{"count":3207,"next":"https://api-beta.open5e.com/v1/monsters/?format=json&ordering=strength&page=12","previous":"https://api-beta.open5e.com/v1/monsters/?format=json&ordering=strength&page=10","results":[{"slug":"lesser-lunarchidna","desc":"A four-armed, four-legged creature in the vague shape of a human—but seemingly made of fine spider silk—moves down a tree, slowly chanting the incantation of a spell in the pale light of the full moon._  \n**Made in Corrupt Forests.** Lunarchidnas are beings of moonlight and spider silk created in forests permeated by residual dark magic. When this magic coalesces on a spider web touched by the light of a full moon, the web animates. The web gains life and flies through the forest, gathering other webs until it collects enough silk to form a faceless, humanoid body, with four legs and four arms.  \n**Hatred of Elves.** Lunarchidnas hate elves and love to make the creatures suffer. They poison water sources, set fire to villages, and bait monsters into stampeding through elf communities. These aberrations especially enjoy stealing away elf children to use as bait to trap the adults that come to the rescue.  \n**Cyclical Power.** The lunarchidna’s power is tied to the moon. When the skies are dark during a new moon, the lunarchidna becomes more shadow than living web. Its mental ability dulls, and it becomes barely more than a savage animal. When a full moon brightens the night, however, the lunarchidna becomes a conduit of lunar light and can channel that power through its body. Using its heightened intellect, it makes plans, writes notes, and plots from the safety of the trees where it makes its home. In the intermittent phases of the moon, the lunarchidna is a more than capable hunter, trapping and devouring prey it encounters while retaining enough knowledge of its plans and magic to further its goals in minor ways. The lunarchidna’s statistics change cyclically as shown on the Lunarchidna Moon Phase table.  \n\n#### Lunarchidna Moon Phase\n\nMoon Phase\n\nStatistics\n\nDaytime, new, or crescent moon\n\nOpen Game License","name":"Lesser Lunarchidna","size":"Medium","type":"Aberration","subtype":"","group":null,"alignment":"neutral evil","armor_class":15,"armor_desc":"natural armor","hit_points":39,"hit_dice":"6d8+12","speed":{"climb":30,"walk":30},"strength":10,"dexterity":15,"constitution":14,"intelligence":6,"wisdom":12,"charisma":13,"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":"poison","condition_immunities":"poisoned, restrained","senses":"blindsight 10 ft., darkvision 60 ft., passive Perception 13","languages":"Deep Speech, Elvish","challenge_rating":"2","cr":2.0,"actions":[{"name":"Multiattack","desc":"The lunarchidna makes one bite attack and two claw attacks."},{"name":"Bite","desc":"Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) necrotic damage. The target must succeed on a DC 12 Constitution saving throw or its hp maximum is reduced by an amount equal to the damage taken. This reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hp maximum to 0.","attack_bonus":4,"damage_dice":"1d6+2"},{"name":"Claw","desc":"Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) slashing damage.","attack_bonus":4,"damage_dice":"1d4+2"}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Light Sensitivity","desc":"While in bright light, the lunarchidna has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight."},{"name":"Shadow Stealth","desc":"While in dim light or darkness, the lunarchidna can take the Hide action as a bonus action."},{"name":"Spider Climb","desc":"The lunarchidna can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check."}],"spell_list":[],"page_no":242,"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_lesser-lunarchidna/"},{"slug":"nyctli-swarm","desc":"A diminutive ball of sickly-looking flesh with an elven face clings to the underside of a rotting log, its body covered in barbed stingers._  \n**Lurking Terrors.** Nyctli dwell in moist, dark places, where their coloration and size enable them to easily hide. They delight in torturing other creatures, and nothing makes a nyctli giggle more than seeing its victim flounder about under the effects of its venom.  \n**Hag-Born Horrors.** The first nyctli were born from the boils of Open Game License","name":"Nyctli Swarm","size":"Large","type":"Fey","subtype":"Swarm","group":null,"alignment":"chaotic evil","armor_class":14,"armor_desc":null,"hit_points":110,"hit_dice":"20d10","speed":{"fly":40,"hover":true,"walk":10},"strength":10,"dexterity":18,"constitution":10,"intelligence":6,"wisdom":14,"charisma":16,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":6,"skills":{"perception":6},"damage_vulnerabilities":"","damage_resistances":"bludgeoning, piercing, slashing","damage_immunities":"","condition_immunities":"charmed, frightened, grappled, paralyzed, petrified, prone, restrained, stunned","senses":"darkvision 60 ft., passive Perception 16","languages":"Sylvan","challenge_rating":"10","cr":10.0,"actions":[{"name":"Stingers","desc":"Melee Weapon Attack: +8 to hit, reach 0 ft., one target in the swarm's space. Hit: 21 (6d6) piercing damage, or 10 (3d6) piercing damage if the swarm has half of its hp or fewer. The target must make a DC 16 Constitution saving throw. On a failure, a creature takes 42 (12d6) necrotic damage and is blinded for 1 minute. On a success, a creature takes half the damage and isn't blinded. 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":8,"damage_dice":"6d6"},{"name":"Douse Light","desc":"As the nyctli, except the swarm can't dispel light created by a spell of 6th level or higher."}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Swarm","desc":"The swarm can occupy another creature's space and vice versa, and the swarm can move through any opening large enough for a Tiny nyctli. The swarm can't regain hp or gain temporary hp."},{"name":"Innate Spellcasting (1/Day)","desc":"The nyctli swarm can innately cast fear, requiring no material components. Its innate spellcasting ability is Charisma."}],"spell_list":[],"page_no":271,"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_nyctli-swarm/"},{"slug":"ophio-fungus","desc":"Row after row of bruise-purple fungus grows from the rocks like living shelves. The air becomes hazy as the fungus lets out a sudden puff of spores._  \n**Ambitious Parasite.** The ophio fungus is native to the subterranean caverns that wind through Leng, but it has no intention of remaining solely in its native world. The fungus seeks to infect as many carriers as possible to distribute itself across many planes and worlds.  \n**Mind Control.** The fungus attempts to infect carriers by issuing clouds of microscopic spores. Once inhaled, these spores attack the victim’s brain, sapping their willpower and eventually leaving the victim under the control of the fungus.  \n**Master Plan.** Once a victim is infected with ophio spores, it is entirely under the control of the fungus, connected to the parent fungus by a psychic link that even reaches across planes. The fungus uses these victims to carry pieces of itself to other places or to lure more victims into its caverns.","name":"Ophio Fungus","size":"Huge","type":"Plant","subtype":"","group":null,"alignment":"unaligned","armor_class":14,"armor_desc":"natural armor","hit_points":119,"hit_dice":"14d12+28","speed":{"walk":10},"strength":10,"dexterity":6,"constitution":14,"intelligence":20,"wisdom":17,"charisma":17,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":null,"skills":{},"damage_vulnerabilities":"fire","damage_resistances":"bludgeoning, piercing","damage_immunities":"poison, psychic","condition_immunities":"blinded, charmed, deafened, frightened, poisoned, prone","senses":"blindsight 120 ft. (blind beyond this radius), passive Perception 13","languages":"Void Speech, telepathy 120 ft.","challenge_rating":"7","cr":7.0,"actions":[{"name":"Release Spores","desc":"The ophio fungus focuses its spores on up to three creatures it can see within 30 feet of it. Each creature must make a DC 15 Constitution saving throw. On a failure, a creature takes 14 (4d6) poison damage and, if it is a humanoid, it becomes infected with ophio spores. On a success, a creature takes half the damage and isn't infected with spores. A creature that doesn't need to breathe automatically succeeds on this saving throw. A creature that does need to breathe can still be affected, even if it holds its breath."}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Hypnotic Secretion","desc":"When a creature starts its turn within 30 feet of the fungus, it must make a DC 15 Charisma saving throw. On a failure, the creature is charmed for 1 hour and regards the fungus as a friendly acquaintance. If the fungus or one of its allies harms the charmed creature, this effect ends. If a creature stays charmed for the full hour, it becomes infected with ophio spores. If the creature's saving throw is successful or the effect ends for it, the creature is immune to the ophio fungus' Hypnotic Secretion for the next 24 hours. A creature that doesn't need to breathe is immune to the fungus' Hypnotic Secretion. A creature that does need to breathe can still be affected, even if it holds its breath."}],"spell_list":[],"page_no":283,"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_ophio-fungus/"},{"slug":"orniraptor","desc":"A clumsy-looking flightless bird with a short, conical beak and no feathers or skin stares blankly with its single eye. Its organs are held in place by a slimy, transparent membrane._  \n**Nearly Mindless.** Orniraptors are creatures of pure instinct and share more in common with the basest vermin than with beasts. They attack anything that moves and peck off bits and pieces of their prey as they hunt, gobbling bites as it flees.  \n**Troublesome Pests.** Orniraptors tend to be more troublesome than dangerous, due to their persistence in striking at anything that moves. However, the creatures are capable of sharing their perceptions when near each other. This makes them particularly deadly when one notices something move and dozens of orniraptors suddenly converge on that point.  \n**Quiet Yet Loud.** Orniraptors have no vocal organs and simply squawk soundlessly as they go about their business. Their movements tend to be jerky and clumsy, though, and therefore quite audible.","name":"Orniraptor","size":"Small","type":"Monstrosity","subtype":"","group":null,"alignment":"unaligned","armor_class":11,"armor_desc":null,"hit_points":16,"hit_dice":"3d6+6","speed":{"walk":30},"strength":10,"dexterity":13,"constitution":14,"intelligence":2,"wisdom":7,"charisma":8,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":null,"skills":{},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"","condition_immunities":"","senses":"passive Perception 8","languages":"—","challenge_rating":"1/4","cr":0.25,"actions":[{"name":"Peck","desc":"Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 (1d6 + 1) piercing damage.","attack_bonus":3,"damage_dice":"1d6+1"},{"name":"Spit Stone","desc":"Ranged Weapon Attack: +3 to hit, range 20/60 ft., one target. Hit: 3 (1d4 + 1) bludgeoning damage.","attack_bonus":3,"damage_dice":"1d4+1"}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Blood Spurt","desc":"When a creature deals piercing or slashing damage to the orniraptor while within 5 feet of it, the creature must succeed on a DC 11 Dexterity saving throw or take 3 (1d6) acid damage as it is struck by the creature's caustic blood."},{"name":"Collective Perception","desc":"The orniraptor is aware of everything each other orniraptor within 20 feet of it notices."},{"name":"Poor Vision","desc":"The orniraptor's visual acuity is based on movement. A creature that didn't move between the end of the orniraptor's last turn and beginning of its current turn is invisible to the orniraptor. The creature is not invisible to the orniraptor if another orniraptor within 20 feet of it notices the creature."}],"spell_list":[],"page_no":285,"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_orniraptor/"},{"slug":"orphan-of-the-black","desc":"Appearing to be an unkempt human child between the ages of six and ten, this creature has bare feet and long, ragged, dirty nails. The matted mop of hair upon the creature’s head has the odd blade of grass stuck in it. Its face is gaunt, with black, expressionless eyes, and its mouth is twisted into a sneer._  \n**Neglectful Beginnings.** Once children of the Material Plane, these poor souls were mistreated by their guardians or people in positions of authority. Through their sadness and neglect, they inadvertently opened doorways to the Shadow Realm, and, eager for an escape from their lives, they stepped through the doorways. Over time, the atmosphere of the Shadow Realm corrupted and twisted these children into feral creatures. Orphans of the black carry no weapons or belongings, except for a single tattered blanket or broken toy.  \n**Problem with Authority.** Orphans of the black hate those who hold command over others. Whenever possible, creatures prominently displaying rank or other titles, along with those who issue orders. An orphan of the black may sympathize with a creature that feels belittled or neglected, and it might forgo attacking the creature to attempt to coerce the creature into becoming an orphan of the black as well.","name":"Orphan of the Black","size":"Small","type":"Fey","subtype":"","group":null,"alignment":"neutral evil","armor_class":13,"armor_desc":null,"hit_points":49,"hit_dice":"9d6+18","speed":{"walk":30},"strength":10,"dexterity":16,"constitution":14,"intelligence":8,"wisdom":10,"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":"bludgeoning","damage_immunities":"","condition_immunities":"charmed, frightened","senses":"darkvision 60 ft., passive Perception 10","languages":"Common","challenge_rating":"2","cr":2.0,"actions":[{"name":"Multiattack","desc":"The orphan of the black makes two melee attacks."},{"name":"Slam","desc":"Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) bludgeoning damage.","attack_bonus":5,"damage_dice":"1d6+3"},{"name":"Incite Violence (Recharge 5-6)","desc":"The orphan of the black forces a creature it can see within 15 feet of it to commit an outburst of violence. The target must make a DC 12 Wisdom saving throw. On a failed save, the creature must use its action on its next turn to attack the nearest creature other than the orphan of the black. On a success, the creature takes 7 (2d6) psychic damage from the violence boiling at the edge of its consciousness. A creature immune to being charmed isn't affected by the orphan's Incite Violence."}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Forbiddance","desc":"An orphan of the black can't enter a residence without an invitation from one of the occupants."},{"name":"Sense Law","desc":"An orphan of the black can pinpoint the location of a lawful creature within 30 feet of it."},{"name":"Transmit Pain","desc":"A creature that hits the orphan of the black with an attack must succeed on a DC 12 Wisdom saving throw or take 7 (2d6) psychic damage."}],"spell_list":[],"page_no":286,"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_orphan-of-the-black/"},{"slug":"plague-spirit","desc":"A tight, leather coif underneath a cracked, black mask that resembles a long-beaked bird with hollow, black eyes obscures the face and head of this humanoid. Long, tattered, dark-green robes drape loosely over its form. An obsidian censer decorated in etchings of dead trees moves from hand to hand, green mist pouring forth with each swing as it performs a strange and eerie dance._  \nPlague spirits and their deadly mists have haunted the planes as long as life has existed. The path of death left in their wake is often mistaken as the result of a natural disaster. Many druids speculate that plague spirits are entropic forces that exist as the embodiment of the darker side of nature, curbing overgrowth and allowing new life to grow from the dead.  \n**Harbingers of Decay.** The presence of a plague spirit is always announced by a rolling front of sickly, green mist that spans several miles. The spirit can always be found at the center, performing an unsettling yet enchanting dance. As it dances, the censer it carries expels mist in all directions. Any living thing exposed to this mist slowly succumbs to decay. Whether turning a lush forest and its inhabitants into a dark, desiccated landscape or creating a silent ruin out of a bustling city, the presence of a plague spirit forewarns a massive loss of life.  \n**Drawn to Life.