"Ranged Weapon Attack: +6 to hit, range 60/200 ft., one creature. Hit: 25 (4d10 + 3) force damage.","attack_bonus":6,"damage_dice":"4d10"}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Innate Spellcasting","desc":"the fext's innate spellcasting ability is Charisma (spell save DC 15). It can innately cast the following spells, requiring no material components:at will: hex3/day each: counterspell, fear, gaseous form1/day each: hold monster, true seeing"},{"name":"Magic Resistance","desc":"The fext has advantage on saving throws against spells and other magical effects."},{"name":"Magic Weapons","desc":"The fext's weapon attacks are magical."},{"name":"Patron Blessing","desc":"A fext is infused with a portion of their patron's power. They have an Armor Class equal to 10 + their Charisma modifier + their Dexterity modifier."}],"spell_list":[],"page_no":183,"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_fext/"},{"slug":"leshy","desc":"_A leshy is a strange man wearing loose scraps of clothing and covered in bark and root-like growths. The hair and beard that frame his piercing green eyes writhe like living vines._  \n**Expanding the Wild.** Solitary leshy tend plants and animals in groves around great forests, and they are the self-proclaimed protectors of the forest outskirts. Leshy have little patience for interlopers and often kill, abduct, or frighten off trailblazers and guides. With their plant growth ability, they sabotage cultivated land, wipe out trails, and create weed walls and thickets to keep civilization at bay. Using speak with plants, they transplant dangerous plant creatures to discourage new settlements. Some have wrangled rabid animals to the same purpose.  \n**Ax Thieves.** Leshy prefer trickery to combat, particularly enjoying leading interlopers astray through use of their mimicry. If challenged, they use their ability to change size to scare intruders away, but they never hesitate to fight to the death in service to the forest if necessary. Leshy hate metal, especially axes, and they go out of their way to steal metal items and lead those who use them astray.  \n**Accept Bribes.** With careful courting and appropriate gifts, it is possible to gain a leshy’s capricious assistance. This can be risky, because leshy love mischief. Still, at times a leshy’s help is essential to a group traversing ancient woodlands.","name":"Leshy","size":"Medium","type":"Monstrosity","subtype":"","group":null,"alignment":"chaotic neutral","armor_class":14,"armor_desc":"natural armor","hit_points":84,"hit_dice":"13d8+26","speed":{"walk":30},"strength":16,"dexterity":12,"constitution":14,"intelligence":14,"wisdom":15,"charisma":16,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":4,"skills":{"deception":5,"perception":4,"stealth":3,"survival":4},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"","condition_immunities":"","senses":"darkvision 60 ft., passive Perception 14","languages":"Common, Elvish, Sylvan","challenge_rating":"1","cr":1.0,"actions":[{"name":"Multiattack","desc":"The leshy makes two club attacks."},{"name":"Change Size","desc":"The leshy appears to change its size, becoming as tall as a massive oak (Gargantuan) or as short as a blade of grass (Tiny). The change is entirely illusory, so the leshy's statistics do not change."},{"name":"Club","desc":"Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) bludgeoning damage.","attack_bonus":5,"damage_dice":"1d6"}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Innate Spellcasting","desc":"the leshy's innate spellcasting ability is Charisma (spell save DC 13). It can innately cast the following spells, requiring no material components:\n\nat will: animal friendship, pass without trace, speak with animals\n\n1/day each: entangle, plant growth, shillelagh, speak with plants, hideous laughter"},{"name":"Camouflage","desc":"A leshy has advantage on Stealth checks if it is at least lightly obscured by foliage."},{"name":"Mimicry","desc":"A leshy can mimic the calls and voices of any creature it has heard. To use this ability, the leshy makes a Charisma (Deception) check. Listeners who succeed on an opposed Wisdom (Insight) or Intelligence (Nature)-DM's choice-realize that something is mimicking the sound. The leshy has advantage on the check if it's mimicking a general type of creature (a crow's call, a bear's roar) and not a specific individual's voice."}],"spell_list":[],"page_no":272,"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_leshy/"},{"slug":"malphas-storm-crow","desc":"","name":"Malphas (Storm Crow)","size":"Medium","type":"Fey","subtype":"","group":null,"alignment":"neutral evil","armor_class":16,"armor_desc":"studded leather","hit_points":120,"hit_dice":"16d8+48","speed":{"walk":40,"fly":30},"strength":19,"dexterity":19,"constitution":16,"intelligence":14,"wisdom":13,"charisma":14,"strength_save":null,"dexterity_save":7,"constitution_save":6,"intelligence_save":null,"wisdom_save":4,"charisma_save":5,"perception":4,"skills":{"perception":4},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"","condition_immunities":"","senses":"darkvision 60 ft., passive Perception 14","languages":"Common, Giant, Ravenfolk, Sylvan","challenge_rating":"6","cr":6.0,"actions":[{"name":"Multiattack","desc":"The malphas makes three longsword attacks."},{"name":"Longsword","desc":"Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) slashing damage.","attack_bonus":7,"damage_dice":"1d8"}],"bonus_actions":null,"reactions":[{"name":"Shadow Call","desc":"A malphas can cast magic missile as a reaction when it is hit by a ranged weapon attack."}],"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Innate Spellcasting","desc":"the storm crow's innate spellcasting ability is Charisma (spell save DC 13). It can innately cast the following spells, requiring no material components:\n\nat will: magic missile\n\n1/day: haste"},{"name":"Sunlight Sensitivity","desc":"While in sunlight, the malphas has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight."},{"name":"Night Terror (1/round)","desc":"As a bonus action immediately after making a successful melee attack, a malphas storm crow can cast magic missile through his or her sword at the same target."},{"name":"Swordtrained","desc":"Malphas are trained from youth in combat. They are proficient with all martial melee and ranged weapons."}],"spell_list":[],"page_no":283,"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_malphas-storm-crow/"},{"slug":"map-mimic","desc":"","name":"Map Mimic","size":"Tiny","type":"Aberration","subtype":"shapechanger","group":null,"alignment":"neutral","armor_class":14,"armor_desc":"natural armor","hit_points":32,"hit_dice":"5d8+10","speed":{"walk":30,"fly":15},"strength":10,"dexterity":15,"constitution":14,"intelligence":13,"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":{},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"acid","condition_immunities":"prone","senses":"darkvision 60 ft., passive Perception 14","languages":"-","challenge_rating":"1/4","cr":0.25,"actions":[{"name":"Pseudopod","desc":"Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) bludgeoning damage. If the mimic is in object form, the target is subjected to its Constrict Face trait.","attack_bonus":4,"damage_dice":"1d6"}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Shapechanger","desc":"The mimic can use its action to polymorph into an object or back into its true, amorphous form. Its statistics are the same in each form. Any equipment it is wearing or carrying isn't transformed. It reverts to its true form if it dies."},{"name":"Constrict Face","desc":"When a map mimic touches a Medium or smaller creature or vice versa, it adheres to the creature, enveloping the creature's face and covering its eyes and ears and airways (escape DC 13). The target creature is immediately blinded and deafened, and it begins suffocating at the beginning of the mimic's next turn."},{"name":"False Appearance (Object Form Only)","desc":"While the mimic remains motionless, it is indistinguishable from an ordinary object."},{"name":"Mimic Page","desc":"The mimic can disguise itself as any tiny, flat object-a piece of leather, a plate-not only a map. In any form, a map mimic can make a map on its skin leading to its mother mimic."}],"spell_list":[],"page_no":289,"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_map-mimic/"},{"slug":"mirager","desc":"_This lovely lass is clad in diaphanous veils and a revealing skirt, and she shows graceful skill while dancing through the dust._  \n**Humanoid Sand.** In its natural form, a mirager resembles a shifting mass of sand and dust with a vaguely humanoid shape, crumbling away like a sandcastle in the wind.  \n**Enticing Illusion.** A mirage can take on the guise of a lovely man or woman with luminous eyes, delicate features, and seductive garments. Whether male or female, a mirager dresses in veils and flowing robes that accentuate its enticing beauty.  \n**Thirst for Blood.** Whatever its apparent form, a mirager’s existence is one of unnatural and endless thirst. They hunger for flesh and thirst for blood, and they draw especial pleasure from leeching a creature’s fluids in the throes of passion. A victim is drained into a lifeless husk before the mirager feasts on the dehydrated remains.","name":"Mirager","size":"Medium","type":"Fey","subtype":"shapechanger","group":null,"alignment":"neutral evil","armor_class":13,"armor_desc":"","hit_points":78,"hit_dice":"12d8+24","speed":{"walk":30},"strength":12,"dexterity":16,"constitution":14,"intelligence":10,"wisdom":14,"charisma":20,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":4,"skills":{"deception":7,"perception":4,"performance":9},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"","condition_immunities":"","senses":"darkvision 60 ft., passive Perception 14","languages":"Common, Sylvan","challenge_rating":"3","cr":3.0,"actions":[{"name":"Multiattack.","desc":"The mirager makes two slam attacks."