{"count":3207,"next":"https://api-beta.open5e.com/v1/monsters/?format=json&ordering=size&page=26","previous":"https://api-beta.open5e.com/v1/monsters/?format=json&ordering=size&page=24","results":[{"slug":"shield-guardian","desc":"","name":"Shield Guardian","size":"Large","type":"Construct","subtype":"","group":null,"alignment":"unaligned","armor_class":17,"armor_desc":"natural armor","hit_points":142,"hit_dice":"15d10+60","speed":{"walk":30},"strength":18,"dexterity":8,"constitution":18,"intelligence":7,"wisdom":10,"charisma":3,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":null,"skills":{},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"poison","condition_immunities":"charmed, exhaustion, frightened, paralyzed, poisoned","senses":"blindsight 10 ft., darkvision 60 ft., passive Perception 10","languages":"understands commands given in any language but can't speak","challenge_rating":"7","cr":7.0,"actions":[{"name":"Multiattack","desc":"The guardian makes two fist attacks."},{"name":"Fist","desc":"Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) bludgeoning damage.","attack_bonus":7,"damage_dice":"2d6","damage_bonus":4}],"bonus_actions":null,"reactions":[{"name":"Shield","desc":"When a creature makes an attack against the wearer of the guardian's amulet, the guardian grants a +2 bonus to the wearer's AC if the guardian is within 5 feet of the wearer."}],"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Bound","desc":"The shield guardian is magically bound to an amulet. As long as the guardian and its amulet are on the same plane of existence, the amulet's wearer can telepathically call the guardian to travel to it, and the guardian knows the distance and direction to the amulet. If the guardian is within 60 feet of the amulet's wearer, half of any damage the wearer takes (rounded up) is transferred to the guardian."},{"name":"Regeneration","desc":"The shield guardian regains 10 hit points at the start of its turn if it has at least 1 hit. point."},{"name":"Spell Storing","desc":"A spellcaster who wears the shield guardian's amulet can cause the guardian to store one spell of 4th level or lower. To do so, the wearer must cast the spell on the guardian. The spell has no effect but is stored within the guardian. When commanded to do so by the wearer or when a situation arises that was predefined by the spellcaster, the guardian casts the stored spell with any parameters set by the original caster, requiring no components. When the spell is cast or a new spell is stored, any previously stored spell is lost."}],"spell_list":[],"page_no":345,"environments":["Temple","Urban","Ruin","Laboratory","Tomb"],"img_main":null,"document__slug":"wotc-srd","document__title":"5e Core Rules","document__license_url":"http://open5e.com/legal","document__url":"http://dnd.wizards.com/articles/features/systems-reference-document-srd","v2_converted_path":"/v2/creatures/srd_shield-guardian/"},{"slug":"solar","desc":"","name":"Solar","size":"Large","type":"Celestial","subtype":"","group":"Angels","alignment":"lawful good","armor_class":21,"armor_desc":"natural armor","hit_points":243,"hit_dice":"18d10+144","speed":{"walk":50,"fly":150},"strength":26,"dexterity":22,"constitution":26,"intelligence":25,"wisdom":25,"charisma":30,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":14,"wisdom_save":14,"charisma_save":17,"perception":14,"skills":{"perception":14},"damage_vulnerabilities":"","damage_resistances":"radiant; bludgeoning, piercing, and slashing from nonmagical attacks","damage_immunities":"necrotic, poison","condition_immunities":"charmed, exhaustion, frightened, poisoned","senses":"truesight 120 ft., passive Perception 24","languages":"all, telepathy 120 ft.","challenge_rating":"21","cr":21.0,"actions":[{"name":"Multiattack","desc":"The solar makes two greatsword attacks."},{"name":"Greatsword","desc":"Melee Weapon Attack: +15 to hit, reach 5 ft., one target. Hit: 22 (4d6 + 8) slashing damage plus 27 (6d8) radiant damage.","attack_bonus":15,"damage_dice":"4d6+6d8","damage_bonus":8},{"name":"Slaying Longbow","desc":"Ranged Weapon Attack: +13 to hit, range 150/600 ft., one target. Hit: 15 (2d8 + 6) piercing damage plus 27 (6d8) radiant damage. If the target is a creature that has 190 hit points or fewer, it must succeed on a DC 15 Constitution saving throw or die.","attack_bonus":13,"damage_dice":"2d8+6d8","damage_bonus":6},{"name":"Flying Sword","desc":"The solar releases its greatsword to hover magically in an unoccupied space within 5 ft. of it. If the solar can see the sword, the solar can mentally command it as a bonus action to fly up to 50 ft. and either make one attack against a target or return to the solar's hands. If the hovering sword is targeted by any effect, the solar is considered to be holding it. The hovering sword falls if the solar dies."},{"name":"Healing Touch (4/Day)","desc":"The solar touches another creature. The target magically regains 40 (8d8 + 4) hit points and is freed from any curse, disease, poison, blindness, or deafness."}],"bonus_actions":null,"reactions":null,"legendary_desc":"The solar can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The solar regains spent legendary actions at the start of its turn.","legendary_actions":[{"name":"Teleport","desc":"The solar magically teleports, along with any equipment it is wearing or carrying, up to 120 ft. to an unoccupied space it can see."},{"name":"Searing Burst (Costs 2 Actions)","desc":"The solar emits magical, divine energy. Each creature of its choice in a 10 -foot radius must make a DC 23 Dexterity saving throw, taking 14 (4d6) fire damage plus 14 (4d6) radiant damage on a failed save, or half as much damage on a successful one."},{"name":"Blinding Gaze (Costs 3 Actions)","desc":"The solar targets one creature it can see within 30 ft. of it. If the target can see it, the target must succeed on a DC 15 Constitution saving throw or be blinded until magic such as the lesser restoration spell removes the blindness."}],"special_abilities":[{"name":"Angelic Weapons","desc":"The solar's weapon attacks are magical. When the solar hits with any weapon, the weapon deals an extra 6d8 radiant damage (included in the attack)."},{"name":"Divine Awareness","desc":"The solar knows if it hears a lie."},{"name":"Innate Spellcasting","desc":"The solar's spell casting ability is Charisma (spell save DC 25). It can innately cast the following spells, requiring no material components:\nAt will: detect evil and good, invisibility (self only)\n3/day each: blade barrier, dispel evil and good, resurrection\n1/day each: commune, control weather"},{"name":"Magic Resistance","desc":"The solar has advantage on saving throws against spells and other magical effects."}],"spell_list":["https://api-beta.open5e.com/v2/spells/detect-evil-and-good/?format=json","https://api-beta.open5e.com/v2/spells/invisibility/?format=json","https://api-beta.open5e.com/v2/spells/blade-barrier/?format=json","https://api-beta.open5e.com/v2/spells/dispel-evil-and-good/?format=json","https://api-beta.open5e.com/v2/spells/resurrection/?format=json","https://api-beta.open5e.com/v2/spells/commune/?format=json","https://api-beta.open5e.com/v2/spells/control-weather/?format=json"],"page_no":262,"environments":["Temple","Astral Plane"],"img_main":null,"document__slug":"wotc-srd","document__title":"5e Core Rules","document__license_url":"http://open5e.com/legal","document__url":"http://dnd.wizards.com/articles/features/systems-reference-document-srd","v2_converted_path":"/v2/creatures/srd_solar/"},{"slug":"spirit-naga","desc":"","name":"Spirit Naga","size":"Large","type":"Monstrosity","subtype":"","group":"Nagas","alignment":"chaotic evil","armor_class":15,"armor_desc":"natural armor","hit_points":75,"hit_dice":"10d10+20","speed":{"walk":40},"strength":18,"dexterity":17,"constitution":14,"intelligence":16,"wisdom":15,"charisma":16,"strength_save":null,"dexterity_save":6,"constitution_save":5,"intelligence_save":null,"wisdom_save":5,"charisma_save":6,"perception":null,"skills":{},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"poison","condition_immunities":"charmed, poisoned","senses":"darkvision 60 ft., passive Perception 12","languages":"Abyssal, Common","challenge_rating":"8","cr":8.0,"actions":[{"name":"Bite","desc":"Melee Weapon Attack: +7 to hit, reach 10 ft., one creature. Hit: 7 (1d6 + 4) piercing damage, and the target must make a DC 13 Constitution saving throw, taking 31 (7d8) poison damage on a failed save, or half as much damage on a successful one.","attack_bonus":7,"damage_dice":"1d6","damage_bonus":4}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Rejuvenation","desc":"If it dies, the naga returns to life in 1d6 days and regains all its hit points. Only a wish spell can prevent this trait from functioning."},{"name":"Spellcasting","desc":"The naga is a 10th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 14, +6 to hit with spell attacks), and it needs only verbal components to cast its spells. It has the following wizard spells prepared:\n\n* Cantrips (at will): mage hand, minor illusion, ray of frost\n* 1st level (4 slots): charm person, detect magic, sleep\n* 2nd level (3 slots): detect thoughts, hold person\n* 3rd level (3 slots): lightning bolt, water breathing\n* 4th level (3 slots): blight, dimension door\n* 5th level (2 slots): dominate person"}],"spell_list":["https://api-beta.open5e.com/v2/spells/mage-hand/?format=json","https://api-beta.open5e.com/v2/spells/minor-illusion/?format=json","https://api-beta.open5e.com/v2/spells/ray-of-frost/?format=json","https://api-beta.open5e.com/v2/spells/charm-person/?format=json","https://api-beta.open5e.com/v2/spells/detect-magic/?format=json","https://api-beta.open5e.com/v2/spells/sleep/?format=json","https://api-beta.open5e.com/v2/spells/detect-thoughts/?format=json","https://api-beta.open5e.com/v2/spells/hold-person/?format=json","https://api-beta.open5e.com/v2/spells/lightning-bolt/?format=json","https://api-beta.open5e.com/v2/spells/water-breathing/?format=json","https://api-beta.open5e.com/v2/spells/blight/?format=json","https://api-beta.open5e.com/v2/spells/dimension-door/?format=json","https://api-beta.open5e.com/v2/spells/dominate-person/?format=json"],"page_no":335,"environments":["Temple","Desert","Underdark","Astral Plane","Mountains","Forest","Ruin","Jungle","Caverns"],"img_main":null,"document__slug":"wotc-srd","document__title":"5e Core Rules","document__license_url":"http://open5e.com/legal","document__url":"http://dnd.wizards.com/articles/features/systems-reference-document-srd","v2_converted_path":"/v2/creatures/srd_spirit-naga/"},{"slug":"stone-golem","desc":"","name":"Stone Golem","size":"Large","type":"Construct","subtype":"","group":"Golems","alignment":"unaligned","armor_class":17,"armor_desc":"natural armor","hit_points":178,"hit_dice":"17d10+85","speed":{"walk":30},"strength":22,"dexterity":9,"constitution":20,"intelligence":3,"wisdom":11,"charisma":1,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":null,"skills":{},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"poison, psychic; bludgeoning, piercing, and slashing from nonmagical attacks not made with adamantine weapons","condition_immunities":"charmed, exhaustion, frightened, paralyzed, petrified, poisoned","senses":"darkvision 120 ft., passive Perception 10","languages":"understands the languages of its creator but can't speak","challenge_rating":"10","cr":10.0,"actions":[{"name":"Multiattack","desc":"The golem makes two slam attacks."},{"name":"Slam","desc":"Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 19 (3d8 + 6) bludgeoning damage.","attack_bonus":10,"damage_dice":"3d8","damage_bonus":6},{"name":"Slow (Recharge 5-6)","desc":"The golem targets one or more creatures it can see within 10 ft. of it. Each target must make a DC 17 Wisdom saving throw against this magic. On a failed save, a target can't use reactions, its speed is halved, and it can't make more than one attack on its turn. In addition, the target can take either an action or a bonus action on its turn, not both. These effects last for 1 minute. A target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success."}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Immutable Form","desc":"The golem is immune to any spell or effect that would alter its form."},{"name":"Magic Resistance","desc":"The golem has advantage on saving throws against spells and other magical effects."},{"name":"Magic Weapons","desc":"The golem's weapon attacks are magical."}],"spell_list":[],"page_no":317,"environments":["Any"],"img_main":null,"document__slug":"wotc-srd","document__title":"5e Core Rules","document__license_url":"http://open5e.com/legal","document__url":"http://dnd.wizards.com/articles/features/systems-reference-document-srd","v2_converted_path":"/v2/creatures/srd_stone-golem/"},{"slug":"tiger","desc":"","name":"Tiger","size":"Large","type":"Beast","subtype":"","group":"Miscellaneous Creatures","alignment":"unaligned","armor_class":12,"armor_desc":null,"hit_points":37,"hit_dice":"5d10+10","speed":{"walk":40},"strength":17,"dexterity":15,"constitution":14,"intelligence":3,"wisdom":12,"charisma":8,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":3,"skills":{"perception":3,"stealth":6},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"","condition_immunities":"","senses":"darkvision 60 ft., passive Perception 13","languages":"","challenge_rating":"1","cr":1.0,"actions":[{"name":"Bite","desc":"Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 8 (1d10 + 3) piercing damage.","attack_bonus":5,"damage_dice":"1d10","damage_bonus":3},{"name":"Claw","desc":"Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) slashing damage."}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Keen Smell","desc":"The tiger has advantage on Wisdom (Perception) checks that rely on smell."},{"name":"Pounce","desc":"If the tiger moves at least 20 ft. straight toward a creature and then hits it with a claw attack on the same turn, that target must succeed on a DC 13 Strength saving throw or be knocked prone. If the target is prone, the tiger can make one bite attack against it as a bonus action."}],"spell_list":[],"page_no":391,"environments":["Jungle","Grassland","Forest"],"img_main":null,"document__slug":"wotc-srd","document__title":"5e Core Rules","document__license_url":"http://open5e.com/legal","document__url":"http://dnd.wizards.com/articles/features/systems-reference-document-srd","v2_converted_path":"/v2/creatures/srd_tiger/"},{"slug":"troll","desc":"","name":"Troll","size":"Large","type":"Giant","subtype":"","group":null,"alignment":"chaotic evil","armor_class":15,"armor_desc":"natural armor","hit_points":84,"hit_dice":"8d10+40","speed":{"walk":30},"strength":18,"dexterity":13,"constitution":20,"intelligence":7,"wisdom":9,"charisma":7,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":2,"skills":{"perception":2},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"","condition_immunities":"","senses":"darkvision 60 ft., passive Perception 12","languages":"Giant","challenge_rating":"5","cr":5.0,"actions":[{"name":"Multiattack","desc":"The troll makes three attacks: one with its bite and two with its claws."},{"name":"Bite","desc":"Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) piercing damage.","attack_bonus":7,"damage_dice":"1d6","damage_bonus":4},{"name":"Claw","desc":"Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) slashing damage.","attack_bonus":7,"damage_dice":"2d6","damage_bonus":4}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Keen Smell","desc":"The troll has advantage on Wisdom (Perception) checks that rely on smell."},{"name":"Regeneration","desc":"The troll regains 10 hit points at the start of its turn. If the troll takes acid or fire damage, this trait doesn't function at the start of the troll's next turn. The troll dies only if it starts its turn with 0 hit points and doesn't regenerate."},{"name":"Variant: Loathsome Limbs","desc":"Whenever the troll takes at least 15 slashing damage at one time, roll a d20 to determine what else happens to it:\n\n**1-10:** Nothing else happens.\n**11-14:** One leg is severed from the troll if it has any legs left.\n**15- 18:** One arm is severed from the troll if it has any arms left.\n**19-20:** The troll is decapitated, but the troll dies only if it can't regenerate. If it dies, so does the severed head.\n\nIf the troll finishes a short or long rest without reattaching a severed limb or head, the part regrows. At that point, the severed part dies. Until then, a severed part acts on the troll's initiative and has its own action and movement. A severed part has AC 13, 10 hit points, and the troll's Regeneration trait.\nA **severed leg** is unable to attack and has a speed of 5 feet.\nA **severed arm** has a speed of 5 feet and can make one claw attack on its turn, with disadvantage on the attack roll unless the troll can see the arm and its target. Each time the troll loses an arm, it loses a claw attack.\nIf its head is severed, the troll loses its bite attack and its body is blinded unless the head can see it. The **severed head** has a speed of 0 feet and the troll's Keen Smell trait. It can make a bite attack but only against a target in its space.\nThe troll's speed is halved if it's missing a leg. If it loses both legs, it falls prone. If it has both arms, it can crawl. With only one arm, it can still crawl, but its speed is halved. With no arms or legs, its speed is 0, and it can't benefit from bonuses to speed."