** Plague spirits are drawn to the densest collections of life in an area, and nothing seems to deter these spirits from their path.","name":"Plague Spirit","size":"Medium","type":"Fey","subtype":"","group":null,"alignment":"unaligned","armor_class":14,"armor_desc":null,"hit_points":150,"hit_dice":"20d8+60","speed":{"walk":40},"strength":10,"dexterity":18,"constitution":17,"intelligence":2,"wisdom":18,"charisma":16,"strength_save":null,"dexterity_save":8,"constitution_save":null,"intelligence_save":null,"wisdom_save":8,"charisma_save":null,"perception":null,"skills":{},"damage_vulnerabilities":"","damage_resistances":"bludgeoning, piercing, and slashing from nonmagical attacks","damage_immunities":"necrotic, poison","condition_immunities":"charmed, diseased, exhaustion, frightened, poisoned, unconscious","senses":"darkvision 120 ft., passive Perception 14","languages":"—","challenge_rating":"9","cr":9.0,"actions":[{"name":"Multiattack","desc":"The plague spirit makes three attacks: one with its enfeebling touch and two with its censer."},{"name":"Censer","desc":"Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 13 (2d8 + 4) bludgeoning damage plus 7 (2d6) necrotic damage.","attack_bonus":8,"damage_dice":"2d8+4"},{"name":"Enfeebling Touch","desc":"Melee Weapon Attack: +8 to hit, reach 5 ft., one creature. Hit: 14 (4d6) necrotic damage, and the target's Strength score is reduced by 1d6. The target dies if this reduces its Strength to 0. Otherwise, the reduction lasts until the target finishes a short or long rest.","attack_bonus":8,"damage_dice":"4d6"},{"name":"Dance of Death (Recharge 5-6)","desc":"The plague spirit dances and twirls its censer. Each creature within 20 feet of the plague spirit that can see it must make a DC 16 Constitution saving throw. On a failure, a creature takes 28 (8d6) necrotic damage and is frightened for 1 minute. On a success, a creature takes half the damage and isn't frightened. 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":"Decrepit Mist","desc":"A cloud of green mist with a diameter of 1 mile and height of 60 feet is centered on the spirit. For each day a creature spends in the mist, it must succeed on a DC 16 Constitution saving throw or increase in age by 5 percent of its total life span. The mist has no effect on undead or constructs."},{"name":"Hunter of the Living","desc":"The plague spirit can magically sense the general direction of the largest concentration of living flora and fauna within 50 miles of it."}],"spell_list":[],"page_no":296,"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_plague-spirit/"},{"slug":"shadow-boxer","desc":"The shadow caught the man’s eye. It looked and moved like a house cat, but there was no animal present to cast it. He followed the shadow as it moved along the wall then transferred to the ground, not noticing the distortion of light behind him. The last thing he heard as the invisible feline tore out his throat was a contented purr._  \n**Finicky Spirits.** Shadow boxers are the physical manifestation of feline collective memory. They are found in urban areas and other places people congregate. Like other fey, they desire to be placated by mortals, and they allow their presence to be detected to induce people to leave them gifts. A shadow boxer develops relationships with one household at a time and protects it. Households that don’t leave sufficient tribute or that cease offering it gifts entirely swiftly find their members targeted by the slighted fey.  \n**Council of Cats.** When they sleep, shadow boxers share dreams with all mundane cats and other shadow boxers within a mile. Within the dream, the cats and the shadow boxer gambol and roughhouse while they share information. Many capers and activities are planned during these dream sessions, and seeing a large clowder of cats getting along is a sign that a shadow boxer in the area has a game afoot. Shadow boxers despise creatures, such as Open Game License","name":"Shadow Boxer","size":"Small","type":"Fey","subtype":"","group":null,"alignment":"chaotic neutral","armor_class":13,"armor_desc":null,"hit_points":55,"hit_dice":"10d6+20","speed":{"climb":30,"walk":40},"strength":10,"dexterity":17,"constitution":15,"intelligence":12,"wisdom":17,"charisma":17,"strength_save":null,"dexterity_save":5,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":5,"skills":{"perception":5,"stealth":5},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"","condition_immunities":"charmed","senses":"passive Perception 15","languages":"Sylvan","challenge_rating":"3","cr":3.0,"actions":[{"name":"Multiattack","desc":"The shadow boxer makes two claw attacks."},{"name":"Bite","desc":"Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 8 (2d4 + 3) piercing damage.","attack_bonus":5,"damage_dice":"2d4+3"},{"name":"Claw","desc":"Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) slashing damage.","attack_bonus":5,"damage_dice":"1d6+3"},{"name":"Invisibility","desc":"The shadow boxer magically turns invisible until it attacks or until its concentration ends (as if concentrating on a spell). Any equipment the shadow boxer wears or carries is invisible with it."}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Cat Telepathy","desc":"The shadow boxer can magically communicate with cats within 120 feet of it, using a limited telepathy."},{"name":"Pounce","desc":"If the shadow boxer moves at least 20 feet straight toward a creature and then hits it with a claw attack on the same turn, that target must succeed on a DC 13 Strength saving throw or be knocked prone. If the target is prone, the shadow boxer can make one bite attack against it as a bonus action."},{"name":"Project Silhouette","desc":"As a bonus action, the shadow boxer projects a shadow on a surface within 60 feet of it. The shadow boxer can shape it to resemble the shadow of any Medium or smaller beast, but the shadow can't be larger than a 10-foot cube. Each creature that starts its turn within 60 feet of the shadow and that can see the shadow must succeed on a DC 13 Wisdom saving throw or be incapacitated until the end of its next turn and use its movement on its next turn to follow the shadow. As a bonus action, the shadow boxer can move the shadow up to 30 feet along a solid surface. The shadow moves in a natural manner for the type of creature it represents."}],"spell_list":[],"page_no":322,"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_shadow-boxer/"},{"slug":"silenal","desc":"The halfling takes a long drink from a mug, its wild, graying hair falling back to reveal the creature’s pointed nose and sharp chin. Its bloodshot eyes hold a glimmer of mischief as it sets down the mug._  \n**Tavern Spirits.** Sileni adopt a specific tavern or inn as their own. The presence of a silenal is usually discovered slowly by the owner. Perhaps they notice the bar towels have all been mended or that the empty bottles have been placed outside the back door. If the owner accepts this assistance and leaves small gifts of food and drink, the silenal becomes more active. After hours, the silenal spends its time ensuring the establishment is cleaned to a shine and ready for the next day’s business. If the owner and the silenal are at odds, however, the small mischiefs and mishaps caused by the silenal quickly drive the owner out of business.  \n**Flawed Advisors.** While the business is open, a silenal spends most of its time drinking and conversing with the patrons. Sileni are curious about mortals and find their tales and troubles fascinating. If a creature conversing with a silenal asks it for advice, the counsel received is invariably flawed. The silenal, interested in hearing more dramatic tales, offers guidance which is guaranteed to get its conversation partner in hot water in the hopes the recipient will return to lament new, entertaining troubles.  \n**Calm in the Storm.** Regardless of how chaotic activity gets in its bar, the silenal is strangely unaffected. Tavern brawls, whether caused by the silenal or not, never target it. The damage caused by fights is also reduced and rarely results in more than a few broken chairs and tankards.","name":"Silenal","size":"Small","type":"Fey","subtype":"","group":null,"alignment":"chaotic neutral","armor_class":14,"armor_desc":null,"hit_points":117,"hit_dice":"18d6+54","speed":{"walk":25},"strength":10,"dexterity":18,"constitution":16,"intelligence":10,"wisdom":13,"charisma":19,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":7,"perception":4,"skills":{"perception":4,"persuasion":7,"stealth":7},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"","condition_immunities":"charmed, poisoned","senses":"passive Perception 14","languages":"Common","challenge_rating":"7","cr":7.0,"actions":[{"name":"Multiattack","desc":"The silenal makes three attacks."},{"name":"Tankard","desc":"Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) bludgeoning damage plus 7 (2d6) poison damage. The target must succeed on a DC 15 Constitution saving throw or be poisoned 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":7,"damage_dice":"1d6+4"},{"name":"Darts","desc":"Ranged Weapon Attack: +7 to hit, range 20/40 ft., one target. Hit: 14 (4d4 + 4) piercing damage.","attack_bonus":7,"damage_dice":"4d4+4"},{"name":"Cause Row (1/Day)","desc":"The silenal magically stirs humanoids it can see within 60 feet of it into a frenzy. The frenzied patrons use the statistics of 4d4 commoners or 1 bar brawl. The frenzied patrons don't attack the silenal. The patrons remain frenzied for 10 minutes, until the silenal dies, or until the silenal calms and disperses the mass as a bonus action."}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Drinking Buddy","desc":"A creature that shares a drink with a silenal has advantage on saving throws against being charmed and poisoned for 1 hour. During this time, if the creature takes violent action against the silenal, the creature has disadvantage on these saving throws for the remainder of the duration."},{"name":"Drunken Clarity","desc":"When the silenal is within 5 feet of an alcoholic beverage, it has truesight out to a range of 90 feet. In addition, it notices secret doors hidden by magic within 30 feet of it."},{"name":"Hide in the Fray","desc":"The silenal can take the Hide action as a bonus action if it is within 10 feet of two other creatures engaged in combat with each other."},{"name":"Liquid Courage (Recharge 4-6)","desc":"As a bonus action, the silenal imbibes nearby alcohol to gain access to a hidden reservoir of audacity and grit. The silenal gains 10 (3d6) temporary hp for 1 minute."}],"spell_list":[],"page_no":328,"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_silenal/"},{"slug":"swarm-of-esteron","desc":"Esteron are small, winged salamanders that live in large groups. They cluster around subterranean bodies of water and aggressively protect such places. Some underground creatures see the esteron as a delicacy, but those who hunt esteron know the beasts are quick to form swarms that can easily overwhelm an unprepared hunter.  \nEsteron are highly sociable, communal creatures, and their communities are not lorded over by a dominant member. Instead, they cooperate with one another peacefully. When two groups of esteron encounter one another, they behave peacefully if the nearby water and food is abundant, sometimes even exchanging members. If resources are scarce, however, the group that inhabits the source of water drives away the outsider group with as little violence as possible.","name":"Swarm of Esteron","size":"Medium","type":"Beast","subtype":"Swarm","group":null,"alignment":"unaligned","armor_class":13,"armor_desc":null,"hit_points":54,"hit_dice":"12d8","speed":{"swim":30,"fly":30,"walk":10},"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":null,"skills":{},"damage_vulnerabilities":"","damage_resistances":"bludgeoning, piercing, slashing","damage_immunities":"","condition_immunities":"charmed, frightened, grappled, paralyzed, petrified, prone, restrained, stunned","senses":"darkvision 60 ft., passive Perception 11","languages":"—","challenge_rating":"2","cr":2.0,"actions":[{"name":"Bites","desc":"Melee Weapon Attack: +5 to hit, reach 0 ft., one creature in the swarm's space. Hit: 14 (4d6) piercing damage, or 7 (2d6) piercing damage if the swarm has half its hp or fewer.","attack_bonus":5,"damage_dice":"4d6"}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Amphibious","desc":"The swarm can breathe air and water."},{"name":"Keen Smell","desc":"The swarm has advantage on Wisdom (Perception) checks that rely on smell."},{"name":"Swarm","desc":"The swarm can occupy another creature's space and vice versa, and the swarm can move through any opening large enough for a Tiny esteron. The swarm can't regain hit points or gain temporary hit points."}],"spell_list":[],"page_no":400,"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_swarm-of-esteron/"},{"slug":"transcendent-lunarchida","desc":"A four-armed, four-legged creature in the vague shape of a human—but seemingly made of fine spider silk—moves down a tree, slowly chanting the incantation of a spell in the pale light of the full moon._  \n**Made in Corrupt Forests.** Lunarchidnas are beings of moonlight and spider silk created in forests permeated by residual dark magic. When this magic coalesces on a spider web touched by the light of a full moon, the web animates. The web gains life and flies through the forest, gathering other webs until it collects enough silk to form a faceless, humanoid body, with four legs and four arms.  \n**Hatred of Elves.** Lunarchidnas hate elves and love to make the creatures suffer. They poison water sources, set fire to villages, and bait monsters into stampeding through elf communities. These aberrations especially enjoy stealing away elf children to use as bait to trap the adults that come to the rescue.  \n**Cyclical Power.** The lunarchidna’s power is tied to the moon. When the skies are dark during a new moon, the lunarchidna becomes more shadow than living web. Its mental ability dulls, and it becomes barely more than a savage animal. When a full moon brightens the night, however, the lunarchidna becomes a conduit of lunar light and can channel that power through its body. Using its heightened intellect, it makes plans, writes notes, and plots from the safety of the trees where it makes its home. In the intermittent phases of the moon, the lunarchidna is a more than capable hunter, trapping and devouring prey it encounters while retaining enough knowledge of its plans and magic to further its goals in minor ways. The lunarchidna’s statistics change cyclically as shown on the Lunarchidna Moon Phase table.  \n\n#### Lunarchidna Moon Phase\n\nMoon Phase\n\nStatistics\n\nDaytime, new, or crescent moon\n\nOpen Game License","name":"Transcendent Lunarchida","size":"Medium","type":"Aberration","subtype":"","group":null,"alignment":"neutral evil","armor_class":16,"armor_desc":"natural armor","hit_points":91,"hit_dice":"14d8+28","speed":{"climb":30,"walk":30},"strength":10,"dexterity":17,"constitution":14,"intelligence":18,"wisdom":12,"charisma":17,"strength_save":null,"dexterity_save":null,"constitution_save":5,"intelligence_save":null,"wisdom_save":4,"charisma_save":null,"perception":4,"skills":{"perception":4,"stealth":9},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"poison","condition_immunities":"poisoned, restrained","senses":"blindsight 10 ft., darkvision 60 ft., passive Perception 14","languages":"Deep Speech, Elvish","challenge_rating":"6","cr":6.0,"actions":[{"name":"Multiattack","desc":"The lunarchidna makes three attacks: one with its bite and two with its claws."},{"name":"Bite","desc":"Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) necrotic damage. The target must succeed on a DC 13 Constitution saving throw or its hp maximum is reduced by an amount equal to the damage taken. This reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hp maximum to 0.","attack_bonus":6,"damage_dice":"2d6+3"},{"name":"Claw","desc":"Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 8 (2d4 + 3) slashing damage.","attack_bonus":6,"damage_dice":"2d4+3"},{"name":"Web (Recharge 5-6)","desc":"Ranged Weapon Attack: +6 to hit, range 30/60 ft., one creature. Hit: The target is restrained by 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 10; hp 5; vulnerability to fire damage; immunity to bludgeoning, poison, and psychic damage)."},{"name":"Lunar Beam (Recharge 5-6)","desc":"The lunarchidna flashes a beam of moonlight in a 30-foot line that is 5 feet wide. Each creature in that line must make a DC 15 Dexterity saving throw, taking 28 (8d6) radiant damage on a failed save, or half as much damage on a successful one."}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Light Invisibility","desc":"The lunarchidna is invisible while in bright or dim light."},{"name":"Spider Climb","desc":"The lunarchidna can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check."},{"name":"Sunlight Sensitivity","desc":"While in sunlight, the lunarchidna has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight."},{"name":"Web Walker","desc":"The lunarchidna ignores movement restrictions caused by webbing."