},{"name":"Slam","desc":"Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) bludgeoning damage.","attack_bonus":5,"damage_dice":"1d6"},{"name":"Thirst Kiss","desc":"The mirager feeds on the body moisture of creatures it lures into kissing it. A creature must be charmed, grappled, or incapacitated to be kissed. A kiss hits automatically, does 21 (6d6) necrotic damage, and fills the mirager with an exultant rush of euphoria that has the same effect as a heroism spell lasting 1 minute. The creature that was kissed doesn't notice that it took damage from the kiss unless it makes a successful DC 16 Wisdom (Perception) check."},{"name":"Captivating Dance (Recharges after a Short or Long Rest, Humanoid Form Only)","desc":"The mirager performs a sinuously swaying dance. Humanoids within 20 feet that view this dance must make a successful DC 16 Wisdom saving throw or be stunned for 1d4 rounds and charmed by the mirager for 1 minute. Humanoids of all races and genders have disadvantage on this saving throw. A creature that saves successfully is immune to this mirager's dance for the next 24 hours."}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Shapechanger","desc":"The mirager can use its action to polymorph into a Small or Medium humanoid, or back into its true form. Its statistics, other than its size, are the same in each form. Any equipment it is wearing or carrying isn't transformed. It reverts to its true form if it dies."},{"name":"Innate Spellcasting","desc":"the mirager's innate spellcasting ability is Charisma (spell save DC 15). It can innately cast the following spells, requiring no material components:\n\n3/day: charm person\n\n1/day each: hallucinatory terrain, suggestion"},{"name":"Enthralling Mirage","desc":"When the mirager casts hallucinatory terrain, the area appears so lush and inviting that those who view it feel compelled to visit. Any creature that approaches within 120 feet of the terrain must make a DC 15 Wisdom saving throw. Those that fail are affected as by the enthrall spell with the mirager as the caster; they give the mirage their undivided attention, wanting only to explore it, marvel at its beauty, and rest there for an hour. The mirager can choose to have creatures focus their attention on it instead of the hallucinatory terrain. Creatures affected by the enthrall effect automatically fail saving throws to disbelieve the hallucinatory terrain. This effect ends if the hallucinatory terrain is dispelled."}],"spell_list":[],"page_no":291,"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_mirager/"},{"slug":"qwyllion","desc":"_These hideous, reeking creatures resemble toothless, cadaverous hags, their large eyes glowing with unearthly green light, and their fingers tipped with ragged claws._  \n**Twisted Nymphs.** Qwyllion (the name means “polluter” in Old Elvish) are nymphs who have been twisted by the corrupted mana of magical wastelands or warped alchemical experiments into baleful versions of their former selves.  \n**Frighten Animals.** Besides making them hideously ugly, the transformation leaves them with a deadly gaze attack and the ability to dominate a living creature with a mere glance. Animals refuse to approach within 20 feet of them.  \n**Goblin Mercenaries.** Qwyllion and their dominated thralls and enslaved specters are sometimes engaged by goblin sorcerers and evil mages to guard desecrated temples and despoiled gardens. The terms and payments for these arrangements vary wildly from one qwyllion to the next. Anyone who dares to employ a qwyllion must be constantly vigilant, because these creatures are prone to renege on any agreement eventually.","name":"Qwyllion","size":"Medium","type":"Aberration","subtype":"","group":null,"alignment":"neutral evil","armor_class":16,"armor_desc":"natural armor","hit_points":110,"hit_dice":"13d8+52","speed":{"walk":30},"strength":12,"dexterity":20,"constitution":19,"intelligence":12,"wisdom":13,"charisma":16,"strength_save":null,"dexterity_save":null,"constitution_save":8,"intelligence_save":null,"wisdom_save":null,"charisma_save":6,"perception":4,"skills":{"acrobatics":11,"perception":4},"damage_vulnerabilities":"","damage_resistances":"acid, cold, fire, lightning; bludgeoning, piercing, and slashing from nonmagical attacks","damage_immunities":"","condition_immunities":"","senses":"darkvision 60 ft., passive Perception 14","languages":"Common, Goblin, Infernal, Sylvan, Void Speech","challenge_rating":"8","cr":8.0,"actions":[{"name":"Multiattack","desc":"The qwyllion uses its deadly gaze if it can, and makes two claw attacks."},{"name":"Claw","desc":"Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 24 (3d12 + 5) slashing damage.","attack_bonus":8,"damage_dice":"3d12"},{"name":"Deadly Gaze (recharge 5-6)","desc":"The qwyllion turns its gaze against a single creature within 20 feet of the qwyllion. The target must succeed on a DC 14 Constitution saving throw or take 16 (3d8 + 3) necrotic damage and be incapacitated until the start of the qwyllion's next turn. A humanoid slain by a qwyllion's death gaze rises 2d4 hours later as a specter under the qwyllion's control."},{"name":"Innate Spellcasting","desc":"the qwyllion's innate casting ability is Charisma (spell save DC 14). She can innately cast the following spells, requiring no material components:\n\n3/day each: dominate person (range 20 feet), shatter"}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Disruptive","desc":"Because of the qwyllion's nauseating nature, spellcasters have disadvantage on concentration checks while within 40 feet of the qwyllion."},{"name":"Nauseating Aura","desc":"The qwyllion is nauseatingly corrupt. Any creature that starts its turn within 20 feet of the qwyllion must succeed on a DC 14 Constitution saving throw or be poisoned for 1d8 rounds. If a creature that's already poisoned by this effect fails the saving throw again, it becomes incapacitated instead, and a creature already incapacitated by the qwyllion drops to 0 hit points if it fails the saving throw. A successful saving throw renders a creature immune to the effect for 24 hours. Creatures dominated by the qwyllion are immune to this effect."}],"spell_list":[],"page_no":316,"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_qwyllion/"},{"slug":"shadow-fey-duelist","desc":"","name":"Shadow Fey Duelist","size":"Medium","type":"Humanoid","subtype":"elf","group":null,"alignment":"lawful evil","armor_class":17,"armor_desc":"studded leather","hit_points":117,"hit_dice":"18d8+36","speed":{"walk":30},"strength":13,"dexterity":20,"constitution":14,"intelligence":13,"wisdom":12,"charisma":16,"strength_save":8,"dexterity_save":null,"constitution_save":5,"intelligence_save":null,"wisdom_save":4,"charisma_save":6,"perception":4,"skills":{"arcana":4,"deception":6,"perception":4,"stealth":8},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"","condition_immunities":"","senses":"darkvision 60 ft., passive Perception 14","languages":"Common, Elvish, Umbral","challenge_rating":"6","cr":6.0,"actions":[{"name":"Multiattack","desc":"The shadow fey makes two rapier attacks. If it has a dagger drawn, it can also make one dagger attack."},{"name":"Dagger","desc":"Melee or Ranged Weapon Attack: +8 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 7 (1d4 + 5) piercing damage, and a target creature must succeed on a DC 15 Constitution saving throw or become poisoned for 1 minute. A poisoned creature repeats the save at the end of each of its turns, ending the effect on a success.","attack_bonus":8,"damage_dice":"1d4"},{"name":"Rapier","desc":"Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 9 (1d8 + 5) piercing damage plus 7 (2d6) poison damage.","attack_bonus":8,"damage_dice":"1d8"}],"bonus_actions":null,"reactions":[{"name":"Parry","desc":"The shadow fey duelist adds 3 to its AC against one melee attack that would hit it. To do so, the duelist must see the attacker and be wielding a melee weapon."}],"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Fey Ancestry","desc":"The shadow fey has advantage on saving throws against being charmed, and magic can't put it to sleep."},{"name":"Innate Spellcasting","desc":"the shadow fey's innate spellcasting ability is Charisma. It can cast the following spells innately, requiring no material components.\n\n3/day: misty step (when in shadows, dim light, or darkness only)"},{"name":"Sunlight Sensitivity","desc":"While in sunlight, the shadow fey has disadvantage on attack rolls and on Wisdom (Perception) checks that rely on sight."},{"name":"Traveler in Darkness","desc":"The shadow fey has advantage on Intelligence (Arcana) checks made to know about shadow roads and shadow magic spells or items."}],"spell_list":[],"page_no":171,"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_shadow-fey-duelist/"},{"slug":"shadow-fey-forest-hunter","desc":"","name":"Shadow Fey Forest Hunter","size":"Medium","type":"Humanoid","subtype":"elf","group":null,"alignment":"lawful evil","armor_class":15,"armor_desc":"chain shirt","hit_points":104,"hit_dice":"19d8+19","speed":{"walk":30},"strength":12,"dexterity":18,"constitution":12,"intelligence":11,"wisdom":12,"charisma":16,"strength_save":null,"dexterity_save":7,"constitution_save":4,"intelligence_save":null,"wisdom_save":null,"charisma_save":6,"perception":4,"skills":{"arcana":3,"perception":4,"stealth":10,"survival":4},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"","condition_immunities":"","senses":"darkvision 60 ft., passive Perception 14","languages":"Common, Elvish, Umbral","challenge_rating":"5","cr":5.0,"actions":[{"name":"Multiattack","desc":"The shadow fey makes two ranged attacks."