{"count":3207,"next":"https://api-beta.open5e.com/v1/monsters/?format=json&ordering=strength&page=23","previous":"https://api-beta.open5e.com/v1/monsters/?format=json&ordering=strength&page=21","results":[{"slug":"soul-eater","desc":"_Creatures of variable appearance, soul eaters conjoin fleshy elements with ectoplasmic forms._  \n**Called from the Abyss.** Soul eaters are summoned from the Abyss and other extraplanar ports of call where they can freely barter for prey. They always have a mental link with their summoner, and often seek to destroy them.  \n**Devour Essences.** Soul eaters do not devour crude flesh, instead feasting on a victim’s soul and spirit.  \n**Hatred of the Sun God.** They bear a particular antipathy for followers of the sun god, and they will go to great lengths to kill his clergy, even defying the wishes of their summoners on occasion.","name":"Soul Eater","size":"Medium","type":"Fiend","subtype":"","group":null,"alignment":"neutral evil","armor_class":16,"armor_desc":"","hit_points":104,"hit_dice":"16d8+32","speed":{"walk":30,"fly":100},"strength":13,"dexterity":22,"constitution":14,"intelligence":12,"wisdom":11,"charisma":11,"strength_save":null,"dexterity_save":9,"constitution_save":5,"intelligence_save":null,"wisdom_save":null,"charisma_save":3,"perception":3,"skills":{"intimidation":3,"perception":3,"stealth":9},"damage_vulnerabilities":"","damage_resistances":"bludgeoning, piercing, and slashing from nonmagical attacks","damage_immunities":"poison","condition_immunities":"paralyzed, poisoned, stunned, unconscious","senses":"darkvision 60 ft., passive Perception 13","languages":"Infernal","challenge_rating":"7","cr":7.0,"actions":[{"name":"Multiattack","desc":"The soul eater makes two claw attacks."},{"name":"Claw","desc":"Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 13 (2d6 + 6) slashing damage plus 7 (2d6) psychic damage, or half as much psychic damage with a successful DC 15 Constitution saving throw.","attack_bonus":9,"damage_dice":"2d6"},{"name":"Soul Drain","desc":"If the soul eater reduces a target to 0 hit points, the soul eater can devour that creature's soul as a bonus action. The victim must make a DC 13 Constitution saving throw. Success means the target is dead but can be restored to life by normal means. Failure means the target's soul is consumed by the soul eater and the target can't be restored to life with clone, raise dead, or reincarnation. A resurrection, miracle, or wish spell can return the target to life, but only if the caster succeeds on a DC 15 spellcasting check. If the soul eater is killed within 120 feet of its victim's corpse and the victim has been dead for no longer than 1 minute, the victim's soul returns to the body and restores it to life, leaving the victim unconscious and stable with 0 hit points."}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Caster Link","desc":"When a soul eater is summoned, it creates a mental link between itself and its conjurer. If the soul eater's assigned target (see Find Target ability, below) dies before the soul eater can drain the target's soul, or if the soul eater is defeated by its target (but not slain), it returns to its conjurer at full speed and attacks. While the soul eater and the conjurer share the same plane, it can use its Find Target ability to locate its conjurer."},{"name":"Find Target","desc":"When a soul eater's conjurer orders it to find a creature, it can do so unerringly, despite the distance or intervening obstacles, provided the target is on the same plane of existence. The conjurer must have seen the desired target and must speak the target's name."}],"spell_list":[],"page_no":356,"environments":[],"img_main":null,"document__slug":"tob","document__title":"Tome of Beasts","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/tome-of-beasts-for-5th-edition-print/","v2_converted_path":"/v2/creatures/tob_soul-eater/"},{"slug":"young-mithral-dragon","desc":"_Mithral dragons are wise and learned, and are legendary peacemakers and spellcasters. They pursue their own interests when not called to settle disputes._  \n_**Glimmering Champions.**_ Light glints off a mithral dragon’s glossy scales, shining silver-white, and its tiny wings fold flush against its body—but open like a fan to expose shimmering, diaphanous membranes. Its narrow head, with bare slits for its eyes and nostrils, ends in a slender neck. The dragon’s sleek look continues into its body and a mithral dragon’s impossibly thin frame makes it look extremely fragile.  \n_**Rage in Youth.**_ Younger mithral dragons raid and pillage as heavily as any chromatic dragon, driven largely by greed to acquire a worthy hoard—though they are less likely to kill for sport or out of cruelty. In adulthood and old age, however, they are less concerned with material wealth and more inclined to value friendship, knowledge, and a peaceful life spent in pursuit of interesting goals.  \n_**Peacemakers.**_ Adult and older mithral dragons are diplomats and arbitrators by temperament (some dragons cynically call them referees), enjoying bringing some peace to warring factions. Among all dragons, their strict neutrality and ability to ignore many attacks make them particularly well suited to these vital roles.","name":"Young Mithral Dragon","size":"Medium","type":"Dragon","subtype":"","group":null,"alignment":"neutral","armor_class":16,"armor_desc":"natural armor","hit_points":92,"hit_dice":"16d8+20","speed":{"walk":50,"fly":60},"strength":13,"dexterity":22,"constitution":13,"intelligence":14,"wisdom":15,"charisma":14,"strength_save":null,"dexterity_save":9,"constitution_save":4,"intelligence_save":null,"wisdom_save":5,"charisma_save":5,"perception":5,"skills":{"acrobatics":6,"insight":5,"perception":5,"persuasion":5},"damage_vulnerabilities":"","damage_resistances":"bludgeoning, piercing, and slashing from nonmagical attacks","damage_immunities":"acid, thunder","condition_immunities":"charmed","senses":"blindsight 60 ft., darkvision 120 ft., passive Perception 15","languages":"Celestial, Common, Draconic, Primordial","challenge_rating":"6","cr":6.0,"actions":[{"name":"Multiattack","desc":"The dragon makes one bite attack and two claw attacks."},{"name":"Bite","desc":"Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) piercing damage.","attack_bonus":6,"damage_dice":"2d6+3"},{"name":"Claw","desc":"Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 14 (2d10 + 3) slashing damage, and the target loses 3 hit point from bleeding at the start of each of its turns for six rounds unless it receives magical healing. Bleeding damage is cumulative; the target loses 3 hp per round for each bleeding wound it has taken from a mithral dragon's claws.","attack_bonus":6,"damage_dice":"2d10+3"},{"name":"Breath Weapon (Recharge 5-6)","desc":"A mithral dragon can spit a 50-foot-long, 5-foot-wide line of metallic shards. Targets in its path take 21 (6d6) magical slashing damage and lose another 5 hit points from bleeding at the start of their turns for 6 rounds; slashing damage is halved by a successful DC 12 Dexterity saving throw, but bleeding damage is not affected. Only magical healing stops the bleeding before 6 rounds. The shards dissolve into wisps of smoke 1 round after the breath weapon's use"}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Innate Spellcasting","desc":"the dragon's innate spellcasting ability is Intelligence. It can innately cast the following spells, requiring no material components:\n\nat will: tongues\n\n3/day: enhance ability"}],"spell_list":[],"page_no":134,"environments":[],"img_main":null,"document__slug":"tob","document__title":"Tome of Beasts","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/tome-of-beasts-for-5th-edition-print/","v2_converted_path":"/v2/creatures/tob_young-mithral-dragon/"},{"slug":"zimwi","desc":"_This swift-moving, lanky humanoid has long arms ending in wicked claws and jaws that open impossibly wide._  \n**Swift as Horses.** Distantly related to the trolls, the swift and nimble zimwi are a plague upon southern lands. Constantly hungry and illtempered, with the speed to run down horses, lone zimwi have been known to attack large caravans.  \n**Always Starving.** Most of their attacks are driven by hunger. The stomach of a zimwi is larger than its body, extending extradimensionally and driving the zimwi nearly insane with the constant sensation of emptiness, as though it is starving to death. Because of their endless hunger and low intelligence, zimwi have little awareness of the course of a battle. Losing means only that they have not eaten. As long as they continue to feast, they fight on, feeling victorious until death comes to them or all of their prey.  \n**Stomachs of Holding.** The mage-crafters discovered the secret to turning zimwi stomachs into extradimensional containers similar to bags of holding. Using a zimwi stomach in the creation of such items reduces the cost of materials by half.","name":"Zimwi","size":"Medium","type":"Giant","subtype":"","group":null,"alignment":"chaotic evil","armor_class":17,"armor_desc":"natural armor","hit_points":76,"hit_dice":"9d8+36","speed":{"walk":40},"strength":13,"dexterity":18,"constitution":19,"intelligence":6,"wisdom":9,"charisma":7,"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":"darkvision 60 ft., passive Perception 11","languages":"Giant","challenge_rating":"4","cr":4.0,"actions":[{"name":"Multiattack","desc":"The zimwi makes one claws attack and one bite attack."},{"name":"Bite","desc":"Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) piercing damage. If the target is a Medium or smaller creature grappled by the zimwi, that creature is swallowed, and the grapple ends. While swallowed, the creature is blinded and restrained, it has total cover against attacks and other effects outside the zimwi, and it takes 14 (4d6) acid damage at the start of each of the zimwi's turns. If the zimwi's stomach takes 20 damage or more on a single turn from a creature inside it, the zimwi must succeed on a DC 14 Constitution saving throw at the end of that turn or regurgitate all swallowed creatures, which fall prone in a space within 5 feet of the zimwi. Damage done to a zimwi's stomach does not harm the zimwi. The zimwi's stomach is larger on the inside than the outside. It can have two Medium creatures or four Small or smaller creatures swallowed at one time. If the zimwi dies, a swallowed creature is no longer restrained by it and can escape from the corpse using 5 feet of movement, exiting prone.","attack_bonus":6,"damage_dice":"2d8"},{"name":"Claws","desc":"Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) slashing damage, and if the target is a Medium or smaller creature and the zimwi isn't already grappling a creature, it is grappled (escape DC 11).","attack_bonus":6,"damage_dice":"2d6"}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":null,"spell_list":[],"page_no":415,"environments":[],"img_main":null,"document__slug":"tob","document__title":"Tome of Beasts","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/tome-of-beasts-for-5th-edition-print/","v2_converted_path":"/v2/creatures/tob_zimwi/"},{"slug":"alchemical-apprentice","desc":"","name":"Alchemical Apprentice","size":"Small","type":"Ooze","subtype":"","group":null,"alignment":"unaligned","armor_class":11,"armor_desc":"natural armor","hit_points":63,"hit_dice":"14d6+14","speed":{"climb":10,"walk":10},"strength":13,"dexterity":6,"constitution":13,"intelligence":16,"wisdom":6,"charisma":10,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":null,"skills":{"arcana":5},"damage_vulnerabilities":"","damage_resistances":"acid, cold, fire, poison","damage_immunities":"","condition_immunities":"blinded, charmed, deafened, frightened, poisoned, prone","senses":"blindsight 60 ft. (blind beyond this radius), passive Perception 8","languages":"understands Common but can't speak, telepathy 10 ft.","challenge_rating":"1","cr":1.0,"actions":[{"attack_bonus":3,"damage_dice":"2d8+1","desc":"Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 10 (2d8 + 1) bludgeoning damage.","name":"Pseudopod"},{"attack_bonus":5,"damage_dice":"3d6","desc":"Ranged Spell Attack: +5 to hit, range 60 ft., one target. Hit: 10 (3d6) acid, cold, fire, or poison damage.","name":"Magical Burble"}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"desc":"The ooze can move through a space as narrow as 1 inch wide without squeezing.","name":"Amorphous"},{"desc":"The ooze can absorb any potion, oil, tincture, or alchemical draught that touches it, choosing to be affected by the substance or to nullify it.","name":"Absorb Potion"},{"desc":"These oozes don't fare well in sunlight and don't easily endure the rigors of travel. The creature dies if it is directly exposed to sunlight for more than 1 minute. Each day it is more than 1 mile from its “birth” place, the ooze must succeed on a DC 12 Constitution saving throw or die.","name":"Perishable"},{"desc":"The alchemical apprentice can produce one common potion, oil, tincture, or alchemical draught each day. If no creature is there to bottle, or otherwise collect, the substance when it is produced, it trickles away and is wasted.","name":"Produce Potion (1/Day)"}],"spell_list":[],"page_no":281,"environments":[],"img_main":null,"document__slug":"cc","document__title":"Creature Codex","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/creature-codex-for-5th-edition-dnd/","v2_converted_path":"/v2/creatures/ccdx_alchemical-apprentice/"},{"slug":"clockwork-soldier","desc":"","name":"Clockwork Soldier","size":"Medium","type":"Construct","subtype":"","group":null,"alignment":"unaligned","armor_class":12,"armor_desc":"natural armor","hit_points":45,"hit_dice":"6d8+18","speed":{"walk":30},"strength":13,"dexterity":13,"constitution":16,"intelligence":5,"wisdom":10,"charisma":1,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":null,"skills":{"athletics":5,"intimidation":-3},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"poison, psychic","condition_immunities":"charmed, exhaustion, frightened, paralyzed, petrified, poisoned","senses":"darkvision 60 ft., passive Perception 10","languages":"Common","challenge_rating":"1","cr":1.0,"actions":[{"attack_bonus":3,"damage_dice":"1d10+2","desc":"Melee Weapon Attack: +3 to hit, reach 10 ft., one target. Hit: 7 (1d10 + 2) slashing damage.","name":"Halberd"},{"desc":"The soldier makes four halberd attacks. After taking this action, it is stunned until the end of its next turn.","name":"Overdrive Flurry (Recharge 6)"}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"desc":"The soldier is immune to any spell or effect that would alter its form.","name":"Immutable Form"},{"desc":"A single clockwork soldier's rigid movements appear silly, but, when gathered in numbers, they become an inhuman terror. When the clockwork soldier makes a Charisma (Intimidation) check, it gains a bonus on that check equal to the number of other clockwork soldiers the target can see or hear.","name":"Intimidating Legions"},{"desc":"The soldier has advantage on saving throws against spells and other magical effects.","name":"Magic Resistance"}],"spell_list":[],"page_no":65,"environments":[],"img_main":null,"document__slug":"cc","document__title":"Creature Codex","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/creature-codex-for-5th-edition-dnd/","v2_converted_path":"/v2/creatures/ccdx_clockwork-soldier/"},{"slug":"grindylow","desc":"","name":"Grindylow","size":"Medium","type":"Aberration","subtype":"","group":null,"alignment":"chaotic evil","armor_class":13,"armor_desc":"natural armor","hit_points":27,"hit_dice":"5d8+5","speed":{"swim":40,"walk":10},"strength":13,"dexterity":14,"constitution":12,"intelligence":8,"wisdom":14,"charisma":9,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":null,"skills":{"acrobatics":4,"athletics":3,"stealth":4},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"","condition_immunities":"","senses":"darkvision 60 ft., passive Perception 12","languages":"Aquan","challenge_rating":"1","cr":1.0,"actions":[{"desc":"The grindylow makes two attacks: one with its bite and one with its claws.","name":"Multiattack"},{"attack_bonus":3,"damage_dice":"1d6+1","desc":"Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 (1d6 + 1) piercing damage.","name":"Bite"},{"attack_bonus":3,"damage_dice":"2d6+1","desc":"Melee Weapon Attack: +3 to hit, reach 10 ft., one target. Hit: 8 (2d6 + 1) slashing damage and the target is grappled (escape DC 13). Until this grapple ends, the target is restrained, and the grindylow can't use its claws on another target.","name":"Claws"},{"desc":"A 20-foot-radius cloud of ink extends all around the grindylow if it is underwater. The area is heavily obscured for 1 minute, although a significant current can disperse the ink.