},{"name":"Spellcasting","desc":"The lunarchidna is a 8th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 15, +7 to hit with spell attacks). The lunarchidna has the following wizard spells prepared:\nCantrips (at will): minor illusion, mage hand, poison spray, ray of frost\n1st level (4 slots): color spray, detect magic, magic missile, shield\n2nd level (3 slots): alter self, suggestion, web\n3rd level (3 slots): counterspell, fireball, major image\n4th level (2 slots): black tentacles, confusion"}],"spell_list":[],"page_no":346,"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_transcendent-lunarchida/"},{"slug":"tree-skinner","desc":"A feminine creature made of decaying, thorny plant life gives a wicked laugh as she touches a tree and disappears. Moments later, the tree emits the same laugh as it swings its branches._  \n**Formed by Hags.** Open Game License","name":"Tree Skinner","size":"Medium","type":"Fiend","subtype":"","group":null,"alignment":"chaotic evil","armor_class":13,"armor_desc":null,"hit_points":38,"hit_dice":"7d8+7","speed":{"walk":30},"strength":10,"dexterity":16,"constitution":13,"intelligence":14,"wisdom":15,"charisma":18,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":4,"skills":{"perception":4,"stealth":7},"damage_vulnerabilities":"","damage_resistances":"bludgeoning, piercing, and slashing from nonmagical attacks not made with silvered weapons","damage_immunities":"","condition_immunities":"charmed","senses":"darkvision 60 ft., passive Perception 14","languages":"Abyssal, Elvish, Infernal, Sylvan","challenge_rating":"2","cr":2.0,"actions":[{"name":"Claw","desc":"Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) slashing damage. The target must succeed on a DC 13 Constitution saving throw or take 7 (2d6) poison damage and become poisoned until the end of its next turn.","attack_bonus":5,"damage_dice":"1d6+3"},{"name":"Vine Whip (Tree Form Only)","desc":"Melee Weapon Attack: +5 to hit, reach 20 ft., one target. Hit: 10 (2d6 + 3) bludgeoning damage, and if the target is a Large or smaller creature, it is grappled (escape DC 13). The skinner can grapple up to two creatures at one time.","attack_bonus":5,"damage_dice":"2d6+3"},{"name":"Squeeze (Tree Form Only)","desc":"The tree skinner makes one vine whip attack against a creature it is grappling. If the attack hits, the target is also unable to breathe or cast spells with verbal components until this grapple ends."}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"False Appearance (Tree Form Only)","desc":"While the skinner remains motionless, it is indistinguishable from a normal tree."},{"name":"Inhabit Tree","desc":"As a bonus action, the skinner touches a Medium or larger tree that is not a creature and disappears inside it. While inside the tree, the skinner has tremorsense with a radius of 30 feet, has an AC of 15, has a speed of 0, and has vulnerability to fire damage. When the skinner is reduced to 15 hp, the tree dies and the skinner appears within 5 feet of the dead tree or in the nearest unoccupied space. The skinner can exit the tree as a bonus action, appearing within 5 feet of the tree in the nearest unoccupied space, and the tree reverts to being an object. The skinner can inhabit a tree for only 3 days at most before the tree dies, requiring the skinner to seek another vessel."},{"name":"Magic Resistance","desc":"The skinner has advantage on saving throws against spells and other magical effects."}],"spell_list":[],"page_no":351,"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_tree-skinner/"},{"slug":"wardu","desc":"This creature is round and hovers without the aid of wings. Its skin is a deep red color, with a leathery toughness and texture. It has three forward-facing, segmented eyes and a protruding, bloodstained proboscis._  \n**Unknown Origins.** The origins of the wardu are unknown, though scholars speculate that they came from the Plateau of Leng. It is said they were introduced to the Material Plane as a result of an ill-fated expedition by a group of wizards to the edges of the multiverse. The wizards were attacked by a horde of wardu who followed them through the planar rift they created to return home. Although the rift was sealed immediately, dozens of the wardu were trapped on the Material Plane and have since reproduced for numerous generations.  \n**Blood Drinkers.** Wardu are blood drinkers, and it is the only way they absorb sustenance. They are able to attack and gain sustenance from any creature that has blood, no matter the type. Their hunger drives them to attack most creatures they encounter, though they are smart enough to discern the difference between a potential food source and a more powerful creature not worth provoking.  \n**Magic Hunters.** Wardus have a thirst for the blood of spellcasters and even put themselves at risk to obtain that tastiest of treats. Drinking arcane-infused blood has imbued the wardu with some magical power. It can channel this power through its central eye, but the segmented nature of its eye causes the magic to become unstable and scatter as it passes through the eye’s facets.","name":"Wardu","size":"Medium","type":"Aberration","subtype":"","group":null,"alignment":"neutral evil","armor_class":16,"armor_desc":"natural armor","hit_points":105,"hit_dice":"14d8+42","speed":{"fly":40,"walk":0,"hover":true},"strength":10,"dexterity":18,"constitution":16,"intelligence":10,"wisdom":15,"charisma":12,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":3,"wisdom_save":null,"charisma_save":4,"perception":null,"skills":{},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"","condition_immunities":"exhaustion, prone","senses":"darkvision 60 ft., passive Perception 13","languages":"understands Deep Speech but can’t speak, telepathy 60 ft.","challenge_rating":"6","cr":6.0,"actions":[{"name":"Multiattack","desc":"The wardu uses its Segmented Gaze. It then makes two proboscis attacks."},{"name":"Proboscis","desc":"Melee Weapon Attack: +7 to hit, reach 5 ft., one creature. Hit: 11 (2d6 + 4) piercing damage, and the wardu regains hp equal to half the damage dealt. If the target is a spellcaster, the target has disadvantage on Constitution saving throws to maintain its concentration until the end of its next turn.","attack_bonus":7,"damage_dice":"2d6+4"},{"name":"Segmented Gaze","desc":"The wardu's segmented central eye flares with unstable magical energy. One creature the wardu can see within 30 feet of it must succeed on a DC 15 Constitution saving throw or suffer a random condition until the end of its next turn. Roll a d4 to determine the condition: blinded (1), frightened (2), deafened (3), or incapacitated (4)."}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Flyby","desc":"The wardu doesn't provoke opportunity attacks when it flies out of an enemy's reach."},{"name":"Magic Resistance","desc":"The wardu has advantage on saving throws against spells and other magical effects."}],"spell_list":[],"page_no":365,"environments":[],"img_main":null,"document__slug":"tob2","document__title":"Tome of Beasts 2","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/tome-of-beasts-2-for-5th-edition/","v2_converted_path":"/v2/creatures/tob2_wardu/"},{"slug":"windy-wailer","desc":"A ghostly, moon-shaped comet flies above the water, a cloud of vapor and spectral lights trailing behind it._  \n**Spirits of Violence.** When sailors meet a violent end at sea within sight of the shore and leave no bodies behind to be buried, they sometimes arise as terrible undead known as windy wailers. Caught eternally in the last moments that took its life, the windy wailer seeks to spread its misery to others, raising the elements to overturn ships and drown sailors.  \n**Found in Storms.** Windy wailers are normally encountered in the midst of a great storm or other turbulent weather where they can hide amid the wind and rain before launching their attacks. They often strike when a group of sailors are at their most vulnerable, such as when the ship is close to rocks, the rigging has been damaged, or someone has been knocked overboard.  \n**Unusual Allies.** Aquatic undead, Open Game License","name":"Windy Wailer","size":"Large","type":"Undead","subtype":"","group":null,"alignment":"neutral evil","armor_class":14,"armor_desc":null,"hit_points":75,"hit_dice":"10d10+20","speed":{"fly":60,"walk":0,"hover":true},"strength":10,"dexterity":18,"constitution":15,"intelligence":11,"wisdom":14,"charisma":16,"strength_save":null,"dexterity_save":7,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":5,"skills":{"perception":5},"damage_vulnerabilities":"","damage_resistances":"acid, fire, lightning, thunder; bludgeoning, piercing, and slashing from nonmagical attacks","damage_immunities":"cold, necrotic, poison","condition_immunities":"exhaustion, frightened, grappled, paralyzed, petrified, poisoned, prone, restrained","senses":"darkvision 60 ft., passive Perception 15","languages":"Common","challenge_rating":"5","cr":5.0,"actions":[{"name":"Chilling Touch","desc":"Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) necrotic damage plus 7 (1d6) cold damage.","attack_bonus":7,"damage_dice":"1d8+4"},{"name":"Wind Blast","desc":"Ranged Weapon Attack: +7 to hit, range 120 ft., one target. Hit: 14 (4d6) cold damage, and the target must succeed on a DC 15 Strength saving throw or be pushed up to 10 feet away from the windy wailer and knocked prone.","attack_bonus":7,"damage_dice":"4d6"},{"name":"Frightful Gale (Recharge 5-6)","desc":"The windy wailer unleashes freezing wind filled with fearful wailing in a 30-foot cone. Each creature in the area must make a DC 15 Dexterity saving throw. On a failure, a creature takes 14 (4d6) cold damage and is frightened for 1 minute. On a success, a creature takes half the damage and isn't frightened. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.\n\nA creature reduced to 0 hp by the windy wailer's Frightful Gale and later revived is permanently marked by a shock of white hair somewhere on its body."}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Ghostlight","desc":"When a creature that can see the windy wailer starts its turn within 30 feet of the wailer, the wailer can force it to make a DC 15 Wisdom saving throw if the wailer isn't incapacitated and can see the creature. On a failure, a creature is incapacitated and its speed is reduced to 0 as it is mesmerized by the windy wailer.\n\nUnless surprised, a creature can avert its eyes to avoid the saving throw at the start of its turn. If the creature does so, it can't see the windy wailer until the start of its next turn, when it can avert its eyes again. If the creature looks at the windy wailer in the meantime, it must immediately make the save."},{"name":"Incorporeal Movement","desc":"The windy wailer can move through other creatures and objects as if they were difficult terrain. It takes 5 (1d10) force damage if it ends its turn inside an object."}],"spell_list":[],"page_no":370,"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_windy-wailer/"},{"slug":"akanka","desc":"","name":"Akanka","size":"Medium","type":"Fey","subtype":"","group":null,"alignment":"chaotic evil","armor_class":12,"armor_desc":"","hit_points":45,"hit_dice":"7d8+14","speed":{"walk":40},"strength":10,"dexterity":15,"constitution":14,"intelligence":15,"wisdom":10,"charisma":16,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":0,"skills":{"perception":0},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"","condition_immunities":"unconscious","senses":"passive Perception 12","languages":"Common","challenge_rating":"2","cr":2.0,"actions":[{"name":"Multiattack","desc":"Uses Mirrored Carapace and then one Bite."},{"name":"Bite","desc":"Melee Weapon Attack: +4 to hit, 5 ft., one target, 5 (1d6+2) piercing damage and target: DC 12 Con save or fall unconscious 1 min. Target wakes up if it takes damage or if another creature takes an action to shake it awake."},{"name":"Mirrored Carapace","desc":"Projects illusory duplicate of itself that appears in its space. Each time creature targets it if attack result is below 15 targets duplicate instead and destroys duplicate. Duplicate can be destroyed only by attack that hits it. It ignores all other damage/effects. Creature is unaffected by this if it can't see if it relies on senses other than sight (ex: blindsight) or if it can perceive illusions as false as with truesight. It can't use this while in darkness."},{"name":"Spellcasting","desc":"Cha (DC 13) no material components: At will: minor illusion silent image3/day: major image1/day: hallucinatory terrain"}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Spider Climb","desc":"Difficult surfaces even ceilings no ability check."},{"name":"Web Sense","desc":"While in contact with web it knows the exact location of any other creature in contact with the same web."},{"name":"Web Walker","desc":"Ignores move restrictions caused by webbing."}],"spell_list":[],"page_no":10,"environments":[],"img_main":null,"document__slug":"tob3","document__title":"Tome of Beasts 3","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/tome-of-beasts-3-for-5th-edition/","v2_converted_path":"/v2/creatures/tob3_akanka/"},{"slug":"animated-instrument-quartet","desc":"","name":"Animated Instrument, Quartet","size":"Large","type":"Construct","subtype":"","group":null,"alignment":"unaligned","armor_class":14,"armor_desc":"natural armor","hit_points":102,"hit_dice":"12d10+36","speed":{"walk":30,"fly":50},"strength":10,"dexterity":16,"constitution":17,"intelligence":4,"wisdom":5,"charisma":18,"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":"poison, psychic","condition_immunities":"blinded, charmed, deafened, exhaustion, frightened, paralyzed, petrified, poisoned","senses":"blindsight 60' (blind beyond), passive Perception 7","languages":"—","challenge_rating":"4","cr":4.0,"actions":[{"name":"Multiattack","desc":"Two Trouble Clef or Orchestra Hit attacks."},{"name":"Trouble Clef","desc":"Melee Weapon Attack: +5 to hit, 5 ft., one target, 13 (4d4+3) bludgeoning damage."},{"name":"Orchestra Hit","desc":"Ranged Spell Attack: +6 to hit, 60 ft., one target, 18 (4d6+4) thunder."},{"name":"Musical Arrangement","desc":"The quartet plays one of the following songs:Dreadful Dirge. The quartet plays a hair-raising tune that evokes terror. Each hostile creature within 30' of the quartet must make DC 14 Wis save or be frightened until the end of its next turn.Oppressive Overture. The quartet plays a heavy melody that reverberates through nearby creatures. Each hostile creature within 30' of the quartet must make DC 14 Str save or be knocked prone.Seditious Sonata. The quartet plays a song that incites disobedience and rebellion. Each hostile creature within 30' of the quartet must make DC 14 Cha save"}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Antimagic Susceptibility","desc":"The quartet is incapacitated while in the area of an antimagic field. If targeted by dispel magic the quartet must succeed on a Con save vs. the caster's spell save DC or fall unconscious for 1 min."},{"name":"Construct Nature","desc":"The quartet doesn't require air food drink or sleep."},{"name":"False Appearance","desc":"While motionless indistinguishable from group of musical instruments."},{"name":"Four-Part Harmony","desc":"An animated quartet is always composed of four instruments that sit or hover close together acting with singular intent. If an attack deals at least 25 damage to the quartet then one of the instruments falls unconscious causing the quartet to deal one die less of damage with its Trouble Clef and Orchestra Hit actions."}],"spell_list":[],"page_no":34,"environments":[],"img_main":null,"document__slug":"tob3","document__title":"Tome of Beasts 3","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/tome-of-beasts-3-for-5th-edition/","v2_converted_path":"/v2/creatures/tob3_animated-instrument-quartet/"},{"slug":"archon-word","desc":"","name":"Archon, Word","size":"Tiny","type":"Celestial","subtype":"","group":null,"alignment":"lawful good","armor_class":13,"armor_desc":"natural armor","hit_points":28,"hit_dice":"8d4+8","speed":{"walk":0,"fly":90},"strength":10,"dexterity":14,"constitution":13,"intelligence":13,"wisdom":17,"charisma":16,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":5,"charisma_save":5,"perception":3,"skills":{"perception":3},"damage_vulnerabilities":"","damage_resistances":"radiant","damage_immunities":"necrotic, poison","condition_immunities":"charmed, exhaustion, frightened, poisoned, prone","senses":"darkvision 120', passive Perception 13","languages":"all, telepathy 60'","challenge_rating":"1","cr":1.0,"actions":[{"name":"Slam","desc":"Melee Weapon Attack: +4 to hit, 5 ft., one target, 7 (2d4+2) radiant."},{"name":"Forceful Words","desc":"Ranged Spell Attack: +5 to hit, 90 ft., one target, 10 (2d6+3) radiant."},{"name":"Share Smite (3/Day)","desc":"Empowers the weapon of one creature within 30' of it that can hear and see it for 1 min. The first time the target hits with the weapon on a turn deals extra 9 (2d8) radiant. If creature the target hits is a Fiend or Undead it takes 13 (3d8) radiant instead."