}],"spell_list":[],"page_no":351,"environments":["Hill","Underdark","Mountains","Grassland","Ruin","Swamp","Feywild","Mountain","Forest","Arctic","Jungle","Hills","Caverns"],"img_main":null,"document__slug":"wotc-srd","document__title":"5e Core Rules","document__license_url":"http://open5e.com/legal","document__url":"http://dnd.wizards.com/articles/features/systems-reference-document-srd","v2_converted_path":"/v2/creatures/srd_troll/"},{"slug":"unicorn","desc":"","name":"Unicorn","size":"Large","type":"Celestial","subtype":"","group":null,"alignment":"lawful good","armor_class":12,"armor_desc":null,"hit_points":67,"hit_dice":"9d10+18","speed":{"walk":50},"strength":18,"dexterity":14,"constitution":15,"intelligence":11,"wisdom":17,"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":"poison","condition_immunities":"charmed, paralyzed, poisoned","senses":"darkvision 60 ft., passive Perception 13","languages":"Celestial, Elvish, Sylvan, telepathy 60 ft.","challenge_rating":"5","cr":5.0,"actions":[{"name":"Multiattack","desc":"The unicorn makes two attacks: one with its hooves and one with its horn."},{"name":"Hooves","desc":"Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) bludgeoning damage.","attack_bonus":7,"damage_dice":"2d6","damage_bonus":4},{"name":"Horn","desc":"Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) piercing damage.","attack_bonus":7,"damage_dice":"1d8","damage_bonus":4},{"name":"Healing Touch (3/Day)","desc":"The unicorn touches another creature with its horn. The target magically regains 11 (2d8 + 2) hit points. In addition, the touch removes all diseases and neutralizes all poisons afflicting the target."},{"name":"Teleport (1/Day)","desc":"The unicorn magically teleports itself and up to three willing creatures it can see within 5 ft. of it, along with any equipment they are wearing or carrying, to a location the unicorn is familiar with, up to 1 mile away."}],"bonus_actions":null,"reactions":null,"legendary_desc":"The unicorn can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The unicorn regains spent legendary actions at the start of its turn.","legendary_actions":[{"name":"Hooves","desc":"The unicorn makes one attack with its hooves."},{"name":"Shimmering Shield (Costs 2 Actions)","desc":"The unicorn creates a shimmering, magical field around itself or another creature it can see within 60 ft. of it. The target gains a +2 bonus to AC until the end of the unicorn's next turn."},{"name":"Heal Self (Costs 3 Actions)","desc":"The unicorn magically regains 11 (2d8 + 2) hit points."}],"special_abilities":[{"name":"Charge","desc":"If the unicorn moves at least 20 ft. straight toward a target and then hits it with a horn attack on the same turn, the target takes an extra 9 (2d8) piercing damage. If the target is a creature, it must succeed on a DC 15 Strength saving throw or be knocked prone.","attack_bonus":0,"damage_dice":"2d8"},{"name":"Innate Spellcasting","desc":"The unicorn's innate spellcasting ability is Charisma (spell save DC 14). The unicorn can innately cast the following spells, requiring no components:\n\nAt will: detect evil and good, druidcraft, pass without trace\n1/day each: calm emotions, dispel evil and good, entangle"},{"name":"Magic Resistance","desc":"The unicorn has advantage on saving throws against spells and other magical effects."},{"name":"Magic Weapons","desc":"The unicorn's weapon attacks are magical."}],"spell_list":["https://api-beta.open5e.com/v2/spells/detect-evil-and-good/?format=json","https://api-beta.open5e.com/v2/spells/druidcraft/?format=json","https://api-beta.open5e.com/v2/spells/pass-without-trace/?format=json","https://api-beta.open5e.com/v2/spells/calm-emotions/?format=json","https://api-beta.open5e.com/v2/spells/dispel-evil-and-good/?format=json","https://api-beta.open5e.com/v2/spells/entangle/?format=json"],"page_no":351,"environments":["Jungle","Forest","Feywild"],"img_main":null,"document__slug":"wotc-srd","document__title":"5e Core Rules","document__license_url":"http://open5e.com/legal","document__url":"http://dnd.wizards.com/articles/features/systems-reference-document-srd","v2_converted_path":"/v2/creatures/srd_unicorn/"},{"slug":"vrock","desc":"","name":"Vrock","size":"Large","type":"Fiend","subtype":"demon","group":"Demons","alignment":"chaotic evil","armor_class":15,"armor_desc":"natural armor","hit_points":104,"hit_dice":"11d10+44","speed":{"walk":40,"fly":60},"strength":17,"dexterity":15,"constitution":18,"intelligence":8,"wisdom":13,"charisma":8,"strength_save":null,"dexterity_save":5,"constitution_save":null,"intelligence_save":null,"wisdom_save":4,"charisma_save":2,"perception":null,"skills":{},"damage_vulnerabilities":"","damage_resistances":"cold, fire, lightning; bludgeoning, piercing, and slashing from nonmagical attacks","damage_immunities":"poison","condition_immunities":"poisoned","senses":"darkvision 120 ft., passive Perception 11","languages":"Abyssal, telepathy 120 ft.","challenge_rating":"6","cr":6.0,"actions":[{"name":"Multiattack","desc":"The vrock makes two attacks: one with its beak and one with its talons."},{"name":"Beak","desc":"Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) piercing damage.","attack_bonus":6,"damage_dice":"2d6","damage_bonus":3},{"name":"Talons","desc":"Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 14 (2d10 + 3) slashing damage.","attack_bonus":6,"damage_dice":"2d10","damage_bonus":3},{"name":"Spores (Recharge 6)","desc":"A 15-foot-radius cloud of toxic spores extends out from the vrock. The spores spread around corners. Each creature in that area must succeed on a DC 14 Constitution saving throw or become poisoned. While poisoned in this way, a target takes 5 (1d10) poison damage at the start of each of its turns. A target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Emptying a vial of holy water on the target also ends the effect on it."},{"name":"Stunning Screech (1/Day)","desc":"The vrock emits a horrific screech. Each creature within 20 feet of it that can hear it and that isn't a demon must succeed on a DC 14 Constitution saving throw or be stunned until the end of the vrock's next turn."},{"name":"Variant: Summon Demon (1/Day)","desc":"The demon chooses what to summon and attempts a magical summoning.\nA vrock has a 30 percent chance of summoning 2d4 dretches or one vrock.\nA summoned demon appears in an unoccupied space within 60 feet of its summoner, acts as an ally of its summoner, and can't summon other demons. It remains for 1 minute, until it or its summoner dies, or until its summoner dismisses it as an action."}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Magic Resistance","desc":"The vrock has advantage on saving throws against spells and other magical effects."}],"spell_list":[],"page_no":273,"environments":["Abyss"],"img_main":null,"document__slug":"wotc-srd","document__title":"5e Core Rules","document__license_url":"http://open5e.com/legal","document__url":"http://dnd.wizards.com/articles/features/systems-reference-document-srd","v2_converted_path":"/v2/creatures/srd_vrock/"},{"slug":"warhorse","desc":"","name":"Warhorse","size":"Large","type":"Beast","subtype":"","group":"Miscellaneous Creatures","alignment":"unaligned","armor_class":11,"armor_desc":null,"hit_points":19,"hit_dice":"3d10+3","speed":{"walk":60},"strength":18,"dexterity":12,"constitution":13,"intelligence":2,"wisdom":12,"charisma":7,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":null,"skills":{},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"","condition_immunities":"","senses":"passive Perception 11","languages":"","challenge_rating":"1/2","cr":0.5,"actions":[{"name":"Hooves","desc":"Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) bludgeoning damage.","attack_bonus":6,"damage_dice":"2d6","damage_bonus":4}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Trampling Charge","desc":"If the horse moves at least 20 ft. straight toward a creature and then hits it with a hooves attack on the same turn, that target must succeed on a DC 14 Strength saving throw or be knocked prone. If the target is prone, the horse can make another attack with its hooves against it as a bonus action."}],"spell_list":[],"page_no":392,"environments":["Urban","Settlement"],"img_main":null,"document__slug":"wotc-srd","document__title":"5e Core Rules","document__license_url":"http://open5e.com/legal","document__url":"http://dnd.wizards.com/articles/features/systems-reference-document-srd","v2_converted_path":"/v2/creatures/srd_warhorse/"},{"slug":"warhorse-skeleton","desc":"","name":"Warhorse Skeleton","size":"Large","type":"Undead","subtype":"","group":"Skeletons","alignment":"lawful evil","armor_class":13,"armor_desc":"barding scraps","hit_points":22,"hit_dice":"3d10+6","speed":{"walk":60},"strength":18,"dexterity":12,"constitution":15,"intelligence":2,"wisdom":8,"charisma":5,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":null,"skills":{},"damage_vulnerabilities":"bludgeoning","damage_resistances":"","damage_immunities":"poison","condition_immunities":"exhaustion, poisoned","senses":"darkvision 60 ft., passive Perception 9","languages":"","challenge_rating":"1/2","cr":0.5,"actions":[{"name":"Hooves","desc":"Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) bludgeoning damage.","attack_bonus":6,"damage_dice":"2d6","damage_bonus":4}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":null,"spell_list":[],"page_no":346,"environments":["Ruins","Any"],"img_main":null,"document__slug":"wotc-srd","document__title":"5e Core Rules","document__license_url":"http://open5e.com/legal","document__url":"http://dnd.wizards.com/articles/features/systems-reference-document-srd","v2_converted_path":"/v2/creatures/srd_warhorse-skeleton/"},{"slug":"water-elemental","desc":"","name":"Water Elemental","size":"Large","type":"Elemental","subtype":"","group":"Elementals","alignment":"neutral","armor_class":14,"armor_desc":"natural armor","hit_points":114,"hit_dice":"12d10+48","speed":{"walk":30,"swim":90},"strength":18,"dexterity":14,"constitution":18,"intelligence":5,"wisdom":10,"charisma":8,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":null,"skills":{},"damage_vulnerabilities":"","damage_resistances":"acid; 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 10","languages":"Aquan","challenge_rating":"5","cr":5.0,"actions":[{"name":"Multiattack","desc":"The elemental makes two slam attacks."},{"name":"Slam","desc":"Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) bludgeoning damage.","attack_bonus":7,"damage_dice":"2d8","damage_bonus":4},{"name":"Whelm (Recharge 4-6)","desc":"Each creature in the elemental's space must make a DC 15 Strength saving throw. On a failure, a target takes 13 (2d8 + 4) bludgeoning damage. If it is Large or smaller, it is also grappled (escape DC 14). Until this grapple ends, the target is restrained and unable to breathe unless it can breathe water. If the saving throw is successful, the target is pushed out of the elemental's space.\nThe elemental can grapple one Large creature or up to two Medium or smaller creatures at one time. At the start of each of the elemental's turns, each target grappled by it takes 13 (2d8 + 4) bludgeoning damage. A creature within 5 feet of the elemental can pull a creature or object out of it by taking an action to make a DC 14 Strength and succeeding."}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Water Form","desc":"The elemental can enter a hostile creature's space and stop there. It can move through a space as narrow as 1 inch wide without squeezing."},{"name":"Freeze","desc":"If the elemental takes cold damage, it partially freezes; its speed is reduced by 20 ft. until the end of its next turn."}],"spell_list":[],"page_no":307,"environments":["Underwater","Swamp","Coastal","Plane Of Water","Desert","Laboratory","Water"],"img_main":null,"document__slug":"wotc-srd","document__title":"5e Core Rules","document__license_url":"http://open5e.com/legal","document__url":"http://dnd.wizards.com/articles/features/systems-reference-document-srd","v2_converted_path":"/v2/creatures/srd_water-elemental/"},{"slug":"winter-wolf","desc":"The arctic-dwelling **winter wolf** is as large as a dire wolf but has snow-white fur and pale blue eyes. Frost giants use these evil creatures as guards and hunting companions, putting the wolves'deadly breath weapon to use against their foes. Winter wolves communicate with one another using growls and barks, but they speak Common and Giant well enough to follow simple conversations.","name":"Winter Wolf","size":"Large","type":"Monstrosity","subtype":"","group":"Miscellaneous Creatures","alignment":"neutral evil","armor_class":13,"armor_desc":"natural armor","hit_points":75,"hit_dice":"10d10+20","speed":{"walk":50},"strength":18,"dexterity":13,"constitution":14,"intelligence":7,"wisdom":12,"charisma":8,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":5,"skills":{"perception":5,"stealth":3},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"cold","condition_immunities":"","senses":"passive Perception 15","languages":"Common, Giant, Winter Wolf","challenge_rating":"3","cr":3.0,"actions":[{"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","damage_bonus":4},{"name":"Cold Breath (Recharge 5-6)","desc":"The wolf exhales a blast of freezing wind in a 15-foot cone. Each creature in that area must make a DC 12 Dexterity saving throw, taking 18 (4d8) cold damage on a failed save, or half as much damage on a successful one.","attack_bonus":0,"damage_dice":"4d8"}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Keen Hearing and Smell","desc":"The wolf has advantage on Wisdom (Perception) checks that rely on hearing or smell."},{"name":"Pack Tactics","desc":"The wolf has advantage on an attack roll against a creature if at least one of the wolf's allies is within 5 ft. of the creature and the ally isn't incapacitated."},{"name":"Snow Camouflage","desc":"The wolf has advantage on Dexterity (Stealth) checks made to hide in snowy terrain."}],"spell_list":[],"page_no":392,"environments":["Arctic"],"img_main":null,"document__slug":"wotc-srd","document__title":"5e Core Rules","document__license_url":"http://open5e.com/legal","document__url":"http://dnd.wizards.com/articles/features/systems-reference-document-srd","v2_converted_path":"/v2/creatures/srd_winter-wolf/"},{"slug":"worg","desc":"A **worg** is an evil predator that delights in hunting and devouring creatures weaker than itself. Cunning and malevolent, worgs roam across the remote wilderness or are raised by goblins and hobgoblins. Those creatures use worgs as mounts, but a worg will turn on its rider if it feels mistreated or malnourished. Worgs speak in their own language and Goblin, and a few learn to speak Common as well.","name":"Worg","size":"Large","type":"Monstrosity","subtype":"","group":"Miscellaneous Creatures","alignment":"neutral evil","armor_class":13,"armor_desc":"natural armor","hit_points":26,"hit_dice":"4d10+4","speed":{"walk":50},"strength":16,"dexterity":13,"constitution":13,"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":4,"skills":{"perception":4},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"","condition_immunities":"","senses":"darkvision 60 ft., passive Perception 14","languages":"Goblin, Worg","challenge_rating":"1/2","cr":0.5,"actions":[{"name":"Bite","desc":"Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) piercing damage. If the target is a creature, it must succeed on a DC 13 Strength saving throw or be knocked prone.","attack_bonus":5,"damage_dice":"2d6","damage_bonus":3}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Keen Hearing and Smell","desc":"The worg has advantage on Wisdom (Perception) checks that rely on hearing or smell."}],"spell_list":[],"page_no":393,"environments":["Hill","Forest","Grassland"],"img_main":null,"document__slug":"wotc-srd","document__title":"5e Core Rules","document__license_url":"http://open5e.com/legal","document__url":"http://dnd.wizards.com/articles/features/systems-reference-document-srd","v2_converted_path":"/v2/creatures/srd_worg/"},{"slug":"wyvern","desc":"","name":"Wyvern","size":"Large","type":"Dragon","subtype":"","group":null,"alignment":"unaligned","armor_class":13,"armor_desc":"natural armor","hit_points":110,"hit_dice":"13d10+39","speed":{"walk":20,"fly":80},"strength":19,"dexterity":10,"constitution":16,"intelligence":5,"wisdom":12,"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},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"","condition_immunities":"","senses":"darkvision 60 ft., passive Perception 14","languages":"","challenge_rating":"6","cr":6.0,"actions":[{"name":"Multiattack","desc":"The wyvern makes two attacks: one with its bite and one with its stinger. While flying, it can use its claws in place of one other attack."},{"name":"Bite","desc":"Melee Weapon Attack: +7 to hit, reach 10 ft., one creature. Hit: 11 (2d6 + 4) piercing damage.","attack_bonus":7,"damage_dice":"2d6","damage_bonus":4},{"name":"Claws","desc":"Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) slashing damage.","attack_bonus":7,"damage_dice":"2d8","damage_bonus":4},{"name":"Stinger","desc":"Melee Weapon Attack: +7 to hit, reach 10 ft., one creature. Hit: 11 (2d6 + 4) piercing damage. The target must make a DC 15 Constitution saving throw, taking 24 (7d6) poison damage on a failed save, or half as much damage on a successful one.","attack_bonus":7,"damage_dice":"2d6","damage_bonus":4}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":null,"spell_list":[],"page_no":356,"environments":["Hill","Mountain"],"img_main":null,"document__slug":"wotc-srd","document__title":"5e Core Rules","document__license_url":"http://open5e.com/legal","document__url":"http://dnd.wizards.com/articles/features/systems-reference-document-srd","v2_converted_path":"/v2/creatures/srd_wyvern/"},{"slug":"young-black-dragon","desc":"","name":"Young Black Dragon","size":"Large","type":"Dragon","subtype":"","group":"Black Dragon","alignment":"chaotic evil","armor_class":18,"armor_desc":"natural armor","hit_points":127,"hit_dice":"15d10+45","speed":{"walk":40,"fly":80,"swim":40},"strength":19,"dexterity":14,"constitution":17,"intelligence":12,"wisdom":11,"charisma":15,"strength_save":null,"dexterity_save":5,"constitution_save":6,"intelligence_save":null,"wisdom_save":3,"charisma_save":5,"perception":6,"skills":{"perception":6,"stealth":5},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"acid","condition_immunities":"","senses":"blindsight 30 ft., darkvision 120 ft., passive Perception 16","languages":"Common, Draconic","challenge_rating":"7","cr":7.0,"actions":[{"name":"Multiattack","desc":"The dragon makes three attacks: one with its bite and two with its claws."