\n\nAfter releasing the ink, the grindylow can use the Dash action as a bonus action.","name":"Ink Cloud (Recharges after a Short or Long Rest)"}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"desc":"The grindylow can mimic humanoid voices. A creature that hears the sounds can tell they are imitations with a successful DC 13 Wisdom (Insight) check.","name":"Mimicry"},{"desc":"The grindylow has advantage on ability checks and saving throws made to escape a grapple.","name":"Slippery"},{"desc":"The grindylow can breathe only underwater.","name":"Water Breathing"}],"spell_list":[],"page_no":210,"environments":[],"img_main":null,"document__slug":"cc","document__title":"Creature Codex","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/creature-codex-for-5th-edition-dnd/","v2_converted_path":"/v2/creatures/ccdx_grindylow/"},{"slug":"shadow-blight","desc":"","name":"Shadow Blight","size":"Small","type":"Plant","subtype":"","group":null,"alignment":"neutral evil","armor_class":13,"armor_desc":"natural armor","hit_points":65,"hit_dice":"10d6+30","speed":{"walk":40},"strength":13,"dexterity":15,"constitution":16,"intelligence":5,"wisdom":16,"charisma":3,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":null,"skills":{"stealth":4},"damage_vulnerabilities":"fire","damage_resistances":"cold, necrotic","damage_immunities":"","condition_immunities":"blinded, deafened","senses":"blindsight 60 ft. (blind beyond this radius), passive Perception 13","languages":"-","challenge_rating":"1","cr":1.0,"actions":[{"attack_bonus":5,"damage_dice":"2d6","desc":"Melee Spell Attack: +5 to hit, reach 10 ft., one target. Hit: 7 (2d6) cold damage plus 3 (1d6) necrotic damage.","name":"Frozen Shadow Tendril"},{"desc":"The shadow blight magically animates 1d4 plants within 60 feet of it, turning them into awakened shrubs under its control. These plants' attacks deal an additional 3 (1d6) necrotic damage. If the shrubs are not destroyed before 1 hour passes, they become new shadow blights.","name":"Animate Plants (Recharges after a Short or Long Rest)"}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"desc":"While the shadow blight remains motionless, it is indistinguishable from the stump of a dead tree.","name":"False Appearance"}],"spell_list":[],"page_no":326,"environments":[],"img_main":null,"document__slug":"cc","document__title":"Creature Codex","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/creature-codex-for-5th-edition-dnd/","v2_converted_path":"/v2/creatures/ccdx_shadow-blight/"},{"slug":"shadow-fey-ambassador","desc":"","name":"Shadow Fey Ambassador","size":"Medium","type":"Humanoid","subtype":"elf","group":null,"alignment":"lawful evil","armor_class":16,"armor_desc":"studded leather","hit_points":161,"hit_dice":"19d8+76","speed":{"walk":30},"strength":13,"dexterity":18,"constitution":18,"intelligence":16,"wisdom":16,"charisma":20,"strength_save":null,"dexterity_save":8,"constitution_save":null,"intelligence_save":null,"wisdom_save":7,"charisma_save":null,"perception":7,"skills":{"arcana":7,"deception":13,"insight":7,"intimidation":9,"perception":7,"persuasion":13},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"","condition_immunities":"","senses":"darkvision 60 ft., passive Perception 17","languages":"Common, Elvish, Umbral","challenge_rating":"9","cr":9.0,"actions":[{"desc":"The ambassador uses its Withering Stare. It then makes three rapier attacks.","name":"Multiattack"},{"attack_bonus":8,"damage_dice":"1d8+4","desc":"Melee Weapon Attack: +8 to hit, reach 5 ft. Hit: 8 (1d8 + 4) piercing damage plus 10 (3d6) cold damage.","name":"Rapier"},{"desc":"The silver-tongued shadow fey ambassador weaves together a string of highly persuasive and agreeable words. Each creature within 30 feet of the ambassador must succeed on a DC 16 Wisdom saving throw or be charmed by the ambassador, regarding it as a wise and trustworthy ally with the creature's best interests at heart. A charmed target doesn't have to obey the ambassador's commands, but it views the ambassador's words in the most favorable way. \n\nEach time a charmed target witnesses the shadow fey ambassador or its allies do something harmful to the target or its companions, it can repeat the saving throw, ending the effect on itself on a success. Otherwise, the effect lasts as long as the ambassador maintains concentration, up to 8 hours.","name":"Honeyed Words (Recharges after a Long Rest)"},{"desc":"The shadow fey ambassador targets one creature it can see within 30 feet of it. If the target can see it, the target must succeed on a DC 16 Wisdom saving throw or be frightened for 1 minute. The frightened target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a target's saving throw is successful or the effect ends for it, the target is immune to the ambassador's Withering Stare for the next 24 hours.","name":"Withering Stare"}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"desc":"The shadow fey has advantage on saving throws against being charmed, and magic can't put it to sleep.","name":"Fey Ancestry"},{"desc":"As a bonus action while in shadows, dim light, or darkness, the shadow fey disappears into the darkness and reappears in an unoccupied space it can see within 30 feet. A tendril of inky smoke appears at the origin and destination when it uses this trait.","name":"Shadow Traveler (5/Day)"},{"desc":"While in sunlight, the shadow fey has disadvantage on attack rolls and on Wisdom (Perception) checks that rely on sight.","name":"Sunlight Sensitivity"},{"desc":"The shadow fey has advantage on Intelligence (Arcana) checks made to know about shadow roads and shadow magic spells or items.","name":"Traveler in Darkness"}],"spell_list":[],"page_no":145,"environments":[],"img_main":null,"document__slug":"cc","document__title":"Creature Codex","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/creature-codex-for-5th-edition-dnd/","v2_converted_path":"/v2/creatures/ccdx_shadow-fey-ambassador/"},{"slug":"alseid-tob1-2023","desc":"False","name":"Alseid","size":"Medium","type":"Monstrosity","subtype":"","group":"null","alignment":"Chaotic Neutral","armor_class":14,"armor_desc":"leather armor","hit_points":33,"hit_dice":"6d8 + 6","speed":{"walk":40},"strength":13,"dexterity":17,"constitution":12,"intelligence":8,"wisdom":16,"charisma":8,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":15,"skills":{"Nature":3,"Perception":5,"Stealth":5,"Survival":5},"damage_vulnerabilities":"False","damage_resistances":"False","damage_immunities":"False","condition_immunities":"False","senses":"darkvision 60 ft., passive Perception 15","languages":"Common, Elvish, Sylvan","challenge_rating":"1/2","cr":0.5,"actions":[{"name":"Spear","desc":"Melee or Ranged Weapon Attack: +3 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 4 (1d6 + 1) piercing damage, or 5 (1d8 + 1) piercing damage if used with two hands to make a melee attack."},{"name":"Shortbow","desc":"Ranged Weapon Attack: +5 to hit, range 80/320 ft., one target. Hit: 6 (1d6 + 3) piercing damage."},{"name":"Thorned Staff","desc":"Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 (1d6 + 1) bludgeoning damage plus 5 (2d4) piercing damage."},{"name":"Thorn Bolt","desc":"Ranged Weapon Attack: +5 to hit, range 120 ft., one target. Hit: 8 (2d4 + 3) piercing damage."},{"name":"Spellcasting","desc":"The grovekeeper casts one of the following spells, using Wisdom as the spellcasting ability (spell save DC 13):\nAt will: animal friendship, animal messenger, druidcraft\n1/day each: cure wounds, faerie fire, lesser restoration"}],"bonus_actions":[],"reactions":[],"legendary_desc":null,"legendary_actions":[],"special_abilities":[{"name":"Woodfriend","desc":"When in a forest, the alseid leaves no tracks and automatically discerns true north."}],"spell_list":[],"page_no":15,"environments":[],"img_main":"http://api-beta.open5e.com/","document__slug":"tob-2023","document__title":"Tome of Beasts 2023","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/tome-of-beasts-1-2023-edition/","v2_converted_path":"/v2/creatures/tob-2023_alseid/"},{"slug":"ashwalker-tob1-2023","desc":"False","name":"Ashwalker","size":"Medium","type":"Undead","subtype":"","group":"null","alignment":"Neutral Evil","armor_class":12,"armor_desc":"","hit_points":31,"hit_dice":"7d8","speed":{"walk":30},"strength":13,"dexterity":15,"constitution":10,"intelligence":7,"wisdom":10,"charisma":6,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":10,"skills":{},"damage_vulnerabilities":"False","damage_resistances":"False","damage_immunities":"poison","condition_immunities":"poisoned","senses":"darkvision 60 ft., passive Perception 10","languages":"understands all languages it knew in life but can’t speak","challenge_rating":"1","cr":1.0,"actions":[{"name":"Slam","desc":"Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) bludgeoning damage plus 3 (1d6) damage of the type noted in the ashwalker's Breath Born trait."},{"name":"Draconic Breath (Recharge 6)","desc":"The ashwalker exhales elemental energy in a 15-foot cone. Each creature in the area must make a DC 12 Constitution saving throw, taking 14 (4d6) damage of the type noted in its Breath Born trait on a failed save, or half as much damage on a successful one."}],"bonus_actions":[],"reactions":[],"legendary_desc":null,"legendary_actions":[],"special_abilities":[{"name":"Breath Born","desc":"The ashwalker has immunity to a type of damage based on the type of dragon that killed it: acid (black, copper), cold (silver, white), fire (brass, gold, red), lightning (blue, bronze), or poison (green)."},{"name":"Burst of Breath","desc":"A creature that touches the ashwalker or hits it with a melee attack while within 5 feet of it takes 3 (1d6) damage of the type noted in its Breath Born trait."},{"name":"Last Breath","desc":"The first time the ashwalker is reduced to 0 hp, it drops to 1 hp instead and its Draconic Breath automatically recharges. The ashwalker transforms into raw energy of the type noted in its Breath Born trait. While in this energy form, it is immune to all damage and to being grappled or restrained. At the end of the ashwalker's next turn, it is destroyed."},{"name":"Undead Nature","desc":"The ashwalker doesn't require air, food, drink, or sleep."}],"spell_list":[],"page_no":28,"environments":[],"img_main":"http://api-beta.open5e.com/","document__slug":"tob-2023","document__title":"Tome of Beasts 2023","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/tome-of-beasts-1-2023-edition/","v2_converted_path":"/v2/creatures/tob-2023_ashwalker/"},{"slug":"citywatchcaptain-tob1-2023","desc":"False","name":"City Watch Captain","size":"Medium","type":"Humanoid","subtype":"","group":"null","alignment":"Any Lawful Alignment","armor_class":15,"armor_desc":"chain shirt","hit_points":91,"hit_dice":"14d8 + 28","speed":{"walk":30},"strength":13,"dexterity":16,"constitution":14,"intelligence":10,"wisdom":11,"charisma":13,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":14,"skills":{"Perception":4},"damage_vulnerabilities":"False","damage_resistances":"False","damage_immunities":"False","condition_immunities":"False","senses":"passive Perception 14","languages":"any one language (usually Common)","challenge_rating":"4","cr":4.0,"actions":[{"name":"Multiattack","desc":"The city watch captain can use its Issue Orders. It then makes two Rapier attacks or three Light Crossbow attacks, or it makes one Rapier attack and two Light Crossbow attacks."},{"name":"Rapier","desc":"Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 12 (2d8 + 3) piercing damage. Instead of dealing damage, the city watch captain can force the target to drop one weapon it is wielding or drop one item it is carrying. If the captain chooses to make the target drop an item, the item can't be wrapped around or firmly attached to the target, such as a shirt or armor. The item lands in a space of the captain's choice within 5 feet of the target."},{"name":"Light Crossbow","desc":"Ranged Weapon Attack: +5 to hit, range 80/320 ft., one target. Hit: 7 (1d8 + 3) piercing damage."},{"name":"Issue Orders","desc":"The city watch captain shouts orders at up to two friendly creatures it can see within 30 feet of it. Each target can do one of the following as a reaction:"}],"bonus_actions":[],"reactions":[],"legendary_desc":null,"legendary_actions":[],"special_abilities":[{"name":"Point Blank Fencer","desc":"A rapier deals one extra die of its damage when the city watch captain hits with it (included in the attack). In addition, the captain ignores the loading property of crossbows and doesn't have disadvantage on the attack roll with a crossbow from being within 5 feet of a hostile creature. The captain may still have disadvantage on such an attack from other sources."},{"name":"Tactical Insight","desc":"The city watch captain has advantage on initiative rolls, and friendly creatures within 30 feet of the captain and under the captain's command can choose to take the captain's initiative instead of their own when combat starts."}],"spell_list":[],"page_no":407,"environments":[],"img_main":"http://api-beta.open5e.com/","document__slug":"tob-2023","document__title":"Tome of Beasts 2023","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/tome-of-beasts-1-2023-edition/","v2_converted_path":"/v2/creatures/tob-2023_city-watch-captain/"},{"slug":"clurichaun-tob1-2023","desc":"False","name":"Clurichaun","size":"Tiny","type":"Fey","subtype":"","group":"null","alignment":"Chaotic Neutral","armor_class":14,"armor_desc":"Clurichaun’s Luck","hit_points":22,"hit_dice":"4d4 + 12","speed":{"walk":30},"strength":13,"dexterity":12,"constitution":16,"intelligence":10,"wisdom":8,"charisma":16,"strength_save":null,"dexterity_save":null,"constitution_save":5,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":11,"skills":{"Perception":1,"Stealth":3},"damage_vulnerabilities":"False","damage_resistances":"False","damage_immunities":"False","condition_immunities":"frightened, poisoned","senses":"darkvision 60 ft., passive Perception 11","languages":"Common, Elvish, Sylvan","challenge_rating":"1/4","cr":0.25,"actions":[{"name":"Improvised Weapon","desc":"Melee or Ranged Weapon Attack: +3 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 3 (1d4 + 1) bludgeoning, piercing, or slashing damage, depending on the weapon."},{"name":"Slam","desc":"Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 3 (1d4 + 1) bludgeoning damage."