},{"name":"Spellcasting","desc":"Cha (DC 13) no material or somatic components: At will: dancing lights message true strike1/day ea: faerie fire heroism"}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Immortal Nature","desc":"Doesn't require food drink or sleep"},{"name":"Keen Sight","desc":"Advantage: sight Wis (Percept) checks."},{"name":"Magic Resistance","desc":"Advantage: spell/magic effect saves."}],"spell_list":[],"page_no":44,"environments":[],"img_main":null,"document__slug":"tob3","document__title":"Tome of Beasts 3","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/tome-of-beasts-3-for-5th-edition/","v2_converted_path":"/v2/creatures/tob3_archon-word/"},{"slug":"caretaker-weevil","desc":"","name":"Caretaker Weevil","size":"Medium","type":"Beast","subtype":"","group":null,"alignment":"unaligned","armor_class":13,"armor_desc":"natural armor","hit_points":51,"hit_dice":"6d8+24","speed":{"walk":30,"climb":15},"strength":10,"dexterity":12,"constitution":18,"intelligence":3,"wisdom":14,"charisma":4,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":2,"skills":{"perception":2},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"","condition_immunities":"","senses":"tremorsense 30', passive Perception 14","languages":"—","challenge_rating":"1","cr":1.0,"actions":[{"name":"Mandibles","desc":"Melee Weapon Attack: +3 to hit, 5 ft., one target, 10 (2d8+1) slashing damage."},{"name":"Glue Glob","desc":"Ranged Weapon Attack: +3 to hit 30/60' one target 7 (2d6) acid. Target restrained for 1 min (DC 13 Dex its speed is halved for 1 min instead). Target can re-save at end of each of its turns success ends effect on itself."},{"name":"Regenerative Spittle (3/Day)","desc":"Launches spittle at one creature it can see within 10 ft. of it. Target regains 2 (1d4) hp. For 1 min target regains 1 hp at the start of each of its turns."}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Calming Presence","desc":"A creature that enters a space within 5 ft. of weevil or that starts its turn there: DC 13 Cha save or be indifferent to all creatures that it is hostile toward while it remains within 60' of weevil. This indifference ends if the creature is attacked or harmed by a spell or if it witnesses any of its allies being harmed."},{"name":"Diligent Preservation","desc":"A creature that isn't a Construct or Undead and that starts its turn with 0 hp within 60' of weevil becomes stable. In addition any corpse within 60' of weevil is protected from decay and can't become Undead while it remains within 60' of weevil and for 24 hrs after it leaves the area."}],"spell_list":[],"page_no":73,"environments":[],"img_main":null,"document__slug":"tob3","document__title":"Tome of Beasts 3","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/tome-of-beasts-3-for-5th-edition/","v2_converted_path":"/v2/creatures/tob3_caretaker-weevil/"},{"slug":"clockwork-armadillo","desc":"","name":"Clockwork Armadillo","size":"Small","type":"Construct","subtype":"","group":null,"alignment":"unaligned","armor_class":14,"armor_desc":"natural armor","hit_points":22,"hit_dice":"4d6+8","speed":{"walk":30},"strength":10,"dexterity":18,"constitution":14,"intelligence":5,"wisdom":10,"charisma":10,"strength_save":null,"dexterity_save":6,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":0,"skills":{"perception":0},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"poison, psychic","condition_immunities":"charmed, exhaustion, frightened, paralyzed, petrified, poisoned","senses":"darkvision 60', passive Perception 12","languages":"understands the languages of its creator but can't speak","challenge_rating":"1/4","cr":0.25,"actions":[{"name":"Scissor Claws","desc":"Melee Weapon Attack: +6 to hit, 5 ft., one target, 6 (1d4+4) slashing damage and the target must make DC 11 Con save or drop whatever it is currently holding."},{"name":"Tuck In","desc":"Tucks its entire body into its shell forming an armored ball. While an armored ball it moves by rolling has resistance to B/P/S damage is immune to the prone condition and it can't make Scissor Claws attacks. As part of this action the armadillo can expand its shell outward to contain one object of its size or smaller that isn't being worn or carried and is within 5 ft. of the armadillo. The armadillo can uncurl its body and release any contained item as a bonus action."}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Construct Nature","desc":"Doesn't require air food drink or sleep."},{"name":"Immutable Form","desc":"Immune: form-altering spells/effects."},{"name":"Magic Resistance","desc":"Advantage: spell/magic effect saves."},{"name":"Overclocked","desc":"Advantage on initiative rolls."}],"spell_list":[],"page_no":86,"environments":[],"img_main":null,"document__slug":"tob3","document__title":"Tome of Beasts 3","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/tome-of-beasts-3-for-5th-edition/","v2_converted_path":"/v2/creatures/tob3_clockwork-armadillo/"},{"slug":"coastline-reaper","desc":"","name":"Coastline Reaper","size":"Large","type":"Monstrosity","subtype":"","group":null,"alignment":"unaligned","armor_class":16,"armor_desc":"natural armor","hit_points":144,"hit_dice":"17d10+51","speed":{"walk":10,"swim":40},"strength":10,"dexterity":18,"constitution":17,"intelligence":4,"wisdom":14,"charisma":8,"strength_save":null,"dexterity_save":8,"constitution_save":7,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":2,"skills":{"perception":2},"damage_vulnerabilities":"","damage_resistances":"cold, poison","damage_immunities":"","condition_immunities":"exhaustion, poisoned","senses":"darkvision 60', passive Perception 12","languages":"—","challenge_rating":"9","cr":9.0,"actions":[{"name":"Multiattack","desc":"Two Tentacle Lashes and one Stinging Tentacle."},{"name":"Tentacle Lash","desc":"Melee Weapon Attack: +8 to hit, 15 ft., one target, 14 (3d6+4) bludgeoning damage."},{"name":"Stinging Tentacle","desc":"Melee Weapon Attack: +8 to hit, 15 ft., one target, 7 (1d6+4) piercing damage + 9 (2d8) poison. Target must make DC 16 Con save or be paralyzed for 1 min. A frightened creature has disadvantage on this save. Paralyzed target can re-save at end of each of its turns success ends effect on itself."},{"name":"Frightening Visage (Recharge 5-6)","desc":"If underwater it flares the light from its organs making skull-like structure within more apparent. If above water the coastline reaper tightly pulls in its outer flesh causing its body to take on a fleshy skull-like appearance. Each Humanoid within 30' of it that can see it: 21 (6d6) psychic and frightened 1 min (DC 16 Wis half not frightened). Frightened creature can re-save at end of each of its turns success ends effect on itself."}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Glowing Organs","desc":"While underwater its internal organs glow an eerie pale blue shedding dim light in a 10 ft. radius."},{"name":"Hold Breath","desc":"While out of water can hold its breath for 30 min."},{"name":"Water Breathing","desc":"Can breathe only underwater."}],"spell_list":[],"page_no":92,"environments":[],"img_main":null,"document__slug":"tob3","document__title":"Tome of Beasts 3","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/tome-of-beasts-3-for-5th-edition/","v2_converted_path":"/v2/creatures/tob3_coastline-reaper/"},{"slug":"demon-inciter","desc":"","name":"Demon, Inciter","size":"Medium","type":"Fiend","subtype":"","group":null,"alignment":"chaotic evil","armor_class":13,"armor_desc":"natural armor","hit_points":27,"hit_dice":"5d8+5","speed":{"walk":30,"fly":30},"strength":10,"dexterity":15,"constitution":12,"intelligence":11,"wisdom":12,"charisma":16,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":1,"skills":{"perception":1},"damage_vulnerabilities":"","damage_resistances":"cold, fire, lightning","damage_immunities":"poisoned","condition_immunities":"","senses":"darkvision 60', passive Perception 11","languages":"Abyssal, Common","challenge_rating":"1","cr":1.0,"actions":[{"name":"Multiattack","desc":"Two Claw attacks."},{"name":"Claw","desc":"Melee Weapon Attack: +4 to hit, 5 ft., one target, 5 (1d6+2) piercing damage."},{"name":"Inspire Violence (Recharge 5-6)","desc":"Wispers to a creature within 5 ft. of it that can hear it stoking paranoia and hatred. The creature must make DC 13 Cha save or it uses its next action to make one attack vs. a creature that both target and inciter demon can see. A creature immune to being charmed isn't affected by inciter demon's Inspire Violence."}],"bonus_actions":[{"name":"Invisibility","desc":"Magically turns invisible until it attacks or until its concentration ends (as if concentrating on a spell). Any equipment it wears or carries is invisible with it."}],"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Amorphous","desc":"Move through space 1ft.+ wide with o squeezing."},{"name":"Aura of Distrust","desc":"Radiates a psychic aura that causes creatures to doubt intentions of their friends. Each creature within 30' of inciter that isn't a Fiend has disadvantage on Wis (Insight) checks. When a creature enters aura's area for the first time on a turn or starts its turn there that creature: DC 13 Cha save. Fail: any spell cast by creature can't affect allies or friendly creatures including spells already in effect such as bless while it remains in the aura. In addition creature can't use Help action or accept assistance from a friendly creature including assistance from spells such as bless or cure wounds while it remains in aura."}],"spell_list":[],"page_no":108,"environments":[],"img_main":null,"document__slug":"tob3","document__title":"Tome of Beasts 3","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/tome-of-beasts-3-for-5th-edition/","v2_converted_path":"/v2/creatures/tob3_demon-inciter/"},{"slug":"demon-vetala","desc":"","name":"Demon, Vetala","size":"Medium","type":"Fiend","subtype":"","group":null,"alignment":"chaotic evil","armor_class":15,"armor_desc":"","hit_points":114,"hit_dice":"12d8+60","speed":{"walk":40},"strength":10,"dexterity":20,"constitution":20,"intelligence":14,"wisdom":16,"charisma":17,"strength_save":null,"dexterity_save":8,"constitution_save":null,"intelligence_save":null,"wisdom_save":6,"charisma_save":null,"perception":3,"skills":{"perception":3},"damage_vulnerabilities":"radiant","damage_resistances":"","damage_immunities":"necrotic, poison","condition_immunities":"charmed, exhaustion, frightened, poisoned","senses":"darkvision 60', passive Perception 16","languages":"Abyssal, Common, telepathy 120'","challenge_rating":"8","cr":8.0,"actions":[{"name":"Multiattack","desc":"Two Claw attacks."},{"name":"Claws","desc":"Melee Weapon Attack: +8 to hit, 5 ft., one target, 12 (2d6+5) slashing damage + 9 (2d8) necrotic."},{"name":"Raise Corpse","desc":"One Humanoid corpse it can see within 30' of it rises as a skeleton or zombie (vetala's choice) under vetala's control."}],"bonus_actions":[{"name":"Command Corpse","desc":"Commands one Undead under its control that it can see to make a weapon attack as reaction. If so has advantage."}],"reactions":[{"name":"Corpse Detonation","desc":"When Undead under its control is reduced to 0 hp vetala can force it to explode. Each creature that isn't Undead or vetala within 5 ft. of exploding Undead: 10 (3d6) bludgeoning damage (if zombie) or slashing (if skeleton) damage and 5 (2d4) poison (DC 15 Dex half)."}],"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Corpse Stride","desc":"Once on its turn use 10 ft. of move to step magically into one corpse/Undead within reach and emerge from 2nd within 60' of 1st appearing in unoccupied space within 5 ft. of 2nd."},{"name":"Graveyard Walker","desc":"Difficult terrain composed of tombstones grave dirt corpses or other objects or features common to graveyards and necropolises doesn't cost it extra move and it can move through graveyard objects and structures (ex: sarcophagus mausoleum) as if difficult terrain. It takes 5 (1d10) force if it ends turn inside object."},{"name":"Magic Resistance","desc":"Advantage: spell/magic effect saves."},{"name":"Master of Undeath","desc":"Humanoid it kills or Undead it controls rises in 1 min as skeleton/zombie (vetala's choice) unless Humanoid restored to life or body destroyed. Max 20 total under its control at a time."},{"name":"Shepherd of Death","desc":"When an Undead under the vetala's control hits with any weapon the weapon deals an extra 4 (1d8) necrotic."}],"spell_list":[],"page_no":112,"environments":[],"img_main":null,"document__slug":"tob3","document__title":"Tome of Beasts 3","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/tome-of-beasts-3-for-5th-edition/","v2_converted_path":"/v2/creatures/tob3_demon-vetala/"},{"slug":"devil-infernal-tutor","desc":"","name":"Devil, Infernal Tutor","size":"Medium","type":"Fiend","subtype":"","group":null,"alignment":"lawful evil","armor_class":17,"armor_desc":"natural armor","hit_points":182,"hit_dice":"28d8+56","speed":{"walk":30},"strength":10,"dexterity":16,"constitution":15,"intelligence":18,"wisdom":20,"charisma":21,"strength_save":null,"dexterity_save":null,"constitution_save":7,"intelligence_save":9,"wisdom_save":1,"charisma_save":1,"perception":5,"skills":{"perception":5},"damage_vulnerabilities":"","damage_resistances":"cold; bludgeoning, piercing &amp; slashing from nonmagical attacks not made w/silvered weapons","damage_immunities":"fire, poison","condition_immunities":"charmed, frightened, poisoned","senses":"darkvision 120', passive Perception 15","languages":"all, telepathy 120'","challenge_rating":"13","cr":13.0,"actions":[{"name":"Multiattack","desc":"Three Claws or Tutor's Batons or one Claw and two Tutor's Batons. It can replace one attack with Spellcasting."},{"name":"Claw (True Form Only)","desc":"Melee Weapon Attack: +8 to hit, 5 ft., one target, 12 (2d8+3) slashing damage + 14 (4d6) psychic."},{"name":"Tutor's Baton","desc":"Melee Weapon Attack: +8 to hit, 5 ft., one target, 10 (2d6+3) bludgeoning damage + 14 (4d6) psychic. Instead of dealing psychic damage tutor can cause target to be incapacitated until target's next turn ends."},{"name":"Fiendish Indoctrination (Recharge 5-6)","desc":"Speaks fiendish ideals couched in persuasive scholarly language. Each creature within 30' of tutor: 45 (13d6) psychic and is charmed for 1 min (DC 18 Cha half damage isn't charmed). Charmed creature isn't under tutor's control but regards tutor as a trusted friend taking tutor's requests or actions in most favorable way it can. Charmed creature can re-save at end of each of its turns success ends effect on itself. A creature that fails the save by 5+ is charmed for 1 day instead. Such a creature can re-save only when it suffers harm or receives a suicidal command ending effect on a success."},{"name":"Spellcasting","desc":"Cha (DC 18) no material components: At will: bane calm emotions command detect thoughts suggestion3/day ea: bestow curse compulsion enthrall1/day ea: geas modify memory"}],"bonus_actions":[{"name":"Change Shape","desc":"Magically transforms into a Small or Med Humanoid or back into its true fiendish form. Its stats other than its size are same in each form. Items worn/carried aren't transformed. Reverts on death."}],"reactions":[{"name":"Strength of Character","desc":"When it succeeds on a save tutor responds with scathing magical insult if source of effect is a creature within 60' of tutor. That creature: DC 18 Wis save or take 14 (4d6) psychic and have disadvantage on next save it makes vs. a spell cast by tutor."}],"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Devil's Sight","desc":"Magical darkness doesn't impede its darkvision."},{"name":"Magic Resistance","desc":"Advantage: spell/magic effect saves."},{"name":"Phrenic Weapons","desc":"Its weapon attacks are magical. When it hits with any weapon extra 4d6 psychic (included below)."},{"name":"Weaken Resolve","desc":"Its speech has subtle enchantments that make it seem logical or profound regardless of words used. It has advantage on Cha (Deception) and Cha (Persuasion) checks vs. Humanoids. Also if tutor spends 1+ min conversing with Humanoid that creature has disadvantage on saves vs. tutor's Fiendish Indoctrination and vs. enchantment spells tutor casts."}],"spell_list":[],"page_no":120,"environments":[],"img_main":null,"document__slug":"tob3","document__title":"Tome of Beasts 3","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/tome-of-beasts-3-for-5th-edition/","v2_converted_path":"/v2/creatures/tob3_devil-infernal-tutor/"},{"slug":"devil-infernal-tutor-lesser","desc":"","name":"Devil, Infernal Tutor, Lesser","size":"Medium","type":"Fiend","subtype":"","group":null,"alignment":"lawful evil","armor_class":15,"armor_desc":"natural armor","hit_points":110,"hit_dice":"17d8+34","speed":{"walk":30},"strength":10,"dexterity":16,"constitution":15,"intelligence":14,"wisdom":17,"charisma":18,"strength_save":null,"dexterity_save":null,"constitution_save":5,"intelligence_save":5,"wisdom_save":6,"charisma_save":7,"perception":3,"skills":{"perception":3},"damage_vulnerabilities":"","damage_resistances":"cold; nonmagic B/P/S attacks not made w/silver weapons","damage_immunities":"fire, poison ","condition_immunities":"charmed, frightened, poisoned ","senses":"darkvision 120 ft, passive Perception 13 ","languages":"Common, Infernal, telepathy 120'","challenge_rating":"7","cr":7.0,"actions":[{"name":"Multiattack","desc":"Three Claws or Tutor's Batons or one Claw and two Tutor's Batons. It can replace one attack with Spellcasting."