},{"name":"Bite","desc":"Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 15 (2d10 + 4) piercing damage plus 4 (1d8) acid damage.","attack_bonus":7,"damage_dice":"2d10+1d8","damage_bonus":4},{"name":"Claw","desc":"Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) slashing damage.","attack_bonus":7,"damage_dice":"2d6","damage_bonus":4},{"name":"Acid Breath (Recharge 5-6)","desc":"The dragon exhales acid in a 30-foot line that is 5 feet wide. Each creature in that line must make a DC 14 Dexterity saving throw, taking 49 (11d8) acid damage on a failed save, or half as much damage on a successful one.","attack_bonus":0,"damage_dice":"11d8"}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Amphibious","desc":"The dragon can breathe air and water."}],"spell_list":[],"page_no":281,"environments":["Swamp"],"img_main":null,"document__slug":"wotc-srd","document__title":"5e Core Rules","document__license_url":"http://open5e.com/legal","document__url":"http://dnd.wizards.com/articles/features/systems-reference-document-srd","v2_converted_path":"/v2/creatures/srd_young-black-dragon/"},{"slug":"young-blue-dragon","desc":"","name":"Young Blue Dragon","size":"Large","type":"Dragon","subtype":"","group":"Blue Dragon","alignment":"lawful evil","armor_class":18,"armor_desc":"natural armor","hit_points":152,"hit_dice":"16d10+64","speed":{"walk":40,"burrow":40,"fly":80},"strength":21,"dexterity":10,"constitution":19,"intelligence":14,"wisdom":13,"charisma":17,"strength_save":null,"dexterity_save":4,"constitution_save":8,"intelligence_save":null,"wisdom_save":5,"charisma_save":7,"perception":9,"skills":{"perception":9,"stealth":4},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"lightning","condition_immunities":"","senses":"blindsight 30 ft., darkvision 120 ft., passive Perception 19","languages":"Common, Draconic","challenge_rating":"9","cr":9.0,"actions":[{"name":"Multiattack","desc":"The dragon makes three attacks: one with its bite and two with its claws."},{"name":"Bite","desc":"Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 16 (2d10 + 5) piercing damage plus 5 (1d10) lightning damage.","attack_bonus":9,"damage_dice":"2d10+1d10","damage_bonus":5},{"name":"Claw","desc":"Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 12 (2d6 + 5) slashing damage.","attack_bonus":9,"damage_dice":"2d6","damage_bonus":5},{"name":"Lightning Breath (Recharge 5-6)","desc":"The dragon exhales lightning in an 60-foot line that is 5 feet wide. Each creature in that line must make a DC 16 Dexterity saving throw, taking 55 (10d10) lightning damage on a failed save, or half as much damage on a successful one.","attack_bonus":0,"damage_dice":"10d10"}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":null,"spell_list":[],"page_no":283,"environments":["Desert","Coastal"],"img_main":null,"document__slug":"wotc-srd","document__title":"5e Core Rules","document__license_url":"http://open5e.com/legal","document__url":"http://dnd.wizards.com/articles/features/systems-reference-document-srd","v2_converted_path":"/v2/creatures/srd_young-blue-dragon/"},{"slug":"young-brass-dragon","desc":"","name":"Young Brass Dragon","size":"Large","type":"Dragon","subtype":"","group":"Brass Dragon","alignment":"chaotic good","armor_class":17,"armor_desc":"natural armor","hit_points":110,"hit_dice":"13d10+39","speed":{"walk":40,"burrow":20,"fly":80},"strength":19,"dexterity":10,"constitution":17,"intelligence":12,"wisdom":11,"charisma":15,"strength_save":null,"dexterity_save":3,"constitution_save":6,"intelligence_save":null,"wisdom_save":3,"charisma_save":5,"perception":6,"skills":{"perception":6,"persuasion":5,"stealth":3},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"fire","condition_immunities":"","senses":"blindsight 30 ft., darkvision 120 ft., passive Perception 16","languages":"Common, Draconic","challenge_rating":"6","cr":6.0,"actions":[{"name":"Multiattack","desc":"The dragon makes three attacks: one with its bite and two with its claws."},{"name":"Bite","desc":"Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 15 (2d10 + 4) piercing damage.","attack_bonus":7,"damage_dice":"2d10","damage_bonus":4},{"name":"Claw","desc":"Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) slashing damage.","attack_bonus":7,"damage_dice":"2d6","damage_bonus":4},{"name":"Breath Weapons (Recharge 5-6)","desc":"The dragon uses one of the following breath weapons.\n**Fire Breath.** The dragon exhales fire in a 40-foot line that is 5 feet wide. Each creature in that line must make a DC 14 Dexterity saving throw, taking 42 (12d6) fire damage on a failed save, or half as much damage on a successful one.\n**Sleep Breath.** The dragon exhales sleep gas in a 30-foot cone. Each creature in that area must succeed on a DC 14 Constitution saving throw or fall unconscious for 5 minutes. This effect ends for a creature if the creature takes damage or someone uses an action to wake it.","attack_bonus":0,"damage_dice":"12d6"}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":null,"spell_list":[],"page_no":292,"environments":["Desert","Volcano","Any"],"img_main":null,"document__slug":"wotc-srd","document__title":"5e Core Rules","document__license_url":"http://open5e.com/legal","document__url":"http://dnd.wizards.com/articles/features/systems-reference-document-srd","v2_converted_path":"/v2/creatures/srd_young-brass-dragon/"},{"slug":"young-bronze-dragon","desc":"","name":"Young Bronze Dragon","size":"Large","type":"Dragon","subtype":"","group":"Bronze Dragon","alignment":"lawful good","armor_class":18,"armor_desc":"natural armor","hit_points":142,"hit_dice":"15d10+60","speed":{"walk":40,"fly":80,"swim":40},"strength":21,"dexterity":10,"constitution":19,"intelligence":14,"wisdom":13,"charisma":17,"strength_save":null,"dexterity_save":3,"constitution_save":7,"intelligence_save":null,"wisdom_save":4,"charisma_save":6,"perception":7,"skills":{"insight":4,"perception":7,"stealth":3},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"lightning","condition_immunities":"","senses":"blindsight 30 ft., darkvision 120 ft., passive Perception 17","languages":"Common, Draconic","challenge_rating":"8","cr":8.0,"actions":[{"name":"Multiattack","desc":"The dragon makes three attacks: one with its bite and two with its claws."},{"name":"Bite","desc":"Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 16 (2d10 + 5) piercing damage.","attack_bonus":8,"damage_dice":"2d10","damage_bonus":5},{"name":"Claw","desc":"Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 12 (2d6 + 5) slashing damage.","attack_bonus":8,"damage_dice":"2d6","damage_bonus":5},{"name":"Breath Weapons (Recharge 5-6)","desc":"The dragon uses one of the following breath weapons.\n**Lightning Breath.** The dragon exhales lightning in a 60-foot line that is 5 feet wide. Each creature in that line must make a DC 15 Dexterity saving throw, taking 55 (10d10) lightning damage on a failed save, or half as much damage on a successful one.\n**Repulsion Breath.** The dragon exhales repulsion energy in a 30-foot cone. Each creature in that area must succeed on a DC 15 Strength saving throw. On a failed save, the creature is pushed 40 feet away from the dragon.","attack_bonus":0,"damage_dice":"10d10"}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Amphibious","desc":"The dragon can breathe air and water."}],"spell_list":[],"page_no":295,"environments":["Desert","Coastal"],"img_main":null,"document__slug":"wotc-srd","document__title":"5e Core Rules","document__license_url":"http://open5e.com/legal","document__url":"http://dnd.wizards.com/articles/features/systems-reference-document-srd","v2_converted_path":"/v2/creatures/srd_young-bronze-dragon/"},{"slug":"young-copper-dragon","desc":"","name":"Young Copper Dragon","size":"Large","type":"Dragon","subtype":"","group":"Copper Dragon","alignment":"chaotic good","armor_class":17,"armor_desc":"natural armor","hit_points":119,"hit_dice":"14d10+42","speed":{"walk":40,"climb":40,"fly":80},"strength":19,"dexterity":12,"constitution":17,"intelligence":16,"wisdom":13,"charisma":15,"strength_save":null,"dexterity_save":4,"constitution_save":6,"intelligence_save":null,"wisdom_save":4,"charisma_save":5,"perception":7,"skills":{"deception":5,"perception":7,"stealth":4},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"acid","condition_immunities":"","senses":"blindsight 30 ft., darkvision 120 ft., passive Perception 17","languages":"Common, Draconic","challenge_rating":"7","cr":7.0,"actions":[{"name":"Multiattack","desc":"The dragon makes three attacks: one with its bite and two with its claws."},{"name":"Bite","desc":"Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 15 (2d10 + 4) piercing damage.","attack_bonus":7,"damage_dice":"2d10","damage_bonus":4},{"name":"Claw","desc":"Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) slashing damage.","attack_bonus":7,"damage_dice":"2d6","damage_bonus":4},{"name":"Breath Weapons (Recharge 5-6)","desc":"The dragon uses one of the following breath weapons.\n**Acid Breath.** The dragon exhales acid in an 40-foot line that is 5 feet wide. Each creature in that line must make a DC 14 Dexterity saving throw, taking 40 (9d8) acid damage on a failed save, or half as much damage on a successful one.\n**Slowing Breath.** The dragon exhales gas in a 30-foot cone. Each creature in that area must succeed on a DC 14 Constitution saving throw. On a failed save, the creature can't use reactions, its speed is halved, and it can't make more than one attack on its turn. In addition, the creature can use either an action or a bonus action on its turn, but not both. These effects last for 1 minute. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself with a successful save.","attack_bonus":0,"damage_dice":"9d8"}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":null,"spell_list":[],"page_no":297,"environments":["Hill"],"img_main":null,"document__slug":"wotc-srd","document__title":"5e Core Rules","document__license_url":"http://open5e.com/legal","document__url":"http://dnd.wizards.com/articles/features/systems-reference-document-srd","v2_converted_path":"/v2/creatures/srd_young-copper-dragon/"},{"slug":"young-gold-dragon","desc":"","name":"Young Gold Dragon","size":"Large","type":"Dragon","subtype":"","group":"Gold Dragon","alignment":"lawful good","armor_class":18,"armor_desc":"natural armor","hit_points":178,"hit_dice":"17d10+85","speed":{"walk":40,"fly":80,"swim":40},"strength":23,"dexterity":14,"constitution":21,"intelligence":16,"wisdom":13,"charisma":20,"strength_save":null,"dexterity_save":6,"constitution_save":9,"intelligence_save":null,"wisdom_save":5,"charisma_save":9,"perception":9,"skills":{"insight":5,"perception":9,"persuasion":9,"stealth":6},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"fire","condition_immunities":"","senses":"blindsight 30 ft., darkvision 120 ft., passive Perception 19","languages":"Common, Draconic","challenge_rating":"10","cr":10.0,"actions":[{"name":"Multiattack","desc":"The dragon makes three attacks: one with its bite and two with its claws."},{"name":"Bite","desc":"Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 17 (2d10 + 6) piercing damage.","attack_bonus":10,"damage_dice":"2d10","damage_bonus":6},{"name":"Claw","desc":"Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 13 (2d6 + 6) slashing damage.","attack_bonus":10,"damage_dice":"2d6","damage_bonus":6},{"name":"Breath Weapons (Recharge 5-6)","desc":"The dragon uses one of the following breath weapons.\n**Fire Breath.** The dragon exhales fire in a 30-foot cone. Each creature in that area must make a DC 17 Dexterity saving throw, taking 55 (10d10) fire damage on a failed save, or half as much damage on a successful one.\n**Weakening Breath.** The dragon exhales gas in a 30-foot cone. Each creature in that area must succeed on a DC 17 Strength saving throw or have disadvantage on Strength-based attack rolls, Strength checks, and Strength saving throws 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.","attack_bonus":0,"damage_dice":"10d10"}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Amphibious","desc":"The dragon can breathe air and water."}],"spell_list":[],"page_no":300,"environments":["Forest","Grassland"],"img_main":null,"document__slug":"wotc-srd","document__title":"5e Core Rules","document__license_url":"http://open5e.com/legal","document__url":"http://dnd.wizards.com/articles/features/systems-reference-document-srd","v2_converted_path":"/v2/creatures/srd_young-gold-dragon/"},{"slug":"young-green-dragon","desc":"","name":"Young Green Dragon","size":"Large","type":"Dragon","subtype":"","group":"Green Dragon","alignment":"lawful evil","armor_class":18,"armor_desc":"natural armor","hit_points":136,"hit_dice":"16d10+48","speed":{"walk":40,"fly":80,"swim":40},"strength":19,"dexterity":12,"constitution":17,"intelligence":16,"wisdom":13,"charisma":15,"strength_save":null,"dexterity_save":4,"constitution_save":6,"intelligence_save":null,"wisdom_save":4,"charisma_save":5,"perception":7,"skills":{"deception":5,"perception":7,"stealth":4},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"poison","condition_immunities":"poisoned","senses":"blindsight 30 ft., darkvision 120 ft., passive Perception 17","languages":"Common, Draconic","challenge_rating":"8","cr":8.0,"actions":[{"name":"Multiattack","desc":"The dragon makes three attacks: one with its bite and two with its claws."},{"name":"Bite","desc":"Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 15 (2d10 + 4) piercing damage plus 7 (2d6) poison damage.","attack_bonus":7,"damage_dice":"2d10+2d6","damage_bonus":4},{"name":"Claw","desc":"Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) slashing damage.","attack_bonus":7,"damage_dice":"2d6","damage_bonus":4},{"name":"Poison Breath (Recharge 5-6)","desc":"The dragon exhales poisonous gas in a 30-foot cone. Each creature in that area must make a DC 14 Constitution saving throw, taking 42 (12d6) poison damage on a failed save, or half as much damage on a successful one.","attack_bonus":0,"damage_dice":"12d6"}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Amphibious","desc":"The dragon can breathe air and water."}],"spell_list":[],"page_no":285,"environments":["Forest"],"img_main":null,"document__slug":"wotc-srd","document__title":"5e Core Rules","document__license_url":"http://open5e.com/legal","document__url":"http://dnd.wizards.com/articles/features/systems-reference-document-srd","v2_converted_path":"/v2/creatures/srd_young-green-dragon/"},{"slug":"young-red-dragon","desc":"","name":"Young Red Dragon","size":"Large","type":"Dragon","subtype":"","group":"Red Dragon","alignment":"chaotic evil","armor_class":18,"armor_desc":"natural armor","hit_points":178,"hit_dice":"17d10+85","speed":{"walk":40,"climb":40,"fly":80},"strength":23,"dexterity":10,"constitution":21,"intelligence":14,"wisdom":11,"charisma":19,"strength_save":null,"dexterity_save":4,"constitution_save":9,"intelligence_save":null,"wisdom_save":4,"charisma_save":8,"perception":8,"skills":{"perception":8,"stealth":4},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"fire","condition_immunities":"","senses":"blindsight 30 ft., darkvision 120 ft., passive Perception 18","languages":"Common, Draconic","challenge_rating":"10","cr":10.0,"actions":[{"name":"Multiattack","desc":"The dragon makes three attacks: one with its bite and two with its claws."},{"name":"Bite","desc":"Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 17 (2d10 + 6) piercing damage plus 3 (1d6) fire damage.","attack_bonus":10,"damage_dice":"2d10+1d6","damage_bonus":6},{"name":"Claw","desc":"Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 13 (2d6 + 6) slashing damage.","attack_bonus":10,"damage_dice":"2d6","damage_bonus":6},{"name":"Fire Breath (Recharge 5-6)","desc":"The dragon exhales fire in a 30-foot cone. Each creature in that area must make a DC 17 Dexterity saving throw, taking 56 (16d6) fire damage on a failed save, or half as much damage on a successful one.","attack_bonus":0,"damage_dice":"16d6"}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":null,"spell_list":[],"page_no":288,"environments":["Hill","Mountain"],"img_main":null,"document__slug":"wotc-srd","document__title":"5e Core Rules","document__license_url":"http://open5e.com/legal","document__url":"http://dnd.wizards.com/articles/features/systems-reference-document-srd","v2_converted_path":"/v2/creatures/srd_young-red-dragon/"},{"slug":"young-silver-dragon","desc":"","name":"Young Silver Dragon","size":"Large","type":"Dragon","subtype":"","group":"Silver Dragon","alignment":"lawful good","armor_class":18,"armor_desc":"natural armor","hit_points":168,"hit_dice":"16d10+80","speed":{"walk":40,"fly":80},"strength":23,"dexterity":10,"constitution":21,"intelligence":14,"wisdom":11,"charisma":19,"strength_save":null,"dexterity_save":4,"constitution_save":9,"intelligence_save":null,"wisdom_save":4,"charisma_save":8,"perception":8,"skills":{"arcana":6,"history":6,"perception":8,"stealth":4},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"cold","condition_immunities":"","senses":"blindsight 30 ft., darkvision 120 ft., passive Perception 18","languages":"Common, Draconic","challenge_rating":"9","cr":9.0,"actions":[{"name":"Multiattack","desc":"The dragon makes three attacks: one with its bite and two with its claws."},{"name":"Bite","desc":"Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 17 (2d10 + 6) piercing damage.","attack_bonus":10,"damage_dice":"2d10","damage_bonus":6},{"name":"Claw","desc":"Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 13 (2d6 + 6) slashing damage.","attack_bonus":10,"damage_dice":"2d6","damage_bonus":6},{"name":"Breath Weapons (Recharge 5-6)","desc":"The dragon uses one of the following breath weapons.\n**Cold Breath.** The dragon exhales an icy blast in a 30-foot cone. Each creature in that area must make a DC 17 Constitution saving throw, taking 54 (12d8) cold damage on a failed save, or half as much damage on a successful one.