},{"name":"Bawdy Remark","desc":"Ranged Spell Attack: +5 to hit, range 30 ft., one creature. Hit: 5 (1d4 + 3) psychic damage, and the target must succeed on a DC 13 Wisdom saving throw or be incapacitated until the end of its next turn as it doubles over in laughter or freezes up in embarrassment (the target's choice)."},{"name":"Spellcasting","desc":"The clurichaun casts one of the following spells, requiring alcohol as the only material component and using Charisma as the spellcasting ability (spell save DC 13):\nAt will: mending, purify food and drink\n1/day each: blur, heroism, suggestion"}],"bonus_actions":[],"reactions":[],"legendary_desc":null,"legendary_actions":[],"special_abilities":[{"name":"Clurichaun's Luck","desc":"While the clurichaun is conscious and wearing no armor and wielding no shield, it adds its Charisma modifier to its AC (included above)."},{"name":"Magic Resistance","desc":"The clurichaun has advantage on saving throws against spells and other magical effects."}],"spell_list":[],"page_no":66,"environments":[],"img_main":"http://api-beta.open5e.com/","document__slug":"tob-2023","document__title":"Tome of Beasts 2023","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/tome-of-beasts-1-2023-edition/","v2_converted_path":"/v2/creatures/tob-2023_clurichaun/"},{"slug":"duelist-tob1-2023","desc":"False","name":"Duelist","size":"Medium","type":"Humanoid","subtype":"","group":"null","alignment":"Lawful Evil","armor_class":17,"armor_desc":"studded leather","hit_points":117,"hit_dice":"18d8 + 36","speed":{"walk":30},"strength":13,"dexterity":20,"constitution":14,"intelligence":13,"wisdom":12,"charisma":16,"strength_save":null,"dexterity_save":8,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":6,"perception":14,"skills":{"Acrobatics":8,"Deception":6,"Perception":4,"Stealth":8},"damage_vulnerabilities":"False","damage_resistances":"False","damage_immunities":"False","condition_immunities":"False","senses":"darkvision 60 ft., passive Perception 14","languages":"Common, Elvish, Umbral","challenge_rating":"6","cr":6.0,"actions":[{"name":"Multiattack","desc":"The shadow fey duelist makes two Rapier attacks and one Dagger attack."},{"name":"Dagger","desc":"Melee or Ranged Weapon Attack: +8 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 7 (1d4 + 5) piercing damage plus 14 (4d6) poison damage, and if the target is a creature, it must succeed on a DC 14 Constitution saving throw or become poisoned for 1 minute. A poisoned creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success."},{"name":"Rapier","desc":"Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 9 (1d8 + 5) piercing damage."}],"bonus_actions":[{"name":"Shadow Traveler (3/Day)","desc":"While in shadows, dim light, or darkness, the shadow fey disappears into the darkness and reappears in an unoccupied space it can see within 30 feet. A tendril of inky smoke appears at the origin and destination when it uses this bonus action."}],"reactions":[{"name":"Parry","desc":"The shadow fey duelist adds 3 to its AC against one melee attack that would hit it. To do so, the duelist must see the attacker and be wielding a melee weapon."}],"legendary_desc":null,"legendary_actions":[],"special_abilities":[{"name":"Duelist's Mobility","desc":"Opportunity attacks made against the duelist have disadvantage. If the duelist is prone at the start of its turn, it can immediately stand without costing movement."},{"name":"Fey Ancestry","desc":"The shadow fey has advantage on saving throws against being charmed, and magic can't put it to sleep."},{"name":"Sunlight Sensitivity","desc":"While in sunlight, the shadow fey has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight."}],"spell_list":[],"page_no":159,"environments":[],"img_main":"http://api-beta.open5e.com/","document__slug":"tob-2023","document__title":"Tome of Beasts 2023","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/tome-of-beasts-1-2023-edition/","v2_converted_path":"/v2/creatures/tob-2023_duelist/"},{"slug":"gnarljak-tob1-2023","desc":"False","name":"Gnarljak","size":"Small","type":"Construct","subtype":"","group":"null","alignment":"Unaligned","armor_class":16,"armor_desc":"natural armor","hit_points":88,"hit_dice":"16d6 + 32","speed":{"walk":30},"strength":13,"dexterity":21,"constitution":15,"intelligence":2,"wisdom":14,"charisma":1,"strength_save":4,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":15,"skills":{"Perception":5,"Stealth":8},"damage_vulnerabilities":"False","damage_resistances":"bludgeoning, piercing, and slashing from nonmagical attacks","damage_immunities":"poison, psychic","condition_immunities":"charmed, exhaustion, frightened, paralyzed, petrified, poisoned","senses":"blindsight 60 ft. (blind beyond this radius), passive Perception 15","languages":"—","challenge_rating":"6","cr":6.0,"actions":[{"name":"Multiattack","desc":"The gnarljak makes one Gnawing Bite attack and two Chain Tail attacks, or it makes three Chain Tail attacks."},{"name":"Gnawing Bite","desc":"Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 14 (2d8 + 5) piercing damage, and the gnarljak attaches to the target. While attached, the gnarljak can't make Gnawing Bite attacks, and at the start of each of the gnarljak's turns, the target takes 14 (2d8 + 5) piercing damage."},{"name":"Chain Tail","desc":"Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 12 (2d6 + 5) bludgeoning damage."}],"bonus_actions":[{"name":"Secure Tail","desc":"When within 10 feet of the ground, structure, wall, or other solid surface, the gnarljak can secure its tail spike on a point in the surface within 10 feet of it. While secured, the gnarljak can't be knocked prone, it can't move more than 10 feet from that point, and its Chain Tail attack's reach is reduced to 5 feet. If the gnarljak is attached to a creature while its tail is secured, the creature is restrained until the gnarljak is no longer attached to it."}],"reactions":[],"legendary_desc":null,"legendary_actions":[],"special_abilities":[{"name":"Construct Nature","desc":"The gnarljak doesn't require air, food, drink, or sleep."},{"name":"False Appearance","desc":"While the gnarljak remains motionless, it is indistinguishable from a normal bear trap."}],"spell_list":[],"page_no":212,"environments":[],"img_main":"http://api-beta.open5e.com/","document__slug":"tob-2023","document__title":"Tome of Beasts 2023","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/tome-of-beasts-1-2023-edition/","v2_converted_path":"/v2/creatures/tob-2023_gnarljak/"},{"slug":"kikimora-tob1-2023","desc":"False","name":"Kikimora","size":"Medium","type":"Fey","subtype":"","group":"null","alignment":"Chaotic Neutral","armor_class":15,"armor_desc":"natural armor","hit_points":78,"hit_dice":"12d8 + 24","speed":{"walk":30},"strength":13,"dexterity":18,"constitution":15,"intelligence":12,"wisdom":16,"charisma":21,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":13,"skills":{"Deception":8,"Persuasion":8,"Stealth":7},"damage_vulnerabilities":"False","damage_resistances":"bludgeoning, piercing, and slashing from nonmagical attacks","damage_immunities":"False","condition_immunities":"False","senses":"darkvision 60 ft., passive Perception 13","languages":"Common, Sylvan","challenge_rating":"5","cr":5.0,"actions":[{"name":"Multiattack","desc":"The kikimora makes three Claw attacks."},{"name":"Claw","desc":"Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) slashing damage."},{"name":"Domestic Magic","desc":"The kikimora can cast the mending, minor illusion, and prestidigitation cantrips at will, requiring no material components and using Charisma as the spellcasting ability."},{"name":"Invisibility","desc":"The kikimora magically turns invisible until it attacks or casts a spell, or until its concentration ends (as if concentrating on a spell). Any equipment the kikimora wears or carries is invisible with it."},{"name":"House Pests (1/Day)","desc":"The kikimora magically calls 1 swarm of bats, insects, or rats. The called creatures arrive in 1d4 rounds, acting as allies of the kikimora and obeying its spoken commands. The Beasts remain for 1 hour, until the kikimora dies, or until the kikimora dismisses them as a bonus action."}],"bonus_actions":[{"name":"Homeward Step","desc":"While within a structure containing its hidden home (see the Hidden Home trait), the kikimora magically teleports, along with any equipment it is wearing or carrying, to an unoccupied space within 15 feet of the hidden home's symbol."}],"reactions":[],"legendary_desc":null,"legendary_actions":[],"special_abilities":[{"name":"Hidden Home","desc":"The kikimora can spend 1 minute scribing a magical symbol on a wall, baseboard, cupboard, or other semi-permanent object within a structure. The symbol remains until the kikimora inscribes another symbol elsewhere. While within 5 feet of the surface where the symbol is inscribed, the kikimora can use an action to touch the symbol and be transported to an extradimensional space just large enough to hold the kikimora and up to 50 pounds of nonmagical objects. Only the kikimora can enter this space, along with any nonmagical objects it is wearing or carrying, up to the extradimensional space's limits. While inside the extradimensional space, the kikimora can see out as if through a 2-foot-by-2-foot window centered on the symbol and can exit the space as an action, appearing in an unoccupied space within 10 feet of the surface where the symbol is inscribed."},{"name":"Magic Resistance","desc":"The kikimora has advantage on saving throws against spells and other magical effects."}],"spell_list":[],"page_no":243,"environments":[],"img_main":"http://api-beta.open5e.com/","document__slug":"tob-2023","document__title":"Tome of Beasts 2023","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/tome-of-beasts-1-2023-edition/","v2_converted_path":"/v2/creatures/tob-2023_kikimora/"},{"slug":"nihilethiczombie-tob1-2023","desc":"False","name":"Nihilethic Zombie","size":"Medium","type":"Undead","subtype":"","group":"null","alignment":"Neutral Evil","armor_class":8,"armor_desc":"","hit_points":37,"hit_dice":"5d8 + 15","speed":{"walk":30},"strength":13,"dexterity":6,"constitution":16,"intelligence":3,"wisdom":6,"charisma":5,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":0,"charisma_save":null,"perception":8,"skills":{},"damage_vulnerabilities":"False","damage_resistances":"False","damage_immunities":"cold, necrotic, poison","condition_immunities":"poisoned","senses":"darkvision 60 ft., passive Perception 8","languages":"understands Void Speech and the languages it knew in life but can’t speak","challenge_rating":"1","cr":1.0,"actions":[{"name":"Slam (Undead Form Only)","desc":"Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 (1d6 + 1) bludgeoning damage plus 7 (2d6) necrotic damage."},{"name":"Withering Touch (Void Ghost Form Only)","desc":"Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 8 (2d6 + 1) necrotic damage."}],"bonus_actions":[{"name":"Void Shape","desc":"The nihilethic zombie magically transforms into a dark purple, Void ghost form or back into its Undead form. Its statistics, other than its speed and resistances, are the same in each form. Any equipment it is wearing or carrying changes with it. It reverts to its Undead form of it dies."}],"reactions":[{"name":"Sacrifice Life","desc":"When the nihilethic zombie's controlling nihileth takes damage while within 30 feet of the zombie, the zombie can send its life force to the nihileth. The zombie's hp is reduced by up to the amount of damage the nihileth took, preventing that amount of damage to the nihileth. If this damage reduces the zombie to 0 hp, it is immediately destroyed. A nihileth can benefit from only one zombie's Sacrifice Life for each source of damage it takes."},{"name":"Void Body","desc":"When the nihilethic zombie takes damage that isn't radiant, it can reduce the damage by 1d12."}],"legendary_desc":null,"legendary_actions":[],"special_abilities":[{"name":"Ghostly Body (Void Ghost Form Only)","desc":"The nihilethic zombie has resistance to bludgeoning, piercing, and slashing damage from nonmagical attacks. In addition, the zombie can move through other creatures and objects as if they were difficult terrain. It takes 5 (1d10) force damage if it ends its turn inside an object."},{"name":"Undead Fortitude","desc":"If damage reduces the nihilethic zombie to 0 hp, it must make a Constitution saving throw with a DC of 5 + the damage taken, unless the damage is radiant or from a critical hit. On a success, the zombie drops to 1 hp instead."},{"name":"Undead Nature","desc":"The nihilethic zombie doesn't require air, food, drink, or sleep."}],"spell_list":[],"page_no":9,"environments":[],"img_main":"http://api-beta.open5e.com/","document__slug":"tob-2023","document__title":"Tome of Beasts 2023","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/tome-of-beasts-1-2023-edition/","v2_converted_path":"/v2/creatures/tob-2023_nihilethic-zombie/"},{"slug":"souleater-tob1-2023","desc":"False","name":"Soul Eater","size":"Medium","type":"Fiend","subtype":"","group":"null","alignment":"Neutral Evil","armor_class":16,"armor_desc":"","hit_points":105,"hit_dice":"14d8 + 42","speed":{"walk":60,"fly":30},"strength":13,"dexterity":22,"constitution":17,"intelligence":12,"wisdom":11,"charisma":11,"strength_save":null,"dexterity_save":9,"constitution_save":5,"intelligence_save":null,"wisdom_save":null,"charisma_save":3,"perception":13,"skills":{"Intimidation":3,"Perception":3,"Stealth":9},"damage_vulnerabilities":"False","damage_resistances":"cold, fire, lightning; bludgeoning, piercing, and slashing from nonmagical attacks","damage_immunities":"poison","condition_immunities":"paralyzed, poisoned, prone, stunned, unconscious","senses":"darkvision 60 ft., passive Perception 13","languages":"Abyssal, Infernal, telepathy 60 ft.","challenge_rating":"7","cr":7.0,"actions":[{"name":"Multiattack","desc":"The soul eater makes two Claw attacks."},{"name":"Claw","desc":"Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 13 (2d6 + 6) slashing damage plus 10 (3d6) psychic damage."},{"name":"Hasten Consumption (Recharge 5-6)","desc":"The soul eater emits a wave of psychic energy to hasten the demise of nearby creatures, bringing them one step closer to having their souls consumed. Each creature within 20 feet of the soul eater must make a DC 14 Charisma saving throw, taking 31 (9d6) psychic damage on a failed save, or half as much damage on a successful one. A creature reduced to below half its hp maximum by this effect has disadvantage on the saving throw against the soul eater's Soul Drain for 1 minute."}],"bonus_actions":[],"reactions":[{"name":"Soul Drain","desc":"When the soul eater reduces a target to 0 hp, the soul eater consumes that creature's soul. The victim must succeed on a DC 14 Constitution saving throw or immediately die as the soul eater consumes its soul. A creature killed in this way can be restored to life only by means of a true resurrection or a wish spell. If the soul eater is killed within 120 feet of the body of a soul it consumed and the victim has been dead for no longer than 1 minute, the victim's soul returns to the body and returns to life, unconscious and stable with 0 hp."}],"legendary_desc":null,"legendary_actions":[],"special_abilities":[{"name":"Magic Resistance","desc":"The soul eater has advantage on saving throws against spells and other magical effects."},{"name":"Soul Sense","desc":"The soul eater can pinpoint the location of creatures that have souls within 60 feet of it and can sense the general direction of such creatures within 1 mile of it."