},{"name":"Claw (True Form Only)","desc":"Melee Weapon Attack: +6 to hit, 5 ft., one target, 12 (2d8+3) slashing damage."},{"name":"Tutor's Baton","desc":"Melee Weapon Attack: +6 to hit, 5 ft., one target, 10 (2d6+3) bludgeoning damage."},{"name":"Fiendish Tutelage (Recharge 5-6)","desc":"Speaks fiendish teachings. Each creature within 15 ft. and can hear it: 35 (10d6) psychic (DC 15 Cha half)."},{"name":"Spellcasting","desc":"Cha (DC 15) no material components: At will: bane calm emotions detect thoughts3/day ea: command enthrall suggestion1/day: compulsion"}],"bonus_actions":[{"name":"Change Shape","desc":"Magically transforms into Small or Med Humanoid or back into its true fiendish form. Its stats except size are same in each form. Items worn/carried aren't transformed. Reverts on death."}],"reactions":[{"name":"Strength of Character","desc":"On successful save responds with magic insult if source is creature within 60'. Creature: 7 (2d6) psychic disadvantage on next save vs. tutor's spell (DC 15 Wis negates both)."}],"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Devil's Sight","desc":"Magical darkness doesn't impede its darkvision."},{"name":"Magic Resistance","desc":"Advantage: spell/magic effect saves."},{"name":"Weaken Resolve","desc":"Its speech has subtle enchantments that make it seem logical or profound regardless of words used. Has advantage on Cha (Deception and Persuasion) vs. Humanoids. If tutor spends 1+ min conversing with Humanoid creature has disadvantage on saves vs. tutor's Fiendish Indoctrination and enchantment spells tutor casts."}],"spell_list":[],"page_no":120,"environments":[],"img_main":null,"document__slug":"tob3","document__title":"Tome of Beasts 3","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/tome-of-beasts-3-for-5th-edition/","v2_converted_path":"/v2/creatures/tob3_devil-infernal-tutor-lesser/"},{"slug":"dinosaur-jeholopterus","desc":"","name":"Dinosaur, Jeholopterus","size":"Small","type":"Beast","subtype":"","group":null,"alignment":"unaligned","armor_class":14,"armor_desc":"natural armor","hit_points":12,"hit_dice":"5d4","speed":{"walk":10,"fly":60},"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":1,"skills":{"perception":1},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"","condition_immunities":"","senses":"passive Perception 13","languages":"—","challenge_rating":"1/4","cr":0.25,"actions":[{"name":"Blood Drain","desc":"Melee Weapon Attack: +5 to hit, 5 ft., one creature,. 8 (2d4+3) piercing damage and it attaches to the target. While attached jeholopterus doesn't attack. Instead at start of each of jeholopterus's turns target loses 8 (2d4+3) hp due to blood loss. The jeholopterus can detach itself by spending 5 ft. of its movement. It does so after it drains 15 hp of blood from the target or the target dies. A creature including the target can take its action to detach the jeholopterus by succeeding on a DC 13 Str check."},{"name":"Claw","desc":"Melee Weapon Attack: +5 to hit, 5 ft., one creature,. 7 (1d6+3) slashing damage."}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Flyby","desc":"Doesn't provoke opportunity attacks when it flies out of an enemy's reach."},{"name":"Keen Sight","desc":"Advantage: sight Wis (Percept) checks."}],"spell_list":[],"page_no":126,"environments":[],"img_main":null,"document__slug":"tob3","document__title":"Tome of Beasts 3","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/tome-of-beasts-3-for-5th-edition/","v2_converted_path":"/v2/creatures/tob3_dinosaur-jeholopterus/"},{"slug":"gremlin-bilge-bosun","desc":"","name":"Gremlin, Bilge Bosun","size":"Small","type":"Fey","subtype":"","group":null,"alignment":"neutral evil","armor_class":15,"armor_desc":"natural","hit_points":60,"hit_dice":"11d6+22","speed":{"walk":30,"climb":20,"swim":30},"strength":10,"dexterity":18,"constitution":14,"intelligence":14,"wisdom":11,"charisma":14,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":0,"skills":{"perception":0},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"poison","condition_immunities":"poisoned","senses":"darkvision 120', passive Perception 10","languages":"Aquan, Sylvan","challenge_rating":"2","cr":2.0,"actions":[{"name":"Multiattack","desc":"One Bite and two Makeshift Weapon attacks."},{"name":"Bite","desc":"Melee Weapon Attack: +6 to hit, 5 ft., one target, 6 (1d4+4) piercing damage + 5 (2d4) poison and the target must make DC 13 Con save or contract the sewer plague disease."},{"name":"Makeshift Weapon","desc":"Melee or Ranged Weapon Attack: +6 to hit 5 ft. or range 20/60' one target 6 (1d6+3) bludgeoning damage P or S."}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Amphibious","desc":"Can breathe air and water."},{"name":"Aura of Mechanical Mishap","desc":"The bilge gremlin's presence interferes with nonmagical objects that have moving parts such as clocks crossbows or hinges within 20' of it. Such objects that aren't being worn or carried malfunction while within the aura and if in the aura for more than 1 min they cease to function until repaired. If a creature in the aura uses a nonmagical object with moving parts roll a d6. On a 4 5 or 6 weapons such as crossbows or firearms misfire and jam and other objects cease to function. A creature can take its action to restore the malfunctioning object by succeeding on a DC 13 Int check."},{"name":"Filth Dweller","desc":"The bilge gremlin is immune to disease."}],"spell_list":[],"page_no":219,"environments":[],"img_main":null,"document__slug":"tob3","document__title":"Tome of Beasts 3","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/tome-of-beasts-3-for-5th-edition/","v2_converted_path":"/v2/creatures/tob3_gremlin-bilge-bosun/"},{"slug":"gullkin","desc":"","name":"Gullkin","size":"Medium","type":"Humanoid","subtype":"","group":null,"alignment":"any alignment","armor_class":14,"armor_desc":"natural armor","hit_points":27,"hit_dice":"5d8+5","speed":{"walk":20,"fly":30,"swim":30},"strength":10,"dexterity":16,"constitution":13,"intelligence":10,"wisdom":12,"charisma":8,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":1,"skills":{"perception":1},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"","condition_immunities":"","senses":"passive Perception 11","languages":"Aquan, Common","challenge_rating":"1/2","cr":0.5,"actions":[{"name":"Beak","desc":"Melee Weapon Attack: +5 to hit, 5 ft., one creature,. 5 (1d4+3) piercing damage."},{"name":"Javelin","desc":"Melee or Ranged Weapon Attack: +5 to hit 5 ft. or range 30/120' one creature. 6 (1d6+3) piercing damage."},{"name":"Tempest Breath (Recharges: Short/Long Rest)","desc":"Exhales lungful of air in 15 ft. cone. Each creature in that area pushed up to 15 ft. away from gullkin (DC 12 Str negates)."}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Hold Breath","desc":"Can hold its breath for 15 min."}],"spell_list":[],"page_no":223,"environments":[],"img_main":null,"document__slug":"tob3","document__title":"Tome of Beasts 3","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/tome-of-beasts-3-for-5th-edition/","v2_converted_path":"/v2/creatures/tob3_gullkin/"},{"slug":"iceworm","desc":"","name":"Iceworm","size":"Small","type":"Monstrosity","subtype":"","group":null,"alignment":"unaligned","armor_class":13,"armor_desc":"","hit_points":38,"hit_dice":"7d6+14","speed":{"walk":20,"burrow":30,"swim":20},"strength":10,"dexterity":16,"constitution":15,"intelligence":3,"wisdom":8,"charisma":4,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":-1,"skills":{"perception":-1},"damage_vulnerabilities":"fire","damage_resistances":"","damage_immunities":"","condition_immunities":"prone","senses":"blindsight 90' (blind beyond), tremorsense 30', passive Perception 11","languages":"—","challenge_rating":"1","cr":1.0,"actions":[{"name":"Icy Bite","desc":"Melee Weapon Attack: +5 to hit, 5 ft., one creature,. 5 (1d4+3) piercing damage + 7 (2d6) cold."},{"name":"Icy Spit","desc":"Ranged Weapon Attack: +5 to hit 20/60' one creature. 10 (2d6+3) cold and target is coated in freezing viscous slime. While coated creature's speed reduced by 10 ft. and has disadvantage on 1st attack roll it makes on each of its turns. Creature including target can use action to clean off the slime ending effect."}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Amphibious","desc":"Can breathe air and water."},{"name":"Cold Physiology","desc":"Can't abide constant warmth. Each hr it spends in an area with temperature above 40 degrees Fahrenheit worm must make DC 15 Con save or suffer one level of exhaustion that can't be removed until it finishes a long rest in area with temperature below 40 degrees."},{"name":"Heat Sensitivity","desc":"Has disadvantage on attack rolls when within 5 ft. of a strong source of heat that isn't a warm-blooded creature's natural warmth such as a torch or campfire. In addition the iceworm can pinpoint the location of warm-blooded creatures within 90' of it and can sense the general direction of such creatures within 1 mile of it."},{"name":"Slippery","desc":"Has advantage on saves and ability checks made to escape a grapple."}],"spell_list":[],"page_no":241,"environments":[],"img_main":null,"document__slug":"tob3","document__title":"Tome of Beasts 3","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/tome-of-beasts-3-for-5th-edition/","v2_converted_path":"/v2/creatures/tob3_iceworm/"},{"slug":"ion-slime","desc":"","name":"Ion Slime","size":"Small","type":"Ooze","subtype":"","group":null,"alignment":"unaligned","armor_class":13,"armor_desc":"","hit_points":112,"hit_dice":"15d6+60","speed":{"walk":20,"swim":20},"strength":10,"dexterity":17,"constitution":18,"intelligence":2,"wisdom":4,"charisma":1,"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":"cold","damage_resistances":"thunder","damage_immunities":"","condition_immunities":"blinded, charmed, deafened, exhaustion, frightened, prone","senses":"blindsight 60' (blind beyond), passive Perception 7","languages":"—","challenge_rating":"5","cr":5.0,"actions":[{"name":"Multiattack","desc":"Two Pseudopod attacks."},{"name":"Pseudopod","desc":"Melee Weapon Attack: +6 to hit, 5 ft., one target, 6 (1d6+3) bludgeoning damage + 9 (2d8) lightning."},{"name":"Discharge (Supercharged Only)","desc":"Sends shock of lightning through its supercharged pseudopod at onecreature it can see within 5 ft. of it ending supercharged state. Target: 27 (6d8) lightning (DC 15 Con half). Three bolts of lightning then leap to as many as three targets each must be within 20' of first target. Target can be creature or object and each can be targeted by only one bolt. Each target: 13 (3d8) lightning (DC 15 Con half)."}],"bonus_actions":[{"name":"Charged Motion (Supercharged Only)","desc":"Dash or Dodge action."},{"name":"Supercharge (Recharge 5-6)","desc":"Gathers ambient electricity to supercharge itself for 3 rounds. While supercharged slime gains +2 bonus to its AC and it gains an additional action on each of its turns. At end of the third round if the slime hasn't used the Discharge action it suffers feedback taking 18 (4d8) force. Its supercharged state then ends."}],"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Amorphous","desc":"Move through space 1ft.+ wide with o squeezing."},{"name":"Ionic Form","desc":"Whenever subjected to lightning it takes no damage and instead regains hp equal to lightning dealt. Its Supercharge then recharges. If it takes cold while supercharged it must roll a d6. On a 1 or 2 it loses the supercharged state."},{"name":"Ooze Nature","desc":"Doesn't require sleep."},{"name":"Spider Climb","desc":"Difficult surfaces even ceilings no ability check."}],"spell_list":[],"page_no":245,"environments":[],"img_main":null,"document__slug":"tob3","document__title":"Tome of Beasts 3","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/tome-of-beasts-3-for-5th-edition/","v2_converted_path":"/v2/creatures/tob3_ion-slime/"},{"slug":"lobe-lemur","desc":"","name":"Lobe Lemur","size":"Small","type":"Monstrosity","subtype":"","group":null,"alignment":"neutral","armor_class":14,"armor_desc":"","hit_points":93,"hit_dice":"17d6+34","speed":{"walk":40,"swim":30,"climb":40},"strength":10,"dexterity":18,"constitution":15,"intelligence":5,"wisdom":12,"charisma":7,"strength_save":null,"dexterity_save":6,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":1,"skills":{"perception":1},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"","condition_immunities":"","senses":"darkvision 60', passive Perception 13","languages":"understands Common but can't speak","challenge_rating":"4","cr":4.0,"actions":[{"name":"Multiattack","desc":"Three Claw Swipes or one Face Clamp and two Claw Swipes."},{"name":"Claw Swipe","desc":"Melee Weapon Attack: +6 to hit, 5 ft., one target, 9 (2d4+4) slashing damage."},{"name":"Face Clamp","desc":"Melee Weapon Attack: +6 to hit, 5 ft., one target, 9 (2d4+4) piercing damage and lemur attaches to target's head. If lemur is already attached to the target when it hits with this attack it doesn't deal damage. Instead target is blinded until end of its next turn. While attached to the target lemur can attack no other creature except target but has advantage on its attack rolls. Lemur's speed also becomes 0 it can't benefit from any bonus to its speed and it moves with target. Creature including target can use action to detach lemur via DC 14 Str check. On its turn lemur can detach itself from target by using 5 ft. of move."}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Danger From Above","desc":"If it jumps 10 ft.+ straight toward a creature from a higher position than the target such as leaping down from a tree it has advantage on next attack roll it makes vs. that creature."},{"name":"Standing Leap","desc":"Its long jump is up to 30' and its high jump is up to 15 ft. with or with o a running start."},{"name":"Swamp Camouflage","desc":"Has advantage on Dex (Stealth) checks made to hide in swampy terrain."}],"spell_list":[],"page_no":264,"environments":[],"img_main":null,"document__slug":"tob3","document__title":"Tome of Beasts 3","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/tome-of-beasts-3-for-5th-edition/","v2_converted_path":"/v2/creatures/tob3_lobe-lemur/"},{"slug":"midnight-sun","desc":"","name":"Midnight Sun","size":"Large","type":"Aberration","subtype":"","group":null,"alignment":"neutral evil","armor_class":16,"armor_desc":"natural armor","hit_points":136,"hit_dice":"16d10+48","speed":{"walk":0,"fly":60},"strength":10,"dexterity":16,"constitution":16,"intelligence":11,"wisdom":18,"charisma":15,"strength_save":null,"dexterity_save":6,"constitution_save":null,"intelligence_save":null,"wisdom_save":7,"charisma_save":5,"perception":4,"skills":{"perception":4},"damage_vulnerabilities":"necrotic (in day form), radiant (in night form)","damage_resistances":"acid, cold, fire, lightning, thunder; nonmagic B/P/S attacks","damage_immunities":"necrotic (in night form), poison, radiant (in day form)","condition_immunities":"blinded, charmed, deafened, exhaustion, frightened, grappled, paralyzed, petrified, poisoned, prone, restrained, unconscious","senses":"blindsight 120' (blind beyond), passive Perception 17","languages":"Deep Speech","challenge_rating":"7","cr":7.0,"actions":[{"name":"Multiattack","desc":"Three Energy Blast attacks."},{"name":"Energy Blast","desc":"Melee or Ranged Spell Attack: +7 to hit 5 ft. or range 120' one target 14 (3d6+4) damage of the type determined by the sun's current form."},{"name":"Energy Pulse (Recharge 5-6)","desc":"Each creature within 15 ft. of it: 28 (8d6) damage of type determined by sun's form (DC 15 Con half)."}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Changing Form","desc":"Automatically changes based on presence light.Day Form. While more than half midnight sun is in darkness it appears as a glowing orb of light but sheds no light. In this form it deals radiant has immunity to radiant and vulnerability to necrotic.Night Form. While more than half the midnight sun is in bright or dim light it appears as an orb of darkness. In this form it deals necrotic has immunity to necrotic and has vulnerability to radiant.Twilight Form. While half of it is in bright or dim light and half is in darkness it appears as split orb of light and darkness. It deals force."},{"name":"Energy Being","desc":"Can move through a space as narrow as 1 inch wide with o squeezing and it can enter a hostile creature's space and stop there. The first time it enters a creature's space on a turn that creature takes 3 (1d6) damage of the type determined by the sun's current form."