},{"name":"Rapier","desc":"Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) piercing damage.","attack_bonus":7,"damage_dice":"1d8"},{"name":"Longbow","desc":"Ranged Weapon Attack: +7 to hit, range 150/600 ft., one target. Hit: 8 (1d8 + 4) piercing damage plus 7 (2d6) poison damage.","attack_bonus":7,"damage_dice":"1d8"}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Fey Ancestry","desc":"The shadow fey has advantage on saving throws against being charmed, and magic can't put it to sleep."},{"name":"Innate Spellcasting","desc":"the shadow fey's innate spellcasting ability is Charisma. It can cast the following spells innately, requiring no material components.\n\n3/day: misty step (when in shadows, dim light, or darkness only)"},{"name":"Sneak Attack (1/turn)","desc":"The shadow fey forest hunter does an extra 7 (2d6) damage when it hits a target with a weapon attack that had advantage, or when the target is within 5 feet of an ally of the forest hunter that isn't incapacitated and the forest hunter doesn't have disadvantage on the attack roll."},{"name":"Sunlight Sensitivity","desc":"While in sunlight, the shadow fey has disadvantage on attack rolls and on Wisdom (Perception) checks that rely on sight."},{"name":"Traveler in Darkness","desc":"The shadow fey has advantage on Intelligence (Arcana) checks made to know about shadow roads and shadow magic spells or items."}],"spell_list":[],"page_no":173,"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_shadow-fey-forest-hunter/"},{"slug":"shadow-fey-guardian","desc":"","name":"Shadow Fey Guardian","size":"Large","type":"Humanoid","subtype":"elf","group":null,"alignment":"neutral evil","armor_class":15,"armor_desc":"chain shirt","hit_points":110,"hit_dice":"13d10+39","speed":{"walk":30},"strength":18,"dexterity":14,"constitution":16,"intelligence":6,"wisdom":14,"charisma":8,"strength_save":6,"dexterity_save":null,"constitution_save":5,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":4,"skills":{"athletics":6,"perception":4},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"","condition_immunities":"charmed, frightened","senses":"darkvision 60 ft., passive Perception 14","languages":"Common, Elvish, Umbral","challenge_rating":"4","cr":4.0,"actions":[{"name":"Multiattack","desc":"The shadow fey makes two pike attacks."},{"name":"Pike","desc":"Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 15 (2d10 + 4) piercing damage.","attack_bonus":6,"damage_dice":"2d10"},{"name":"Javelin","desc":"Ranged Weapon Attack: +6 to hit, range 30/120 ft., one target. Hit: 11 (2d6 + 4) piercing damage.","attack_bonus":6,"damage_dice":"2d6"}],"bonus_actions":null,"reactions":[{"name":"Protect","desc":"The shadow fey guardian imposes disadvantage on an attack roll against an ally within 5 feet. The guardian must be wielding a melee weapon to use this reaction."}],"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Fey Ancestry","desc":"The shadow fey guardian has advantage on saving throws against being charmed, and magic can't put it to sleep"},{"name":"Innate Spellcasting","desc":"the shadow fey's innate spellcasting ability is Charisma. It can cast the following spells innately, requiring no material components.\n\n1/day: misty step (when in shadows, dim light, or darkness only)"},{"name":"Shadow's Vigil","desc":"The shadow fey has advantage on Wisdom (Perception) checks, and magical darkness does not inhibit its darkvision."},{"name":"Sunlight Sensitivity","desc":"While in sunlight, the shadow fey has disadvantage on attack rolls and on Wisdom (Perception) checks that rely on sight."},{"name":"Traveler in Darkness","desc":"The shadow fey has advantage on Intelligence (Arcana) checks made to know about shadow roads and shadow magic spells or items."}],"spell_list":[],"page_no":171,"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_shadow-fey-guardian/"},{"slug":"thuellai","desc":"_This raging cloud of animate mist and ice has icicle shards for eyes and claws. In battle or when hunting, a thuellai howls like a dozen screaming banshees._  \n_**Servants of Boreas.**_ These fast-flying creatures of air and ice were created by the lord of the north wind, Boreas, to be his heralds, assassins, and hunting hounds. They appear as a swirling blizzard, often blending in with snowstorms to surprise their victims.  \n_**Terrifying Blizzards.**_ Thuellai love to engulf creatures in their blizzards, to lash buildings with ice and cold, and to trigger avalanches with their whirlwinds. They thrive on destruction and fear, and they share their master’s unpredictable nature.  \n_**Immune to Steel.**_ Northerners especially fear the thuellai because of their resistance to mundane steel, their terrifying howls, and their ability to cause madness.  \n_**Elemental Nature.**_ A theullali doesn’t require air, food, drink, or sleep.","name":"Thuellai","size":"Huge","type":"Elemental","subtype":"","group":null,"alignment":"chaotic neutral","armor_class":17,"armor_desc":"","hit_points":149,"hit_dice":"13d12+65","speed":{"hover":true,"walk":0,"fly":100},"strength":22,"dexterity":24,"constitution":20,"intelligence":10,"wisdom":11,"charisma":14,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":4,"wisdom_save":4,"charisma_save":6,"perception":4,"skills":{"perception":4},"damage_vulnerabilities":"fire","damage_resistances":"lightning, thunder; bludgeoning, piercing, and slashing from nonmagical attacks","damage_immunities":"poison","condition_immunities":"exhaustion, grappled, paralyzed, petrified, poisoned, prone, restrained, unconscious","senses":"darkvision 60 ft., passive Perception 14","languages":"Common, Dwarvish, Primordial","challenge_rating":"10","cr":10.0,"actions":[{"name":"Multiattack","desc":"The thuellai makes two claw attacks."},{"name":"Claw","desc":"Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 15 (2d8 + 6) slashing damage plus 26 (4d12) cold damage. If the target is wearing metal armor, it must make a successful DC 17 Constitution saving throw or gain one level of exhaustion.","attack_bonus":10,"damage_dice":"2d8+6"},{"name":"Freezing Breath (Recharge 5-6)","desc":"The thuellai exhales an icy blast in a 40-foot cone. Each target in the area takes 39 (6d12) cold damage, or half damage with a successful DC 17 Constitution saving throw."},{"name":"Algid Aura","desc":"All creatures within 10 feet of a thuellai take 7 (2d6) cold damage at the beginning of the thuellai's turn. Spells or magical effects that protect against cold are affected as if by a dispel magic spell (the theullai's effective spellcasting bonus is +5) if a thuellai is within 20 feet of the target at the start of the theullai's turn, and nonmagical flames within 20 feet of the thuellai are extinguished at the start of its turn."},{"name":"Howl of the Maddening Wind (3/day)","desc":"a thuellai's howl can cause creatures to temporarily lose their minds and even to attack themselves or their companions. Each target within 100 feet of the theullai and able to hear the howl must make a successful DC 14 Wisdom saving throw or roll 1d8 and consult the table below at the start of its next turn. An affected creature repeats the saving throw at the end of each of its turns; a success ends the effect on itself, but a failure means it must roll again on the table below at the start of its next turn.\n\n1 - Act normally\n\n2-4 - Do nothing but babble incoherently\n\n5-6 - Do 1d8 damage + Str modifier to self with item in hand\n\n7-8 - Attack nearest target; select randomly if more than one"},{"name":"Blizzard (1/Day)","desc":"The thuellai creates an icy blizzard in the area around it. A 50-foot radius sphere surrounding the theullai fills with icy fog, whirling snow, and driving ice crystals. Vision is lightly obscured, and creatures have disadvantage on Wisdom (Perception) checks that rely on vision or hearing. The ground in the affected area becomes difficult terrain. The effect lasts for 10 minutes and moves with the theullai."}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Air Mastery","desc":"Airborne creatures have disadvantage on attack rolls against the thuellai."},{"name":"Snow Vision","desc":"The thuellai see perfectly well in snowy conditions. It does not suffer Wisdom (Perception) penalties from snow, whiteout, or snow blindness."}],"spell_list":[],"page_no":379,"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_thuellai/"},{"slug":"thursir-giant","desc":"_Heavily armored and carrying two rune-marked hammers, a thursir giant’s reddish hair and beard are often plaited in the style of an enormous dwarf._  \n**Forge Masters.** Greedy and aggressively competitive, thursir dwell in vast caverns under frozen mountains where they labor to forge chains, armor, and massive engines of war. Thursir giants have a natural affinity for metalworking. Any armor or weapons forged by a thursir giant are of the highest quality and can fetch double the usual price for such an item.  \n**Enormous Appetites.** When not toiling at the forge, these giants entertain themselves with gluttonous feasts and boisterous wrestling competitions, or raid human settlements for food and valuables.  \n**Hearth Rune Priestesses.** Female priestesses have a much higher standing in their society than other female thursir giants, who are treated shabbily. Most female thursir giants are drudges, considered fit only for child-bearing and menial labor. However, male thursir are makers, warrior, and metalworkers, while women make up the bulk of their priesthood and spellcasters. As priests and casters, they are valued advisors and held in high regard—or at least very valuable property.  \nThursir stand nine feet tall and weigh 600 lb.","name":"Thursir Giant","size":"Large","type":"Giant","subtype":"","group":null,"alignment":"neutral evil (50%) lawful evil (50%)","armor_class":13,"armor_desc":"chain shirt","hit_points":114,"hit_dice":"12d10+48","speed":{"walk":40},"strength":19,"dexterity":10,"constitution":18,"intelligence":13,"wisdom":15,"charisma":11,"strength_save":null,"dexterity_save":null,"constitution_save":6,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":4,"skills":{"athletics":6,"perception":4},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"","condition_immunities":"","senses":"darkvision 60 ft., passive Perception 14","languages":"Common, Dwarven, Giant","challenge_rating":"3","cr":3.0,"actions":[{"name":"Multiattack","desc":"The giant makes two warhammer attacks."},{"name":"Warhammer","desc":"Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 13 (2d8 + 4) bludgeoning damage.","attack_bonus":6,"damage_dice":"2d8"},{"name":"Rock","desc":"Ranged Weapon Attack: +6 to hit, range 40/160 ft., one target. Hit: 15 (2d10 + 4) bludgeoning damage.","attack_bonus":6,"damage_dice":"2d10"},{"name":"Runic Blood (3/day)","desc":"Thursir giants can inscribe the thurs rune on a weapon. A creature hit by the weapon takes an additional 1d8 lightning damage, and the target can't take reactions until the start of its next turn. The thurs rune lasts for one hour, or for three hits, whichever comes first."}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Cast Iron Stomach","desc":"The giant can consume half of its weight in food without ill effect, and it has advantage against anything that would give it the poisoned condition. Poisonous and spoiled foodstuffs are common in a thursir lair."}],"spell_list":[],"page_no":227,"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_thursir-giant/"},{"slug":"vapor-lynx","desc":"_These great cats pad noiselessly, while tendrils of smoke drift off their sleek gray coats, leaving misty whorls in their wake. Their eyes shift from dull, pallid orbs to pitch black slits. Their lips curl up into a fang-revealing smile as their bodies fades into fog._  \n**Split the Herd.** Vapor lynxes are capricious hunters. Devious, manipulative, and mischievous, they toy with their prey before killing it. They rarely enjoy a stand-up fight, instead coalescing in and out of the fog to harass victims. Using their ability to solidify and poison the fog around them, they cut large groups into smaller, more manageable morsels.  \n**Dreary Marshlands.** Their tactics have earned vapor lynxes a nasty reputation and the occasional bounty on their heads. Additionally, their magical nature makes them valuable to practitioners of the magical arts, and their beautiful, thick coats tempt many a furrier into hunts they may not be prepared for. For these reasons, vapor lynxes avoid civilization, fearing organized reprisal. Instead they haunt marshes and swamps, where the natural fog makes hunting easier. If an intelligent humanoid passes their way, they are happy for a change in their diet.  \n**Chatty with Dinner.** Although reclusive, vapor lynxes are intelligent, speaking both Common and Sylvan. They are particularly prideful and take great joy in bantering with potential meals to belittle and frighten them. Survivors of vapor lynx encounters invariably mention their constant needling and self-aggrandizement.","name":"Vapor Lynx","size":"Large","type":"Monstrosity","subtype":"","group":null,"alignment":"chaotic neutral","armor_class":14,"armor_desc":"natural armor","hit_points":127,"hit_dice":"15d10+45","speed":{"walk":50,"climb":30},"strength":15,"dexterity":18,"constitution":16,"intelligence":10,"wisdom":13,"charisma":14,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":4,"skills":{"perception":4,"stealth":7},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"","condition_immunities":"","senses":"darkvision 60 ft., passive Perception 14","languages":"Common, Sylvan","challenge_rating":"5","cr":5.0,"actions":[{"name":"Multiattack","desc":"The vapor lynx makes one bite attack and two claw attacks."},{"name":"Bite","desc":"Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 17 (3d8 + 4) piercing damage.","attack_bonus":7,"damage_dice":"3d8"},{"name":"Claw","desc":"Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 13 (2d8 + 4) slashing damage.","attack_bonus":7,"damage_dice":"2d8"},{"name":"Poison Breath (Recharge 5-6)","desc":"The vapor lynx exhales a 40- foot radius poison fog, which heavily obscures a spherical area around the lynx. Any breathing creature that ends its turn in the fog must make a DC 14 Constitution saving throw or become poisoned for 1d4 + 1 rounds."}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Innate Spellcasting","desc":"the lynx's innate spellcasting ability is Charisma. It can cast the following spell, requiring no material components:\n\n3/day: gaseous form"},{"name":"Smoky Constitution","desc":"The vapor lynx spends its time in both gaseous and solid form. Its unique constitution makes it immune to all fog- or gas-related spells and attacks, including its own. A vapor lynx sees clearly through light or heavy obscurement caused by fog, mist, or spells such as fog cloud."}],"spell_list":[],"page_no":398,"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_vapor-lynx/"},{"slug":"weaving-spider","desc":"This clockwork creature looks like a mechanical spider with long, spindly legs, including one equipped with a particularly sharp blade that’s disproportionately large for the creature’s body.  \n_**Cloth Makers.**_ These tiny but useful devices are a boon to weavers as they help produce clothing—and they also sometimes serve as spies and defenders, for nothing is so invisible as a simple machine making cloth, day in and day out. As their name implies, these devices resemble large spiders but with ten limbs instead of eight. Two of their legs are equipped with loops or crooks useful in guiding thread on a loom, six are for moving and climbing, one is for stitching and extremely fast needlework, and one has a razor-sharp blade used to trim thread or cloth (or for attacking foes).  \n_**Throw Poison.**_ Weaving spiders rarely initiate combat unless directed to by their owners, but they instinctively defend themselves, their masters, and other weavers. A weaving spider throws its poisoned shuttle at the nearest foe, then climbs along the strand to attack that foe. Weaving spiders fight until destroyed or ordered to stand down. When spying, they flee as soon as they are threatened, to preserve whatever information they have gathered.  \n_**Constructed Nature.**_ A clockwork weaving spider doesn’t require air, food, drink, or sleep.","name":"Weaving Spider","size":"Tiny","type":"Construct","subtype":"","group":null,"alignment":"unaligned","armor_class":15,"armor_desc":"natural armor","hit_points":25,"hit_dice":"10d4","speed":{"walk":40,"climb":40},"strength":10,"dexterity":16,"constitution":10,"intelligence":9,"wisdom":8,"charisma":8,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":null,"skills":{},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"poison","condition_immunities":"blinded, charmed, deafened, exhaustion, frightened, paralyzed, poisoned","senses":"darkvision 60 ft., passive Perception 14","languages":"understands Common","challenge_rating":"1","cr":1.0,"actions":[{"name":"Multiattack","desc":"The weaving spider makes two trimming blade attacks or two needle shuttle attacks."},{"name":"Trimming Blade","desc":"Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) slashing damage and possible unmaking.","attack_bonus":5,"damage_dice":"2d6"},{"name":"Poisoned Needle Shuttle","desc":"Ranged Weapon Attack: +5 to hit, range 30 ft., one target. Hit: 7 (1d8 + 3) piercing damage, and the target must succeed on a DC 13 Constitution saving throw or become paralyzed. The target repeats the saving throw at the end of each of its turns, ending the effect on itself with a success.","attack_bonus":5,"damage_dice":"1d8"},{"name":"Unmaking","desc":"The weaving spider's speed and its slim, sharp blade can slice cloth, leather, and paper into scraps very quickly. Whenever a weaving spider's trimming blade attack roll exceeds the target's armor class by 5 or more, the target must succeed on a DC 13 Dexterity saving throw or one of their possessions becomes unusable or damaged until repaired (DM's choice)"}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Immutable Form","desc":"The weaving spider is immune to any spell or effect that would alter its form."},{"name":"Magic Resistance","desc":"The weaving spider has advantage on saving throws against spells and other magical effects."}],"spell_list":[],"page_no":66,"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_weaving-spider/"},{"slug":"accursed-guardian-naga-a5e","desc":"","name":"Accursed Guardian Naga","size":"Large","type":"Monstrosity","subtype":"","group":null,"alignment":"","armor_class":18,"armor_desc":"","hit_points":136,"hit_dice":"16d10+48","speed":{"walk":40,"swim":40},"strength":16,"dexterity":18,"constitution":16,"intelligence":16,"wisdom":18,"charisma":18,"strength_save":null,"dexterity_save":8,"constitution_save":7,"intelligence_save":7,"wisdom_save":8,"charisma_save":8,"perception":null,"skills":{},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"poison","condition_immunities":"charmed, poisoned","senses":"darkvision 60 ft., passive Perception 14","languages":"Abyssal, Celestial, Common","challenge_rating":"12","cr":12.0,"actions":[{"name":"Bite","desc":"Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) piercing damage. The target makes a DC 15 Constitution saving throw  taking 35 (10d6) poison damage on a failure or half damage on a success."