}],"spell_list":[],"page_no":336,"environments":[],"img_main":"http://api-beta.open5e.com/","document__slug":"tob-2023","document__title":"Tome of Beasts 2023","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/tome-of-beasts-1-2023-edition/","v2_converted_path":"/v2/creatures/tob-2023_soul-eater/"},{"slug":"zimwi-tob1-2023","desc":"False","name":"Zimwi","size":"Medium","type":"Giant","subtype":"","group":"null","alignment":"Chaotic Evil","armor_class":16,"armor_desc":"natural armor","hit_points":110,"hit_dice":"13d8 + 52","speed":{"walk":60},"strength":13,"dexterity":18,"constitution":19,"intelligence":6,"wisdom":9,"charisma":7,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":12,"skills":{"Perception":2},"damage_vulnerabilities":"False","damage_resistances":"False","damage_immunities":"False","condition_immunities":"False","senses":"darkvision 60 ft., passive Perception 12","languages":"Giant","challenge_rating":"5","cr":5.0,"actions":[{"name":"Multiattack","desc":"The zimwi makes one Bite attack and one Claw attack. It can replace its Bite attack with a use of Swallow."},{"name":"Bite","desc":"Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) piercing damage."},{"name":"Claws","desc":"Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) slashing damage, and the target is grappled (escape DC 12) if it is a Medium or smaller creature. The zimwi has two claws, each of which can grapple only one target."},{"name":"Swallow","desc":"The zimwi makes one Bite attack against a Medium or smaller creature it is grappling. If the attack hits, the target is also swallowed, and the grapple ends. While swallowed, the target is blinded and restrained, it has total cover against attacks and other effects outside the zimwi, and it takes 10 (3d6) acid damage at the start of each of the zimwi's turns. A zimwi can have up to two creatures swallowed at a time."}],"bonus_actions":[],"reactions":[],"legendary_desc":null,"legendary_actions":[],"special_abilities":[{"name":"Desperate Hunger","desc":"When the zimwi is below half its hp maximum, it has advantage on melee attack rolls against creatures that aren't Constructs."}],"spell_list":[],"page_no":402,"environments":[],"img_main":"http://api-beta.open5e.com/","document__slug":"tob-2023","document__title":"Tome of Beasts 2023","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/tome-of-beasts-1-2023-edition/","v2_converted_path":"/v2/creatures/tob-2023_zimwi/"},{"slug":"air-elemental","desc":"","name":"Air Elemental","size":"Large","type":"Elemental","subtype":"","group":"Elementals","alignment":"neutral","armor_class":15,"armor_desc":null,"hit_points":90,"hit_dice":"12d10+24","speed":{"hover":true,"walk":0,"fly":90},"strength":14,"dexterity":20,"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; bludgeoning, piercing, and slashing from nonmagical attacks","damage_immunities":"poison","condition_immunities":"exhaustion, grappled, paralyzed, petrified, poisoned, prone, restrained, unconscious","senses":"darkvision 60 ft., passive Perception 10","languages":"Auran","challenge_rating":"5","cr":5.0,"actions":[{"name":"Multiattack","desc":"The elemental makes two slam attacks."},{"name":"Slam","desc":"Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 14 (2d8 + 5) bludgeoning damage.","attack_bonus":8,"damage_dice":"2d8","damage_bonus":5},{"name":"Whirlwind (Recharge 4-6)","desc":"Each creature in the elemental's space must make a DC 13 Strength saving throw. On a failure, a target takes 15 (3d8 + 2) bludgeoning damage and is flung up 20 feet away from the elemental in a random direction and knocked prone. If a thrown target strikes an object, such as a wall or floor, the target takes 3 (1d6) bludgeoning damage for every 10 feet it was thrown. If the target is thrown at another creature, that creature must succeed on a DC 13 Dexterity saving throw or take the same damage and be knocked prone.\nIf the saving throw is successful, the target takes half the bludgeoning damage and isn't flung away or knocked prone."}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Air Form","desc":"The elemental can enter a hostile creature's space and stop there. It can move through a space as narrow as 1 inch wide without squeezing."}],"spell_list":[],"page_no":305,"environments":["Plane Of Air","Laboratory","Mountain"],"img_main":null,"document__slug":"wotc-srd","document__title":"5e Core Rules","document__license_url":"http://open5e.com/legal","document__url":"http://dnd.wizards.com/articles/features/systems-reference-document-srd","v2_converted_path":"/v2/creatures/srd_air-elemental/"},{"slug":"animated-armor","desc":"","name":"Animated Armor","size":"Medium","type":"Construct","subtype":"","group":"Animated Objects","alignment":"unaligned","armor_class":18,"armor_desc":"natural armor","hit_points":33,"hit_dice":"6d8+6","speed":{"walk":25},"strength":14,"dexterity":11,"constitution":13,"intelligence":1,"wisdom":3,"charisma":1,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":null,"skills":{},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"poison, psychic","condition_immunities":"blinded, charmed, deafened, exhaustion, frightened, paralyzed, petrified, poisoned","senses":"blindsight 60 ft. (blind beyond this radius), passive Perception 6","languages":"","challenge_rating":"1","cr":1.0,"actions":[{"name":"Multiattack","desc":"The armor makes two melee attacks."},{"name":"Slam","desc":"Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) bludgeoning damage.","attack_bonus":4,"damage_dice":"1d6","damage_bonus":2}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Antimagic Susceptibility","desc":"The armor is incapacitated while in the area of an antimagic field. If targeted by dispel magic, the armor must succeed on a Constitution saving throw against the caster's spell save DC or fall unconscious for 1 minute."},{"name":"False Appearance","desc":"While the armor remains motionless, it is indistinguishable from a normal suit of armor."}],"spell_list":[],"page_no":263,"environments":["Temple","Ruin","Laboratory"],"img_main":null,"document__slug":"wotc-srd","document__title":"5e Core Rules","document__license_url":"http://open5e.com/legal","document__url":"http://dnd.wizards.com/articles/features/systems-reference-document-srd","v2_converted_path":"/v2/creatures/srd_animated-armor/"},{"slug":"axe-beak","desc":"An **axe beak** is a tall flightless bird with strong legs and a heavy, wedge-shaped beak. It has a nasty disposition and tends to attack any unfamiliar creature that wanders too close.","name":"Axe Beak","size":"Large","type":"Beast","subtype":"","group":"Miscellaneous Creatures","alignment":"unaligned","armor_class":11,"armor_desc":null,"hit_points":19,"hit_dice":"3d10+3","speed":{"walk":50},"strength":14,"dexterity":12,"constitution":12,"intelligence":2,"wisdom":10,"charisma":5,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":null,"skills":{},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"","condition_immunities":"","senses":"passive Perception 10","languages":"","challenge_rating":"1/4","cr":0.25,"actions":[{"name":"Beak","desc":"Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) slashing damage.","attack_bonus":4,"damage_dice":"1d8","damage_bonus":2}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":null,"spell_list":[],"page_no":366,"environments":["Hill","Jungle","Swamp","Grassland","Forest"],"img_main":null,"document__slug":"wotc-srd","document__title":"5e Core Rules","document__license_url":"http://open5e.com/legal","document__url":"http://dnd.wizards.com/articles/features/systems-reference-document-srd","v2_converted_path":"/v2/creatures/srd_axe-beak/"},{"slug":"duergar","desc":"","name":"Duergar","size":"Medium","type":"Humanoid","subtype":"dwarf","group":null,"alignment":"lawful evil","armor_class":16,"armor_desc":"scale mail, shield","hit_points":26,"hit_dice":"4d8+8","speed":{"walk":25},"strength":14,"dexterity":11,"constitution":14,"intelligence":11,"wisdom":10,"charisma":9,"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":"poison","damage_immunities":"","condition_immunities":"","senses":"darkvision 120 ft., passive Perception 10","languages":"Dwarvish, Undercommon","challenge_rating":"1","cr":1.0,"actions":[{"name":"Enlarge (Recharges after a Short or Long Rest)","desc":"For 1 minute, the duergar magically increases in size, along with anything it is wearing or carrying. While enlarged, the duergar is Large, doubles its damage dice on Strength-based weapon attacks (included in the attacks), and makes Strength checks and Strength saving throws with advantage. If the duergar lacks the room to become Large, it attains the maximum size possible in the space available."},{"name":"War Pick","desc":"Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) piercing damage, or 11 (2d8 + 2) piercing damage while enlarged.","attack_bonus":4,"damage_dice":"1d8","damage_bonus":2},{"name":"Javelin","desc":"Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 30/120 ft., one target. Hit: 5 (1d6 + 2) piercing damage, or 9 (2d6 + 2) piercing damage while enlarged.","attack_bonus":4,"damage_dice":"1d6","damage_bonus":2},{"name":"Invisibility (Recharges after a Short or Long Rest)","desc":"The duergar magically turns invisible until it attacks, casts a spell, or uses its Enlarge, or until its concentration is broken, up to 1 hour (as if concentrating on a spell). Any equipment the duergar wears or carries is invisible with it."}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Duergar Resilience","desc":"The duergar has advantage on saving throws against poison, spells, and illusions, as well as to resist being charmed or paralyzed."},{"name":"Sunlight Sensitivity","desc":"While in sunlight, the duergar has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight."}],"spell_list":[],"page_no":305,"environments":["Underdark"],"img_main":null,"document__slug":"wotc-srd","document__title":"5e Core Rules","document__license_url":"http://open5e.com/legal","document__url":"http://dnd.wizards.com/articles/features/systems-reference-document-srd","v2_converted_path":"/v2/creatures/srd_duergar/"},{"slug":"ettercap","desc":"","name":"Ettercap","size":"Medium","type":"Monstrosity","subtype":"","group":null,"alignment":"neutral evil","armor_class":13,"armor_desc":"natural armor","hit_points":44,"hit_dice":"8d8+8","speed":{"walk":30,"climb":30},"strength":14,"dexterity":15,"constitution":13,"intelligence":7,"wisdom":12,"charisma":8,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":3,"skills":{"perception":3,"stealth":4,"survival":3},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"","condition_immunities":"","senses":"darkvision 60 ft., passive Perception 13","languages":"","challenge_rating":"2","cr":2.0,"actions":[{"name":"Multiattack","desc":"The ettercap makes two attacks: one with its bite and one with its claws."},{"name":"Bite","desc":"Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 6 (1d8 + 2) piercing damage plus 4 (1d8) poison damage. The target must succeed on a DC 11 Constitution saving throw or be poisoned for 1 minute. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.","attack_bonus":4,"damage_dice":"1d8","damage_bonus":2},{"name":"Claws","desc":"Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 7 (2d4 + 2) slashing damage.","attack_bonus":4,"damage_dice":"2d4","damage_bonus":2},{"name":"Web (Recharge 5-6)","desc":"Ranged Weapon Attack: +4 to hit, range 30/60 ft., one Large or smaller creature. Hit: The creature is restrained by webbing. As an action, the restrained creature can make a DC 11 Strength check, escaping from the webbing on a success. The effect ends if the webbing is destroyed. The webbing has AC 10, 5 hit points, vulnerability to fire damage and immunity to bludgeoning, poison, and psychic damage."},{"name":"Variant: Web Garrote","desc":"Melee Weapon Attack: +4 to hit, reach 5 ft., one Medium or Small creature against which the ettercap has advantage on the attack roll. Hit: 4 (1d4 + 2) bludgeoning damage, and the target is grappled (escape DC 12). Until this grapple ends, the target can't breathe, and the ettercap has advantage on attack rolls against it.","attack_bonus":4,"damage_dice":"1d4","damage_bonus":2}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Spider Climb","desc":"The ettercap can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check."},{"name":"Web Sense","desc":"While in contact with a web, the ettercap knows the exact location of any other creature in contact with the same web."},{"name":"Web Walker","desc":"The ettercap ignores movement restrictions caused by webbing."}],"spell_list":[],"page_no":308,"environments":["Jungle","Forest","Swamp"],"img_main":null,"document__slug":"wotc-srd","document__title":"5e Core Rules","document__license_url":"http://open5e.com/legal","document__url":"http://dnd.wizards.com/articles/features/systems-reference-document-srd","v2_converted_path":"/v2/creatures/srd_ettercap/"},{"slug":"gelatinous-cube","desc":"","name":"Gelatinous Cube","size":"Large","type":"Ooze","subtype":"","group":"Oozes","alignment":"unaligned","armor_class":6,"armor_desc":null,"hit_points":84,"hit_dice":"8d10+40","speed":{"walk":15},"strength":14,"dexterity":3,"constitution":20,"intelligence":1,"wisdom":6,"charisma":1,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":null,"skills":{},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"","condition_immunities":"blinded, charmed, deafened, exhaustion, frightened, prone","senses":"blindsight 60 ft. (blind beyond this radius), passive Perception 8","languages":"","challenge_rating":"2","cr":2.0,"actions":[{"name":"Pseudopod","desc":"Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 10 (3d6) acid damage.","attack_bonus":4,"damage_dice":"3d6"},{"name":"Engulf","desc":"The cube moves up to its speed. While doing so, it can enter Large or smaller creatures' spaces. Whenever the cube enters a creature's space, the creature must make a DC 12 Dexterity saving throw.\nOn a successful save, the creature can choose to be pushed 5 feet back or to the side of the cube. A creature that chooses not to be pushed suffers the consequences of a failed saving throw.\nOn a failed save, the cube enters the creature's space, and the creature takes 10 (3d6) acid damage and is engulfed. The engulfed creature can't breathe, is restrained, and takes 21 (6d6) acid damage at the start of each of the cube's turns. When the cube moves, the engulfed creature moves with it.\nAn engulfed creature can try to escape by taking an action to make a DC 12 Strength check. On a success, the creature escapes and enters a space of its choice within 5 feet of the cube."}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Ooze Cube","desc":"The cube takes up its entire space. Other creatures can enter the space, but a creature that does so is subjected to the cube's Engulf and has disadvantage on the saving throw.\nCreatures inside the cube can be seen but have total cover.\nA creature within 5 feet of the cube can take an action to pull a creature or object out of the cube. Doing so requires a successful DC 12 Strength check, and the creature making the attempt takes 10 (3d6) acid damage.\nThe cube can hold only one Large creature or up to four Medium or smaller creatures inside it at a time."},{"name":"Transparent","desc":"Even when the cube is in plain sight, it takes a successful DC 15 Wisdom (Perception) check to spot a cube that has neither moved nor attacked. A creature that tries to enter the cube's space while unaware of the cube is surprised by the cube."