},{"name":"Reality Inversion","desc":"When creature starts turn in sun's space or within 5 ft. any circumstance trait or feature that would grant it advantage instead grants disadvantage and vice versa until start of its next turn."}],"spell_list":[],"page_no":270,"environments":[],"img_main":null,"document__slug":"tob3","document__title":"Tome of Beasts 3","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/tome-of-beasts-3-for-5th-edition/","v2_converted_path":"/v2/creatures/tob3_midnight-sun/"},{"slug":"moonweb","desc":"","name":"Moonweb","size":"Medium","type":"Aberration","subtype":"","group":null,"alignment":"unaligned","armor_class":16,"armor_desc":"natural armor","hit_points":97,"hit_dice":"13d8+39","speed":{"walk":0,"fly":30},"strength":10,"dexterity":18,"constitution":16,"intelligence":1,"wisdom":16,"charisma":6,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":3,"skills":{"perception":3},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"","condition_immunities":"blinded, charmed, deafened, exhaustion, frightened, poisoned, prone","senses":"blindsight 120' (blind beyond), passive Perception 16","languages":"—","challenge_rating":"6","cr":6.0,"actions":[{"name":"Multiattack","desc":"One Dissolving Bite attack and one Tendrils attack."},{"name":"Dissolving Bite","desc":"Melee Weapon Attack: +7 to hit, 5 ft., one creature,. 13 (2d8+4) piercing damage + 9 (2d8) acid and the moonweb regains hp equal to the acid dealt."},{"name":"Tendrils","desc":"Melee Weapon Attack: +7 to hit, 10 ft., one creature,. 11 (2d6+4) piercing damage and target paralyzed for 1 min (DC 14 Con not paralyzed). Target can re-save at end of each of its turns success ends effect on itself."},{"name":"Etheric Pulse (Recharge 6)","desc":"Releases burst of ethereal energy. Each creature within 30' of it: DC 14 Con save or become partially ethereal. A partially ethereal creature's attacks deal normal damage to the moonweb even if the attacks are nonmagical but all other creatures have resistance to the partially ethereal creature's nonmagical damage. Also moonweb can pinpoint location of partially ethereal creature and moonweb has advantage on attack rolls vs. it. A partially ethereal creature can re-save at end of each of its turns success ends effect on itself."}],"bonus_actions":[{"name":"Ethereal Jaunt","desc":"Magically shifts from the Material Plane to the Ethereal Plane or vice versa."}],"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Alien Nature","desc":"Doesn't require air or sleep."},{"name":"Transparent","desc":"Advantage on Dex (Stealth) checks while motionless or in dim light."}],"spell_list":[],"page_no":276,"environments":[],"img_main":null,"document__slug":"tob3","document__title":"Tome of Beasts 3","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/tome-of-beasts-3-for-5th-edition/","v2_converted_path":"/v2/creatures/tob3_moonweb/"},{"slug":"npc:-breathstealer","desc":"","name":"Npc: Breathstealer","size":"Medium","type":"Humanoid","subtype":"","group":null,"alignment":"any non-good","armor_class":15,"armor_desc":"leather armor","hit_points":99,"hit_dice":"18d8+18","speed":{"walk":30},"strength":10,"dexterity":18,"constitution":13,"intelligence":10,"wisdom":12,"charisma":14,"strength_save":null,"dexterity_save":7,"constitution_save":null,"intelligence_save":3,"wisdom_save":null,"charisma_save":null,"perception":1,"skills":{"perception":1},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"","condition_immunities":"","senses":"passive Perception 13","languages":"any two languages","challenge_rating":"7","cr":7.0,"actions":[{"name":"Multiattack","desc":"Two Shortswords and one Dagger or three Psychic Blasts. Can replace one attack with Gasp to Survive if available."},{"name":"Shortsword","desc":"Melee Weapon Attack: +7 to hit, 5 ft., one target, 7 (1d6+4) slashing damage + 10 (3d6) psychic."},{"name":"Dagger","desc":"Melee or Ranged Weapon Attack: +7 to hit 5 ft. or range 20/60' one target 6 (1d4+4) piercing damage + 10 (3d6) psychic."},{"name":"Psychic Blast","desc":"Ranged Spell Attack: +5 to hit, 60 ft., one target, 16 (4d6+2) psychic. If target is currently suffocating from breathstealer's Gasp to Survive breathstealer can choose to deal 1 psychic to target instead."},{"name":"Gasp to Survive (Recharge 4-6)","desc":"Chooses a creature it dealt psychic to within last min. Target: 14 (4d6) psychic and believes it is suffocating including choking and being unable to speak (DC 15 Wis half damage and doesn't believe it is suffocating). At the start of each of suffocating creature's turns it must make a DC 15 Wis save. It has disadvantage on this save if it took psychic since start of its prior turn. If it fails three such saves before succeeding on three such saves it falls unconscious for 1 hr returns to breathing normally and stops making this save. On its third successful save effect ends for the creature."}],"bonus_actions":[{"name":"Cunning Action","desc":"Dash Disengage or Hide action."}],"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Phrenic Weapons","desc":"Its weapon attacks are magical. When it hits with any weapon deals extra 3d6 psychic (included below)."}],"spell_list":[],"page_no":404,"environments":[],"img_main":null,"document__slug":"tob3","document__title":"Tome of Beasts 3","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/tome-of-beasts-3-for-5th-edition/","v2_converted_path":"/v2/creatures/tob3_npc-breathstealer/"},{"slug":"npc:-cultist-psychophant","desc":"","name":"Npc: Cultist Psychophant","size":"Medium","type":"Humanoid","subtype":"","group":null,"alignment":"any non-good alignment","armor_class":15,"armor_desc":"Impenetrable Ego","hit_points":149,"hit_dice":"23d8+46","speed":{"walk":30},"strength":10,"dexterity":12,"constitution":14,"intelligence":12,"wisdom":15,"charisma":18,"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":"psychic","damage_immunities":"","condition_immunities":"","senses":"passive Perception 12","languages":"any two languages","challenge_rating":"9","cr":9.0,"actions":[{"name":"Multiattack","desc":"Three Psychic Strikes. If it hits one creature with two Psychic Strikes target: DC 16 Int save or stunned until end of its next turn."},{"name":"Psychic Strike","desc":"Melee or Ranged Spell Attack: +8 to hit 5 ft. or range 60' one target 18 (4d6+4) psychic. "},{"name":"Brain Storm (Recharge 6)","desc":"Brutal psychic force wracks foes' psyches. Each creature within 30' of it: 31 (9d6) psychic and poisoned 1 min (DC 16 Int half damage not poisoned). A poisoned creature can re-save at end of each of its turns success ends effect on itself."},{"name":"Spellcasting (Psionics)","desc":"Cha (DC 16) no spell components: At will: detect thoughts mage hand (hand invisible) thaumaturgy3/day ea: charm person suggestion1/day ea: levitate telekinesis"}],"bonus_actions":[{"name":"Bend the Spoon","desc":"Chooses one nonmagical weapon it can see within 30' of it and magically warps it. If weapon is being worn or carried creature doing so can prevent warping via DC 16 Wis save. Warped weapon deals only half its normal damage on a hit and creature wielding warped weapon has disadvantage on attack rolls with it. A creature can repair a warped weapon with mending spell or by spending a short rest repairing it with the appropriate tools."}],"reactions":[{"name":"Appeal to the Fervent","desc":"When a creature psychophant can see targets it with attack psychophant calls for aid from its followers switching places with friendly creature within 5 ft. of it. Friendly creature becomes target of the attack instead."}],"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Impenetrable Ego","desc":"While it is conscious and wearing no armor and wielding no shield it adds its Cha modifier to its AC (included above) and saves. Advantage on saves vs. being charmed or frightened."}],"spell_list":[],"page_no":405,"environments":[],"img_main":null,"document__slug":"tob3","document__title":"Tome of Beasts 3","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/tome-of-beasts-3-for-5th-edition/","v2_converted_path":"/v2/creatures/tob3_npc-cultist-psychophant/"},{"slug":"npc:-fixer","desc":"","name":"Npc: Fixer","size":"Medium","type":"Humanoid","subtype":"","group":null,"alignment":"lawful neutral","armor_class":13,"armor_desc":"leather armor","hit_points":44,"hit_dice":"8d8+8","speed":{"walk":30},"strength":10,"dexterity":14,"constitution":12,"intelligence":13,"wisdom":15,"charisma":15,"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":"passive Perception 14","languages":"any two languages","challenge_rating":"2","cr":2.0,"actions":[{"name":"Multiattack","desc":"Two Shortsword or Sling attacks."},{"name":"Shortsword","desc":"Melee Weapon Attack: +4 to hit, 5 ft., one target, 5 (1d6+2) piercing damage + 3 (1d6) poison."},{"name":"Hand Crossbow","desc":"Ranged Weapon Attack: +4 to hit 30/120' one target 5 (1d6+2) piercing damage + 3 (1d6) poison."},{"name":"Cleaner","desc":"Can cast the prestidigitation and unseen servant spells at will requiring no material components and using Wis as the spellcasting ability"}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Ritual Cleansing","desc":"The fixer can take 10 min to perform a cleansing ritual on a creature object or an area within 30' that is no larger than a 20' cube. For the next 8 hrs the affected creature or object is hidden from divination magic as if it was under the effects of the nondetection spell. In an area that is ritually cleansed divination spells of 4th level or lower don't function and creatures within the area can't be scried."}],"spell_list":[],"page_no":407,"environments":[],"img_main":null,"document__slug":"tob3","document__title":"Tome of Beasts 3","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/tome-of-beasts-3-for-5th-edition/","v2_converted_path":"/v2/creatures/tob3_npc-fixer/"},{"slug":"npc:-infiltrator","desc":"","name":"Npc: Infiltrator","size":"Medium","type":"Humanoid","subtype":"","group":null,"alignment":"neutral","armor_class":13,"armor_desc":"studded leather","hit_points":55,"hit_dice":"10d8+10","speed":{"walk":30},"strength":10,"dexterity":15,"constitution":13,"intelligence":16,"wisdom":15,"charisma":16,"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":"passive Perception 14","languages":"any three languages","challenge_rating":"2","cr":2.0,"actions":[{"name":"Multiattack","desc":"Two Shortsword attacks and one Dagger attack. It can replace one attack with Spellcasting."},{"name":"Shortsword","desc":"Melee Weapon Attack: +4 to hit, 5 ft., one target, 5 (1d6+2) piercing damage."},{"name":"Dagger","desc":"Melee or Ranged Weapon Attack: +4 to hit 5 ft. or range 20/60' one target 4 (1d4+2) piercing damage."},{"name":"Light Crossbow","desc":"Ranged Weapon Attack: +4 to hit 80/320' one target 6 (1d8+2) piercing damage."},{"name":"Spellcasting","desc":"Int (DC 13): At will: mage hand message minor illusion3/day ea: charm person sleep1/day: invisibility"}],"bonus_actions":[{"name":"Cunning Action","desc":"Takes the Dash Disengage or Hide action."}],"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Knowledge Charm","desc":"Carries a minor magical charm gifted to it by the organization. While wearing or carrying the charm infiltrator has proficiency in any two skills and is fluent in any one language (not included above). This proficiency and fluency last until charm is lost or destroyed or until infiltrator performs a 10-minute ritual to change the proficiency and fluency provided by the charm. If infiltrator dies charm becomes nonmagical."}],"spell_list":[],"page_no":410,"environments":[],"img_main":null,"document__slug":"tob3","document__title":"Tome of Beasts 3","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/tome-of-beasts-3-for-5th-edition/","v2_converted_path":"/v2/creatures/tob3_npc-infiltrator/"},{"slug":"npc:-warlock-of-the-genie-lord","desc":"","name":"Npc: Warlock Of The Genie Lord","size":"Medium","type":"Humanoid","subtype":"","group":null,"alignment":"any alignment","armor_class":15,"armor_desc":"studded leather","hit_points":78,"hit_dice":"12d8+24","speed":{"walk":30},"strength":10,"dexterity":16,"constitution":14,"intelligence":12,"wisdom":13,"charisma":19,"strength_save":null,"dexterity_save":null,"constitution_save":5,"intelligence_save":null,"wisdom_save":null,"charisma_save":7,"perception":1,"skills":{"perception":1},"damage_vulnerabilities":"","damage_resistances":"acid, cold, fire, lightning, thunder","damage_immunities":"","condition_immunities":"","senses":"passive Perception 11","languages":"Common, Primordial","challenge_rating":"5","cr":5.0,"actions":[{"name":"Multiattack","desc":"Two Elemental Burst or Dagger attacks. It can replace one attack with use of Spellcasting."},{"name":"Dagger","desc":"Melee or Ranged Weapon Attack: +6 to hit 5 ft. or range 20/60' one target 5 (1d4+3) piercing damage + 10 (3d6) acid cold fire lightning or thunder (warlock's choice)."},{"name":"Elemental Burst","desc":"Melee or Ranged Spell Attack: +7 to hit 5 ft. or range 120' one target 14 (3d6+4) acid cold fire lightning or thunder (warlock's choice)."},{"name":"Spellcasting","desc":"Cha (DC 15). At will: levitate water breathing3/day ea: fire shield fly gust of wind1/day ea: conjure minor elementals (as an action) wall of stone"}],"bonus_actions":null,"reactions":[{"name":"Genie Lord's Favor","desc":"When it takes acid cold fire lightning or thunder warlock has advantage on next Elemental Burst attack it makes before end of its next turn provided Elemental Burst deals same damage as damage warlock took."}],"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Elemental Weapons","desc":"When it hits with any weapon deals extra 3d6 acid cold fire lightning or thunder (included below) warlock's choice."}],"spell_list":[],"page_no":411,"environments":[],"img_main":null,"document__slug":"tob3","document__title":"Tome of Beasts 3","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/tome-of-beasts-3-for-5th-edition/","v2_converted_path":"/v2/creatures/tob3_npc-warlock-of-the-genie-lord/"},{"slug":"npc:-wind-acolyte","desc":"","name":"Npc: Wind Acolyte","size":"Medium","type":"Humanoid","subtype":"","group":null,"alignment":"neutral","armor_class":15,"armor_desc":"","hit_points":105,"hit_dice":"14d8+42","speed":{"walk":30,"fly":50},"strength":10,"dexterity":20,"constitution":16,"intelligence":12,"wisdom":18,"charisma":10,"strength_save":null,"dexterity_save":8,"constitution_save":null,"intelligence_save":null,"wisdom_save":7,"charisma_save":null,"perception":4,"skills":{"perception":4},"damage_vulnerabilities":"","damage_resistances":"cold, lightning","damage_immunities":"","condition_immunities":"","senses":"blindsight 60', passive Perception 17","languages":"Auran, + any two languages","challenge_rating":"5","cr":5.0,"actions":[{"name":"Multiattack","desc":"Three Air Weapon attacks. If acolyte hits one creature with two Air Weapon attacks target: DC 15 Str save or be pushed up to 15 ft. away from acolyte."},{"name":"Air Weapon","desc":"Melee or Ranged Weapon Attack: +8 to hit 10 ft. or range defined by chosen weapon one target 12 (2d6+5) bludgeoning damage slashing or piercing as defined by chosen weapon."},{"name":"Wind's Rebuke (Recharge 6)","desc":"Draws breath out of one creature it can see within 60' of it. Target: DC 15 Con save. Fail: all of the breath is drawn from target's lungs and it immediately begins suffocating for 1 min or until it falls unconscious. It can re-save at end of each of its turns success ends effect on itself."}],"bonus_actions":null,"reactions":[{"name":"Buoying Wind","desc":"Summons winds to break the fall of up to 5 falling creatures it can see within 60' of it. A falling creature's rate of descent slows to 60' per round for 1 min. If a falling creature lands before effect ends it takes no falling damage and can land on its feet."},{"name":"Drift","desc":"When a creature moves to within 15 ft. of the wind acolyte the acolyte can fly up to half its flying speed."}],"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Air Senses","desc":"Can't use blindsight underwater or in an area with o air."},{"name":"Air Weapons","desc":"When it attacks it conjures a weapon out of the air itself weapon appearing and disappearing in the blink of an eye. Air weapon is a swirl of wind in the shape of a simple or martial weapon but always deals 2d6 damage of the same type as that weapon. Air weapon shaped like a ranged weapon uses the range of that weapon except acolyte doesn't have disadvantage on ranged attack rolls when attacking a target beyond weapon's normal range. Air weapons don't use any other weapon properties of weapons they mimic. Air weapon attacks are magical."