},{"name":"Spit Poison","desc":"Melee Weapon Attack: +8 to hit, range 20/60 ft., one creature. Hit: The target makes a DC 15 Constitution saving throw  taking 35 (10d6) poison damage on a failure or half damage on a success."},{"name":"Command (1st-Level; V)","desc":"One living creature within 60 feet that the naga can see and that can hear and understand it makes a DC 16 Wisdom saving throw. On a failure  the target uses its next turn to move as far from the naga as possible  avoiding hazardous terrain."},{"name":"Hold Person (2nd-Level; V, Concentration)","desc":"One humanoid the naga can see within 60 feet makes a DC 16 Wisdom saving throw. On a failure  the target is paralyzed for 1 minute. It repeats the saving throw at the end of each of its turns  ending the effect on a success."},{"name":"Flame Strike (5th-Level; V)","desc":"A column of divine flame fills a 10-foot-radius  40-foot-high cylinder within 60 feet. Creatures in the area make a DC 16 Dexterity saving throw  taking 14 (4d6) fire damage and 14 (4d6) radiant damage on a failure or half damage on a success."},{"name":"Multiattack","desc":"The naga casts a spell and uses its vampiric bite."},{"name":"Vampiric Bite","desc":"The naga attacks with its bite. If it hits and the target fails its saving throw against poison  the naga magically gains temporary hit points equal to the poison damage dealt."}],"bonus_actions":[{"name":"Shapeshift","desc":"The naga changes its form to that of a specific Medium humanoid, a Medium snake-human hybrid with the lower body of a snake, or its true form, which is a Large snake. While shapeshifted, its statistics are unchanged except for its size. It reverts to its true form if it dies."}],"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Amphibious","desc":"The naga can breathe air and water."},{"name":"Forbiddance","desc":"The nagas lair is under the forbiddance spell. Until it is dispelled, creatures in the lair can't teleport or use planar travel. Fiends and undead that are not the nagas allies take 27 (5d10) radiant damage when they enter or start their turn in the lair."},{"name":"Magic Resistance","desc":"The naga has advantage on saving throws against spells and magical effects."},{"name":"Spellcasting","desc":"The naga is an 11th level spellcaster. Its spellcasting ability is Wisdom (spell save DC 16). The naga has the following cleric spells prepared\n which it can cast with only vocalized components:\n Cantrips (at will): mending\n thaumaturgy\n 1st-level (4 slots): command\n cure wounds\n false life\n 2nd-level (3 slots): calm emotions\n hold person\n locate object\n 3rd-level (3 slots) clairvoyance\n create food and water\n 4th-level (3 slots): divination\n freedom of movement\n 5th-level (2 slots): flame strike\n geas\n scrying\n 6th-level (1 slot): forbiddance"}],"spell_list":[],"page_no":343,"environments":[],"img_main":null,"document__slug":"menagerie","document__title":"Level Up Advanced 5e Monstrous Menagerie","document__license_url":"http://open5e.com/legal","document__url":"https://www.levelup5e.com","v2_converted_path":"/v2/creatures/a5e-mm_accursed-guardian-naga/"},{"slug":"coven-green-hag-a5e","desc":"","name":"Coven Green Hag","size":"Medium","type":"Fey","subtype":"","group":null,"alignment":"","armor_class":14,"armor_desc":"","hit_points":97,"hit_dice":"15d8+30","speed":{"walk":30},"strength":16,"dexterity":14,"constitution":14,"intelligence":14,"wisdom":14,"charisma":16,"strength_save":null,"dexterity_save":null,"constitution_save":4,"intelligence_save":null,"wisdom_save":4,"charisma_save":null,"perception":null,"skills":{"arcana":4,"deception":5,"insight":4,"perception":4,"stealth":4},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"","condition_immunities":"","senses":"darkvision 60 ft., passive Perception 14","languages":"Common, Draconic, Sylvan","challenge_rating":"5","cr":5.0,"actions":[{"name":"Multiattack","desc":"The hag attacks twice with its claws and then uses Hex if not in beast form."},{"name":"Beast Form","desc":"The hag magically transforms into a Large or smaller beast or back into its true form. While in beast form  it retains its game statistics can't cast spells can't use Hex  and can't speak. The hags Speed increases by 10 feet  and when appropriate to its beast form it gains a climb  fly  or swim speed of 40 feet. Any equipment the hag is wearing or wielding merges into its new form."},{"name":"Claws","desc":"Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 12 (2d8 + 3) slashing damage."},{"name":"Hex (Gaze)","desc":"A creature within 60 feet that is not already under a hags hex makes a DC 13 Wisdom saving throw. A creature under an obligation to the hag automatically fails this saving throw. On a failed saving throw  the target is cursed with a magical hex that lasts 30 days. The curse ends early if the target suffers harm from the hag or if the hag ends it as an action. Roll 1d4:"},{"name":"1","desc":"Charm Hex. The target is charmed by the hag."},{"name":"2","desc":"Fear Hex. The target is frightened of the hag."},{"name":"3","desc":"Ill Fortune Hex. The hag magically divines the targets activities. Whenever the target attempts a long-duration task such as a craft or downtime activity  the hag can cause the activity to fail."},{"name":"4","desc":"Sleep Hex. The target falls unconscious. The curse ends early if the target takes damage or if a creature uses an action to shake it awake."},{"name":"Invisibility (2nd-Level; V, S, Concentration)","desc":"The hag is invisible for 1 hour. The spell ends if the hag attacks  uses Hex  or casts a spell."}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Amphibious","desc":"The hag can breathe air and water."},{"name":"Innate Spellcasting","desc":"The hags innate spellcasting ability is Charisma (spell save DC 13). It can innately cast the following spells, requiring no material components: At will: dancing lights, disguise self, invisibility, minor illusion, 1/day: geas"}],"spell_list":[],"page_no":269,"environments":[],"img_main":null,"document__slug":"menagerie","document__title":"Level Up Advanced 5e Monstrous Menagerie","document__license_url":"http://open5e.com/legal","document__url":"https://www.levelup5e.com","v2_converted_path":"/v2/creatures/a5e-mm_coven-green-hag/"},{"slug":"drainpipe-gargoyle-a5e","desc":"","name":"Drainpipe Gargoyle","size":"Medium","type":"Elemental","subtype":"","group":null,"alignment":"","armor_class":15,"armor_desc":"","hit_points":45,"hit_dice":"6d8+18","speed":{"walk":30,"fly":60},"strength":14,"dexterity":10,"constitution":16,"intelligence":8,"wisdom":14,"charisma":8,"strength_save":4,"dexterity_save":null,"constitution_save":5,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":null,"skills":{"perception":4},"damage_vulnerabilities":"","damage_resistances":"piercing and slashing damage from nonmagical, non-adamantine weapons","damage_immunities":"poison","condition_immunities":"fatigue, petrified, poisoned, unconscious","senses":"darkvision 60 ft., passive Perception 14","languages":"Terran","challenge_rating":"2","cr":2.0,"actions":[{"name":"Multiattack","desc":"The gargoyle attacks with its bite and its claws."},{"name":"Bite","desc":"Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) piercing damage."},{"name":"Claws","desc":"Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) slashing damage  or 9 (2d6 + 2) slashing damage if the gargoyle started its turn at least 20 feet above the target."},{"name":"Rock","desc":"Ranged Weapon Attack: +4 to hit, range 20/60 ft., one target. Hit: 9 (2d6 + 2) bludgeoning damage."},{"name":"Spit (Recharge 5-6)","desc":"The gargoyle spits a steam of water 5 feet wide and 30 feet long. Each creature in the area makes a DC 12 Strength saving throw  taking 10 (3d6) bludgeoning damage and being pushed up to 15 feet from the gargoyle on a failure. On a success  a creature takes half damage."}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"False Appearance","desc":"While motionless, the gargoyle is indistinguishable from a normal statue."},{"name":"Elemental Nature","desc":"Gargoyles dont require air, sustenance, or sleep."}],"spell_list":[],"page_no":215,"environments":[],"img_main":null,"document__slug":"menagerie","document__title":"Level Up Advanced 5e Monstrous Menagerie","document__license_url":"http://open5e.com/legal","document__url":"https://www.levelup5e.com","v2_converted_path":"/v2/creatures/a5e-mm_drainpipe-gargoyle/"},{"slug":"dryad-a5e","desc":"","name":"Dryad","size":"Medium","type":"Fey","subtype":"","group":null,"alignment":"","armor_class":15,"armor_desc":"","hit_points":22,"hit_dice":"5d8","speed":{"walk":30},"strength":14,"dexterity":12,"constitution":10,"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":{"nature":3,"perception":5,"stealth":3,"survival":5},"damage_vulnerabilities":"fire","damage_resistances":"","damage_immunities":"","condition_immunities":"","senses":"darkvision 60 ft., passive Perception 14","languages":"Elvish, Sylvan","challenge_rating":"1/2","cr":0.5,"actions":[{"name":"Club","desc":"Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) bludgeoning damage."},{"name":"Entangling Plants","desc":"Plants magically erupt from the ground in a 20-foot radius around a point up to 120 feet from the dryad. Each creature of the dryads choice in the area makes a DC 13 Strength saving throw. On a failure  a creature is restrained for 1 minute. A creature can use its action to make a DC 12 Strength check  freeing itself or a creature within 5 feet on a success. Additionally  the area is difficult terrain for 1 minute."