}],"spell_list":[],"page_no":337,"environments":["Underdark","Sewer","Caverns","Plane Of Water","Ruin","Water"],"img_main":null,"document__slug":"wotc-srd","document__title":"5e Core Rules","document__license_url":"http://open5e.com/legal","document__url":"http://dnd.wizards.com/articles/features/systems-reference-document-srd","v2_converted_path":"/v2/creatures/srd_gelatinous-cube/"},{"slug":"giant-spider","desc":"To snare its prey, a **giant spider** spins elaborate webs or shoots sticky strands of webbing from its abdomen. Giant spiders are most commonly found underground, making their lairs on ceilings or in dark, web-filled crevices. Such lairs are often festooned with web cocoons holding past victims.","name":"Giant Spider","size":"Large","type":"Beast","subtype":"","group":"Miscellaneous Creatures","alignment":"unaligned","armor_class":14,"armor_desc":"natural armor","hit_points":26,"hit_dice":"4d10+4","speed":{"walk":30,"climb":30},"strength":14,"dexterity":16,"constitution":12,"intelligence":2,"wisdom":11,"charisma":4,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":null,"skills":{"stealth":7},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"","condition_immunities":"","senses":"blindsight 10 ft., darkvision 60 ft., passive Perception 10","languages":"","challenge_rating":"1","cr":1.0,"actions":[{"name":"Bite","desc":"Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. Hit: 7 (1d8 + 3) piercing damage, and the target must make a DC 11 Constitution saving throw, taking 9 (2d8) poison damage on a failed save, or half as much damage on a successful one. If the poison damage reduces the target to 0 hit points, the target is stable but poisoned for 1 hour, even after regaining hit points, and is paralyzed while poisoned in this way.","attack_bonus":5,"damage_dice":"1d8","damage_bonus":3},{"name":"Web (Recharge 5-6)","desc":"Ranged Weapon Attack: +5 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 12 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).","attack_bonus":5}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Spider Climb","desc":"The spider can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check."},{"name":"Web Sense","desc":"While in contact with a web, the spider knows the exact location of any other creature in contact with the same web."},{"name":"Web Walker","desc":"The spider ignores movement restrictions caused by webbing."}],"spell_list":[],"page_no":379,"environments":["Underdark","Urban","Forest","Ruin","Swamp","Jungle","Feywild","Shadowfell","Caverns"],"img_main":null,"document__slug":"wotc-srd","document__title":"5e Core Rules","document__license_url":"http://open5e.com/legal","document__url":"http://dnd.wizards.com/articles/features/systems-reference-document-srd","v2_converted_path":"/v2/creatures/srd_giant-spider/"},{"slug":"gnoll","desc":"","name":"Gnoll","size":"Medium","type":"Humanoid","subtype":"gnoll","group":null,"alignment":"chaotic evil","armor_class":15,"armor_desc":"hide armor, shield","hit_points":22,"hit_dice":"5d8","speed":{"walk":30},"strength":14,"dexterity":12,"constitution":11,"intelligence":6,"wisdom":10,"charisma":7,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":null,"skills":{},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"","condition_immunities":"","senses":"darkvision 60 ft., passive Perception 10","languages":"Gnoll","challenge_rating":"1/2","cr":0.5,"actions":[{"name":"Bite","desc":"Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 4 (1d4 + 2) piercing damage.","attack_bonus":4,"damage_dice":"1d4","damage_bonus":2},{"name":"Spear","desc":"Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 5 (1d6 + 2) piercing damage, or 6 (1d8 + 2) piercing damage if used with two hands to make a melee attack.","attack_bonus":4,"damage_dice":"1d6","damage_bonus":2},{"name":"Longbow","desc":"Ranged Weapon Attack: +3 to hit, range 150/600 ft., one target. Hit: 5 (1d8 + 1) piercing damage.","attack_bonus":3,"damage_dice":"1d8","damage_bonus":1}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Rampage","desc":"When the gnoll reduces a creature to 0 hit points with a melee attack on its turn, the gnoll can take a bonus action to move up to half its speed and make a bite attack."}],"spell_list":[],"page_no":314,"environments":["Hill","Desert","Abyss","Mountains","Grassland","Forest","Jungle","Hills","Settlement"],"img_main":null,"document__slug":"wotc-srd","document__title":"5e Core Rules","document__license_url":"http://open5e.com/legal","document__url":"http://dnd.wizards.com/articles/features/systems-reference-document-srd","v2_converted_path":"/v2/creatures/srd_gnoll/"},{"slug":"grick","desc":"","name":"Grick","size":"Medium","type":"Monstrosity","subtype":"","group":null,"alignment":"neutral","armor_class":14,"armor_desc":"natural armor","hit_points":27,"hit_dice":"6d8","speed":{"walk":30,"climb":30},"strength":14,"dexterity":14,"constitution":11,"intelligence":3,"wisdom":14,"charisma":5,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":null,"skills":{},"damage_vulnerabilities":"","damage_resistances":"bludgeoning, piercing, and slashing from nonmagical attacks","damage_immunities":"","condition_immunities":"","senses":"darkvision 60 ft., passive Perception 12","languages":"","challenge_rating":"2","cr":2.0,"actions":[{"name":"Multiattack","desc":"The grick makes one attack with its tentacles. If that attack hits, the grick can make one beak attack against the same target."},{"name":"Tentacles","desc":"Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 9 (2d6 + 2) slashing damage.","attack_bonus":4,"damage_dice":"2d6","damage_bonus":2},{"name":"Beak","desc":"Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) piercing damage.","attack_bonus":4,"damage_dice":"1d6","damage_bonus":2}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Stone Camouflage","desc":"The grick has advantage on Dexterity (Stealth) checks made to hide in rocky terrain."}],"spell_list":[],"page_no":318,"environments":["Underdark","Sewer","Mountains","Forest","Ruin","Tomb","Caverns","Plane Of Earth"],"img_main":null,"document__slug":"wotc-srd","document__title":"5e Core Rules","document__license_url":"http://open5e.com/legal","document__url":"http://dnd.wizards.com/articles/features/systems-reference-document-srd","v2_converted_path":"/v2/creatures/srd_grick/"},{"slug":"mule","desc":"","name":"Mule","size":"Medium","type":"Beast","subtype":"","group":"Miscellaneous Creatures","alignment":"unaligned","armor_class":10,"armor_desc":null,"hit_points":11,"hit_dice":"2d8+2","speed":{"walk":40},"strength":14,"dexterity":10,"constitution":13,"intelligence":2,"wisdom":10,"charisma":5,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":null,"skills":{},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"","condition_immunities":"","senses":"passive Perception 10","languages":"","challenge_rating":"1/8","cr":0.125,"actions":[{"name":"Hooves","desc":"Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) bludgeoning damage.","attack_bonus":4,"damage_dice":"1d4","damage_bonus":2}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Beast of Burden","desc":"The mule is considered to be a Large animal for the purpose of determining its carrying capacity."},{"name":"Sure-Footed","desc":"The mule has advantage on Strength and Dexterity saving throws made against effects that would knock it prone."}],"spell_list":[],"page_no":384,"environments":["Hill","Grassland","Settlement","Urban"],"img_main":null,"document__slug":"wotc-srd","document__title":"5e Core Rules","document__license_url":"http://open5e.com/legal","document__url":"http://dnd.wizards.com/articles/features/systems-reference-document-srd","v2_converted_path":"/v2/creatures/srd_mule/"},{"slug":"panther","desc":"","name":"Panther","size":"Medium","type":"Beast","subtype":"","group":"Miscellaneous Creatures","alignment":"unaligned","armor_class":12,"armor_desc":null,"hit_points":13,"hit_dice":"3d8","speed":{"walk":50,"climb":40},"strength":14,"dexterity":15,"constitution":10,"intelligence":3,"wisdom":14,"charisma":7,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":4,"skills":{"perception":4,"stealth":6},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"","condition_immunities":"","senses":"passive Perception 14","languages":"","challenge_rating":"1/4","cr":0.25,"actions":[{"name":"Bite","desc":"Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) piercing damage.","attack_bonus":4,"damage_dice":"1d6","damage_bonus":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","damage_bonus":2}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Keen Smell","desc":"The panther has advantage on Wisdom (Perception) checks that rely on smell."},{"name":"Pounce","desc":"If the panther moves at least 20 ft. straight toward a creature and then hits it with a claw attack on the same turn, that target must succeed on a DC 12 Strength saving throw or be knocked prone. If the target is prone, the panther can make one bite attack against it as a bonus action."}],"spell_list":[],"page_no":385,"environments":["Hill","Jungle","Grassland","Forest"],"img_main":null,"document__slug":"wotc-srd","document__title":"5e Core Rules","document__license_url":"http://open5e.com/legal","document__url":"http://dnd.wizards.com/articles/features/systems-reference-document-srd","v2_converted_path":"/v2/creatures/srd_panther/"},{"slug":"rakshasa","desc":"","name":"Rakshasa","size":"Medium","type":"Fiend","subtype":"","group":null,"alignment":"lawful evil","armor_class":16,"armor_desc":"natural armor","hit_points":110,"hit_dice":"13d8+52","speed":{"walk":40},"strength":14,"dexterity":17,"constitution":18,"intelligence":13,"wisdom":16,"charisma":20,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":null,"skills":{"deception":10,"insight":8},"damage_vulnerabilities":"piercing from magic weapons wielded by good creatures","damage_resistances":"","damage_immunities":"bludgeoning, piercing, and slashing from nonmagical attacks","condition_immunities":"","senses":"darkvision 60 ft., passive Perception 13","languages":"Common, Infernal","challenge_rating":"13","cr":13.0,"actions":[{"name":"Multiattack","desc":"The rakshasa makes two claw attacks"},{"name":"Claw","desc":"Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 9 (2d6 + 2) slashing damage, and the target is cursed if it is a creature. The magical curse takes effect whenever the target takes a short or long rest, filling the target's thoughts with horrible images and dreams. The cursed target gains no benefit from finishing a short or long rest. The curse lasts until it is lifted by a remove curse spell or similar magic.","attack_bonus":7,"damage_dice":"2d6","damage_bonus":2}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Limited Magic Immunity","desc":"The rakshasa can't be affected or detected by spells of 6th level or lower unless it wishes to be. It has advantage on saving throws against all other spells and magical effects."},{"name":"Innate Spellcasting","desc":"The rakshasa's innate spellcasting ability is Charisma (spell save DC 18, +10 to hit with spell attacks). The rakshasa can innately cast the following spells, requiring no material components:\n\nAt will: detect thoughts, disguise self, mage hand, minor illusion\n3/day each: charm person, detect magic, invisibility, major image, suggestion\n1/day each: dominate person, fly, plane shift, true seeing"}],"spell_list":["https://api-beta.open5e.com/v2/spells/detect-thoughts/?format=json","https://api-beta.open5e.com/v2/spells/disguise-self/?format=json","https://api-beta.open5e.com/v2/spells/mage-hand/?format=json","https://api-beta.open5e.com/v2/spells/minor-illusion/?format=json","https://api-beta.open5e.com/v2/spells/charm-person/?format=json","https://api-beta.open5e.com/v2/spells/detect-magic/?format=json","https://api-beta.open5e.com/v2/spells/invisibility/?format=json","https://api-beta.open5e.com/v2/spells/major-image/?format=json","https://api-beta.open5e.com/v2/spells/suggestion/?format=json","https://api-beta.open5e.com/v2/spells/dominate-person/?format=json","https://api-beta.open5e.com/v2/spells/fly/?format=json","https://api-beta.open5e.com/v2/spells/plane-shift/?format=json","https://api-beta.open5e.com/v2/spells/true-seeing/?format=json"],"page_no":341,"environments":["Urban","Desert","Abyss","Forest","Grassland","Jungle","Hills","Swamp","Settlement","Hell"],"img_main":null,"document__slug":"wotc-srd","document__title":"5e Core Rules","document__license_url":"http://open5e.com/legal","document__url":"http://dnd.wizards.com/articles/features/systems-reference-document-srd","v2_converted_path":"/v2/creatures/srd_rakshasa/"},{"slug":"reef-shark","desc":"Smaller than giant sharks and hunter sharks, **reef sharks** inhabit shallow waters and coral reefs, gathering in small packs to hunt. A full-grown specimen measures 6 to 10 feet long.","name":"Reef Shark","size":"Medium","type":"Beast","subtype":"","group":"Miscellaneous Creatures","alignment":"unaligned","armor_class":12,"armor_desc":"natural armor","hit_points":22,"hit_dice":"4d8+1","speed":{"swim":40},"strength":14,"dexterity":13,"constitution":13,"intelligence":1,"wisdom":10,"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":"blindsight 30 ft., passive Perception 12","languages":"","challenge_rating":"1/2","cr":0.5,"actions":[{"name":"Bite","desc":"Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) piercing damage.","attack_bonus":4,"damage_dice":"1d8","damage_bonus":2}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Pack Tactics","desc":"The shark has advantage on an attack roll against a creature if at least one of the shark's allies is within 5 ft. of the creature and the ally isn't incapacitated."},{"name":"Water Breathing","desc":"The shark can breathe only underwater."}],"spell_list":[],"page_no":387,"environments":["Underwater","Water"],"img_main":null,"document__slug":"wotc-srd","document__title":"5e Core Rules","document__license_url":"http://open5e.com/legal","document__url":"http://dnd.wizards.com/articles/features/systems-reference-document-srd","v2_converted_path":"/v2/creatures/srd_reef-shark/"},{"slug":"white-dragon-wyrmling","desc":"","name":"White Dragon Wyrmling","size":"Medium","type":"Dragon","subtype":"","group":"White Dragon","alignment":"chaotic evil","armor_class":16,"armor_desc":"natural armor","hit_points":32,"hit_dice":"5d8+10","speed":{"walk":30,"burrow":15,"fly":60,"swim":30},"strength":14,"dexterity":10,"constitution":14,"intelligence":5,"wisdom":10,"charisma":11,"strength_save":null,"dexterity_save":2,"constitution_save":4,"intelligence_save":null,"wisdom_save":2,"charisma_save":2,"perception":4,"skills":{"perception":4,"stealth":2},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"cold","condition_immunities":"","senses":"blindsight 10 ft., darkvision 60 ft., passive Perception 14","languages":"Draconic","challenge_rating":"2","cr":2.0,"actions":[{"name":"Bite","desc":"Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 7 (1d10 + 2) piercing damage plus 2 (1d4) cold damage.","attack_bonus":4,"damage_dice":"1d10+1d4","damage_bonus":2},{"name":"Cold Breath (Recharge 5-6)","desc":"The dragon exhales an icy blast of hail in a 15-foot cone. Each creature in that area must make a DC 12 Constitution saving throw, taking 22 (5d8) cold damage on a failed save, or half as much damage on a successful one.","attack_bonus":0,"damage_dice":"5d8"}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":null,"spell_list":[],"page_no":290,"environments":["Tundra","Mountains","Ice"],"img_main":null,"document__slug":"wotc-srd","document__title":"5e Core Rules","document__license_url":"http://open5e.com/legal","document__url":"http://dnd.wizards.com/articles/features/systems-reference-document-srd","v2_converted_path":"/v2/creatures/srd_white-dragon-wyrmling/"},{"slug":"black-crier","desc":"This skeletal figure is dressed in the style of a town crier. It carries an elaborate silver bell in its bony hands, and its skull gleams white in the moonlight._  \n**Heralds of Calamity.