\n**Paralyzing Breath.** The dragon exhales paralyzing gas in a 30-foot cone. Each creature in that area must succeed on a DC 17 Constitution saving throw or be paralyzed 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.","attack_bonus":0,"damage_dice":"12d8"}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":null,"spell_list":[],"page_no":303,"environments":["Urban","Mountain"],"img_main":null,"document__slug":"wotc-srd","document__title":"5e Core Rules","document__license_url":"http://open5e.com/legal","document__url":"http://dnd.wizards.com/articles/features/systems-reference-document-srd","v2_converted_path":"/v2/creatures/srd_young-silver-dragon/"},{"slug":"young-white-dragon","desc":"","name":"Young White Dragon","size":"Large","type":"Dragon","subtype":"","group":"White Dragon","alignment":"chaotic evil","armor_class":17,"armor_desc":"natural armor","hit_points":133,"hit_dice":"14d10+56","speed":{"walk":40,"burrow":20,"fly":80,"swim":40},"strength":18,"dexterity":10,"constitution":18,"intelligence":6,"wisdom":11,"charisma":12,"strength_save":null,"dexterity_save":3,"constitution_save":7,"intelligence_save":null,"wisdom_save":3,"charisma_save":4,"perception":6,"skills":{"perception":6,"stealth":3},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"cold","condition_immunities":"","senses":"blindsight 30 ft., darkvision 120 ft., passive Perception 16","languages":"Common, Draconic","challenge_rating":"6","cr":6.0,"actions":[{"name":"Multiattack","desc":"The dragon makes three attacks: one with its bite and two with its claws."},{"name":"Bite","desc":"Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 15 (2d10 + 4) piercing damage plus 4 (1d8) cold damage.","attack_bonus":7,"damage_dice":"2d10+1d8","damage_bonus":4},{"name":"Claw","desc":"Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) slashing damage.","attack_bonus":7,"damage_dice":"2d6","damage_bonus":4},{"name":"Cold Breath (Recharge 5-6)","desc":"The dragon exhales an icy blast in a 30-foot cone. Each creature in that area must make a DC 15 Constitution saving throw, taking 45 (10d8) cold damage on a failed save, or half as much damage on a successful one.","attack_bonus":0,"damage_dice":"10d8"}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Ice Walk","desc":"The dragon can move across and climb icy surfaces without needing to make an ability check. Additionally, difficult terrain composed of ice or snow doesn't cost it extra movement."}],"spell_list":[],"page_no":290,"environments":["Arctic"],"img_main":null,"document__slug":"wotc-srd","document__title":"5e Core Rules","document__license_url":"http://open5e.com/legal","document__url":"http://dnd.wizards.com/articles/features/systems-reference-document-srd","v2_converted_path":"/v2/creatures/srd_young-white-dragon/"},{"slug":"ahu-nixta-drudge","desc":"At the core of its clockwork armor, the creature is a shapeless horror from beyond the stars._  \n**Clockwork Armor.** Weak and easy prey in their natural state, the ahu-nixta long ago mastered the art of clockwork design, building armor that could carry them through the voids between stars and bolster their physical abilities. After mastering clockwork design, the ahu-nixta turned to enhancing themselves to better utilize greater and greater clockwork creations.  \n**Evolved Terrors.** As ahu-nixta age and prove themselves against their people’s enemies, they are forcibly evolved in eugenic chambers and given new armor. The ahu-nixta are comprised of Open Game License","name":"Ahu-Nixta Drudge","size":"Medium","type":"Aberration","subtype":"","group":null,"alignment":"neutral evil","armor_class":13,"armor_desc":"clockwork armor","hit_points":26,"hit_dice":"4d8+8","speed":{"fly":30,"hover":true,"walk":30},"strength":15,"dexterity":12,"constitution":14,"intelligence":12,"wisdom":10,"charisma":10,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":2,"skills":{"perception":2},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"poison, psychic","condition_immunities":"charmed, exhaustion, frightened, paralyzed, petrified, poisoned, prone","senses":"darkvision 60 ft., passive Perception 11","languages":"Deep Speech, Void Speech","challenge_rating":"1/2","cr":0.5,"actions":[{"name":"Whirring Blades","desc":"Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 7 (2d4 + 2) slashing damage.","attack_bonus":4,"damage_dice":"2d4+2"}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Clockwork Encasement","desc":"The creature within the machine is a somewhat shapeless mass, both protected and given concrete manipulators by its armor. The clockwork armor has a few manipulators that the ahu-nixta can use to attack or to interact with objects outside of the armor. Unlike other ahu-nixta, the drudge can't live outside its armor and dies when its armor is reduced to 0 hp."},{"name":"Immutable Form","desc":"The drudge's clockwork armor is immune to any spell or effect that would alter its form, as is the creature that controls it as long as the ahu-nixta remains within the armor."},{"name":"Innate Spellcasting","desc":"The ahu-nixta's innate spellcasting ability is Intelligence (spell save DC 11, +3 to hit with spell attacks). The ahunixta can innately cast the following spells, requiring no material components:\nAt will: fire bolt  (1d10)\n1/day: fear"}],"spell_list":[],"page_no":10,"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_ahu-nixta-drudge/"},{"slug":"akaasit","desc":"A cloud of unconnected, flat gray triangles in the vague shape of a mantis flickers unpredictably from one position to another, clicking softly as its arm blades swing outward. Akaasits are constructed beings from a plane destroyed by a catastrophic misuse of time magic. They were altered by this catastrophe and now exist in the present and in fractions of a second in the past and future._  \n**Mindless.** The akaasit has no mind, at least as understood by denizens of the Material Plane, and its motives are inscrutable. Each akaasit is always found moving toward some unknown destination. It may attack other creatures, or it may ignore them. It protects itself if attacked, but rarely does an akaasit pursue a retreating foe.  \n**Unknown Origin.** The home of the akaasit is unknown, but they are often encountered in areas touched or altered by time magic. Although a few wizards have discovered magical methods of summoning them, none have found a way to control or communicate with them. Akaasits seem to be drawn to spellcasters with some mastery of time magic, though it is always a gamble if an individual akaasit will protect or ruthlessly attack such a spellcaster. An akaasit’s demeanor can change each day, and many time magic spellcasters have been found slain by the same akaasit that faithfully protected them the day prior.  \n**Dispersed Destruction.** If an akaasit is destroyed, it falls apart into a pile of gray triangles. These triangles fade out of existence over the next ten minutes, leaving only the akaasit’s two armblades.  \n**Construct Nature.** The akaasit doesn’t require air, food, drink, or sleep.","name":"Akaasit","size":"Medium","type":"Construct","subtype":"","group":null,"alignment":"unaligned","armor_class":15,"armor_desc":"natural armor","hit_points":91,"hit_dice":"14d8+28","speed":{"walk":30},"strength":13,"dexterity":18,"constitution":14,"intelligence":3,"wisdom":10,"charisma":5,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":null,"skills":{},"damage_vulnerabilities":"","damage_resistances":"piercing","damage_immunities":"poison, psychic","condition_immunities":"blinded, charmed, exhaustion, frightened, paralyzed, petrified, poisoned","senses":"truesight 60 ft., passive Perception 10","languages":"—","challenge_rating":"6","cr":6.0,"actions":[{"name":"Multiattack","desc":"The akaasit makes two arm blade attacks."},{"name":"Arm Blade","desc":"Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) slashing damage plus 3 (1d6) force damage.","attack_bonus":7,"damage_dice":"2d8+4"}],"bonus_actions":null,"reactions":[{"name":"Time-Assisted Counterattack","desc":"The akaasit's awareness of the near future allows it to see attacks before they happen. When a creature the akaasit can see attacks it while within 5 feet of it, the akaasit can attack the creature before the creature's attack hits. The akaasit makes a single arm blade attack against the creature. If the creature is reduced to 0 hp as a result of the akaasit's attack, the creature's attack doesn't hit the akaasit."}],"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Immutable Form","desc":"The akaasit is immune to any spell or effect that would alter its form."},{"name":"Unfixed in Time","desc":"To those properly fixed in time, the akaasit flickers in and out of time, its position never fully clear. Attack rolls against the akaasit have disadvantage. If it is hit by an attack, this trait ceases to function until the start of its next turn."},{"name":"Magic Resistance","desc":"The akaasit has advantage on saving throws against spells and other magical effects."}],"spell_list":[],"page_no":11,"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_akaasit/"},{"slug":"alligator","desc":"","name":"Alligator","size":"Medium","type":"Beast","subtype":"","group":null,"alignment":"unaligned","armor_class":13,"armor_desc":"natural armor","hit_points":11,"hit_dice":"2d8+2","speed":{"swim":30,"walk":20},"strength":15,"dexterity":10,"constitution":13,"intelligence":2,"wisdom":10,"charisma":5,"strength_save":4,"dexterity_save":null,"constitution_save":3,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":null,"skills":{"stealth":2},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"","condition_immunities":"","senses":"passive Perception 10","languages":"—","challenge_rating":"1/4","cr":0.25,"actions":[{"name":"Bite","desc":"Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) piercing damage, and the target is grappled (escape DC 12). Until this grapple ends, the target is restrained, and the alligator can't bite another target.","attack_bonus":4,"damage_dice":"1d6+2"}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Hold Breath","desc":"The alligator can hold its breath for 15 minutes."}],"spell_list":[],"page_no":387,"environments":[],"img_main":null,"document__slug":"tob2","document__title":"Tome of Beasts 2","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/tome-of-beasts-2-for-5th-edition/","v2_converted_path":"/v2/creatures/tob2_alligator/"},{"slug":"alligator-turtle","desc":"Alligator turtles are ornery reptiles, noted for their combative disposition while on land. Their necks are deceptively long and flexible, allowing them to strike a startlingly far distance with their beak-like jaws.","name":"Alligator Turtle","size":"Medium","type":"Beast","subtype":"","group":null,"alignment":"unaligned","armor_class":15,"armor_desc":"natural armor","hit_points":11,"hit_dice":"2d8+2","speed":{"walk":20,"swim":30},"strength":15,"dexterity":12,"constitution":13,"intelligence":2,"wisdom":12,"charisma":7,"strength_save":4,"dexterity_save":null,"constitution_save":3,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":null,"skills":{"stealth":3},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"","condition_immunities":"","senses":"passive Perception 11","languages":"—","challenge_rating":"1/4","cr":0.25,"actions":[{"name":"Bite","desc":"Melee Weapon Attack: +4 to hit, reach 10 ft., one target. Hit: 5 (1d6 + 2) slashing damage and the target is grappled (escape DC 12). Until this grapple ends, the turtle can't bite another target.","attack_bonus":4,"damage_dice":"1d6+2"}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Hold Breath","desc":"The turtle can hold its breath for 1 hour."}],"spell_list":[],"page_no":387,"environments":[],"img_main":null,"document__slug":"tob2","document__title":"Tome of Beasts 2","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/tome-of-beasts-2-for-5th-edition/","v2_converted_path":"/v2/creatures/tob2_alligator-turtle/"},{"slug":"apaxrusl","desc":"Thick desert grit encrusts a decayed form as it stalks forward, clouds of biting sand flitting about at its behest._  \nApaxrusl, or sand drudges, are created through dark rituals that merge a corpse with desert sand.  \n**Soul Infusion.** The rituals used to create an apaxrusl call for infusing damned souls into the sand, and would-be creators regularly make bargains with demons to acquire this unique component. Oftentimes, the deal goes poorly for the creator, leaving the resulting apaxrusl to wander the desert without a master.  \n**Abyssal Intelligence.** The damned souls filling the apaxrusl give it intelligence, but its constructed form keeps it loyal, making it a valuable asset to its creator. Necromancers often create apaxrusl to lead small groups of undead on specific tasks, confident in the construct’s ability to execute orders and lead the undead while away from the direct control of the necromancer.  \n**Construct Nature.** The apaxrusl doesn’t require air, food, drink, or sleep.","name":"Apaxrusl","size":"Medium","type":"Construct","subtype":"","group":null,"alignment":"neutral","armor_class":13,"armor_desc":"natural armor","hit_points":60,"hit_dice":"8d8+24","speed":{"burrow":30,"walk":30},"strength":17,"dexterity":13,"constitution":16,"intelligence":9,"wisdom":6,"charisma":7,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":null,"skills":{"stealth":3},"damage_vulnerabilities":"thunder","damage_resistances":"","damage_immunities":"fire, poison","condition_immunities":"charmed, exhaustion, frightened, paralyzed, petrified, poisoned","senses":"darkvision 60 ft., tremorsense 30 ft., passive Perception 8","languages":"Abyssal and one language of its creator","challenge_rating":"3","cr":3.0,"actions":[{"name":"Multiattack","desc":"The apaxrusl makes two slam attacks. If both attacks hit the same creature, the target is blinded for 1 minute or until it uses an action to wipe its eyes."},{"name":"Slam","desc":"Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) bludgeoning damage.","attack_bonus":5,"damage_dice":"1d8+3"},{"name":"Fiery Sands (Recharge 5-6)","desc":"Sand whips violently around the apaxrusl. Each creature within 10 feet of the apaxrusl must make a DC 13 Constitution saving throw, taking 10 (3d6) slashing damage and 10 (3d6) fire damage on a failed save, or half as much damage on a successful one."}],"bonus_actions":null,"reactions":[{"name":"Shifting Sands","desc":"The apaxrusl can shift the flowing sands of its body to avoid harm. When the apaxrusl takes damage, roll a d12. Reduce the damage it takes by the number rolled."}],"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Earth Glide","desc":"The apaxrusl can burrow through nonmagical, unworked earth and stone. While doing so, the apaxrusl doesn't disturb the material it moves through."},{"name":"Fiendish Construct","desc":"The apaxrusl's sand is infused with the souls of the damned. Its type is fiend in addition to construct when determining the effects of features such as a paladin's Divine Smite or a ranger's Primeval Awareness."}],"spell_list":[],"page_no":27,"environments":[],"img_main":null,"document__slug":"tob2","document__title":"Tome of Beasts 2","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/tome-of-beasts-2-for-5th-edition/","v2_converted_path":"/v2/creatures/tob2_apaxrusl/"},{"slug":"arachnocrat","desc":"A portly gentleman with slender arms and legs keeps his face and hands carefully concealed._  \nArachnocrats are spider-like fiends who enjoy masquerading as members of high society. They eat haute cuisine and drink fine wine in the company of humans.  \n**Finer Tastes.** Viewing the wealth and standing of their victims as the greatest measure of taste, these devils delight in aristocratic prey, though they most often feed on the liquefied innards of servants of the aristocracy to avoid detection. They use local spiders as spies and informants to get closer to their quarries or discover dark secrets their quarries would rather keep hidden. Ever patient in their schemes of corruption, arachnocrats often court their quarries over months of theatre, dinner parties, and elaborate balls.  \n**Hidden in Plain Sight.** Arachnocrats are adept at disguising themselves as aristocrats. Their most noticeable features are their clawed hands and their spider-like faces, which they cover with gloves, masks, scarves, voluminous robes, and similar attire. The eccentricities of the well-to-do help to cast off any suspicion over their odd coverings.  \n**As Good As Gold.** The arachnocrat’s preferred prey comes at a high price. Blessed by the Arch-Devil of Greed, Mammon, arachnocrats have a second stomach that can turn common rocks into faux gemstones. The fiends vomit up the gemstones after digesting the rocks for a few months, and they use the gemstones to fund their endeavors. The counterfeit nature of the gems is detectable by only true craftsmen.","name":"Arachnocrat","size":"Medium","type":"Fiend","subtype":"devil","group":null,"alignment":"lawful evil","armor_class":15,"armor_desc":"natural armor","hit_points":93,"hit_dice":"17d8+17","speed":{"walk":30,"climb":40},"strength":13,"dexterity":17,"constitution":12,"intelligence":16,"wisdom":14,"charisma":18,"strength_save":null,"dexterity_save":5,"constitution_save":null,"intelligence_save":4,"wisdom_save":null,"charisma_save":6,"perception":null,"skills":{"deception":8,"insight":4,"persuasion":6,"stealth":5},"damage_vulnerabilities":"","damage_resistances":"cold; bludgeoning, piercing, and slashing from nonmagical attacks not made with silvered weapons","damage_immunities":"fire, poison","condition_immunities":"poisoned","senses":"blindsight 10 ft., darkvision 60 ft., passive Perception 12","languages":"Common, Infernal, telepathy 120 ft.","challenge_rating":"5","cr":5.0,"actions":[{"name":"Multiattack","desc":"The arachnocrat makes two claw attacks. If both claws hit a Medium or smaller target, the target is restrained in gilded webbing. As an action, the restrained target can make a DC 13 Strength check, bursting the webbing on a success. The webbing can also be attacked and destroyed (AC 12; hp 8; immunity to bludgeoning, poison, and psychic damage)."