},{"name":"Fey Charm (3/Day)","desc":"A humanoid or beast within 30 feet makes a DC 13 Wisdom saving throw. On a failure  it is magically charmed. While charmed in this way  the target regards the dryad as a trusted ally and is disposed to interpret the dryads requests and actions favorably. The creature can repeat this saving throw if the dryad or the dryads allies harm it  ending the effect on a success. Otherwise  the effect lasts 24 hours. If the creature succeeds on a saving throw against Fey Charm or the effect ends for it  it is immune to Fey Charm for 24 hours."}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Magic Resistance","desc":"The dryad has advantage on saving throws against spells and magical effects."},{"name":"Speak with Nature","desc":"The dryad can communicate with beasts and plants."},{"name":"Tree Stride","desc":"Once per turn, the dryad can use 10 feet of movement to enter a living tree and emerge from another living tree within 60 feet. Both trees must be at least Large."}],"spell_list":[],"page_no":188,"environments":[],"img_main":null,"document__slug":"menagerie","document__title":"Level Up Advanced 5e Monstrous Menagerie","document__license_url":"http://open5e.com/legal","document__url":"https://www.levelup5e.com","v2_converted_path":"/v2/creatures/a5e-mm_dryad/"},{"slug":"gargoyle-a5e","desc":"","name":"Gargoyle","size":"Medium","type":"Elemental","subtype":"","group":null,"alignment":"","armor_class":15,"armor_desc":"","hit_points":45,"hit_dice":"6d8+18","speed":{"walk":30,"fly":60},"strength":14,"dexterity":10,"constitution":16,"intelligence":8,"wisdom":14,"charisma":8,"strength_save":4,"dexterity_save":null,"constitution_save":5,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":null,"skills":{"perception":4},"damage_vulnerabilities":"","damage_resistances":"piercing and slashing damage from nonmagical, non-adamantine weapons","damage_immunities":"poison","condition_immunities":"fatigue, petrified, poisoned, unconscious","senses":"darkvision 60 ft., passive Perception 14","languages":"Terran","challenge_rating":"2","cr":2.0,"actions":[{"name":"Multiattack","desc":"The gargoyle attacks with its bite and its claws."},{"name":"Bite","desc":"Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) piercing damage."},{"name":"Claws","desc":"Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) slashing damage  or 9 (2d6 + 2) slashing damage if the gargoyle started its turn at least 20 feet above the target."},{"name":"Rock","desc":"Ranged Weapon Attack: +4 to hit, range 20/60 ft., one target. Hit: 9 (2d6 + 2) bludgeoning damage."}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"False Appearance","desc":"While motionless, the gargoyle is indistinguishable from a normal statue."},{"name":"Elemental Nature","desc":"Gargoyles dont require air, sustenance, or sleep."}],"spell_list":[],"page_no":214,"environments":[],"img_main":null,"document__slug":"menagerie","document__title":"Level Up Advanced 5e Monstrous Menagerie","document__license_url":"http://open5e.com/legal","document__url":"https://www.levelup5e.com","v2_converted_path":"/v2/creatures/a5e-mm_gargoyle/"},{"slug":"green-hag-a5e","desc":"","name":"Green Hag","size":"Medium","type":"Fey","subtype":"","group":null,"alignment":"","armor_class":14,"armor_desc":"","hit_points":71,"hit_dice":"11d8+22","speed":{"walk":30},"strength":16,"dexterity":14,"constitution":14,"intelligence":14,"wisdom":14,"charisma":16,"strength_save":null,"dexterity_save":null,"constitution_save":4,"intelligence_save":null,"wisdom_save":4,"charisma_save":null,"perception":null,"skills":{"arcana":4,"deception":5,"insight":4,"perception":4,"stealth":4},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"","condition_immunities":"","senses":"darkvision 60 ft., passive Perception 14","languages":"Common, Draconic, Sylvan","challenge_rating":"3","cr":3.0,"actions":[{"name":"Multiattack","desc":"The hag attacks with its claws and uses Hex."},{"name":"Claws","desc":"Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 12 (2d8 + 3) slashing damage."},{"name":"Hex (Gaze)","desc":"A creature within 60 feet that is not already under a hags hex makes a DC 13 Wisdom saving throw. A creature under an obligation to the hag automatically fails this saving throw. On a failed saving throw  the target is cursed with a magical hex that lasts 30 days. The curse ends early if the target suffers harm from the hag or if the hag ends it as an action. Roll 1d4:"},{"name":"1","desc":"Charm Hex. The target is charmed by the hag."},{"name":"2","desc":"Fear Hex. The target is frightened of the hag."},{"name":"3","desc":"Ill Fortune Hex. The hag magically divines the targets activities. Whenever the target attempts a long-duration task such as a craft or downtime activity  the hag can cause the activity to fail."},{"name":"4","desc":"Sleep Hex. The target falls unconscious. The curse ends early if the target takes damage or if a creature uses an action to shake it awake."},{"name":"Invisibility (2nd-Level; V, S, Concentration)","desc":"The hag is invisible for 1 hour. The spell ends if the hag attacks  uses Hex  or casts a spell."}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Amphibious","desc":"The hag can breathe air and water."},{"name":"Innate Spellcasting","desc":"The hags innate spellcasting ability is Charisma (spell save DC 13). It can innately cast the following spells, requiring no material components: At will: dancing lights, disguise self, invisibility, minor illusion, 1/day: geas"}],"spell_list":[],"page_no":268,"environments":[],"img_main":null,"document__slug":"menagerie","document__title":"Level Up Advanced 5e Monstrous Menagerie","document__license_url":"http://open5e.com/legal","document__url":"https://www.levelup5e.com","v2_converted_path":"/v2/creatures/a5e-mm_green-hag/"},{"slug":"grimalkin-a5e","desc":"","name":"Grimalkin","size":"Medium","type":"Monstrosity","subtype":"","group":null,"alignment":"","armor_class":13,"armor_desc":"","hit_points":22,"hit_dice":"4d8+4","speed":{"walk":50,"climb":40},"strength":14,"dexterity":16,"constitution":12,"intelligence":6,"wisdom":14,"charisma":10,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":null,"skills":{"perception":4,"stealth":5},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"","condition_immunities":"","senses":"darkvision 60 ft., passive Perception 14","languages":"","challenge_rating":"1/2","cr":0.5,"actions":[{"name":"Claws (True Form Only)","desc":"Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6+3) slashing damage. If the grimalkin moves at least 20 feet straight towards the target before the attack  the target makes a DC 12 Strength saving throw  falling prone on a failure."},{"name":"Bite","desc":"Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d4+3) piercing damage."}],"bonus_actions":[{"name":"Opportune Bite (True Form Only)","desc":"The grimalkin makes a bite attack against a prone creature."},{"name":"Shapeshift","desc":"The grimalkin changes its form to a Tiny cat or into its true form, which resembles a panther. While shapeshifted, its statistics are unchanged except for its size. It reverts to its true form if it dies."}],"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Keen Smell","desc":"The grimalkin has advantage on Perception checks that rely on smell."}],"spell_list":[],"page_no":452,"environments":[],"img_main":null,"document__slug":"menagerie","document__title":"Level Up Advanced 5e Monstrous Menagerie","document__license_url":"http://open5e.com/legal","document__url":"https://www.levelup5e.com","v2_converted_path":"/v2/creatures/a5e-mm_grimalkin/"},{"slug":"guardian-naga-a5e","desc":"","name":"Guardian Naga","size":"Large","type":"Monstrosity","subtype":"","group":null,"alignment":"","armor_class":18,"armor_desc":"","hit_points":136,"hit_dice":"16d10+48","speed":{"walk":40,"swim":40},"strength":16,"dexterity":18,"constitution":16,"intelligence":16,"wisdom":18,"charisma":18,"strength_save":null,"dexterity_save":8,"constitution_save":7,"intelligence_save":7,"wisdom_save":8,"charisma_save":8,"perception":null,"skills":{},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"poison","condition_immunities":"charmed, poisoned","senses":"darkvision 60 ft., passive Perception 14","languages":"Abyssal, Celestial, Common","challenge_rating":"10","cr":10.0,"actions":[{"name":"Bite","desc":"Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) piercing damage. The target makes a DC 15 Constitution saving throw  taking 35 (10d6) poison damage on a failure or half damage on a success."},{"name":"Spit Poison","desc":"Melee Weapon Attack: +8 to hit, range 20/60 ft., one creature. Hit: The target makes a DC 15 Constitution saving throw  taking 35 (10d6) poison damage on a failure or half damage on a success."},{"name":"Command (1st-Level; V)","desc":"One living creature within 60 feet that the naga can see and that can hear and understand it makes a DC 16 Wisdom saving throw. On a failure  the target uses its next turn to move as far from the naga as possible  avoiding hazardous terrain."},{"name":"Hold Person (2nd-Level; V, Concentration)","desc":"One humanoid the naga can see within 60 feet makes a DC 16 Wisdom saving throw. On a failure  the target is paralyzed for 1 minute. It repeats the saving throw at the end of each of its turns  ending the effect on a success."},{"name":"Flame Strike (5th-Level; V)","desc":"A column of divine flame fills a 10-foot-radius  40-foot-high cylinder within 60 feet. Creatures in the area make a DC 16 Dexterity saving throw  taking 14 (4d6) fire damage and 14 (4d6) radiant damage on a failure or half damage on a success."