** The black crier is an undead that appears hours, days, or even months before a great catastrophe. The larger the catastrophe, the earlier the black crier appears.  \n**Servants of Fate.** Black criers are not malicious or vengeful undead and exist to warn of coming danger. They defend themselves if attacked but don’t pursue fleeing opponents.  \n**Mute Messengers.** Despite their name, black criers cannot speak; instead, they use cryptic hand gestures or other mysterious signs to warn people of the impending calamity.  \n**Undead Nature.** A black crier doesn’t require air, food, drink, or sleep.  \n\n## Portents of Disaster\n\n  \nA black crier is always accompanied by signs of impending disaster. The crier isn’t affected or targeted by these portents, but it otherwise has no control over them. The portents appear within a black crier’s bound region (see the Bound by Calamity trait) and can be one or more of the following, becoming more frequent as the date of the catastrophe approaches:\n* Swarms of rats or insects appear, destroying crops, eating food stores, and spreading disease.\n* The ground in the region experiences minor tremors, lasting 1d6 minutes.\n* Thunderstorms, blizzards, and tornadoes plague the region, lasting 1d6 hours.\n* Natural water sources in the region turn the color of blood for 1d4 hours. The water is safe to drink, and the change in color has no adverse effect on local flora and fauna.","name":"Black Crier","size":"Medium","type":"Undead","subtype":"","group":null,"alignment":"neutral","armor_class":16,"armor_desc":"natural armor","hit_points":150,"hit_dice":"20d8+60","speed":{"walk":30,"hover":true,"fly":30},"strength":14,"dexterity":19,"constitution":16,"intelligence":11,"wisdom":20,"charisma":12,"strength_save":null,"dexterity_save":8,"constitution_save":null,"intelligence_save":4,"wisdom_save":9,"charisma_save":null,"perception":9,"skills":{"history":4,"perception":9,"performance":9,"religion":4},"damage_vulnerabilities":"","damage_resistances":"necrotic, psychic; bludgeoning, piercing, and slashing from nonmagical attacks","damage_immunities":"poison","condition_immunities":"charmed, exhaustion, frightened, paralyzed, poisoned, stunned","senses":"darkvision 60 ft., passive Perception 15","languages":"understands all languages but can’t speak","challenge_rating":"11","cr":11.0,"actions":[{"name":"Multiattack","desc":"The black crier uses its Bell Toll. It then makes two melee attacks."},{"name":"Bell","desc":"Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 4) bludgeoning damage plus 14 (4d6) necrotic damage.","attack_bonus":8,"damage_dice":"1d8+4"},{"name":"Bell Toll","desc":"The black crier targets one creature it can see within 60 feet of it. The creature must make a DC 17 Wisdom saving throw. On a failure, the target takes 14 (4d6) necrotic damage and is frightened until the end of its next turn. On a success, the target takes half the damage and isn't frightened. If the saving throw fails by 5 or more, the target suffers one level of exhaustion."},{"name":"Crier's Lament (1/Day)","desc":"The black crier unleashes a devastating peal of anguish and rage in a 30-foot cone. Each creature in the area must make a DC 16 Charisma saving throw. On a failure, a creature drops to 0 hp. On a success, a creature takes 21 (6d6) psychic damage and is frightened for 1 minute. A frightened creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success."}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Bound by Calamity","desc":"The black crier is bound to a region where a major catastrophe will happen. This region can be of any size but is never smaller than 1 square mile. If the crier leaves this region, it loses its Rejuvenation trait and Crier's Lament action. It permanently dies if it remains outside of its bound region for more than 24 hours."},{"name":"Rejuvenation","desc":"If it dies within its bound region before the catastrophe it heralds happens, the black crier returns to life in 1d6 days and regains all its hp. The black crier dies after the catastrophe ends and doesn't rejuvenate. Only a wish spell can prevent this trait from functioning."}],"spell_list":[],"page_no":42,"environments":[],"img_main":null,"document__slug":"tob2","document__title":"Tome of Beasts 2","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/tome-of-beasts-2-for-5th-edition/","v2_converted_path":"/v2/creatures/tob2_black-crier/"},{"slug":"carnivorous-sod","desc":"What was a mere patch of green grass suddenly uproots itself and shows its true form: a flat, turtle-like creature with a wide maw filled with sharklike wooden teeth._  \n**Grassland Ambushers.** The carnivorous sod is a plant monster that disguises itself as a simple patch of grass until it is stepped on. It then uses its grass-like tendrils to trip a creature before biting with its vicious jaws. Carnivorous sods typically prey on small herbivores, such as deer and rabbits, that come to graze on their backs, but they have been known to attack just about anything that treads on them as long as the target is Medium or smaller. Sometimes dozens of carnivorous sods gather together to hunt, though this is due more to happenstance than planning on the part of the monsters.  \n**Links to the Fey.** Carnivorous sods begin their lives when a fey creature such as a pixie or Open Game License","name":"Carnivorous Sod","size":"Medium","type":"Plant","subtype":"","group":null,"alignment":"unaligned","armor_class":12,"armor_desc":"natural armor","hit_points":33,"hit_dice":"6d8+6","speed":{"walk":20,"burrow":20},"strength":14,"dexterity":6,"constitution":12,"intelligence":2,"wisdom":10,"charisma":3,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":null,"skills":{},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"poison","condition_immunities":"blinded, deafened, poisoned","senses":"blindsight 30 ft., tremorsense 60 ft., passive Perception 10","languages":"—","challenge_rating":"1","cr":1.0,"actions":[{"name":"Bite","desc":"Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 9 (2d6 + 2) piercing damage.","attack_bonus":4,"damage_dice":"2d6+2"},{"name":"Grass Trip","desc":"Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: The target is knocked prone."}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"False Appearance","desc":"While the carnivorous sod remains motionless, it is indistinguishable from a normal patch of grass."},{"name":"Spell Eater","desc":"If the carnivorous sod is in an area targeted by a spell that enhances plants in that area, such as the entangle, plant growth, and spike growth spells, the carnivorous sod absorbs the spell, ending it, and gains 10 temporary hp for each level of the spell it absorbed for 1 hour."},{"name":"Tripping Grass","desc":"If the carnivorous sod didn't move on its previous turn and hits a target with its Grass Trip, it can make one attack with its bite as a bonus action."}],"spell_list":[],"page_no":57,"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_carnivorous-sod/"},{"slug":"cave-goat","desc":"Cave goats are the size of a spaniel and have dog-like paws rather than hooves. Despite being quadrupeds, they are accomplished climbers of the steep and uneven confines of the Underworld. Cave goats are loyal, if a bit surly, and strong, making them a favorite companion of Underworld travelers.","name":"Cave Goat","size":"Small","type":"Beast","subtype":"","group":null,"alignment":"unaligned","armor_class":11,"armor_desc":null,"hit_points":22,"hit_dice":"4d6+8","speed":{"walk":50},"strength":14,"dexterity":13,"constitution":15,"intelligence":2,"wisdom":10,"charisma":6,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":null,"skills":{"athletics":4},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"","condition_immunities":"","senses":"darkvision 60 ft., passive Perception 10","languages":"—","challenge_rating":"1/4","cr":0.25,"actions":[{"name":"Ram","desc":"Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) bludgeoning damage.","attack_bonus":4,"damage_dice":"1d4+2"}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Keen Hearing","desc":"The cave goat has advantage on Wisdom (Perception) checks that rely on hearing."},{"name":"Sturdy Climber","desc":"The cave goat has advantage on Strength (Athletics) checks to climb rocky surfaces."}],"spell_list":[],"page_no":389,"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_cave-goat/"},{"slug":"chamrosh","desc":"This large sheepdog has luxuriant white-gold fur. A pair of broad wings stretches out from the creature’s back, and its eyes are filled with an intelligent, silvery gleam._  \n**Celestial Guard Dogs.** Created from the souls of exceptionally faithful guards and retainers who selflessly sacrificed themselves to protect others, chamrosh are celestials that take the form of large sheepdogs with silver-gold fur and eagle-like wings. They are known for their ability to sniff out evil and for their steadfast nature, refusing to back down from a fight even in the face of overwhelming odds. Because of this quality, chamrosh are often used as guard beasts by other celestials, though they are never treated as simple pets by even the haughtiest of angels.  \n**Roaming Defenders.** When not employed by more powerful celestials as companions and guards, chamrosh gather in small packs to roam the planes of good, attacking any fiend or evil monster they come across. They also rescue lost or trapped mortals of good or neutral alignment, leading the mortals to a place of safety or to the nearest portal back to the Material Plane. Despite their appearance, chamrosh can speak and readily do so with mortals they rescue or celestials they serve or protect. .  \n**Occasional Planar Travelers.** Chamrosh rarely travel to the Material Plane, but when they do, it is usually for an important mission, such as to defend a holy relic or to aid a paladin on a divine quest. Since a chamrosh cannot change its form, such missions do not generally involve infiltration or deception, and when the task is finished, the chamrosh is quick to return to its normal duties.","name":"Chamrosh","size":"Medium","type":"Celestial","subtype":"","group":null,"alignment":"neutral good","armor_class":14,"armor_desc":"natural armor","hit_points":39,"hit_dice":"6d8+12","speed":{"fly":60,"walk":40},"strength":14,"dexterity":13,"constitution":15,"intelligence":8,"wisdom":15,"charisma":16,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":4,"charisma_save":5,"perception":6,"skills":{"insight":4,"perception":6,"survival":6},"damage_vulnerabilities":"","damage_resistances":"fire, radiant","damage_immunities":"","condition_immunities":"frightened","senses":"darkvision 60 ft., passive Perception 16","languages":"Celestial, Common, telepathy 60 ft.","challenge_rating":"1","cr":1.0,"actions":[{"name":"Bite","desc":"Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 7 (1d10 + 2) piercing damage.","attack_bonus":4,"damage_dice":"1d10+2"},{"name":"Fearsome Bark (Recharge 5-6)","desc":"The chamrosh lets out a highpitched bark at a creature it can see within 30 feet of it. If the target is of evil alignment, it must make a DC 13 Wisdom saving throw. On a failure, the target takes 10 (3d6) psychic damage and is frightened until the end of its next turn. On a success, the target takes half the damage and isn't frightened. The bark has no effect on neutral or good-aligned creatures."},{"name":"Healing Lick (2/Day)","desc":"The chamrosh licks another creature. The target magically regains 10 (2d8 + 1) hp and is cured of the charmed, frightened, and poisoned conditions."}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Angelic Awareness","desc":"The chamrosh has advantage on Wisdom (Insight) checks to determine if a creature is lying or if a creature has an evil alignment."},{"name":"Flyby","desc":"The chamrosh doesn't provoke opportunity attacks when it flies out of an enemy's reach."},{"name":"Keen Hearing and Smell","desc":"The chamrosh has advantage on Wisdom (Perception) checks that rely on hearing or smell."}],"spell_list":[],"page_no":59,"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_chamrosh/"},{"slug":"clockwork-leech","desc":"From a distance this creature appears to be an enormous leech. Closer observation reveals it to be a clockwork device. Blood stains its maw, which leaks a green fluid with a vaguely astringent odor._  \n**Collectors of Blood.** Hags and other magic practitioners who require blood for their rituals and sacrifices create clockwork leeches to scout marshlands and neighboring settlements for large groups of living creatures. The leeches are designed to extract their fill and return to their controllers, who access and drain their reservoirs. Autonomous clockwork leeches continue to collect blood, but, without masters to whom they deliver it, they go through cycles of draining blood then violently disgorging it. Regardless of their purpose (or lack thereof) for obtaining blood, most clockwork leeches retreat after getting their fill.  \n**Waterproof Swimmer.** A clockwork leech has layered copper plating that keeps water away from its inner mechanisms. These mechanisms allow the leech to propel itself through water. They can use this propelling undulation on land to make attacks with their “tails.” Leeches that don’t receive regular cleanings eventually turn green as the copper corrodes.  \n**Unseen, Unheard, and Unfelt.** The same plating that protects the clockwork leech’s inner mechanisms also buffers noise from the gears. Its coloration allows it to blend in with marshland foliage and silty water. Finally, when it punctures a creature’s skin, it releases a sedative to numb the wound, leaving the victim unaware of the injury and subsequent blood drain. The leech doesn’t have an unlimited supply of the sedative, and a leech that hasn’t undergone maintenance for a few weeks loses its Anesthetizing Bite trait. Because the leech must remain attached to its victim to drain its blood, it prefers to attack lone or sleeping targets.  \n**Construct Nature.** A clockwork leech doesn’t require air, food, drink, or sleep.","name":"Clockwork Leech","size":"Medium","type":"Construct","subtype":"","group":null,"alignment":"neutral","armor_class":13,"armor_desc":"natural armor","hit_points":45,"hit_dice":"6d8+18","speed":{"walk":30,"swim":60},"strength":14,"dexterity":12,"constitution":17,"intelligence":3,"wisdom":10,"charisma":7,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":2,"skills":{"perception":2,"stealth":3},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"poison, psychic","condition_immunities":"charmed, exhaustion, frightened, paralyzed, petrified, poisoned","senses":"darkvision 60 ft., passive Perception 12","languages":"—","challenge_rating":"1","cr":1.0,"actions":[{"name":"Bite","desc":"Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 5 (1d6 + 2) piercing damage, and the clockwork leech attaches to the target. While attached, the leech doesn't attack. Instead, at the start of each of the clockwork leech's turns, the target loses 5 (1d6 + 2) hp due to blood loss, and the target must succeed on a DC 13 Constitution saving throw or be poisoned until the start of the leech's next turn. The clockwork leech can detach itself by spending 5 feet of its movement. It does so after it drains 10 hp of blood from its target or the target dies. A creature, including the target, can use its action to detach the leech by succeeding on a DC 10 Strength check.","attack_bonus":4,"damage_dice":"1d6+2"},{"name":"Tail","desc":"Melee Weapon Attack: +4 to hit, reach 10 ft., one target. Hit: 7 (1d10 + 2) bludgeoning damage.","attack_bonus":4,"damage_dice":"1d10+2"}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Anesthetizing Bite","desc":"When the clockwork leech successfully bites a creature, the creature must succeed on a DC 13 Wisdom (Perception) check to notice the bite. If the leech remains attached to the target, the target can repeat this check at the start of each of its turns."