},{"name":"Claw","desc":"Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 12 (2d8 + 3) slashing damage.","attack_bonus":6,"damage_dice":"2d8+3"},{"name":"Bite","desc":"Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) piercing damage, and the target must make a DC 14 Constitution saving throw, taking 21 (6d6) poison damage on a failed save, or half as much damage on a successful one. If the poison damage reduces the target to 0 hp, the target is stable but poisoned for 1 hour, even after regaining hp, and is paralyzed while poisoned in this way. The skin of a creature that dies while poisoned takes on a golden hue.","attack_bonus":6,"damage_dice":"1d6+3"}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Aristocratic Disguise","desc":"An arachnocrat in a prepared disguise has advantage on Charisma (Deception) checks made to pass as a humanoid aristocrat."},{"name":"Devil's Sight","desc":"Magical darkness doesn't impede the arachnocrat's darkvision."},{"name":"Magic Resistance","desc":"The arachnocrat has advantage on saving throws against spells and other magical effects."},{"name":"Speak with Spiders","desc":"The arachnocrat can communicate with spiders and other arachnids as if they shared a language."},{"name":"Spider Climb","desc":"The arachnocrat can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check."}],"spell_list":[],"page_no":102,"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_arachnocrat/"},{"slug":"ashen-custodian","desc":"A fire-haired woman with ashen skin gently touches a dying tree, igniting it and the surrounding undergrowth._  \n**Wardens of Wildfire.** This beautiful fey with fiery hair and ashen skin wears a cloak of soot as she treads the forests of the world. The ashen custodian cleanses forests with flames, allowing them to grow anew and maintaining the natural cycle of death and rebirth. Though ashen custodians primarily live solitary lives, Open Game License","name":"Ashen Custodian","size":"Medium","type":"Fey","subtype":"","group":null,"alignment":"neutral","armor_class":15,"armor_desc":null,"hit_points":99,"hit_dice":"18d8+18","speed":{"walk":30},"strength":10,"dexterity":21,"constitution":12,"intelligence":14,"wisdom":15,"charisma":18,"strength_save":null,"dexterity_save":null,"constitution_save":4,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":5,"skills":{"nature":5,"perception":5},"damage_vulnerabilities":"","damage_resistances":"bludgeoning, piercing, and slashing from nonmagical attacks","damage_immunities":"fire","condition_immunities":"","senses":"darkvision 60 ft., passive Perception 15","languages":"Elvish, Sylvan","challenge_rating":"6","cr":6.0,"actions":[{"name":"Multiattack","desc":"The ashen custodian makes two cleansing strike attacks."},{"name":"Cleansing Strike","desc":"Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 9 (1d8 + 5) bludgeoning damage plus 9 (2d8) fire damage. If the target is a creature or a flammable object, it ignites. Until a creature takes an action to douse the fire, the target takes 5 (1d10) fire damage at the start of each of its turns.","attack_bonus":8,"damage_dice":"1d8+5"}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Fire Controller","desc":"As a bonus action, the ashen custodian can create or extinguish a nonmagical fire in a 5-foot cube within 30 feet of her, or she can expand an existing fire within 30 feet of her by 5 feet in one direction. If she creates or expands a fire, the target location must have suitable fuel for the fire, such as paper or wood. If the ashen custodian targets a fire elemental with this trait, the fire elemental has advantage (expanded) or disadvantage (extinguished) on attack rolls until the end of its next turn."},{"name":"Forest Cleanser","desc":"When the ashen custodian hits a plant or plant creature with her Cleansing Strike, the target takes an extra 2d8 fire damage."},{"name":"Magic Resistance","desc":"The ashen custodian has advantage on saving throws against spells and other magical effects."},{"name":"Warming Presence","desc":"When a hostile creature starts its turn within 10 feet of the ashen custodian, the creature must succeed on a DC 15 Constitution saving throw or take 3 (1d6) fire damage. When a friendly creature within 10 feet of the ashen custodian regains hp, the creature regains an extra 1d6 hp."},{"name":"Innate Spellcasting","desc":"The ashen custodian's innate spellcasting ability is Charisma (spell save DC 15). The ashen custodian can innately cast the following spells, requiring no material components:\nAt will: druidcraft, produce flame\n3/day each: burning hands, cure wounds, flame blade, fog cloud\n1/day each: conjure elemental (fire elemental only), wall of fire"}],"spell_list":[],"page_no":29,"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_ashen-custodian/"},{"slug":"astral-devourer","desc":"A swarm of strange, faceless gray snakes flies through the air—wingless, as if through water. Their mouths are rasping irises of gnashing fangs, and the sides of each snake are lined with milky, unblinking eyes._  \nWhen enough serpents on the Astral Plane gather, they form a collective creature called an astral devourer. The astral devourer has a hive mind made up of all the minds of its component creatures and possesses a great cunning that makes it more adept at hunting.  \n**All for the Whole.** The individual astral serpents that make up the astral devourer have no thoughts or wills of their own, and the collective freely uses the individuals as weapons. The astral devourer often flings serpents at hard-to-reach prey to consume it. The flung serpents return to the astral devourer, bringing the consumed life force back to the collective. When food is particularly scarce or the devourer is in danger, it can split into subgroups of the main collective, feeding the individuals while keeping the whole safely dispersed.  \n**Planar Hunters.** Hunger constantly drives astral devourers. They love the taste of sentient planar travelers, and they roam the multiverse, favoring desolate landscapes. Reports indicate they’re adept at finding portals between worlds and relentlessly hunt prey through these portals.","name":"Astral Devourer","size":"Medium","type":"Aberration","subtype":"","group":null,"alignment":"chaotic evil","armor_class":16,"armor_desc":"natural armor","hit_points":90,"hit_dice":"12d8+36","speed":{"fly":30,"hover":true,"walk":30},"strength":13,"dexterity":16,"constitution":17,"intelligence":14,"wisdom":16,"charisma":12,"strength_save":null,"dexterity_save":6,"constitution_save":null,"intelligence_save":5,"wisdom_save":null,"charisma_save":null,"perception":6,"skills":{"perception":6,"stealth":6},"damage_vulnerabilities":"","damage_resistances":"bludgeoning, piercing, slashing","damage_immunities":"poison, psychic","condition_immunities":"grappled, paralyzed, petrified, poisoned, prone, restrained, stunned","senses":"darkvision 60 ft., passive Perception 16","languages":"Deep Speech, Void Speech","challenge_rating":"8","cr":8.0,"actions":[{"name":"Multiattack","desc":"The astral devourer makes two melee attacks."},{"name":"Hungering Serpents","desc":"Melee Weapon Attack: +7 to hit, reach 0 ft., one target in the swarm's space. Hit: 8 (2d8) piercing damage, or 4 (1d8) piercing damage if the swarm has half of its hit points or fewer, plus 14 (4d6) poison damage.","attack_bonus":7,"damage_dice":"2d8"},{"name":"Serpent Spray (Recharge 6)","desc":"The astral devourer flings biting astral serpents outward. Each creature within 20 feet of the astral devourer must make a DC 16 Dexterity saving throw, taking 14 (4d6) piercing damage and 14 (4d6) poison damage on a failed save, or half as much damage on a successful one. The astral devourer regains hp equal to the single highest amount of piercing damage dealt by this spray."}],"bonus_actions":null,"reactions":[{"name":"Divide","desc":"When an astral devourer that is Small or larger takes bludgeoning, piercing, or slashing damage, it can split into two new astral devourers if it has at least 10 hp. Each new devourer has hp equal to half the original creature, rounded down. New astral devourers are one size smaller than the original. While within 1 mile of each other, the new astral devourers share one collective mind."},{"name":"Recombine","desc":"When one or more astral devourers that are Small or smaller and share a collective mind are within 5 feet of each other, they can combine into a new astral devourer. The new astral devourer is one size larger than the largest original creature, and it has hp equal to the combined total of the original creatures. The new astral devourer's hp can't exceed the normal hp maximum of a Medium astral devourer."}],"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Collective Mind","desc":"The astral devourer's individual serpents are connected via a hive mind. It can telepathically communicate with any of its individual serpents within 1 mile of it, and it can't be surprised."},{"name":"Magic Resistance","desc":"The astral devourer has advantage on saving throws against spells and other magical effects."},{"name":"Swarm","desc":"The astral devourer can occupy another creature's space and vice versa, and the devourer can move through any opening large enough for a Tiny serpent. Except via Serpent Spray and Recombine, the astral devourer can't regain hp or gain temporary hp."}],"spell_list":[],"page_no":30,"environments":[],"img_main":null,"document__slug":"tob2","document__title":"Tome of Beasts 2","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/tome-of-beasts-2-for-5th-edition/","v2_converted_path":"/v2/creatures/tob2_astral-devourer/"},{"slug":"august-rooster","desc":"An amalgam of various bird species crows proudly as it hops forward._  \n**Chimeric Avian.** The body of an august rooster is nearly human-sized with the head of a pheasant, the body of a perching duck, the tail of a peacock, the legs of a heron, the beak of a parrot, and the wings of a swallow. There is wide variation among specimens of this hybrid, however, with different creators replacing portions of the creature depending on the material they have on hand during the creation process. Most august roosters are created entirely of avian material, though specimens evidencing snake necks, turtle shells, and stag bodies have been encountered. Once created, an august rooster can reproduce with any species of bird, which usually results in an exotic-looking example of the bird. Only three percent of eggs fertilized or laid by an august rooster hatch into another august rooster. An august rooster fused by magic is full grown at creation, while one that hatches naturally grows to adulthood over the span of six to eight months.  \n**Selfish and Self-serving.** August roosters display the basest instincts of their creators, and they have the mental faculties and temperament of a spoiled, malicious child. Their sole concern is their own comfort, and they use their natural gifts to force nearby humanoids to tend to their wants and needs. Young august roosters are brazen about their collections of servants, often working the servants to exhaustion with constant demands. More mature individuals have a strong sense of self-preservation and have their servants see to their needs only when they know it will not raise suspicion.","name":"August Rooster","size":"Medium","type":"Monstrosity","subtype":"","group":null,"alignment":"neutral evil","armor_class":14,"armor_desc":"natural armor","hit_points":75,"hit_dice":"10d8+30","speed":{"walk":25},"strength":10,"dexterity":17,"constitution":16,"intelligence":8,"wisdom":7,"charisma":18,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":null,"skills":{},"damage_vulnerabilities":"","damage_resistances":"psychic","damage_immunities":"","condition_immunities":"charmed","senses":"passive Perception 8","languages":"Common","challenge_rating":"4","cr":4.0,"actions":[{"name":"Multiattack","desc":"The august rooster makes two talon attacks."},{"name":"Talon","desc":"Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) slashing damage.","attack_bonus":5,"damage_dice":"2d6+3"}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Aura of Subservience","desc":"A beast or humanoid that ends its turn within 30 feet of the august rooster and can see or hear it must succeed on a DC 14 Wisdom saving throw or be charmed for 1 day. A charmed creature that moves more than 100 feet away from the august rooster ceases to be charmed. If the august rooster requests that a charmed creature do more than tend to the creature's own needs, pay devotion to the august rooster, or bring the rooster food and gifts, the charmed creature can make a new saving throw with advantage. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the august rooster's Aura of Subservience for 24 hours."},{"name":"Dive Bomb","desc":"If the august rooster is flying and moves at least 20 feet straight toward a target and then hits it with a talon attack on the same turn, the target takes an extra 7 (2d6) slashing damage."},{"name":"Jumper","desc":"The august rooster can fly up to 40 feet on its turn, but it must start and end its movement on a solid surface such as a roof or the ground. If it is flying at the end of its turn, it falls to the ground and takes falling damage."},{"name":"Innate Spellcasting","desc":"The august rooster's innate spellcasting ability is Charisma (spell save DC 14). The august rooster can innately cast the following spells, requiring no material components.\nAt will: dancing lights, mage hand, message, vicious mockery\n3/day each: bane, charm person, hideous laughter\n1/day each: healing word, hold person"}],"spell_list":[],"page_no":33,"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_august-rooster/"},{"slug":"baliri-demon","desc":"A muscular humanoid with gray-black skin and the oversized head of a donkey lumbers forward. The monster’s eyes and tongue loll from its head, and its arms end in crimson crab-like pincers that snap together with incredible strength._  \n**Tormented Killers.** A baliri demon is created when a humanoid suffers at the hands of family or peers and turns to one of the demon lords for succor and bloody retribution. The result is both catastrophic and deadly, and the victim of the abuse is often executed for their dark dealings. It is at this moment that the demon lord snatches up the victim’s soul and transforms it into a baliri demon, a savage and remorseless killer that seeks to spread misery in its wake.  \n**Braying Apostles.** A baliri demon is a devout servant of the demon lord that created it, stridently extolling the virtues of its demonic master even as it butchers and defiles anyone who stands in its way. The loud braying prayers and hymns of a baliri demon carry for miles across the blasted Abyssal landscape and fill the hearts of mortals and lesser demons alike with dread. Baliri demons are not picky when it comes to choosing their victims but have a preference for anyone who resembles an aggressor from their previous life.","name":"Baliri Demon","size":"Medium","type":"Fiend","subtype":"demon","group":null,"alignment":"chaotic evil","armor_class":17,"armor_desc":"natural armor","hit_points":190,"hit_dice":"20d8+100","speed":{"walk":30},"strength":22,"dexterity":16,"constitution":20,"intelligence":13,"wisdom":17,"charisma":14,"strength_save":11,"dexterity_save":8,"constitution_save":10,"intelligence_save":null,"wisdom_save":8,"charisma_save":null,"perception":8,"skills":{"perception":8,"persuasion":7,"religion":6,"stealth":8},"damage_vulnerabilities":"","damage_resistances":"cold, fire, lightning; bludgeoning, piercing, and slashing from nonmagical attacks","damage_immunities":"poison","condition_immunities":"poisoned","senses":"darkvision 90 ft., passive Perception 17","languages":"Abyssal, Common, telepathy 120 ft.","challenge_rating":"14","cr":14.0,"actions":[{"name":"Multiattack","desc":"The baliri demon makes three attacks: one with its bite and two with its pincers."},{"name":"Bite","desc":"Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 17 (2d10 + 6) piercing damage plus 10 (3d6) necrotic damage.","attack_bonus":11,"damage_dice":"2d10+6"},{"name":"Pincers","desc":"Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 15 (2d8 + 6) slashing damage. If the baliri demon scores a critical hit against a creature, roll a d6. On a 1-3, it severs the target's arm, and on a 4-6 it severs the target's leg. A creature missing an arm can't wield weapons that require two hands, and if a creature is missing a leg, its speed is halved. Creatures without limbs are unaffected.","attack_bonus":11,"damage_dice":"2d8+6"},{"name":"Blood Bray (Recharge 6)","desc":"The baliri demon unleashes an otherworldly braying that causes the internal organs of nearby creatures to twist and rupture. Each creature within 20 feet of the baliri that can hear it must make a DC 18 Constitution saving throw. On a failure, the creature takes 36 (8d8) necrotic damage and is stunned until the end of its next turn as it doubles over in agony. On a success, the creature takes half the damage and isn't stunned. The bray doesn't affect creatures without internal organs, such as constructs, elementals, and oozes."}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Magic Resistance","desc":"The baliri has advantage on saving throws against spells and other magical effects."},{"name":"Praising Brays","desc":"As a bonus action, the baliri brays praise to the demon lord that saved it from its previous life, channeling the demon lord's might. The baliri chooses up to three demons within 30 feet of it. Each target has advantage on the first ability check or attack roll it makes before the start of the baliri's next turn. In addition, the targets are unaffected by the baliri's Blood Bray."