}],"spell_list":[],"page_no":412,"environments":[],"img_main":null,"document__slug":"tob3","document__title":"Tome of Beasts 3","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/tome-of-beasts-3-for-5th-edition/","v2_converted_path":"/v2/creatures/tob3_npc-wind-acolyte/"},{"slug":"painted-phantasm","desc":"","name":"Painted Phantasm","size":"Medium","type":"Construct","subtype":"","group":null,"alignment":"neutral","armor_class":15,"armor_desc":"natural armor","hit_points":97,"hit_dice":"15d8+30","speed":{"walk":30},"strength":10,"dexterity":17,"constitution":14,"intelligence":7,"wisdom":14,"charisma":16,"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":"nonmagic B/P/S attacks","damage_immunities":"","condition_immunities":"charmed, exhaustion, frightened, paralyzed, petrified, poisoned","senses":"darkvision 60', passive Perception 15","languages":"knows creator's, can't speak","challenge_rating":"7","cr":7.0,"actions":[{"name":"Multiattack","desc":"2 Paint Slashes or 1 Capture Image and 1 Paint Slash."},{"name":"Capture Image","desc":"Melee Spell Attack: +6 to hit, 5 ft., one target, 22 (4d10) force and target captured as image on flat surface of phantasm's choice within 60' of it (DC 15 Cha negates). While an image target appears on surface as a painting drawing or similar and is incapacitated and restrained. Target can see and hear outside surface but can't target those outside surface with spells or cast spells or use features that allow it to leave surface. If surface where target is captured takes damage target takes half. If surface is reduced to 0 hp target freed. Dispel magic (DC 15) cast on surface also frees captured creature. If phantasm takes 20+ damage on a single turn phantasm must make DC 15 Cha save at end of that turn or lose focus releasing all captured creatures."},{"name":"Paint Slash","desc":"Melee Weapon Attack: +6 to hit, 5 ft., one target, 7 (1d8+3) slashing damage + 16 (3d10) poison."},{"name":"Painting Sensor","desc":"While touching one artwork can see and hear through another it has previously touched as if it was in that artwork's space if within 1 mile of it. “Artwork” can mean any painting drawing or design on a flat surface including pattern on a wall or in a book."}],"bonus_actions":[{"name":"Painting Portal","desc":"Uses 10 ft. of move to step magically into one artwork within reach and emerge from 2nd artwork within 100' of 1st appearing in unoccupied space within 5 ft. of 2nd. If both are Large or larger can bring up to 3 willing creatures."}],"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Construct Nature","desc":"Doesn't require air food drink or sleep."},{"name":"Immutable Form","desc":"Immune: form-altering spells/effects."},{"name":"Magic Resistance","desc":"Advantage: spell/magic effect saves."}],"spell_list":[],"page_no":312,"environments":[],"img_main":null,"document__slug":"tob3","document__title":"Tome of Beasts 3","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/tome-of-beasts-3-for-5th-edition/","v2_converted_path":"/v2/creatures/tob3_painted-phantasm/"},{"slug":"rochade","desc":"","name":"Rochade","size":"Small","type":"Fey","subtype":"","group":null,"alignment":"neutral","armor_class":14,"armor_desc":"","hit_points":27,"hit_dice":"6d6+6","speed":{"walk":30,"climb":20},"strength":10,"dexterity":18,"constitution":12,"intelligence":6,"wisdom":10,"charisma":8,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":0,"skills":{"perception":0},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"","condition_immunities":"","senses":"darkvision 120', passive Perception 12","languages":"Undercommon","challenge_rating":"1/2","cr":0.5,"actions":[{"name":"Thieving Slam","desc":"Melee Weapon Attack: +6 to hit, 5 ft., one target, 7 (1d6+4) bludgeoning damage. Instead of dealing damage can steal one item target is wearing or carrying provided item weighs up to 10 pounds isn't a weapon and isn't wrapped around or firmly attached to target. Ex: it could steal a hat or belt pouch but not a creature's shirt or armor."},{"name":"Rock","desc":"Ranged Weapon Attack: +6 to hit 20/60 ft one target 7 (1d6+4) bludgeoning damage."}],"bonus_actions":[{"name":"Relay","desc":"Teleports one object it is holding that weighs up to 10 pounds into empty hand of one friendly creature it can see within 30' of it. If target isn't a rochade it must make DC 14 Dex save to catch the object otherwise object falls to the ground in a space within 5 ft. of target."},{"name":"Short Step","desc":"Teleports to unoccupied space it can see within 15 ft.."}],"reactions":[{"name":"Switch","desc":"When a creature rochade can see targets it with attack rochade can switch places with any creature it can see within 15 ft. of it. An unwilling creature must make DC 14 Dex save to avoid the switch. If the switch is successful switched creature becomes attack's target instead."}],"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Elusive","desc":"Advantage on saves and ability checks to avoid or escape effect that would reduce its speed. Also nonmagical difficult terrain composed of natural rocks or cavernous terrain doesn't cost it extra movement."},{"name":"Sunlight Sensitivity","desc":"In sunlight disadvantage on attacks and Wis (Perception) checks that use sight."}],"spell_list":[],"page_no":332,"environments":[],"img_main":null,"document__slug":"tob3","document__title":"Tome of Beasts 3","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/tome-of-beasts-3-for-5th-edition/","v2_converted_path":"/v2/creatures/tob3_rochade/"},{"slug":"sewer-weird","desc":"","name":"Sewer Weird","size":"Large","type":"Elemental","subtype":"","group":null,"alignment":"neutral evil","armor_class":15,"armor_desc":"natural armor","hit_points":136,"hit_dice":"16d10+48","speed":{"walk":30,"swim":60},"strength":10,"dexterity":19,"constitution":17,"intelligence":5,"wisdom":10,"charisma":3,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":0,"skills":{"perception":0},"damage_vulnerabilities":"","damage_resistances":"acid, cold; nonmagic B/P/S attacks","damage_immunities":"poison","condition_immunities":"exhaustion, grappled, paralyzed, petrified, poisoned, prone, restrained, unconscious","senses":"darkvision 60', passive Perception 10 ","languages":"Aquan","challenge_rating":"8","cr":8.0,"actions":[{"name":"Multiattack","desc":"Three Slam attacks."},{"name":"Slam","desc":"Melee Weapon Attack: +7 to hit, 5 ft., one target, 13 (2d8+4) bludgeoning damage and the target must make DC 15 Con save or be poisoned until end of its next turn."},{"name":"Sewer Overflow (Recharge 5-6)","desc":"Emits a tide of filth and water from itself in a 15 ft. cube. Each creature in this cube: 18 (4d8) bludgeoning damage and 18 (4d8) poison and is infected with sewer plague (DC 15 Con half damage and isn't infected)."}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Elemental Nature","desc":"Doesn't require air food drink or sleep."},{"name":"Flammable Fumes","desc":"If it takes fire it erupts in a gout of flame. The weird immediately takes 5 (2d4) thunder and each creature within 10 ft. of the weird must make DC 15 Dex save or take 3 (1d6) thunder and 7 (2d6) fire."},{"name":"Water Form","desc":"Can enter a hostile creature's space and stop there. It can move through a space as narrow as 1 inch wide with o squeezing."}],"spell_list":[],"page_no":341,"environments":[],"img_main":null,"document__slug":"tob3","document__title":"Tome of Beasts 3","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/tome-of-beasts-3-for-5th-edition/","v2_converted_path":"/v2/creatures/tob3_sewer-weird/"},{"slug":"shadow-lurker","desc":"","name":"Shadow Lurker","size":"Medium","type":"Fey","subtype":"","group":null,"alignment":"chaotic evil","armor_class":16,"armor_desc":"","hit_points":84,"hit_dice":"13d8+26","speed":{"walk":40},"strength":10,"dexterity":22,"constitution":14,"intelligence":12,"wisdom":14,"charisma":16,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":2,"skills":{"perception":2},"damage_vulnerabilities":"","damage_resistances":"cold","damage_immunities":"necrotic","condition_immunities":"","senses":"darkvision 60', passive Perception 12","languages":"Common, Elvish","challenge_rating":"5","cr":5.0,"actions":[{"name":"Multiattack","desc":"Two Shadow Strikes. Can replace one with Shadow Steal."},{"name":"Shadow Strike","desc":"Melee Weapon Attack: +9 to hit, 5 ft., one target, 10 (1d8+6) slashing damage and 7 (2d6) cold."},{"name":"Shadow Steal","desc":"Chooses a creature it can see within 30' of it and convinces that creature's shadow to leave its owner. Target must make DC 15 Cha save or be cursed. A sleeping target has disadvantage on this check. While cursed target doesn't have a shadow and suffers one level of exhaustion that can't be removed until curse ends. Curse ends only if target convinces its shadow to rejoin with it by succeeding on a DC 15 Cha (Persuasion) check while within 10 ft. of its shadow or if shadow is returned with wish spell. While target is cursed its shadow becomes a living shade (see Creature Codex) under the shadow lurker's control. Alternatively shadow lurker can combine two stolen shadows into a shadow instead. Shadow lurker can have no more than ten living shades or five shadows under its control at one time. If a cursed creature's shadow is destroyed it becomes a mundane shadow and moves to within 10 ft. of the cursed creature and cursed creature has advantage on the check to convince the shadow to rejoin with it. If shadow lurker dies all stolen shadows return to their rightful owners ending the curses."}],"bonus_actions":[{"name":"Shadow's Embrace","desc":"Dim light/darkness: Hide action."}],"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Creeping Mists","desc":"While not in sunlight shadowy mist surrounds it. Mist reduces bright light within 60' of the shadow lurker to dim light."},{"name":"Shadow Sight","desc":"Has advantage on Wis (Perception) checks while in dim light or darkness."},{"name":"Sunlight Sensitivity","desc":"In sunlight disadvantage on attacks and Wis (Perception) checks that use sight."}],"spell_list":[],"page_no":342,"environments":[],"img_main":null,"document__slug":"tob3","document__title":"Tome of Beasts 3","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/tome-of-beasts-3-for-5th-edition/","v2_converted_path":"/v2/creatures/tob3_shadow-lurker/"},{"slug":"slithy-tove","desc":"","name":"Slithy Tove","size":"Small","type":"Monstrosity","subtype":"","group":null,"alignment":"unaligned","armor_class":15,"armor_desc":"natural armor","hit_points":91,"hit_dice":"14d6+42","speed":{"walk":40,"burrow":10},"strength":10,"dexterity":20,"constitution":16,"intelligence":5,"wisdom":14,"charisma":9,"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":"paralyzed, poisoned, restrained","senses":"darkvision 60', passive Perception 14","languages":"understands Common but can't speak","challenge_rating":"4","cr":4.0,"actions":[{"name":"Multiattack","desc":"Two Claws or one Claw and one Lick."},{"name":"Claw","desc":"Melee Weapon Attack: +7 to hit, 5 ft., one creature,. 12 (3d4+5) slashing damage."},{"name":"Lick","desc":"Melee Weapon Attack: +7 to hit, 15 ft., one target, 9 (1d8+5) bludgeoning damage and target must make DC 13 Str save or be pulled up to 10 ft. toward the slithy tove."},{"name":"Musk of Clumsiness (Recharge 5-6)","desc":"Discharges musk in 30' cone. Each creature in area: 10 (3d6) poison and poisoned 1 min (DC 13 Con half damage and isn't poisoned). When poisoned creature moves 5 ft.+ on its turn it must make DC 13 Dex save or fall prone stepping in a hole hitting its head on a branch tripping over a rock bumping into an ally or some other clumsy act. Poisoned creature can re-save at end of each of its turns success ends effect on itself."}],"bonus_actions":[{"name":"Hidden Step","desc":"Magically teleports along with any equipment it is wearing or carrying up to 30' to an unoccupied space it can see and takes the Hide action."}],"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Distraction","desc":"Each creature with Int 5+ that starts its turn within 5 ft. of the slithy tove must make DC 13 Wis save or be incapacitated until start of its next turn as it hears imaginary murmurings and sees movement in its peripheral vision. On success creature has advantage on saves vs. the Distraction of all slighty toves for the next 24 hrs."}],"spell_list":[],"page_no":347,"environments":[],"img_main":null,"document__slug":"tob3","document__title":"Tome of Beasts 3","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/tome-of-beasts-3-for-5th-edition/","v2_converted_path":"/v2/creatures/tob3_slithy-tove/"},{"slug":"sodwose","desc":"","name":"Sodwose","size":"Medium","type":"Plant","subtype":"","group":null,"alignment":"neutral evil","armor_class":15,"armor_desc":"","hit_points":127,"hit_dice":"15d8+60","speed":{"walk":40,"climb":30},"strength":10,"dexterity":21,"constitution":18,"intelligence":15,"wisdom":14,"charisma":9,"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":"fire","damage_resistances":"bludgeoning, piercing","damage_immunities":"poison","condition_immunities":"blinded, charmed, exhaustion, frightened, poisoned, restrained, unconscious","senses":"blindsight 120' (blind beyond), passive Perception 15","languages":"Common, Sylvan","challenge_rating":"6","cr":6.0,"actions":[{"name":"Multiattack","desc":"Three Grass Whip attacks."},{"name":"Grass Whip","desc":"Melee Weapon Attack: +8 to hit, 15 ft., one creature,. 12 (2d6+5) slashing damage and target must make DC 15 Str save or be pulled up to 10 ft. to sodwose."},{"name":"Entangle (1/Day)","desc":"Compels all plants and roots within 20' of a point on the ground it can see within 60' of it to grasp and pull at nearby creatures for 1 min. When a creature enters the area for the first time on a turn or starts its turn there creature is restrained by grasses and roots (DC 15 Str negates). A creature including the restrained creature can take an action to free it by making a DC 15 Str check."}],"bonus_actions":[{"name":"Grass Step","desc":"Teleports along with any equipment it is wearing or carrying up to 30' to an unoccupied spot it sees. The origin and destination spaces must contain grass."},{"name":"Set Snare","desc":"Creates a snare in a square area it can see within 30' of it that is 5 ft. on a side and 50%+ grass. 1st creature to moves into that space within next min: DC 15 Str save or be restrained by grasses. A creature including restrained creature can use action to free restrained creature via DC 15 Str check. It can have at most 3 snares set at a time. If it sets a 4th oldest ceases to function."}],"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Grassland Camouflage","desc":"Advantage: Dex (Stealth) to hide in grassland."},{"name":"Scarecrow","desc":"Any creature that starts its turn within 10 ft. of sodwose: frightened until the end of its next turn (DC 15 Wis negates and is immune to sodwose's Scarecrow for the next 24 hrs)."}],"spell_list":[],"page_no":350,"environments":[],"img_main":null,"document__slug":"tob3","document__title":"Tome of Beasts 3","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/tome-of-beasts-3-for-5th-edition/","v2_converted_path":"/v2/creatures/tob3_sodwose/"},{"slug":"stained-glass-moth","desc":"","name":"Stained-Glass Moth","size":"Small","type":"Construct","subtype":"","group":null,"alignment":"unaligned","armor_class":12,"armor_desc":"","hit_points":45,"hit_dice":"6d6+24","speed":{"walk":20,"climb":20,"fly":30},"strength":10,"dexterity":14,"constitution":18,"intelligence":5,"wisdom":14,"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":"bludgeoning, thunder","damage_resistances":"","damage_immunities":"poison, psychic","condition_immunities":"charmed, exhaustion, frightened, paralyzed, petrified, poisoned","senses":"darkvision 60', passive Perception 14","languages":"understands Common but can't speak","challenge_rating":"1","cr":1.0,"actions":[{"name":"Multiattack","desc":"Blessed Wings then two Wing Slice or Radiant Wing attacks."},{"name":"Wing Slice","desc":"Melee Weapon Attack: +4 to hit, 5 ft., one target, 5 (1d6+2) slashing damage."},{"name":"Radiant Wing","desc":"Ranged Spell Attack: +4 to hit, 60 ft., one target, 6 (1d8+2) radiant."},{"name":"Blessed Wings","desc":"Marks one creature it can see within 30' of it with holy power. If the target is a hostile creature the next attack roll made vs. the target before the start of the moth's next turn has advantage. If the target is a friendly creature it gains a +2 bonus to AC until the start of the moth's next turn."}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Construct Nature","desc":"Doesn't require air food drink or sleep."},{"name":"False Appearance","desc":"While motionless indistinguishable from ordinary stained-glass window or artwork."},{"name":"Flyby","desc":"Doesn't provoke opportunity attacks when it flies out of an enemy's reach."},{"name":"Immutable Form","desc":"Immune: form-altering spells/effects."},{"name":"Magic Resistance","desc":"Advantage: spell/magic effect saves."