},{"name":"Immutable Form","desc":"The clockwork leech is immune to any spell or effect that would alter its form."},{"name":"Magic Resistance","desc":"The clockwork leech has advantage on saving throws against spells and other magical effects."}],"spell_list":[],"page_no":66,"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_clockwork-leech/"},{"slug":"crystalline-monolith","desc":"The cavern glitters with refracted light bouncing off thousands of crystals. A towering menhir of shimmering crystal dominates the center of the cavern._  \nWhether a rare evolution of silicate life or a wandering nomadic race from some alternate reality, crystalline monoliths are enigmatic beings found deep underground in caverns where giant crystals flourish and grow.  \n**Crystal Gardens.** Crystalline monoliths reside in areas of living crystal, these formations often growing to gigantic proportions, resembling the monolith itself. Some sages speculate that crystalline monoliths grow crystals to certain specifications, then use their magic to instill sentience in the crystals as a means of reproducing. Whether the gardens are for reproduction or some other mysterious purpose, the crystal monoliths are very protective of them. The environment of these gardens is often not comfortable for most humanoid life; the temperature may be extremely hot or cold, or the cavern may contain poisonous gases or even be partially-submerged in water.  \n**Magical Philosophers.** Crystalline monoliths prefer to spend their days in quiet contemplation. They tend their crystal gardens and meditate. If encountered by other intelligent creatures, they are generally open to exchanges of information and intellectual discussion. They prefer to communicate telepathically but can create sounds through vibrations that mimic speech. Aggressive intruders are dealt with according to the level of threat they exhibit. If the crystalline monolith considers the intruders unlikely to cause it harm, it will often use its magic to misdirect opponents or lure them away from the garden. Should the intruders persist or show themselves to be dangerous, a crystalline monolith is not above using its magic to crush and destroy them. It is especially unforgiving to those that try to steal or damage crystals in its lair.  \n**Crystalline Nature.** A crystalline monolith doesn’t require air, food, drink, or sleep.  \n\n## A Crystalline Monolith’s Lair\n\n  \nCrystalline monoliths lair in vast gardens of crystal in mountains or deep underground, often near areas of extreme temperature or geothermal activity. They harness the ambient magical energy in the crystals to defend themselves and repel intruders.  \n\n### Lair Actions\n\n  \nOn initiative count 20 (losing initiative ties), the crystalline monolith takes a lair action to cause one of the following magical effects; the crystalline monolith can’t use the same effect two rounds in a row:\n* The crystalline monolith creates an illusory duplicate of itself in its space. The double moves or speaks according to the monolith’s mental direction. Each time a creature targets the monolith with an attack, roll a d20 to determine whether the attack instead targets the duplicate. On a roll of 11 or higher, the attack hits and destroys the duplicate. A creature can use its action to make a DC 15 Intelligence (Investigation) check to determine which monolith is real. On a success, the creature identifies the illusion. The duplicate is intangible, but otherwise is identical to the monolith by sight, smell, or hearing. The duplicate lasts for 1 minute or until the monolith uses this lair action again.\n* The crystalline monolith vibrates at a frequency that reverberates through the lair, causing the ground to tremble. Each creature on the ground within 60 feet of the monolith (except for the crystalline monolith itself) must succeed on a DC 15 Dexterity saving throw or be knocked prone.\n* Magically-charged shards of crystal fire from the crystals in the lair, striking up to two targets within 60 feet of the crystalline monolith. The crystalline monolith makes one ranged attack roll (+3 to hit) against each target. On a hit, the target takes 2 (1d4) piercing damage and 2 (1d4) psychic damage.","name":"Crystalline Monolith","size":"Huge","type":"Aberration","subtype":"","group":null,"alignment":"lawful neutral","armor_class":15,"armor_desc":"natural armor","hit_points":123,"hit_dice":"13d12+39","speed":{"walk":0,"hover":true,"fly":30},"strength":14,"dexterity":10,"constitution":16,"intelligence":19,"wisdom":17,"charisma":17,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":6,"skills":{"arcana":7,"history":7,"insight":6,"nature":7,"perception":6},"damage_vulnerabilities":"","damage_resistances":"cold, fire","damage_immunities":"poison","condition_immunities":"blinded, paralyzed, petrified, poisoned, prone","senses":"blindsight 120 ft. (blind beyond this radius), passive Perception 16","languages":"Deep Speech, Undercommon, telepathy 120 ft.","challenge_rating":"7","cr":7.0,"actions":[{"name":"Multiattack","desc":"The crystalline monolith makes two slam attacks or two mind spear attacks. If both slam attacks hit a Large or smaller target, the target must succeed on a DC 14 Constitution saving throw or begin to turn to crystal and be restrained. The restrained creature must repeat the saving throw at the end of its next turn, becoming petrified on a failure or ending the effect on a success."},{"name":"Slam","desc":"Melee Weapon Attack: +5 to hit, reach 10 ft., one target. Hit: 11 (2d8 + 2) bludgeoning damage.","attack_bonus":5,"damage_dice":"2d8+2"},{"name":"Mind Spear","desc":"Ranged Spell Attack: +7 to hit, range 30 ft., one target. Hit: 14 (4d6) psychic damage.","attack_bonus":7,"damage_dice":"4d6"},{"name":"Psychic Burst (Recharge 5-6)","desc":"The crystalline monolith emits a burst of psychic energy in a 30-foot cone. Each creature in that area must succeed on a DC 15 Intelligence saving throw or take 28 (8d6) psychic damage and be stunned for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success."}],"bonus_actions":null,"reactions":null,"legendary_desc":"The crystalline monolith can take 3 legendary actions, choosing from one of the options below. Only one legendary action can be used at a time and only at the end of another creature’s turn. The crystalline monolith regains spent legendary actions at the start of its turn.","legendary_actions":[{"name":"Detect","desc":"The crystalline monolith makes a Wisdom (Perception) check."},{"name":"Teleport (Costs 2 Actions)","desc":"The crystalline monolith magically teleports up to 120 feet to an unoccupied space it can see."},{"name":"Cast a Spell (Costs 3 Actions)","desc":"The crystalline monolith casts a spell from its list of innate spells, expending a daily use as normal."}],"special_abilities":[{"name":"False Appearance","desc":"While the crystalline monolith remains motionless, it is indistinguishable from a giant crystal."},{"name":"Magic Resistance","desc":"The crystalline monolith has advantage on saving throws against spells and other magical effects."},{"name":"Powerful Mind","desc":"The crystalline monolith has advantage on Intelligence saving throws and ability checks."},{"name":"Innate Spellcasting (Psionics)","desc":"The crystalline monolith's innate spellcasting ability is Intelligence (spell save DC 15). It can innately cast the following spells, requiring no components:\nAt will: detect magic, detect thoughts, mage hand, silent image\n3/day each: clairvoyance, hypnotic pattern, stinking cloud, telekinesis\n1/day each: confusion, dominate person, suggestion"}],"spell_list":[],"page_no":77,"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_crystalline-monolith/"},{"slug":"derendian-moth-abomination","desc":"The creature’s multicolored moth wings slow to a flutter as it lands. The tentacles surrounding its mouth wriggle at the prospect of a new meal._  \n**Cursed Origins.** A dark tree resides in the depths of a forest where the veil between the Material and Shadow Realms is thin. Once a year, a heart-shaped growth on the tree beats, imbuing a nearby creature with shadow. The creature grows in size and power and becomes the tree’s avatar in the mortal world. It spends its short life tending to and protecting its parent and the other shadow-touched trees of the forest.","name":"Derendian Moth Abomination","size":"Huge","type":"Monstrosity","subtype":"","group":null,"alignment":"neutral evil","armor_class":14,"armor_desc":"natural armor","hit_points":210,"hit_dice":"20d12+80","speed":{"walk":30,"fly":40},"strength":14,"dexterity":20,"constitution":18,"intelligence":16,"wisdom":14,"charisma":10,"strength_save":null,"dexterity_save":9,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":null,"skills":{"stealth":9},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"cold, necrotic","condition_immunities":"frightened","senses":"darkvision 120 ft., passive Perception 16","languages":"—","challenge_rating":"12","cr":12.0,"actions":[{"name":"Multiattack","desc":"The Derendian moth abomination makes a number of tentacle attacks equal to the number of tentacles it currently possesses, and one beak attack."},{"name":"Tentacle","desc":"Melee Weapon Attack: +9 to hit, reach 20 ft., one target. Hit: 5 (1d8 + 1) bludgeoning damage.","attack_bonus":9,"damage_dice":"1d8+1"},{"name":"Beak","desc":"Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 17 (3d10) piercing damage.","attack_bonus":9,"damage_dice":"3d10"},{"name":"Wings of the Primal Tender (1/Day)","desc":"The Derendian moth abomination teleports to an unoccupied location within 100 feet, leaving a shimmering outline of its wings in its former location. The shimmering wings flap violently before exploding in a rainbowcolored dust cloud covering a 60-foot radius. Any creature caught in the dust cloud must make a successful DC 16 Wisdom saving throw or be reduced to 0 hit points. Creatures reduced to 0 hit points from this effect regenerate 10 hit points at the beginning of their next three turns."}],"bonus_actions":null,"reactions":null,"legendary_desc":"The Derendian moth abomination can take 3 legendary actions, choosing from the options below. Only one legendary action can be used at a time, and only at the end of another creature’s turn. Spent legendary actions are regained at the start of each turn.","legendary_actions":[{"name":"Detect","desc":"The abomination makes a Perception check."},{"name":"Pursue","desc":"The abomination moves its flying speed."},{"name":"Lay Eggs (Costs 2 Actions)","desc":"The Derendian moth abomination ejects a sticky mass of eggs within 5 feet of itself. At the beginning of the abomination's next turn, the eggs hatch as a swarm of insects that attacks the abomination's enemies."}],"special_abilities":[{"name":"Antennae","desc":"The Derendian moth abomination has advantage on Wisdom (Perception) checks that rely on smell."},{"name":"Assimilation","desc":"The Derendian moth abomination has six tentacles. Whenever it takes 30 or more damage in a single turn, one of its tentacles is shorn from its body. Whenever a non-undead creature drops to 0 hit points within 200 feet of the Derendian moth abomination, it can use its reaction to sprout one additional tentacle, up to a maximum of ten. Additional tentacles atrophy after one day."},{"name":"Legendary Resistance (3/Day)","desc":"If the Derendian moth abomination fails a saving throw, it can choose to succeed instead."},{"name":"Magic Weapons","desc":"The Derendian moth abomination's weapon attacks are magical."},{"name":"Unbound","desc":"The Derendian moth abomination's movement is unaffected by difficult terrain, and spells and other magical effects can neither reduce the moth's speed nor cause it to be paralyzed or restrained."}],"spell_list":[],"page_no":96,"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_derendian-moth-abomination/"},{"slug":"diminution-drake","desc":"The diminution drake removes its stinger from its prey, watching them shrink to one-foot-tall. It then flings its spaghetti-like tongue around the pint-sized victim and engulfs it in one swift motion._  \nThis draconic hunter can shrink or grow from a cat-sized to a person-sized drake. Diminution drakes resemble dragons with a long, tubular snouts. Their eyes have red pupils that continually contract from wide spheres to tiny dots and back again. They have subpar vision and hearing but an extraordinary sense of smell.  \n**Shrinking Hunter.** The diminution drake uses the shrinking properties of its toxic breath weapon and stinger to reduce the size of its prey. Once a creature has been reduced in size, the drake uses its spaghetti-like tongue to swallow its prey.  \n**Hunters of Sport.** Diminution drakes can live off of rodents and small animals, but they find great satisfaction in hunting, diminishing, and devouring larger prey. The gut of the drake can digest anything, and digesting a shrunken, armored adventurer is of no consequence. The drake is a cunning hunter, often hiding as a tiny creature to set up ambushes.","name":"Diminution Drake","size":"Medium","type":"Dragon","subtype":"","group":null,"alignment":"neutral evil","armor_class":15,"armor_desc":"natural armor","hit_points":71,"hit_dice":"13d8+13","speed":{"fly":60,"walk":30},"strength":14,"dexterity":18,"constitution":12,"intelligence":6,"wisdom":13,"charisma":10,"strength_save":null,"dexterity_save":7,"constitution_save":4,"intelligence_save":null,"wisdom_save":4,"charisma_save":null,"perception":4,"skills":{"perception":4,"stealth":4,"survival":4},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"poison","condition_immunities":"blinded, deafened, poisoned","senses":"blindsight 30 ft., passive Perception 17","languages":"understands Common and Draconic but can’t speak","challenge_rating":"5","cr":5.0,"actions":[{"name":"Multiattack","desc":"The drake makes two claw attacks and one stinger attack."},{"name":"Claw","desc":"Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) slashing damage","attack_bonus":7,"damage_dice":"2d6+3"},{"name":"In One Bite","desc":"Melee Weapon Attack: +7 to hit, reach 10 ft., one Tiny target. Hit: The target must succeed on a DC 15 Dexterity saving throw or be swallowed by the drake. While swallowed, the target's hit points are reduced to 0, and it is stable. If a creature remains swallowed for 1 minute, it dies.\n\nWhile it has a creature swallowed, the diminution drake can't reduce its size below Medium. If the diminution drake dies, a swallowed creature's hit points return to the amount it had before it was swallowed, and the creature falls prone in an unoccupied space within 5 feet of the drake."