}],"spell_list":[],"page_no":140,"environments":[],"img_main":null,"document__slug":"tob2","document__title":"Tome of Beasts 2","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/tome-of-beasts-2-for-5th-edition/","v2_converted_path":"/v2/creatures/tob2_baliri-demon/"},{"slug":"balloon-spider","desc":"Honed by evolutionary processes, the balloon spider has perfected the art of ballooning, floating through the air held aloft by strands of webbing suspended by electromagnetic fields. Electrified mandibles grant these spiders precise control over nearby electromagnetic fields and a potent weapon for shocking its prey.  \nBeneath their hunting grounds, the corpses and bones of their prey lie sparsely coated with stray strands of blue webbing. These remains wobble and glide across the ground of their own accord, caught in stray eddies in the electromagnetic field. The webbing of a balloon spider is prized by arcanists as a component for spells and the construction of magical flying machines.","name":"Balloon Spider","size":"Medium","type":"Beast","subtype":"","group":null,"alignment":"unaligned","armor_class":13,"armor_desc":null,"hit_points":36,"hit_dice":"8d8","speed":{"hover":true,"walk":20,"fly":40},"strength":10,"dexterity":16,"constitution":10,"intelligence":2,"wisdom":12,"charisma":4,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":3,"skills":{"perception":3},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"lightning","condition_immunities":"","senses":"blindsight 10 ft., darkvision 60 ft., passive Perception 13","languages":"—","challenge_rating":"1","cr":1.0,"actions":[{"name":"Bite","desc":"Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. Hit: 5 (1d6 + 2) piercing damage plus 5 (2d4) lightning damage, and the target must succeed on a DC 12 Constitution saving throw or it can move or take an action on its turn, but not both.","attack_bonus":5,"damage_dice":"1d6+2"},{"name":"Charged Web (Recharge 4-6)","desc":"Ranged Weapon Attack: +5 to hit, range 40/80 ft., one creature. Hit: The target is grappled (escape DC 13) by strands of charged webbing and begins to hover off the ground. Until this grapple ends, the target takes 1 lightning damage at the start of each of its turns. In addition, the grappled target can make a DC 12 Dexterity (Acrobatics) check to manipulate the strands of webbing and fly 10 feet in any direction."},{"name":"Draw In","desc":"The balloon spider magically pulls all creatures grappled by its webbing up to 10 feet toward it. If this movement pulls the creature within 5 feet of the balloon spider, the spider can make one bite attack against the creature as a bonus action."}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Erratic Discharge","desc":"A creature that starts its turn within 10 feet of the balloon spider must make a DC 12 Constitution saving throw. On a failure, the creature takes 2 (1d4) lightning damage and can move or take an action on its turn, but not both. On a success, the creature gains the benefits of the haste spell until the end of its turn. If a creature's saving throw is successful, it is immune to the spider's Erratic Discharge for the next 24 hours."}],"spell_list":[],"page_no":387,"environments":[],"img_main":null,"document__slug":"tob2","document__title":"Tome of Beasts 2","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/tome-of-beasts-2-for-5th-edition/","v2_converted_path":"/v2/creatures/tob2_balloon-spider/"},{"slug":"bearing-golem","desc":"A scattering of metal ball bearings coalesces into a constantly shifting humanoid shape._  \nMade up of thousands of ball bearings, a bearing golem can assume nearly any shape it chooses, though it always remains an amalgamation of metal pellets.  \n**Thievish Inspiration.** The first bearing golem was created when a wizard saw a thief foiling the traps in its tower with ball bearings. After disposing of the thief, the wizard collected the metal balls and realized their purpose could be improved if the bearings spread themselves. A later variant used caltrops instead creating the Open Game License","name":"Bearing Golem","size":"Medium","type":"Construct","subtype":"","group":null,"alignment":"unaligned","armor_class":16,"armor_desc":"natural armor","hit_points":75,"hit_dice":"10d8+30","speed":{"walk":30},"strength":9,"dexterity":18,"constitution":16,"intelligence":8,"wisdom":12,"charisma":3,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":3,"skills":{"perception":3,"stealth":7},"damage_vulnerabilities":"","damage_resistances":"bludgeoning, piercing, and slashing from nonmagical attacks not made with adamantine weapons","damage_immunities":"poison, psychic","condition_immunities":"charmed, exhaustion, frightened, grappled, paralyzed, petrified, poisoned, prone","senses":"darkvision 60 ft., tremorsense 30 ft., passive Perception 13","languages":"understands the languages of its creator but can’t speak","challenge_rating":"6","cr":6.0,"actions":[{"name":"Multiattack","desc":"The golem makes two slam attacks. Alternatively, it uses its Steel Shot twice."},{"name":"Slam","desc":"Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) bludgeoning damage.","attack_bonus":7,"damage_dice":"2d8+4"},{"name":"Steel Shot","desc":"Ranged Weapon Attack: +7 to hit, range 30/120 ft., one target. Hit: 11 (2d6 + 4) bludgeoning damage.","attack_bonus":7,"damage_dice":"2d6+4"},{"name":"Scattershot (Recharge 5-6)","desc":"The golem's body explodes. Each creature within 15 feet of the golem must make a DC 15 Dexterity saving throw. On a failure, a creature takes 36 (8d8) bludgeoning damage and is knocked prone. On a success, a creature takes half the damage and isn't knocked prone. The golem immediately scatters."}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Ambusher","desc":"In the first round of combat, the golem has advantage on attack rolls against any creature it has surprised."},{"name":"False Appearance","desc":"While the bearing golem is scattered, it is indistinguishable from a normal pile of ball bearings."},{"name":"Immutable Form","desc":"The golem is immune to any spell or effect that would alter its form."},{"name":"Magic Resistance","desc":"The golem has advantage on saving throws against spells and other magical effects."},{"name":"Magic Weapons","desc":"The golem's weapon attacks are magical."},{"name":"Reform","desc":"If the golem is scattered and has at least 1 hit point, it can reform as a bonus action in any space containing at least one of its ball bearings without provoking an opportunity attack. If it reforms within 5 feet of a prone creature, it can make one slam attack against that creature as part of this bonus action."},{"name":"Scatter","desc":"As a bonus action, the bearing golem can disperse, scattering its ball bearings in a 15-foot cube, centered on the space it previously occupied. A creature moving through a space containing any of the golem's ball bearings must succeed on a DC 15 Dexterity saving throw or fall prone. A creature moving through the area at half speed doesn't need to make the save. While scattered, the bearing golem can't attack or move, except to reform, and it can't be targeted by attacks or spells. It can still take damage from spells that deal damage in an area."}],"spell_list":[],"page_no":181,"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_bearing-golem/"},{"slug":"befouled-weird","desc":"Water filled with algae, worms, and other detritus rises up in a serpentine form. It reeks of stagnation and rot._  \n**Corrupted Water Elementals.** When aquatic parasites invade a water elemental, they take control of it and seek to propagate. The host becomes a befouled weird, providing protection and an ideal environment for the parasites. It prefers warm, marshy environments where the parasites are more at home. While the weird can carry any parasite, it most commonly acts as a host for brain-eating amoebas.  \n**Exiles to the Material Plane.** Water elementals prevent befouled weirds from infesting the Plane of Water. Otherwise, the tainted creatures infuse pure water elementals with their parasites. Water elementals knowledgeable about such things equate a plague of befouled weirds to Open Game License","name":"Befouled Weird","size":"Medium","type":"Elemental","subtype":"","group":null,"alignment":"neutral evil","armor_class":14,"armor_desc":"natural armor","hit_points":75,"hit_dice":"10d8+30","speed":{"walk":30,"swim":60},"strength":17,"dexterity":14,"constitution":16,"intelligence":5,"wisdom":12,"charisma":7,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":null,"skills":{},"damage_vulnerabilities":"","damage_resistances":"acid; 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 11","languages":"Aquan","challenge_rating":"5","cr":5.0,"actions":[{"name":"Multiattack","desc":"The befouled weird makes two slam attacks."},{"name":"Slam","desc":"Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) bludgeoning damage plus 7 (2d6) necrotic damage. If the target is a creature, it must succeed on a DC 13 Constitution saving throw or become infected with parasitic amoebas (see the Parasitic Amoebas trait).","attack_bonus":5,"damage_dice":"2d6+3"},{"name":"Drown in Filth (Recharge 4-6)","desc":"A creature in the befouled weird's space must make a DC 13 Strength saving throw. On a failure, the target takes 10 (2d6 + 3) bludgeoning damage and 7 (2d6) necrotic damage, and, if it is Medium or smaller, it is grappled (escape DC 13). Until this grapple ends, the target is restrained and unable to breathe unless it can breathe water. If the saving throw is successful, the target is pushed out of the weird's space. At the start of each of the weird's turns, the grappled target takes 10 (2d6 + 3) bludgeoning damage and 7 (2d6) necrotic damage, and it must make a DC 13 Constitution saving throw or become infected with parasitic amoebas. A creature within 5 feet of the weird can pull the target out of it by taking an action to make a DC 13 Strength check and succeeding."}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Freeze","desc":"If the befouled weird takes cold damage, it partially freezes. Its speed is reduced by 10 feet until the end of its next turn."},{"name":"Parasitic Amoebas","desc":"A creature other than the weird that becomes infected with parasitic amoebas becomes vulnerable to necrotic damage. At the end of each long rest, the diseased creature must succeed on a DC 13 Constitution saving throw or its Intelligence score is reduced by 1d4. The reduction lasts until the target finishes a long rest after the disease is cured. If the disease reduces the creature's Intelligence to 0, the creature dies. If a water elemental dies in this way, its body becomes a befouled weird 1d4 hours later. The disease lasts until removed by the lesser restoration spell or similar magic."},{"name":"Unclean","desc":"If a creature targets the weird with the lesser restoration spell, requiring a successful melee spell attack roll, the weird takes 9 (2d8) radiant damage and can't infect targets with parasitic amoebas for 1 minute."},{"name":"Water Form","desc":"The befouled weird can enter a hostile creature's space and stop there. It can move through a space as narrow as 1 inch wide without squeezing."}],"spell_list":[],"page_no":41,"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_befouled-weird/"},{"slug":"black-crier","desc":"This skeletal figure is dressed in the style of a town crier. It carries an elaborate silver bell in its bony hands, and its skull gleams white in the moonlight._  \n**Heralds of Calamity.** The black crier is an undead that appears hours, days, or even months before a great catastrophe. The larger the catastrophe, the earlier the black crier appears.  \n**Servants of Fate.** Black criers are not malicious or vengeful undead and exist to warn of coming danger. They defend themselves if attacked but don’t pursue fleeing opponents.  \n**Mute Messengers.** Despite their name, black criers cannot speak; instead, they use cryptic hand gestures or other mysterious signs to warn people of the impending calamity.  \n**Undead Nature.** A black crier doesn’t require air, food, drink, or sleep.  \n\n## Portents of Disaster\n\n  \nA black crier is always accompanied by signs of impending disaster. The crier isn’t affected or targeted by these portents, but it otherwise has no control over them. The portents appear within a black crier’s bound region (see the Bound by Calamity trait) and can be one or more of the following, becoming more frequent as the date of the catastrophe approaches:\n* Swarms of rats or insects appear, destroying crops, eating food stores, and spreading disease.\n* The ground in the region experiences minor tremors, lasting 1d6 minutes.\n* Thunderstorms, blizzards, and tornadoes plague the region, lasting 1d6 hours.\n* Natural water sources in the region turn the color of blood for 1d4 hours. The water is safe to drink, and the change in color has no adverse effect on local flora and fauna.","name":"Black Crier","size":"Medium","type":"Undead","subtype":"","group":null,"alignment":"neutral","armor_class":16,"armor_desc":"natural armor","hit_points":150,"hit_dice":"20d8+60","speed":{"walk":30,"hover":true,"fly":30},"strength":14,"dexterity":19,"constitution":16,"intelligence":11,"wisdom":20,"charisma":12,"strength_save":null,"dexterity_save":8,"constitution_save":null,"intelligence_save":4,"wisdom_save":9,"charisma_save":null,"perception":9,"skills":{"history":4,"perception":9,"performance":9,"religion":4},"damage_vulnerabilities":"","damage_resistances":"necrotic, psychic; bludgeoning, piercing, and slashing from nonmagical attacks","damage_immunities":"poison","condition_immunities":"charmed, exhaustion, frightened, paralyzed, poisoned, stunned","senses":"darkvision 60 ft., passive Perception 15","languages":"understands all languages but can’t speak","challenge_rating":"11","cr":11.0,"actions":[{"name":"Multiattack","desc":"The black crier uses its Bell Toll. It then makes two melee attacks."},{"name":"Bell","desc":"Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 4) bludgeoning damage plus 14 (4d6) necrotic damage.","attack_bonus":8,"damage_dice":"1d8+4"},{"name":"Bell Toll","desc":"The black crier targets one creature it can see within 60 feet of it. The creature must make a DC 17 Wisdom saving throw. On a failure, the target takes 14 (4d6) necrotic damage and is frightened until the end of its next turn. On a success, the target takes half the damage and isn't frightened. If the saving throw fails by 5 or more, the target suffers one level of exhaustion."},{"name":"Crier's Lament (1/Day)","desc":"The black crier unleashes a devastating peal of anguish and rage in a 30-foot cone. Each creature in the area must make a DC 16 Charisma saving throw. On a failure, a creature drops to 0 hp. On a success, a creature takes 21 (6d6) psychic damage and is frightened for 1 minute. A frightened 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":"Bound by Calamity","desc":"The black crier is bound to a region where a major catastrophe will happen. This region can be of any size but is never smaller than 1 square mile. If the crier leaves this region, it loses its Rejuvenation trait and Crier's Lament action. It permanently dies if it remains outside of its bound region for more than 24 hours."},{"name":"Rejuvenation","desc":"If it dies within its bound region before the catastrophe it heralds happens, the black crier returns to life in 1d6 days and regains all its hp. The black crier dies after the catastrophe ends and doesn't rejuvenate. Only a wish spell can prevent this trait from functioning."}],"spell_list":[],"page_no":42,"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_black-crier/"},{"slug":"bleakheart","desc":"A humanoid in blurred gray tones settles in the shadowed corner of a dimly-lit room and disappears from view._  \n**Poor Players.** Some people are driven to perform. They crave the adulation of their peers, the attention of strangers, the promise of fame and the immortality it brings. Unfortunately, not every such artist has the talent and perseverance to succeed. Whenever a minstrel flees a stage pelted by rotting produce and ends their life in despair, or an actor’s alcoholism leads them to an early grave after a scathing review, a bleakheart is born. Once a bleakheart rises, it seeks to spread hopelessness and create new bleakhearts.  \n**Walking Shadows.** Bleakhearts exist on the fringes of the societies where they once lived. When they are not skulking in the dark, the citizenry ignores them as they would any other drifter. They linger around taverns, theaters, and other places the living visit for entertainment. Sometimes the sight and sound of merriment rouses the bleakhearts from cold despair to hot rage. The resulting carnage invariably leads to the destruction of the originating bleakheart and the creation of several new ones.  \n**Familiar Faces.** A bleakheart gains grim satisfaction in causing distress to the living, especially those who have recently experienced joy. By day, they lurk in deeply shadowed areas of settlements, usually around places of entertainment, and skim the thoughts of passersby. When a bleakheart detects someone who is elated, it follows them home for further observation. While its victim sleeps, the bleakheart probes their mind, causing the victim nightmares about the subject of their happiness. Once the victim awakens, its joy turned to pain, the bleakheart disguises itself as the personage who once brought the victim joy and reveals itself. Even while magically disguised, a bleakheart appears disquietingly out of focus.  \n**Undead Nature.