}],"spell_list":[],"page_no":353,"environments":[],"img_main":null,"document__slug":"tob3","document__title":"Tome of Beasts 3","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/tome-of-beasts-3-for-5th-edition/","v2_converted_path":"/v2/creatures/tob3_stained-glass-moth/"},{"slug":"starving-specter","desc":"","name":"Starving Specter","size":"Medium","type":"Undead","subtype":"","group":null,"alignment":"chaotic evil","armor_class":13,"armor_desc":"","hit_points":90,"hit_dice":"12d8+36","speed":{"walk":0,"fly":40},"strength":10,"dexterity":16,"constitution":17,"intelligence":11,"wisdom":14,"charisma":13,"strength_save":null,"dexterity_save":null,"constitution_save":6,"intelligence_save":null,"wisdom_save":5,"charisma_save":null,"perception":2,"skills":{"perception":2},"damage_vulnerabilities":"psychic","damage_resistances":"","damage_immunities":"","condition_immunities":"","senses":"darkvision 60', passive Perception 15","languages":"the languages it knew in life","challenge_rating":"5","cr":5.0,"actions":[{"name":"Multiattack","desc":"One Bite attack and one Bladed Arm attack."},{"name":"Bite","desc":"Melee Weapon Attack: +6 to hit, 5 ft., one target, 8 (2d4+3) piercing damage + 3 (1d6) necrotic."},{"name":"Bladed Arm","desc":"Melee Weapon Attack: +6 to hit, 10 ft., one target, 10 (2d6+3) slashing damage. This attack can target a creature on the Ethereal or Material Plane."}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Aura of the Forgotten","desc":"Beasts and Humanoids within 10 ft. of the starving specter have disadvantage on saves."},{"name":"Ethereal Sight","desc":"Can see 60' into the Ethereal Plane."},{"name":"Life Hunger","desc":"When a creature specter can see regains hp specter's next Bite deals extra 7 (2d6) necrotic on a hit."},{"name":"Incorporeal Movement","desc":"Move through others/objects as difficult terrain. Takes 5 (1d10) force if it ends turn in object."},{"name":"Undead Nature","desc":"Doesn't require air food drink or sleep."},{"name":"Unnerving Visage","desc":"When a creature that can see specter's faces starts its turn within 30' of it at least one of specter's faces shifts to look like one of the creature's departed loved ones or bitter enemies if specter isn't incapacitated and can see the creature. Creature takes 7 (2d6) psychic and is frightened of specter until start of its next turn (DC 14 Wis negates both). Unless surprised a creature can avert its eyes to avoid the save at start of its turn. If creature does so it can't see the specter until the start of its next turn when it can avert again. If creature looks at specter in the meantime it must immediately save."}],"spell_list":[],"page_no":356,"environments":[],"img_main":null,"document__slug":"tob3","document__title":"Tome of Beasts 3","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/tome-of-beasts-3-for-5th-edition/","v2_converted_path":"/v2/creatures/tob3_starving-specter/"},{"slug":"trollkin-fire-shaman","desc":"","name":"Trollkin Fire Shaman","size":"Medium","type":"Humanoid","subtype":"","group":null,"alignment":"neutral","armor_class":14,"armor_desc":"leather armor","hit_points":45,"hit_dice":"7d8+14","speed":{"walk":30},"strength":10,"dexterity":14,"constitution":14,"intelligence":9,"wisdom":16,"charisma":8,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":3,"skills":{"perception":3},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"","condition_immunities":"","senses":"darkvision 60', passive Perception 15","languages":"Common, Trollkin","challenge_rating":"2","cr":2.0,"actions":[{"name":"Multiattack","desc":"Uses Mark Foe. Then two Hurl Flame attacks or three Staff attacks."},{"name":"Staff","desc":"Melee Weapon Attack: +2 to hit, 5 ft., one target, 3 (1d6) bludgeoning damage or 4 (1d8) bludgeoning damage if used with 2 hands."},{"name":"Hurl Flame","desc":"Ranged Spell Attack: +5 to hit, 120 ft., one target, 8 (2d4+3) fire."},{"name":"Mark Foe","desc":"One creature shaman can see within 60' must make DC 13 Wis save or be wreathed in magical fire for 1 min. While wreathed it can't take the Hide action or become invisible. The next time creature takes damage it takes an extra 7 (2d6) fire and the magical fire ends."}],"bonus_actions":null,"reactions":[{"name":"Fiery Escape (2/Day)","desc":"When shaman takes damage each creature within 5 ft. of it: DC 13 Dex save or take 7 (2d6) fire. Shaman is then wreathed in flames and teleports up to 30' to unoccupied space it can see."}],"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Regeneration","desc":"Gains 3 hp at the start of its turn. If the trollkin takes acid or fire this ability doesn't function at the start of its next turn. It dies only if it starts its turn with 0 hp and doesn't regenerate."},{"name":"Thick Skin","desc":"Its skin is thick and tough granting it a +1 bonus to Armor Class (already factored into its AC)."}],"spell_list":[],"page_no":376,"environments":[],"img_main":null,"document__slug":"tob3","document__title":"Tome of Beasts 3","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/tome-of-beasts-3-for-5th-edition/","v2_converted_path":"/v2/creatures/tob3_trollkin-fire-shaman/"},{"slug":"acolyte-a5e","desc":"","name":"Acolyte","size":"Medium","type":"Humanoid","subtype":"","group":null,"alignment":"","armor_class":10,"armor_desc":"","hit_points":11,"hit_dice":"2d8+2","speed":{"walk":30},"strength":10,"dexterity":10,"constitution":12,"intelligence":10,"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":{"medicine":4,"religion":2},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"","condition_immunities":"","senses":"passive Perception 12","languages":"any one","challenge_rating":"1/4","cr":0.25,"actions":[{"name":"Club","desc":"Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 2 (1d4) bludgeoning damage."},{"name":"Sacred Flame (Cantrip; V, S)","desc":"One creature the acolyte can see within 60 feet makes a DC 12 Dexterity saving throw  taking 4 (1d8) radiant damage on a failure. This spell ignores cover."},{"name":"Bless (1st-Level; V, S, M, Concentration)","desc":"Up to three creatures within 30 feet add a d4 to attack rolls and saving throws for 1 minute."},{"name":"Cure Wounds (1st-Level; V, S)","desc":"The acolyte touches a willing living creature  restoring 6 (1d8 + 2) hit points to it."},{"name":"An acolyte is a priest in training or an assistant to a more senior member of the clergy","desc":"While acolytes may be found acting as servants or messengers in major temples  an acolyte may also be the only representative of their faith serving a village or roadside shrine."}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Spellcasting","desc":"The acolyte is a 2nd level spellcaster. Their spellcasting ability is Wisdom (spell save DC 12\n +4 to hit with spell attacks). They have the following cleric spells prepared:\n Cantrips (at will): light\n sacred flame\n thaumaturgy\n 1st-level (3 slots): bless\n cure wounds\n sanctuary"}],"spell_list":[],"page_no":486,"environments":[],"img_main":null,"document__slug":"menagerie","document__title":"Level Up Advanced 5e Monstrous Menagerie","document__license_url":"http://open5e.com/legal","document__url":"https://www.levelup5e.com","v2_converted_path":"/v2/creatures/a5e-mm_acolyte/"},{"slug":"air-elemental-a5e","desc":"","name":"Air Elemental","size":"Large","type":"Elemental","subtype":"","group":null,"alignment":"","armor_class":14,"armor_desc":"","hit_points":90,"hit_dice":"12d10+24","speed":{"walk":0,"fly":90},"strength":10,"dexterity":18,"constitution":14,"intelligence":6,"wisdom":10,"charisma":6,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":null,"skills":{},"damage_vulnerabilities":"","damage_resistances":"lightning, thunder; damage from nonmagical weapons","damage_immunities":"poison","condition_immunities":"fatigue, grappled, paralyzed, petrified, poisoned, prone, restrained, stunned, unconscious","senses":"darkvision 60 ft., passive Perception 10","languages":"Auran","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: 14 (3d6 + 4) bludgeoning damage."},{"name":"Whirlwind (Recharge 5-6)","desc":"The elemental takes the form of a whirlwind  flies up to half of its fly speed without provoking opportunity attacks  and then resumes its normal form. When a creature shares its space with the whirlwind for the first time during this movement  that creature makes a DC 15 Strength saving throw. On a failure  the creature is carried inside the elementals space until the whirlwind ends  taking 3 (1d6) bludgeoning damage for each 10 feet it is carried  and falls prone at the end of the movement. The whirlwind can carry one Large creature or up to four Medium or smaller creatures."}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Air Form","desc":"The elemental can enter and end its turn in other creatures spaces and pass through an opening as narrow as 1 inch wide without squeezing."},{"name":"Elemental Nature","desc":"An elemental doesnt require air, sustenance, or sleep."}],"spell_list":[],"page_no":191,"environments":[],"img_main":null,"document__slug":"menagerie","document__title":"Level Up Advanced 5e Monstrous Menagerie","document__license_url":"http://open5e.com/legal","document__url":"https://www.levelup5e.com","v2_converted_path":"/v2/creatures/a5e-mm_air-elemental/"},{"slug":"apprentice-mage-a5e","desc":"","name":"Apprentice Mage","size":"Medium","type":"Humanoid","subtype":"","group":null,"alignment":"","armor_class":10,"armor_desc":"","hit_points":11,"hit_dice":"2d8+2","speed":{"walk":30},"strength":10,"dexterity":10,"constitution":12,"intelligence":14,"wisdom":10,"charisma":10,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":null,"skills":{"arcana":4,"history":4},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"","condition_immunities":"","senses":"passive Perception 10","languages":"any one","challenge_rating":"1/2","cr":0.5,"actions":[{"name":"Dagger","desc":"Melee or Ranged Weapon Attack: +2 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 2 (1d4) piercing damage."},{"name":"Fire Bolt (Cantrip; V, S)","desc":"Ranged Spell Attack: +4 to hit, range 120 ft., one target. Hit: 5 (1d10) fire damage."},{"name":"Magic Missile (1st-Level; V, S)","desc":"Three glowing arrows fly from the mage simultaneously  unerringly hitting up to 3 creatures within 120 feet. Each arrow deals 3 (1d4 + 1) force damage."}],"bonus_actions":null,"reactions":[{"name":"Shield (1st-Level; V","desc":"When the mage is hit by an attack or targeted by magic missile, they gain a +5 bonus to AC (including against the triggering attack) and immunity to magic missile. These benefits last until the start of their next turn."},{"name":"Whether a student attending a wizard college or serving a crotchety master","desc":"Apprentice mage statistics can also be used to represent an older hedge wizard of limited accomplishments."}],"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Spellcasting","desc":"The apprentice mage is a 2nd level spellcaster. Their spellcasting ability is Intelligence (spell save DC 12\n +4 to hit with spell attacks). They have the following wizard spells prepared:\n Cantrips (at will): fire bolt\n light\n prestidigitation\n 1st-level (3 slots): detect magic\n magic missile\n shield"}],"spell_list":[],"page_no":478,"environments":[],"img_main":null,"document__slug":"menagerie","document__title":"Level Up Advanced 5e Monstrous Menagerie","document__license_url":"http://open5e.com/legal","document__url":"https://www.levelup5e.com","v2_converted_path":"/v2/creatures/a5e-mm_apprentice-mage/"},{"slug":"archmage-a5e","desc":"","name":"Archmage","size":"Medium","type":"Humanoid","subtype":"","group":null,"alignment":"","armor_class":12,"armor_desc":"","hit_points":117,"hit_dice":"18d8+36","speed":{"walk":30},"strength":10,"dexterity":14,"constitution":14,"intelligence":20,"wisdom":16,"charisma":14,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":9,"wisdom_save":7,"charisma_save":null,"perception":null,"skills":{"arcana":9,"insight":7,"history":9,"perception":7},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"psychic (with mind blank)","condition_immunities":"charmed (with mind blank)","senses":"passive Perception 17","languages":"any four","challenge_rating":"11","cr":11.0,"actions":[{"name":"Dagger","desc":"Melee or Ranged Weapon Attack: +6 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 4 (1d4 + 2) piercing damage."},{"name":"Fire Bolt (Cantrip; V, S)","desc":"Ranged Spell Attack: +9 to hit, range 120 ft., one target. Hit: 22 (4d10) fire damage."},{"name":"Lightning Bolt (3rd-Level; V, S, M)","desc":"A bolt of lightning 5 feet wide and 100 feet long arcs from the archmage. Each creature in the area makes a DC 17 Dexterity saving throw  taking 28 (8d6) lightning damage on a failure or half damage on a success."},{"name":"Confusion (4th-Level; V, S, M, Concentration)","desc":"Each creature within 10 feet of a point the archmage can see within 120 feet makes a DC 17 Wisdom saving throw  becoming rattled until the end of its next turn on a success. On a failure  a creature is confused for 1 minute. The target repeats the saving throw at the end of each of its turns  ending the effect on itself on a success."},{"name":"Cone of Cold (5th-Level; V, S, M)","desc":"Frost blasts from the archmage in a 60-foot cone. Each creature in the area makes a DC 17 Constitution saving throw  taking 36 (8d8) cold damage on a failure or half damage on a success."},{"name":"Mislead (5th-Level; S, Concentration)","desc":"The archmage becomes invisible for 1 hour. At the same time  an illusory copy of the archmage appears in their space. The archmage can use an action to move the copy up to 60 feet and have it speak or gesture. The copy is revealed as an illusion with any physical interaction  as solid objects and creatures pass through it. The archmage can use a bonus action to switch between their copys senses or their own; while using their copys senses  the archmages body is blind and deaf. The invisibility  but not the duplicate  ends if the archmage casts another spell."},{"name":"Globe of Invulnerability (6th-Level; V, S, M, Concentration)","desc":"A glimmering  10-foot-radius sphere appears around the archmage. It remains for 1 minute and doesnt move with the archmage. Any 5th-level or lower spell cast from outside the sphere can't affect anything inside the sphere  even if cast with a higher level spell slot. Targeting something inside the sphere or including the spheres space in an area has no effect on anything inside."},{"name":"Teleport (7th-Level; V)","desc":"The archmage teleports to a location they are familiar with on the same plane of existence."}],"bonus_actions":null,"reactions":[{"name":"Counterspell (3rd-Level; S)","desc":"When a creature the archmage can see within 60 feet casts a spell, the archmage attempts to interrupt it. If the creature is casting a 2nd-level spell or lower, the spell fails. If the creature is casting a 3rd-level or higher spell, the archmage makes an Intelligence check against a DC of 10 + the spells level. On a success, the spell fails, and the spellcasting creature can use its reaction to try to cast a second spell with the same casting time so long as it uses a spell slot level equal to or less than half the original spell slot. If the archmage casts counterspell with a higher spell slot, the interrupted spell fails if its level is less than that of counterspell."},{"name":"Shield (1st-Level; V","desc":"When the archmage is hit by an attack or targeted by magic missile, they gain a +5 bonus to AC (including against the triggering attack) and immunity to magic missile. These benefits last until the start of their next turn."}],"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Foresight","desc":"When the foresight spell is active, the archmage can't be surprised and has advantage on ability checks, attack rolls, and saving throws. In addition, other creatures have disadvantage on attack rolls against the archmage."},{"name":"Mind Blank","desc":"When the mind blank spell is active, the archmage is immune to psychic damage, any effect that would read their emotions or thoughts, divination spells, and the charmed condition."},{"name":"Spellcasting","desc":"The archmage is an 18th level spellcaster. Their spellcasting ability is Intelligence (spell save DC 17\n +9 to hit with spell attacks). The archmage can cast shield at level 1 and alter self at level 2 without expending a spell slot. They have the following wizard spells prepared:\n Cantrips (at will): fire bolt\n light\n mage hand\n message\n prestidigitation\n 1st-level (4 slots): detect magic\n identify\n mage armor\n shield\n 2nd-level (4 slots): alter self\n detect thoughts\n suggestion\n 3rd-level (3 slots): counterspell\n lightning bolt\n sending\n 4th-level (3 slots): confusion\n hallucinatory terrain\n locate creature\n 5th-level (3 slots): cone of cold\n mislead\n scrying\n 6th-level (1 slot): globe of invulnerability\n true seeing\n 7th-level (1 slot): teleport\n 8th-level (1 slot): mind blank\n 9th-level (1 slot): foresight"}],"spell_list":[],"page_no":480,"environments":[],"img_main":null,"document__slug":"menagerie","document__title":"Level Up Advanced 5e Monstrous Menagerie","document__license_url":"http://open5e.com/legal","document__url":"https://www.levelup5e.com","v2_converted_path":"/v2/creatures/a5e-mm_archmage/"}]}