}],"bonus_actions":[{"name":"Shapeshift","desc":"The naga changes its form to that of a specific Medium humanoid, a Medium snake-human hybrid with the lower body of a snake, or its true form, which is a Large snake. While shapeshifted, its statistics are unchanged except for its size. It reverts to its true form if it dies."}],"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Amphibious","desc":"The naga can breathe air and water."},{"name":"Forbiddance","desc":"The nagas lair is under the forbiddance spell. Until it is dispelled, creatures in the lair can't teleport or use planar travel. Fiends and undead that are not the nagas allies take 27 (5d10) radiant damage when they enter or start their turn in the lair."},{"name":"Rejuvenation","desc":"If it dies, the naga gains a new body in 1d6 days, regaining all its hit points. This trait can be removed with a wish spell."},{"name":"Spellcasting","desc":"The naga is an 11th level spellcaster. Its spellcasting ability is Wisdom (spell save DC 16). The naga has the following cleric spells prepared\n which it can cast with only vocalized components:\n Cantrips (at will): mending\n thaumaturgy\n 1st-level (4 slots): command\n cure wounds\n 2nd-level (3 slots): calm emotions\n hold person\n 3rd-level (3 slots) clairvoyance\n create food and water\n 4th-level (3 slots): divination\n freedom of movement\n 5th-level (2 slots): flame strike\n geas\n 6th-level (1 slot): forbiddance"}],"spell_list":[],"page_no":342,"environments":[],"img_main":null,"document__slug":"menagerie","document__title":"Level Up Advanced 5e Monstrous Menagerie","document__license_url":"http://open5e.com/legal","document__url":"https://www.levelup5e.com","v2_converted_path":"/v2/creatures/a5e-mm_guardian-naga/"},{"slug":"mummy-lord-a5e","desc":"","name":"Mummy Lord","size":"Medium","type":"Undead","subtype":"","group":null,"alignment":"","armor_class":17,"armor_desc":"","hit_points":221,"hit_dice":"26d8+104","speed":{"walk":30},"strength":18,"dexterity":10,"constitution":18,"intelligence":12,"wisdom":18,"charisma":16,"strength_save":null,"dexterity_save":null,"constitution_save":9,"intelligence_save":6,"wisdom_save":9,"charisma_save":8,"perception":null,"skills":{"history":6,"religion":6},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"necrotic, poison; damage from nonmagical weapons","condition_immunities":"charmed, fatigue, frightened, paralyzed, poisoned","senses":"darkvision 60 ft., passive Perception 14","languages":"the languages it knew in life","challenge_rating":"15","cr":15.0,"actions":[{"name":"Multiattack","desc":"The mummy lord uses Dreadful Glare and then attacks with its rotting fist."},{"name":"Dreadful Glare (Gaze)","desc":"The mummy lord targets a creature within 60 feet. The target makes a DC 16 Wisdom saving throw. On a failure  it is magically frightened until the end of the mummy lords next turn. If the target fails the save by 5 or more  it is paralyzed for the same duration. A target that succeeds on the saving throw is immune to the Dreadful Glare of mummies and mummy lords for 24 hours."},{"name":"Rotting Fist","desc":"Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 14 (3d6 + 4) bludgeoning damage plus 21 (6d6) necrotic damage. If the target is a creature  it makes a DC 17 Constitution saving throw. On a failure  it is cursed with Mummy Rot."},{"name":"Dispel Magic (3rd-Level; V, S)","desc":"The mummy lord scours the magic from one creature  object  or magical effect it can see within 120 feet. A spell ends if it was cast with a 3rd-level or lower spell slot. For spells using a 4th-level or higher spell slot  the mummy lord makes a Wisdom ability check (DC 10 + the spells level) for each one  ending the effect on a success."},{"name":"Guardian of Faith (4th-Level; V)","desc":"A Large  indistinct spectral guardian appears within an unoccupied space within 30 feet and remains for 8 hours. Creatures of the mummy lords choice that move to a space within 10 feet of the guardian for the first time on a turn make a DC 17 Dexterity saving throw  taking 20 radiant or necrotic damage (mummy lords choice) on a failed save or half damage on a success. The spell ends when the guardian has dealt 60 total damage."},{"name":"Contagion (5th-Level; V, S)","desc":"Melee Spell Attack: +9 to hit, reach 5 ft., one creature. Hit: The target contracts a flesh-rotting disease. It has disadvantage on Charisma ability checks and becomes vulnerable to all damage. The target makes a DC 17 Constitution saving throw at the end of each of its turns. After 3 failures  the target stops making saving throws and the disease lasts for 7 days. After 3 successes  the effect ends."},{"name":"Harm (6th-Level; V, S)","desc":"The mummy lord targets a creature within 60 feet. The target makes a DC 17 Constitution saving throw. On a failure  the creature is diseased  taking 49 (14d6) necrotic damage. Its hit point maximum is reduced by the same amount for 1 hour or until the effect is removed with a spell that removes diseases. On a successful save  the creature takes half the damage. The spells damage can't reduce a target to less than 1 hit point."}],"bonus_actions":null,"reactions":[{"name":"Blasphemous Counterspell","desc":"When the mummy lord is targeted by a spell using a 4th-level or lower spell slot, the attacker makes a DC 16 Constitution saving throw. On a failure, the spell is wasted, and the caster takes 3 (1d6) necrotic damage per level of the spell slot."}],"legendary_desc":"","legendary_actions":[{"name":"The mummy lord can take 3 legendary actions","desc":"Only one legendary action can be used at a time and only at the end of another creatures turn. It regains spent legendary actions at the start of its turn."},{"name":"Channel Negative Energy","desc":"A 60-foot-radius aura of magical negative energy surrounds the mummy lord until the end of its next turn, spreading around corners. Creatures in the aura can't regain hit points."},{"name":"Whirlwind of Sand","desc":"The mummy lord, along with its equipment, magically transforms into a whirlwind of sand and moves up to 60 feet without provoking opportunity attacks, and then reverts to its normal form."},{"name":"Attack (Costs 2 Actions)","desc":"The mummy lord uses Dreadful Glare or attacks with its rotting fist."},{"name":"Blasphemous Word (Costs 2 Actions)","desc":"Each non-undead creature within 10 feet of the mummy lord that can hear its magical imprecation makes a DC 16 Constitution saving throw. On a failure, a creature is stunned until the end of the mummy lords next turn."},{"name":"Dispel Magic (Costs 2 Actions)","desc":"The mummy lord casts dispel magic."}],"special_abilities":[{"name":"Curse: Mummy Rot","desc":"A mummys touch inflicts a dreadful curse called mummy rot. A cursed creature can't regain hit points, and its hit point maximum decreases by an amount equal to the creatures total number of Hit Dice for every 24 hours that elapse. If this curse reduces the targets hit point maximum to 0, the target dies and crumbles to dust. Remove curse and similar magic ends the curse."},{"name":"Flammable","desc":"After taking fire damage, the mummy lord catches fire and takes 11 (2d10) ongoing fire damage if it isnt already suffering ongoing fire damage. A creature can use an action or legendary action to extinguish this fire."},{"name":"Legendary Resistance (1/Day)","desc":"If the mummy lord fails a saving throw while wearing its scarab amulet, it can choose to succeed instead. When it does so, the scarab amulet shatters. The mummy lord can create a new amulet when it finishes a long rest."},{"name":"Magic Resistance","desc":"The mummy lord has advantage on saving throws against spells and magical effects."},{"name":"Rejuvenation","desc":"If its heart is intact, a destroyed mummy lord gains a new body in 1d4 days, regaining all its hit points. The new body forms within 10 feet of the heart."},{"name":"Spellcasting","desc":"The mummy lord is an 11th level spellcaster. Its spellcasting ability is Wisdom (spell save DC 17\n +9 to hit with spell attacks). The mummy lord has the following cleric spells prepared\n which it can cast without material components:\n Cantrips (at will): guidance\n thaumaturgy\n 1st-level (4 slots): create or destroy water\n detect magic\n 2nd-level (3 slots): augury\n gentle repose\n 3rd-level (3 slots): animate dead\n dispel magic\n 4th-level (3 slots): divination\n guardian of faith\n 5th-level (2 slots): contagion\n 6th-level (1 slot): harm"}],"spell_list":[],"page_no":339,"environments":[],"img_main":null,"document__slug":"menagerie","document__title":"Level Up Advanced 5e Monstrous Menagerie","document__license_url":"http://open5e.com/legal","document__url":"https://www.levelup5e.com","v2_converted_path":"/v2/creatures/a5e-mm_mummy-lord/"},{"slug":"naiad-a5e","desc":"","name":"Naiad","size":"Medium","type":"Fey","subtype":"","group":null,"alignment":"","armor_class":15,"armor_desc":"","hit_points":22,"hit_dice":"5d8","speed":{"walk":30,"swim":30},"strength":14,"dexterity":12,"constitution":10,"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":{"nature":3,"perception":5,"stealth":3,"survival":5},"damage_vulnerabilities":"fire","damage_resistances":"","damage_immunities":"","condition_immunities":"","senses":"darkvision 60 ft., passive Perception 14","languages":"Elvish, Sylvan","challenge_rating":"1","cr":1.0,"actions":[{"name":"Watery Grasp","desc":"Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) bludgeoning damage  and the target is grappled (escape DC 12). While grappling a creature this way  the naiad can't use Watery Grasp on a different target and can swim at full speed."}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Magic Resistance","desc":"The naiad has advantage on saving throws against spells and magical effects."