** A bleakheart doesn’t require air, food, drink, or sleep.","name":"Bleakheart","size":"Medium","type":"Undead","subtype":"","group":null,"alignment":"neutral evil","armor_class":12,"armor_desc":null,"hit_points":66,"hit_dice":"12d8+12","speed":{"walk":30},"strength":10,"dexterity":15,"constitution":12,"intelligence":10,"wisdom":10,"charisma":16,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":null,"skills":{"persuasion":5,"stealth":6},"damage_vulnerabilities":"","damage_resistances":"cold; bludgeoning, piercing, and slashing from nonmagical attacks","damage_immunities":"necrotic, poison","condition_immunities":"charmed, exhaustion, frightened, poisoned","senses":"darkvision 60 ft., passive Perception 10","languages":"Common","challenge_rating":"3","cr":3.0,"actions":[{"name":"Disheartening Touch","desc":"Melee Spell Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (3d6) psychic damage.","attack_bonus":5,"damage_dice":"3d6"},{"name":"Steal Joy (Recharge 5-6)","desc":"Each creature of the bleakheart's choice that is within 20 feet of the bleakheart and aware of it must succeed on a DC 13 Wisdom saving throw or its Charisma score is reduced by 1d4. A creature that has taken psychic damage from the bleakheart's Disheartening Touch within the last minute has disadvantage on this saving throw. A creature that has its Charisma reduced to 0 ends its life at the earliest opportunity, and a new bleakheart rises from its corpse 1d4 hours later. Otherwise, the Charisma reduction lasts until the target finishes a long rest."}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Indiscernible in Shadows","desc":"While in dim light or darkness, the bleakheart is invisible."},{"name":"Silent Entry (3/Day)","desc":"As a bonus action, the bleakheart can silently unlock a door within 10 feet of it that is held shut by a mundane lock. If a door has multiple locks, only one is unlocked per use of this trait."},{"name":"Sunlight Weakness","desc":"While in sunlight, the bleakheart has disadvantage on attack rolls, ability checks, and saving throws."},{"name":"Innate Spellcasting","desc":"The bleakheart's innate spellcasting ability is Charisma (spell save DC 13). It can innately cast the following spells, requiring no material components:\nAt will: detect thoughts, minor illusion\n3/day each: disguise self"}],"spell_list":[],"page_no":43,"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_bleakheart/"},{"slug":"bloated-ghoul","desc":"Bloated ghouls are Open Game License","name":"Bloated Ghoul","size":"Medium","type":"Undead","subtype":"","group":null,"alignment":"neutral evil","armor_class":14,"armor_desc":"natural armor","hit_points":142,"hit_dice":"19d8+57","speed":{"walk":20},"strength":17,"dexterity":10,"constitution":16,"intelligence":11,"wisdom":12,"charisma":13,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":null,"skills":{},"damage_vulnerabilities":"","damage_resistances":"necrotic, slashing","damage_immunities":"poison","condition_immunities":"charmed, exhaustion, poisoned","senses":"darkvision 60 ft., passive Perception 11","languages":"Common, Darakhul, Undercommon","challenge_rating":"6","cr":6.0,"actions":[{"name":"Multiattack","desc":"The bloated ghoul makes one bite attack and one claw attack."},{"name":"Bite","desc":"Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 16 (3d8 + 3) piercing damage, and, if the target is a humanoid, it must succeed on a DC 14 Constitution saving throw or contract darakhul fever.","attack_bonus":6,"damage_dice":"3d8+3"},{"name":"Claw","desc":"Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 13 (3d6 + 3) slashing damage. If the target is a creature other than an undead, it must succeed on a DC 14 Constitution saving throw or have its speed halved and have disadvantage on Dexterity-based checks and saving throws for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.","attack_bonus":6,"damage_dice":"3d6+3"},{"name":"Hideous Feast","desc":"The bloated ghoul feeds on a corpse within 5 feet of it that is less than 1 week old. It regains 1d8 hit points per size category of the creature it consumes. For example, the ghoul regains 1d8 hit points when consuming a Tiny creature or 4d8 hit points when consuming a Large creature. The bloated ghoul can't use Hideous Feast on a corpse if it or another bloated ghoul has already used Hideous Feast on the corpse."}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Turning Defiance","desc":"The bloated ghoul and any ghouls within 30 feet of it have advantage on saving throws against effects that turn undead."},{"name":"Unholy Stench","desc":"When the bloated ghoul takes piercing or slashing damage, noxious vapors burst from its distended stomach. Each creature within 10 feet of it must succeed on a DC 14 Constitution saving throw or take 7 (2d6) poison damage and be poisoned until the end of its next turn."}],"spell_list":[],"page_no":166,"environments":[],"img_main":null,"document__slug":"tob2","document__title":"Tome of Beasts 2","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/tome-of-beasts-2-for-5th-edition/","v2_converted_path":"/v2/creatures/tob2_bloated-ghoul/"},{"slug":"bloodsapper","desc":"This hairless, dog-like creature has pale skin, an enormous bladder underneath its throat, and a conical head with two deepset, black eyes. A long, thick red tongue, ending in a hollow spike, flicks from its shrew-like mouth._  \n**Ravenous Blood Eaters.** The bloodsapper is a vampiric creature with an unrelenting thirst for blood. While it can drink the blood of animals and wild beasts, it vastly prefers the blood of sapient bipedal creatures, such as giants and humanoids. When it catches prey, it uses its long, spiked tongue to impale and drain them until they are little more than husks. Due to its appetite, the bloodsapper frequently comes into conflict with other creatures reliant on blood such as Open Game License","name":"Bloodsapper","size":"Medium","type":"Aberration","subtype":"","group":null,"alignment":"chaotic evil","armor_class":14,"armor_desc":"natural armor","hit_points":90,"hit_dice":"12d8+36","speed":{"walk":40,"climb":20},"strength":16,"dexterity":14,"constitution":16,"intelligence":5,"wisdom":12,"charisma":7,"strength_save":null,"dexterity_save":null,"constitution_save":5,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":3,"skills":{"perception":3,"stealth":4,"survival":3},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"","condition_immunities":"","senses":"darkvision 60 ft., passive Perception 13","languages":"understands Common but can’t speak","challenge_rating":"3","cr":3.0,"actions":[{"name":"Claw","desc":"Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) slashing damage.","attack_bonus":5,"damage_dice":"1d6+3"},{"name":"Draining Tongue","desc":"Melee Weapon Attack: +5 to hit, reach 15 ft., one target. Hit: 12 (2d8 + 3) piercing damage, and the bloodsapper attaches to the target. While attached, the bloodsapper doesn't attack. Instead, at the start of each of the bloodsapper's turns, the target loses 12 (2d8 + 3) hp due to blood loss. The bloodsapper can detach itself from a target by spending 5 feet of its movement, which it does once it has drained 25 hp from the target or the target dies. A creature, including the target, can take its action to detach the bloodsapper's tongue by succeeding on a DC 14 Strength check. Alternatively, the bloodsapper's tongue can be attacked and severed (AC 12; hp 20). The bloodsapper regrows a severed tongue when it completes a long rest or when it reduces a creature to 0 hp.","attack_bonus":5,"damage_dice":"2d8+3"},{"name":"Bloody Breath (Recharge Special)","desc":"The bloodsapper can expel a 15-foot cone of acrid gas and blood from its bladder. Each creature in the area must make a DC 13 Constitution saving throw. On a failure, a creature takes 14 (4d6) acid damage and is poisoned for 1 minute. On a success, a creature takes half the damage and isn't poisoned. A poisoned creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Once a bloodsapper uses its Bloody Breath, it can't use Bloody Breath again until it has drained at least 25 hp of blood from a creature."}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Blood Scent","desc":"A bloodsapper can smell blood within 240 feet of it. It can determine whether the blood is fresh or old and what type of creature shed the blood. In addition, the bloodsapper has advantage on Wisdom (Perception) and Wisdom (Survival) checks to find or track a creature that doesn't have all its hp."}],"spell_list":[],"page_no":44,"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_bloodsapper/"},{"slug":"boneshard-wraith","desc":"A vaguely humanoid form appears, dim and hazy amid the constant swirl of wind-wracked grit and tainted dust of the magical wasteland._  \nContorted and broken, the boneshard wraith is a ghostly horror, haphazardly assembled from mismatched bones and grave-scavenged shards. Shattered eye sockets burn with the black, icy glow of eternal madness and the spiteful hunger of the Void.  \n**Undead Nature.** A boneshard wraith doesn’t require air, food, drink, or sleep.","name":"Boneshard Wraith","size":"Medium","type":"Undead","subtype":"","group":null,"alignment":"neutral evil","armor_class":16,"armor_desc":"natural armor","hit_points":127,"hit_dice":"15d8+60","speed":{"walk":15,"hover":true,"fly":60},"strength":16,"dexterity":13,"constitution":18,"intelligence":13,"wisdom":14,"charisma":8,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":6,"skills":{"perception":6,"stealth":7},"damage_vulnerabilities":"","damage_resistances":"acid, cold, fire, lightning, thunder; piercing, bludgeoning, and slashing from nonmagical attacks not made with silvered weapons","damage_immunities":"necrotic, poison","condition_immunities":"charmed, exhausted, frightened, grappled, paralyzed, petrified, poisoned, prone, restrained, stunned, unconscious","senses":"darkvision 60 ft., passive Perception 16","languages":"any languages it knew in life, Void Speech","challenge_rating":"12","cr":12.0,"actions":[{"name":"Multiattack","desc":"The wraith makes two spectral claw attacks. If both attacks damage the same creature, the target must make a DC 16 Constitution saving throw or be paralyzed for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success."},{"name":"Spectral Claw","desc":"Melee Weapon Attack: +7 to hit, reach 15 ft., one target. Hit: 21 (4d8 + 3) slashing damage, and the target must succeed on a DC 16 Constitution saving throw or suffer 1 level of exhaustion. A creature can suffer no more than 2 levels of exhaustion from the wraith's Spectral Claws.","attack_bonus":7,"damage_dice":"4d8+3"},{"name":"Boneshard Cyclone (Recharge 5-6)","desc":"The wraith chooses a creature it can see within 60 feet of it. The target must make a DC 16 Strength saving throw. On a failure, a creature takes 20 (3d12) slashing damage and 27 (6d8) necrotic damage and is enveloped in a whirlwind of sharp bone fragments for 1 minute or until the wraith dies. On a success, a creature takes half the damage and isn't enveloped. While enveloped, a creature is blinded and deafened and takes 18 (4d8) necrotic damage at the start of each of its turns. It can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature dies while enveloped, it rises as a boneshard wraith on the next new moon unless it is restored to life or the bless spell is cast on the remains."}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Incorporeal Movement","desc":"The boneshard wraith can move through other creatures and objects as if they were difficult terrain. It takes 5 (1d10) force damage if it ends its turn inside an object."},{"name":"Sunlight Sensitivity","desc":"While in sunlight, the wraith has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight."}],"spell_list":[],"page_no":46,"environments":[],"img_main":null,"document__slug":"tob2","document__title":"Tome of Beasts 2","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/tome-of-beasts-2-for-5th-edition/","v2_converted_path":"/v2/creatures/tob2_boneshard-wraith/"},{"slug":"boomer","desc":"An ear-piercing shriek echoes in the cavern. The sound comes from a human-sized mushroom whose stalk steadily swells with air as it shrieks._  \n**Thunderous Shriek.** Boomers are a subspecies of Open Game License","name":"Boomer","size":"Medium","type":"Plant","subtype":"","group":null,"alignment":"unaligned","armor_class":7,"armor_desc":"natural armor","hit_points":22,"hit_dice":"4d8+4","speed":{"walk":0},"strength":1,"dexterity":1,"constitution":12,"intelligence":1,"wisdom":3,"charisma":1,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":null,"skills":{},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"thunder","condition_immunities":"blinded, deafened, frightened","senses":"blindsight 30 ft. (blind beyond this radius), passive Perception 6","languages":"—","challenge_rating":"1/2","cr":0.5,"actions":null,"bonus_actions":null,"reactions":[{"name":"Shriek","desc":"If bright light or a creature is within 30 feet of the boomer, it emits a shriek audible within 300 feet of it. The boomer continues to shriek until the disturbance moves out of range and for 1d4 of the boomer's turns afterward."}],"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Deafening Boom","desc":"When a creature hits the boomer with a melee attack, the boomer releases a blast of sound. Each creature within 10 feet of the boomer that can hear it must make a DC 12 Constitution saving throw. On a failure, a creature takes 5 (2d4) thunder damage and is incapacitated until the end of its next turn. On a success, a creature takes half the damage and isn't incapacitated."},{"name":"Death Burst","desc":"When it dies, the boomer explodes in a cacophonous burst. Each creature within 30 feet of the boomer that can hear it must make a DC 12 Constitution saving throw. On a failure, a creature takes 7 (2d6) thunder damage and is deafened for 1 minute. On a success, a creature takes half the damage and isn't deafened."},{"name":"False Appearance","desc":"While the boomer remains motionless, it is indistinguishable from an ordinary fungus."}],"spell_list":[],"page_no":157,"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_boomer/"},{"slug":"boreal-dragon-wyrmling","desc":"Covered in a mix of hard, blue-white scales and patches of silvery-blue fur, this dragon radiates a savage belligerence. Its amber eyes gleam with primal fury as it stretches its wings, sending a shower of burning sparks sizzling onto the ground._  \n**Paradoxical Predators.** Boreal dragons inhabit the arctic and alpine places of the world, from snow-capped conifer forests and frigid mountain peaks to flat, icy plains and polar seas. Unlike white or silver dragons, however, boreal dragons are not creatures of cold but rather of heat and flames. Their breath is filled with burning embers, and their preferred lairs contain some sort of natural heat source. While this contradiction has puzzled many scholars of draconic lore, boreal dragons are unconcerned about such trivial matters and are likely to devour any sage or wizard impertinent enough to question their choice of habitat.  \n**Dragons of Rage.** Boreal dragons are among the most straightforward of all true dragons, driven by simple necessities like hunting and mating. They hate most other dragons with a passion and war constantly with those that share their arctic homeland, driving off or killing any dragons they encounter. Boreal dragons are truculent creatures and love nothing better than getting into a fight; however, they do not target defenseless creatures or those far weaker than themselves unless they are hunting for food. Because they respect strength above all else, a creature can gain a boreal dragon’s admiration through acts of intense bravery or slaughter. In particular, the dragons are fond of large arctic predators, such as Open Game License","name":"Boreal Dragon Wyrmling","size":"Medium","type":"Dragon","subtype":"","group":null,"alignment":"chaotic neutral","armor_class":17,"armor_desc":"natural armor","hit_points":39,"hit_dice":"6d8+12","speed":{"walk":30,"fly":60,"swim":20},"strength":17,"dexterity":10,"constitution":15,"intelligence":11,"wisdom":13,"charisma":12,"strength_save":null,"dexterity_save":2,"constitution_save":4,"intelligence_save":null,"wisdom_save":3,"charisma_save":3,"perception":5,"skills":{"athletics":5,"perception":5,"stealth":2},"damage_vulnerabilities":"","damage_resistances":"cold","damage_immunities":"fire","condition_immunities":"","senses":"blindsight 10 ft., darkvision 60 ft., passive Perception 15","languages":"Draconic","challenge_rating":"2","cr":2.0,"actions":[{"name":"Bite","desc":"Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 8 (1d10 + 3) piercing damage.","attack_bonus":5,"damage_dice":"1d10+3"},{"name":"Cinder Breath (Recharge 5-6)","desc":"The dragon exhales a 15-foot cone of superheated air filled with white-hot embers. Each creature in that area must make a DC 12 Dexterity saving throw, taking 22 (4d10) fire 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":null,"spell_list":[],"page_no":113,"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_boreal-dragon-wyrmling/"},{"slug":"boreas-chosen","desc":"The humanoid’s piercing blue eyes lock on their target as it charges forward with bloodlust. Bloodcurdling battle cries and flying spears follow the berserker’s charge._  \nRegardless of what type of prior life they led, any humanoid can become one of Boreas’ chosen. Some humanoids are born with runic symbols designating them as creatures blessed by the North Wind, but most must undergo several trials before the first wintry rune scrawls itself into their flesh. The trials include surviving the highest mountain peaks in the dead of winter, defeating a frost giant in single combat, and crafting a spear out of the fang or claw of an icy beast. Even then, Boreas may deny his favor.  \n**Blood and Weapons of Ice.** A humanoid chosen by Boreas goes through a transformation to become more like its patron. Its blood freezes into ice, and its weapons become forever rimed.  \n**Blessed and Loyal.** Humanoids chosen by Boreas further his goals, protect his holy sites, spread winter wherever they walk, and honor the North Wind with every fallen foe.","name":"Boreas’ Chosen","size":"Medium","type":"Humanoid","subtype":"any race","group":null,"alignment":"chaotic evil","armor_class":15,"armor_desc":"leather armor, shield","hit_points":102,"hit_dice":"12d8+48","speed":{"walk":30},"strength":17,"dexterity":14,"constitution":19,"intelligence":8,"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":{"athletics":6,"intimidation":3,"survival":5},"damage_vulnerabilities":"","damage_resistances":"bludgeoning, piercing, and slashing from nonmagical attacks","damage_immunities":"cold","condition_immunities":"charmed, exhaustion, frightened","senses":"passive Perception 12","languages":"Common, Giant","challenge_rating":"7","cr":7.0,"actions":[{"name":"Multiattack","desc":"Boreas' chosen makes two ice spear attacks."},{"name":"Spear","desc":"Melee or Ranged Weapon Attack: +6 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 6 (1d6 + 3) piercing damage, or 7 (1d8 + 3) piercing damage if used with two hands to make a melee attack, plus 9 (2d8) cold damage.","attack_bonus":6,"damage_dice":"1d6+3"},{"name":"Breath of the North Wind","desc":"(Recharge 5-6). Boreas' chosen exhales freezing breath in a 15-foot cone. Each creature in that area must make a DC 15 Constitution saving throw. On a failure, a creature takes 28 (8d6) cold damage and its speed is reduced by 10 feet until the end of its next turn. On a success, a creature takes half the damage and its speed isn't reduced. A creature that fails the saving throw by 5 or more is petrified in ice until the end of its next turn instead."}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Frozen Blood","desc":"A creature that hits the chosen with a melee attack while within 5 feet of it takes 4 (1d8) cold damage."},{"name":"Ice Runes","desc":"The chosen's weapon attacks are magical. When the chosen hits with any weapon, the weapon deals an extra 2d8 cold damage (included in the attack)."},{"name":"Ice Walk","desc":"The chosen can move across and climb icy surfaces without needing to make an ability check. Additionally, difficult terrain composed of ice or snow doesn't cost it extra movement."}],"spell_list":[],"page_no":48,"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_boreas-chosen/"},{"slug":"brachyura-shambler","desc":"The vaguely humanoid creature has an oblong head with a pair of deep-set black eyes, a pair of antennae, and grasping mandibles. The creature is covered in a chitinous shell that is deep red, almost black in color. As it moves, it makes a strange sound, as though it is asking unintelligible questions in gibberish._  \n**Purveyors of Mud.** Brachyura shamblers are foul, vaguely humanoid, semi-intelligent creatures that live in the mud and primarily eat carrion. They eat fresh kills when they can, but they find it easier to eat what is already dead. Because of their filthy living conditions and unsanitary diet, they carry disease, which they easily spread to those they encounter.  \n**Related to the Sporous Crab.** The brachyura often share living space with the Open Game License","name":"Brachyura Shambler","size":"Medium","type":"Monstrosity","subtype":"","group":null,"alignment":"neutral evil","armor_class":14,"armor_desc":"natural armor","hit_points":71,"hit_dice":"11d8+22","speed":{"walk":30},"strength":16,"dexterity":12,"constitution":15,"intelligence":6,"wisdom":12,"charisma":8,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":null,"skills":{},"damage_vulnerabilities":"","damage_resistances":"bludgeoning","damage_immunities":"","condition_immunities":"","senses":"darkvision 60 ft., passive Perception 11","languages":"Brachyura","challenge_rating":"4","cr":4.0,"actions":[{"name":"Multiattack","desc":"The brachyura shambler makes two claw attacks. If both attacks hit a Medium or smaller target, the target is grappled (escape DC 13). Until this grapple ends, the target is restrained."},{"name":"Claw","desc":"Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. Hit: 11 (2d8 + 2) piercing damage.","attack_bonus":5,"damage_dice":"2d8+2"},{"name":"Diseased Spit","desc":"Ranged Weapon Attack: +3 to hit, range 20/60 ft., one creature. Hit: 7 (2d4 + 2) acid damage. The creature must succeed on a DC 11 Constitution saving throw or contract sewer plague. It takes 1d4 days for sewer plague's symptoms to manifest in an infected creature. Symptoms include fatigue and cramps. The infected creature suffers one level of exhaustion, and it regains only half the normal number of hp from spending Hit Dice and no hp from finishing a long rest. At the end of each long rest, an infected creature must make a DC 11 Constitution saving throw. On a failed save, the character gains one level of exhaustion. On a successful save, the character's exhaustion level decreases by 1 level. If a successful saving throw reduces the infected creature's level of exhaustion below 1, the creature recovers from the disease.","attack_bonus":3,"damage_dice":"2d4+2"}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Puncturing Claws","desc":"A creature that starts its turn grappled by the brachyura shambler must succeed on a DC 13 Strength saving throw or take 7 (2d6) piercing damage."}],"spell_list":[],"page_no":49,"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_brachyura-shambler/"},{"slug":"brimstone-locusthound","desc":"This creature is a disturbing combination of wolf and locust, and the smoke it exhales hovers thickly around it. Fur surrounds its locust head, and long, insectoid legs extend from its canine body._  \n**Unnatural Origin.** Brimstone locusthounds are the result of magical experimentation. Scholars are uncertain if the experiment went terribly wrong or if the creatures turned out as originally intended. The wizards who created them have been dead for thousands of years, allowing theories—and the wizards’ creations—to run wild ever since.  \n**Migrating Packs.** Brimstone locusthounds build their nests below ground, in caves, or in buried ruins. They are migratory omnivores, and they prefer areas where fungi and small prey are plentiful. Though less caring for each other than most canines, brimstone locusthounds often form packs to rear young and when food is plentiful. However, when food becomes scarce, a pack of locusthounds tears itself apart, cannibalizing its weakest members, and the survivors scatter to the wind.","name":"Brimstone Locusthound","size":"Medium","type":"Monstrosity","subtype":"","group":null,"alignment":"neutral","armor_class":15,"armor_desc":"natural armor","hit_points":60,"hit_dice":"8d8+24","speed":{"walk":30,"fly":60},"strength":19,"dexterity":14,"constitution":17,"intelligence":3,"wisdom":9,"charisma":6,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":null,"skills":{},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"","condition_immunities":"","senses":"blindsight 10 ft., darkvision 60 ft., passive Perception 9","languages":"—","challenge_rating":"3","cr":3.0,"actions":[{"name":"Multiattack","desc":"The brimstone locusthound makes two claw attacks."},{"name":"Claw","desc":"Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 9 (1d8 + 4) slashing damage.","attack_bonus":6,"damage_dice":"1d8+4"},{"name":"Sticky Spittle","desc":"Ranged Weapon Attack: +4 to hit, range 20/60 ft., one target. Hit: 9 (2d6 + 2) acid damage, and the target must succeed on a DC 13 Dexterity saving throw or be restrained until the end of its next turn.","attack_bonus":4,"damage_dice":"2d6+2"}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Smoky Aura","desc":"The brimstone locusthound emits a dense, choking smoke within 10 feet of itself. Each non-brimstone locusthound creature that enters the smoke or starts its turn in the smoke must succeed on a DC 13 Constitution saving throw or be blinded until the end of its turn. On a successful saving throw, the creature is immune to the locusthound's Smoky Aura for 24 hours. At the start of each of its turns, the locusthound chooses whether this aura is active. The smoke is nonmagical and can be dispersed by a wind of moderate or greater speed (at least 10 miles per hour)."},{"name":"Smoky Haze","desc":"When the brimstone locusthound is targeted by a ranged weapon attack or a spell that requires a ranged attack roll, roll a d6. On a 4 or 5, the attacker has disadvantage on the attack roll. On a 6, the attack misses the locusthound, disappearing into the smoke surrounding it."}],"spell_list":[],"page_no":51,"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_brimstone-locusthound/"},{"slug":"bulbous-violet","desc":"An enormous deep purple flower pushes forward on its vines, which are covered in throbbing black protrusions. As it moves, a single protrusion bursts open, spraying a green, sizzling substance all over the forest floor._  \n**Meat Drinkers.** Bulbous violets are carnivorous plants. The black growths that cover their vines are filled with acid and pop on impact, dissolving the violets’ prey. The plants then stand in the remains and drink in the liquefied gore.  \n**Migrating Predators.** Bulbous violets travel in packs that follow warm weather. Although they can survive the cold, most of their prey disappears in the colder months, forcing the plants to travel for food. Sometimes these paths take the plants through farms where the plants attack livestock and people. If the violets find food, they stop their migration, hunting every morsel they can find before moving on. Violets can sense the nearby presence of creatures made of flesh. This magical ability guides their migration route and leads them into unexpected places.  \n**Germinating in Gore.** In order to grow, bulbous violet seeds need to be sown in ground that has been covered in the blood, entrails, and corpses of other creatures. When a pack of violets is ready to drop their seeds, they go into areas crowded with prey and begin killing all they can. They attack monster hideouts, animal herds, and even villages to provide enough sustenance for their seeds.","name":"Bulbous Violet","size":"Medium","type":"Plant","subtype":"","group":null,"alignment":"unaligned","armor_class":12,"armor_desc":null,"hit_points":38,"hit_dice":"7d8+7","speed":{"walk":20,"climb":20},"strength":15,"dexterity":14,"constitution":13,"intelligence":2,"wisdom":10,"charisma":2,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":null,"skills":{},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"acid","condition_immunities":"","senses":"passive Perception 10","languages":"—","challenge_rating":"1","cr":1.0,"actions":[{"name":"Tendril","desc":"Melee Weapon Attack: +4 to hit, reach 10 ft., one target. Hit: 4 (1d4 + 2) bludgeoning damage plus 2 (1d4) acid damage, and the target is grappled (escape DC 12). Until this grapple ends, the target is restrained and takes 2 (1d4) acid damage at the start of each of its turns. The violet has two tendrils strong enough to grapple creatures; each can grapple only one target. If the acid damage reduces the target to 0 hp, the violet regains 7 (2d6) hp.","attack_bonus":4,"damage_dice":"1d4+2"}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Acid Sacs","desc":"When the violet takes bludgeoning, piercing, or slashing damage, each creature within 5 feet of the violet must succeed on a DC 12 Dexterity saving throw or take 2 (1d4) acid damage."},{"name":"False Appearance","desc":"While the violet remains motionless, it is indistinguishable from other large flowering plants."},{"name":"Flesh Sense","desc":"The violet can pinpoint, by scent, the location of flesh-based creatures within 60 feet of it."}],"spell_list":[],"page_no":53,"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_bulbous-violet/"},{"slug":"cackling-skeleton","desc":"The skeleton of a humanoid stands bent over with one arm holding the vacuous space where its stomach would be. Its jaw hangs agape, cackling, as it points at the target of its humor._  \n**Ironic Origins.** When a creature who utterly fears death perishes in an area filled with necrotic energy, it arises as a cackling skeleton. The creature’s dead bones animate to mock the futility of their once-cherished desire of life. The cackling skeleton often wears garish items that parody what it loved in life.  \n**Nihilistic Hecklers.** Cackling skeletons find living creatures’ survival instincts humorous. They find living incredibly futile and believe those that prolong their existence to be hilariously foolish. Unlike other skeletons, cackling skeletons are capable of speech, and they use it to point out the silliness of healing, wearing armor, or other means of self preservation, often pointing out the creature will inevitably die anyway.  \n**Undead Nature.** The cackling skeleton doesn’t require air, food, drink, or sleep.","name":"Cackling Skeleton","size":"Medium","type":"Undead","subtype":"","group":null,"alignment":"neutral evil","armor_class":9,"armor_desc":null,"hit_points":26,"hit_dice":"4d8+8","speed":{"walk":30},"strength":12,"dexterity":9,"constitution":15,"intelligence":8,"wisdom":10,"charisma":14,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":4,"perception":null,"skills":{},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"poison","condition_immunities":"exhaustion, poisoned","senses":"darkvision 60 ft., passive Perception 10","languages":"the languages it knew in life","challenge_rating":"1/2","cr":0.5,"actions":[{"name":"Slam","desc":"Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 (1d6 + 1) bludgeoning damage. The cackling skeleton has advantage on this attack roll if the target is demoralized.","attack_bonus":3,"damage_dice":"1d6+1"},{"name":"Mock (Recharge 5-6)","desc":"The cackling skeleton mocks the futile efforts of up to three creatures it can see within 30 feet of it that aren't undead or constructs. Each target must make a DC 12 Charisma saving throw, taking 5 (2d4) psychic damage on a failed save, or half as much damage on a successful one. A demoralized target has disadvantage on this saving throw."}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Cackle","desc":"The skeleton emits a constant, demoralizing cackle. When a creature that isn't an undead or a construct starts its turn within 30 feet of the cackling skeleton and can hear the skeleton, it must make a DC 10 Wisdom saving throw or feel demoralized by the skeleton's cackling. A demoralized creature has disadvantage on attack rolls until the start of its next turn."},{"name":"Turn Vulnerability","desc":"The cackling skeleton has disadvantage on saving throws against any effect that turns undead."}],"spell_list":[],"page_no":79,"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_cackling-skeleton/"},{"slug":"caltrop-golem","desc":"A scattering of metal caltrops coalesces into a constantly shifting humanoid shape._  \nMade up of thousands of caltrops, a caltrop golem can assume nearly any shape it chooses, though it always remains an amalgamation of metal caltrops.  \n**Iterative Design** Caltrops golems were developed as a more advanced form of Open Game License","name":"Caltrop Golem","size":"Medium","type":"Construct","subtype":"","group":null,"alignment":"unaligned","armor_class":16,"armor_desc":"natural armor","hit_points":75,"hit_dice":"10d8+30","speed":{"walk":30},"strength":9,"dexterity":18,"constitution":16,"intelligence":8,"wisdom":12,"charisma":3,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":3,"skills":{"perception":3,"stealth":7},"damage_vulnerabilities":"","damage_resistances":"bludgeoning, piercing, and slashing from nonmagical attacks not made with adamantine weapons","damage_immunities":"poison, psychic","condition_immunities":"charmed, exhaustion, frightened, grappled, paralyzed, petrified, poisoned, prone","senses":"darkvision 60 ft., tremorsense 30 ft., passive Perception 13","languages":"understands the languages of its creator but can’t speak","challenge_rating":"6","cr":6.0,"actions":[{"name":"Multiattack","desc":"The golem makes two slam attacks. Alternatively, it uses its Steel Shot twice."},{"name":"Slam","desc":"Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) piercing damage.","attack_bonus":7,"damage_dice":"2d8+4"},{"name":"Steel Shot","desc":"Ranged Weapon Attack: +7 to hit, range 30/120 ft., one target. Hit: 11 (2d6 + 4) piercing damage.","attack_bonus":7,"damage_dice":"2d6+4"},{"name":"Scattershot (Recharge 5-6)","desc":"The golem's body explodes. Each creature within 15 feet of the golem must make a DC 15 Dexterity saving throw. On a failure, a creature takes 36 (8d8) piercing damage and is knocked prone. On a success, a creature takes half the damage and isn't knocked prone. The golem immediately scatters."}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Ambusher","desc":"In the first round of combat, the golem has advantage on attack rolls against any creature it has surprised."},{"name":"False Appearance","desc":"While the caltrop golem is scattered, it is indistinguishable from a normal pile of caltrops."},{"name":"Immutable Form","desc":"The golem is immune to any spell or effect that would alter its form."},{"name":"Magic Resistance","desc":"The golem has advantage on saving throws against spells and other magical effects."},{"name":"Magic Weapons","desc":"The golem's weapon attacks are magical."},{"name":"Reform","desc":"If the golem is scattered and has at least 1 hit point, it can reform as a bonus action in any space containing at least one of its caltrops without provoking an opportunity attack. If it reforms within 5 feet of a prone creature, it can make one slam attack against that creature as part of this bonus action."},{"name":"Scatter","desc":"As a bonus action, the bearing golem can disperse, scattering its caltrops in a 15-foot cube, centered on the space it previously occupied. A creature moving through a space containing any of the golem's caltrops must succeed on a DC 15 Dexterity saving throw or stop moving this turn and take 1 piercing damage. Taking this damage reduces the creature's walking speed by 10 feet until the creature regains at least 1 hit point. A creature moving through the area at half speed doesn't need to make the save. While scattered, the bearing golem can't attack or move, except to reform, and it can't be targeted by attacks or spells. It can still take damage from spells that deal damage in an area."}],"spell_list":[],"page_no":390,"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_caltrop-golem/"}]}