},{"name":"Speak with Nature","desc":"The naiad can communicate with beasts and plants."},{"name":"Amphibious","desc":"The naiad can breathe air and water."}],"spell_list":[],"page_no":189,"environments":[],"img_main":null,"document__slug":"menagerie","document__title":"Level Up Advanced 5e Monstrous Menagerie","document__license_url":"http://open5e.com/legal","document__url":"https://www.levelup5e.com","v2_converted_path":"/v2/creatures/a5e-mm_naiad/"},{"slug":"ogre-mage-a5e","desc":"","name":"Ogre Mage","size":"Large","type":"Giant","subtype":"","group":null,"alignment":"","armor_class":16,"armor_desc":"","hit_points":102,"hit_dice":"12d10+36","speed":{"walk":30,"fly":30},"strength":18,"dexterity":10,"constitution":16,"intelligence":14,"wisdom":12,"charisma":16,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":null,"skills":{"arcana":5,"deception":6,"perception":4,"stealth":3},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"","condition_immunities":"","senses":"darkvision 60 ft., passive Perception 14","languages":"Common, Giant","challenge_rating":"7","cr":7.0,"actions":[{"name":"Multiattack","desc":"The ogre makes two melee attacks."},{"name":"Claw (Ogre Mage Form Only)","desc":"Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) slashing damage."},{"name":"Iron Club","desc":"Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 17 (2d12 + 4) bludgeoning damage  or 10 (1d12 + 4) bludgeoning damage in Small or Medium form. When the ogre hits or touches a target with its club  it can end any spell on the target that was cast with a 3rd-level or lower spell slot."},{"name":"Read Scroll (1/Day)","desc":"The ogre casts a spell from a magical scroll without expending the scrolls magic."},{"name":"Darkness (2nd-Level; V, S, Concentration)","desc":"Magical darkness spreads from a point within 30 feet of the ogre  filling a 15-foot-radius sphere and spreading around corners. It remains for 1 minute. A creature with darkvision can't see through this darkness  and nonmagical light can't illuminate it."},{"name":"Hold Person (2nd-Level; V, S, Concentration)","desc":"One humanoid the ogre can see within 60 feet makes a DC 14 Wisdom saving throw. On a failure  the target is paralyzed for 1 minute  repeating the saving throw at the end of each of its turns  ending the effect on a success."},{"name":"Invisibility (2nd-Level; V, S, Concentration)","desc":"The ogre is invisible for 1 hour. The spell ends if the ogre attacks or casts a spell."},{"name":"Gaseous Form (3rd-Level; V, S, Concentration)","desc":"The ogre and its gear becomes a hovering cloud of gas for 1 hour. Its Speed is 0  and its fly speed is 30. It can't attack  use or drop objects  talk  or cast spells. It can enter another creatures space and pass through small holes and cracks but can't pass through liquid. It is resistant to nonmagical damage  has advantage on Strength  Dexterity and Constitution saving throws  and can't fall."},{"name":"Cone of Cold (5th-Level; V, S)","desc":"Frost blasts from the ogre in a 60-foot cone. Each creature in the area makes a DC 14 Constitution saving throw  taking 36 (8d8) cold damage on a failure or half damage on a success."}],"bonus_actions":[{"name":"Shapeshift","desc":"The ogre changes its form into a Small or Medium humanoid, or back into its true form, which is a Large giant. Other than its size, its statistics are the same in each form. Its iron club, armor, and clothing change size with it. It reverts to its true form when it dies."}],"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Innate Spellcasting","desc":"The ogres innate spellcasting ability is Charisma (spell save DC 14). It can innately cast the following spells, requiring no material components: At will: darkness, invisibility, 1/day: charm person, cone of cold, gaseous form, hold person"}],"spell_list":[],"page_no":348,"environments":[],"img_main":null,"document__slug":"menagerie","document__title":"Level Up Advanced 5e Monstrous Menagerie","document__license_url":"http://open5e.com/legal","document__url":"https://www.levelup5e.com","v2_converted_path":"/v2/creatures/a5e-mm_ogre-mage/"},{"slug":"phase-monster-a5e","desc":"","name":"Phase Monster","size":"Large","type":"Monstrosity","subtype":"","group":null,"alignment":"","armor_class":13,"armor_desc":"","hit_points":85,"hit_dice":"10d10+30","speed":{"walk":30,"fly":50},"strength":18,"dexterity":14,"constitution":16,"intelligence":4,"wisdom":14,"charisma":8,"strength_save":null,"dexterity_save":4,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":null,"skills":{"perception":4,"stealth":4},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"","condition_immunities":"","senses":"darkvision 60 ft., passive Perception 14","languages":"","challenge_rating":"4","cr":4.0,"actions":[{"name":"Multiattack","desc":"The phase monster attacks with its horns and its claws."},{"name":"Horns","desc":"Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 8 (2d4 + 3) bludgeoning damage. If the target is a creature and the phase monster moves at least 20 feet straight towards the target before the attack  the target takes an additional 5 (2d4) bludgeoning damage and makes a DC 14 Strength saving throw  falling prone on a failure."},{"name":"Claws (True Form Only)","desc":"Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 8 (2d4 + 3) slashing damage  plus an additional 5 (2d4) slashing damage if the target is prone."},{"name":"Blood-Curdling Scream (Recharge 5-6)","desc":"The phase monster unleashes a horrific screech. Each creature within 60 feet that can hear it makes a DC 13 Wisdom saving throw. On a failure  it is frightened for 1 minute. While frightened by Blood-Curdling Scream  a creature must take the Dash action and move away from the phase monster by the safest available route on each of its turns  unless there is nowhere to move. If the creature ends its turn in a location where it doesnt have line of sight to the phase monster  the creature makes a Wisdom saving throw. On a successful save  it is no longer frightened."}],"bonus_actions":[{"name":"Shapeshift","desc":"The phase monster magically changes its form to that of a Small goat or into its true form. While in goat form, it loses its fly speed and Mirror Image trait. Its statistics, other than its size and speed, are unchanged in each form."}],"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Mirror Image","desc":"A magical illusion cloaks the phase monster, creating a reflection of the monster nearby and concealing its precise location. While the monster is not incapacitated, attack rolls against it have disadvantage. When a creature hits the phase monster with an attack, this trait stops working until the end of the phase monsters next turn."}],"spell_list":[],"page_no":361,"environments":[],"img_main":null,"document__slug":"menagerie","document__title":"Level Up Advanced 5e Monstrous Menagerie","document__license_url":"http://open5e.com/legal","document__url":"https://www.levelup5e.com","v2_converted_path":"/v2/creatures/a5e-mm_phase-monster/"},{"slug":"vampire-spawn-a5e","desc":"","name":"Vampire Spawn","size":"Medium","type":"Undead","subtype":"","group":null,"alignment":"","armor_class":15,"armor_desc":"","hit_points":76,"hit_dice":"9d8+36","speed":{"walk":30,"climb":30},"strength":18,"dexterity":16,"constitution":18,"intelligence":10,"wisdom":14,"charisma":14,"strength_save":null,"dexterity_save":5,"constitution_save":null,"intelligence_save":null,"wisdom_save":4,"charisma_save":null,"perception":null,"skills":{"perception":4,"stealth":5},"damage_vulnerabilities":"radiant","damage_resistances":"necrotic; damage from nonmagical, non-silvered weapons","damage_immunities":"","condition_immunities":"","senses":"darkvision 60 ft., passive Perception 14","languages":"the languages it knew in life","challenge_rating":"4","cr":4.0,"actions":[{"name":"Multiattack","desc":"The vampire makes two attacks  only one of which can be a bite attack."},{"name":"Grab","desc":"Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) bludgeoning damage. The target is grappled (escape DC 14)."},{"name":"Bite","desc":"Melee Weapon Attack: +6 to hit, reach 5 ft., one target that is grappled  incapacitated  restrained  or willing. Hit: 9 (1d10 + 4) piercing damage plus 14 (4d6) necrotic damage. The targets hit point maximum is reduced by an amount equal to the necrotic damage dealt  and the vampire regains this number of hit points. The reduction lasts until the target finishes a long rest. If the target is reduced to 0 hit points by this attack  it dies."}],"bonus_actions":null,"reactions":[{"name":"Hissing Scuttle (1/Day)","desc":"When the vampire takes radiant damage, it moves up to its Speed without provoking opportunity attacks."}],"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Regeneration","desc":"The vampire regains 10 hit points at the start of its turn if it has at least 1 hit point and hasnt taken radiant damage since its last turn."},{"name":"Spider Climb","desc":"The vampire can climb even on difficult surfaces and upside down on ceilings."},{"name":"Vampire Weaknesses","desc":"Vampires most common weaknesses are sunlight and running water. When the vampire ends its turn in contact with one of its weaknesses (such as being bathed in sunlight or running water), it takes 20 radiant damage. While in contact with its weakness, it can't use its Regeneration trait."}],"spell_list":[],"page_no":421,"environments":[],"img_main":null,"document__slug":"menagerie","document__title":"Level Up Advanced 5e Monstrous Menagerie","document__license_url":"http://open5e.com/legal","document__url":"https://www.levelup5e.com","v2_converted_path":"/v2/creatures/a5e-mm_vampire-spawn/"}]}