},{"name":"Stinger","desc":"Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 6 (1d4 + 4) piercing damage, and the target must succeed on a DC 15 Constitution saving throw or have its size reduced by one category until it completes a short or long rest. This attack can reduce a creature's size to no smaller than Tiny.","attack_bonus":7,"damage_dice":"1d4+4"},{"name":"Shrinking Breath (Recharge 5-6)","desc":"The drake exhales poison in a 15-foot-line that is 5 feet wide. Each creature in that line must make a DC 15 Dexterity saving throw. On a failure, a creature takes 17 (5d6) poison damage and its size is reduced by one category until it completes a short or long rest. On a success, it takes half the damage and isn't reduced in size. This breath can reduce a creature's size to no smaller than Tiny."}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Change Scale","desc":"As a bonus action, the drake can change its size to Tiny or Small for 1 minute. While its size is reduced, it can't use In One Bite, and it has advantage on stinger attacks made against creatures larger than it. It can end this effect early as a bonus action."},{"name":"Keen Smell","desc":"The diminution drake has advantage on Wisdom (Perception) checks that rely on smell."}],"spell_list":[],"page_no":121,"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_diminution-drake/"},{"slug":"edjet-initiate","desc":"Glaring about in brazen challenge to any that would meet its eyes, this elite dragonborn warrior searches for its next target. Adorned in padded armor, its clawed hand never ventures far from the hilt of its sword._  \n**True Believers.** Edjet initiates display all of the fanaticism of the elite Open Game License","name":"Edjet Initiate","size":"Medium","type":"Humanoid","subtype":"dragonborn","group":null,"alignment":"lawful neutral","armor_class":12,"armor_desc":"padded armor","hit_points":19,"hit_dice":"3d8+6","speed":{"walk":30},"strength":14,"dexterity":12,"constitution":14,"intelligence":10,"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":{"athletics":4},"damage_vulnerabilities":"","damage_resistances":"fire","damage_immunities":"","condition_immunities":"","senses":"passive Perception 10","languages":"Common, Draconic","challenge_rating":"1/4","cr":0.25,"actions":[{"name":"Shortsword","desc":"Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) piercing damage.","attack_bonus":4,"damage_dice":"1d6+2"},{"name":"Shortbow","desc":"Ranged Weapon Attack: +3 to hit, range 80/320 ft., one target. Hit: 4 (1d6 + 1) piercing damage.","attack_bonus":3,"damage_dice":"1d6+1"}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Overeager Trainee","desc":"If the edjet initiate starts its turn within 5 feet of another dragonborn, it has advantage on all melee weapon attack rolls it makes during that turn, but attack rolls against it also have advantage until the start of its next turn."},{"name":"Show Mettle","desc":"While it can see a superior officer, the edjet initiate has advantage on saving throws against being frightened."}],"spell_list":[],"page_no":131,"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_edjet-initiate/"},{"slug":"fey-revenant","desc":"An amalgam of shadow fey and spider, the thorn-covered fey appears out of the shadows and envelops its victim in icy tendrils of darkness._  \n**Will of the Fey Queen.** Shadow fey who have proven themselves most loyal to the commands and desires of the fey courts catch the eye of the Queen. She calls them to her court and blesses them with a measure of her power.  \n**Fey Transformation.** A fey revenant retains the upper torso of its shadow fey body, its skin becomes thorny and bark-like, and its lower body changes into that of an arachnid or insect. Spiders, scorpions, and beetles are the most common, but many fey revenants have lower bodies resembling dragonflies, wasps, and locusts. Fey revenants with insect bodies that can fly have a flying speed of 30 feet.","name":"Fey Revenant","size":"Large","type":"Fey","subtype":"","group":null,"alignment":"lawful evil","armor_class":19,"armor_desc":"natural armor","hit_points":161,"hit_dice":"17d10+68","speed":{"walk":30,"climb":30},"strength":14,"dexterity":18,"constitution":18,"intelligence":10,"wisdom":14,"charisma":14,"strength_save":null,"dexterity_save":7,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":5,"skills":{"perception":5,"stealth":7},"damage_vulnerabilities":"","damage_resistances":"bludgeoning, piercing","damage_immunities":"poison","condition_immunities":"poisoned","senses":"darkvision 120 ft., passive Perception 15","languages":"Common, Elvish, Umbral","challenge_rating":"7","cr":7.0,"actions":[{"name":"Multiattack","desc":"The fey revenant makes three attacks, either with its shortsword or longbow. It can use its Queen's Grasp in place of one shortsword or longbow attack."},{"name":"Shortsword","desc":"Melee Weapon Attack: +7 to hit, reach 5 ft., one creature. Hit: 7 (1d6 + 4) piercing damage plus 3 (1d6) poison damage.","attack_bonus":7,"damage_dice":"1d6+4"},{"name":"Longbow","desc":"Ranged Weapon Attack: +7 to hit, range 120/600 ft., one target. Hit: 8 (1d8 + 4) piercing damage plus 3 (1d6) poison damage.","attack_bonus":7,"damage_dice":"1d8+4"},{"name":"Queen's Grasp","desc":"Ranged Weapon Attack: +7 to hit, ranged 30/60 ft., one target. Hit: The target is restrained by icy wisps of shadow. While restrained, the creature takes 7 (2d6) cold damage at the start of each of its turns. As an action, the restrained creature can make a DC 15 Strength check, bursting through the icy shadow on a success. The icy shadow can also be attacked and destroyed (AC 10; 5 hp; resistance to bludgeoning, piercing, and slashing damage; immunity to cold, necrotic, poison, and psychic damage)."}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Magic Resistance","desc":"The fey revenant has advantage on saving throws against spells and other magical effects."},{"name":"Shadow Sight","desc":"Magical darkness doesn't impede the fey revenant's darkvision."},{"name":"Shadow Traveler (4/Day)","desc":"As a bonus action while in shadows, dim light, or darkness, the fey revenant disappears into the darkness and reappears in an unoccupied space it can see within 30 feet. A tendril of inky smoke appears at its origin and destination when it uses this trait."},{"name":"Spider Climb","desc":"The fey revenant can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check."},{"name":"Sunlight Sensitivity","desc":"While in sunlight, the fey revenant has disadvantage on attack rolls, as well as Wisdom (Perception) checks that rely on sight."},{"name":"Thorn Body","desc":"A creature that touches the fey revenant or hits it with a melee attack while within 5 feet of it takes 4 (1d8) piercing damage."}],"spell_list":[],"page_no":150,"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_fey-revenant/"},{"slug":"giant-frilled-lizard","desc":"These massive reptiles adore hot climates and often lie motionless while they sun themselves. When disturbed, giant frilled lizards become quite aggressive, hissing and protruding the large, jagged frill that surrounds their necks.","name":"Giant Frilled Lizard","size":"Large","type":"Beast","subtype":"","group":null,"alignment":"unaligned","armor_class":16,"armor_desc":"natural armor","hit_points":105,"hit_dice":"14d10+28","speed":{"climb":30,"walk":30},"strength":14,"dexterity":18,"constitution":15,"intelligence":2,"wisdom":12,"charisma":10,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":4,"skills":{"athletics":8,"perception":4},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"","condition_immunities":"","senses":"darkvision 60 ft., passive Perception 14","languages":"—","challenge_rating":"5","cr":5.0,"actions":[{"name":"Multiattack","desc":"The giant frilled lizard makes one bite attack and one tail attack."},{"name":"Bite","desc":"Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 11 (2d6 + 4) piercing damage plus 10 (4d4) poison damage.","attack_bonus":7,"damage_dice":"2d6+4"},{"name":"Tail","desc":"Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 8 (1d8 + 4) bludgeoning damage.","attack_bonus":7,"damage_dice":"1d8+4"}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Intimidating Charge","desc":"When a giant frilled lizard charges, it hisses ferociously, extends its neck frills, and darts forward on its hind legs, increasing its walking speed to 50 feet for that round. In addition, the creature charged must succeed on a DC 13 Charisma saving throw or be frightened for 1d6 rounds. The creature can repeat the save at the end of each of its turns, ending the effect on a success."}],"spell_list":[],"page_no":392,"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_giant-frilled-lizard/"},{"slug":"glacial-corrupter","desc":"This skeleton’s bones are crystal and caked with layers of frost and ice._  \n**Origin.** Glacial corrupters are similar in nature to most Open Game License","name":"Glacial Corrupter","size":"Medium","type":"Undead","subtype":"","group":null,"alignment":"lawful evil","armor_class":15,"armor_desc":"natural armor","hit_points":34,"hit_dice":"4d8+16","speed":{"walk":30},"strength":14,"dexterity":13,"constitution":18,"intelligence":6,"wisdom":8,"charisma":5,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":null,"skills":{},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"cold, poison","condition_immunities":"exhaustion, poisoned, petrified","senses":"darkvision 60 ft., passive Perception 9","languages":"understands all languages it knew in life but can’t speak","challenge_rating":"1","cr":1.0,"actions":[{"name":"Longsword","desc":"Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) slashing damage, or 7 (1d10 + 2) slashing damage if used with two hands.","attack_bonus":4,"damage_dice":"1d8+2"},{"name":"Longbow","desc":"Ranged Weapon Attack: +4 to hit, range 150/600 ft., one target. Hit: 6 (1d8 + 2) piercing damage.","attack_bonus":4,"damage_dice":"1d8+2"},{"name":"Glacial Touch (Recharge 5-6)","desc":"Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 9 (2d6 + 2) cold damage. The target must succeed on a DC 13 Constitution saving throw or take 2 (1d4) cold damage at the start of each of its turns, as a frozen shard lodges itself in the wound. Any creature can take an action to remove the shard with a successful DC 12 Wisdom (Medicine) check. The shard crumbles to snow if the target receives magical healing.\n\nA humanoid slain by this attack rises in 1 week as a glacial corrupter, unless the humanoid is restored to life or its body is destroyed.","attack_bonus":4,"damage_dice":"2d6+2"}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":null,"spell_list":[],"page_no":176,"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_glacial-corrupter/"},{"slug":"gray-orc","desc":"The ground erupts into a scrambling flood of orcs, their pale skin decorated with swirls of black resin._  \nDwelling deep beneath the ground, gray orcs move in a dark world, only drawn toward the surface by their innate hatred of arcane defilement.  \n**Drawn to Magical Corruption.** Gray orcs are drawn to areas where magic is frequently used or locations marred by magical pollution. Scholars believe the orcs’ ancestral home was ravaged by magic, cursing them and driving them deep beneath the surface. They believe this history fuels within the orcs a deep hatred for magic, especially magic that defiles the natural world. For their part, the orcs have neither confirmed nor denied this speculation, though few scholars have been brave enough to approach them about it. Whatever the case, gray orcs grow violent around magic and seek to snuff it out wherever they find it.  \n**Synchronized Tribes.** Gray orcs move and act as one, their training leading their actions to be so synchronized that they appear to think as one. When faced with a major threat or a large magical catastrophe, a group of gray orcs will erupt from the ground in unison to swarm over the source.","name":"Gray Orc","size":"Medium","type":"Humanoid","subtype":"orc","group":null,"alignment":"neutral","armor_class":13,"armor_desc":null,"hit_points":15,"hit_dice":"2d8+6","speed":{"climb":30,"walk":40,"burrow":20},"strength":14,"dexterity":16,"constitution":16,"intelligence":9,"wisdom":11,"charisma":10,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":2,"skills":{"acrobatics":5,"athletics":4,"perception":2,"stealth":7},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"","condition_immunities":"","senses":"blindsight 30 ft., darkvision 60 ft., passive Perception 12","languages":"Orc","challenge_rating":"1/4","cr":0.25,"actions":[{"name":"Claws","desc":"Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d4 + 3) slashing damage.","attack_bonus":5,"damage_dice":"1d4+3"}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Silent Hunters","desc":"Adept at surviving in a dark and quiet world below the ground, gray orcs instinctively know how to move, hunt, and kill without making the slightest sound. When they hunt, gray orcs paint their pale skin with swirls of a mushroom-based black resin. They often form the resin into runes or symbols of their gods as a way of honoring the gods and asking for success on the hunt."},{"name":"Aggressive","desc":"As a bonus action, the orc can move up to its speed toward a hostile creature it can see."},{"name":"Magic Absorption","desc":"When the gray orc is hit by a spell or is in the area of a spell, it regains hp equal to the spell's level. This trait doesn't counter the spell or negate its damage or effects. The orc regains the hp after the spell is resolved."},{"name":"Pack Tactics","desc":"The gray orc has advantage on attack rolls against a creature if at least one of the orc's allies is within 5 feet of the creature and the ally isn't incapacitated."},{"name":"Sunlight Sensitivity","desc":"While in sunlight, the gray orc has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight."}],"spell_list":[],"page_no":162,"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_gray-orc/"},{"slug":"hantu-penanggal","desc":"The head of a beautiful woman flies through the air, trailing tentacle-like entrails while her headless body follows, bearing demonic claws._  \n**Cursed Nature.** Hantu penanggal arise when creatures pledged to fiendish powers break their agreements. They are cursed, becoming fiends hungering for the flesh and blood of the innocent.  \n**Mistaken for Undead.** Hantu penanggal are often mistaken for undead and don’t correct this error, finding delight in taking advantage of adventurers ill-prepared for an encounter with a fiend.","name":"Hantu Penanggal","size":"Medium","type":"Fiend","subtype":"","group":null,"alignment":"any evil","armor_class":14,"armor_desc":"natural armor","hit_points":123,"hit_dice":"19d8+38","speed":{"fly":40,"walk":30},"strength":14,"dexterity":16,"constitution":14,"intelligence":11,"wisdom":10,"charisma":18,"strength_save":null,"dexterity_save":6,"constitution_save":null,"intelligence_save":null,"wisdom_save":3,"charisma_save":null,"perception":null,"skills":{"deception":10,"stealth":6},"damage_vulnerabilities":"","damage_resistances":"cold, lightning; bludgeoning, piercing, and slashing from nonmagical attacks","damage_immunities":"fire, poison","condition_immunities":"poisoned","senses":"truesight 60 ft., passive Perception 10","languages":"Abyssal, Common, Infernal","challenge_rating":"8","cr":8.0,"actions":[{"name":"Multiattack","desc":"When detached, the hantu penanggal's head makes one bite attack and one entrails attack, and its body makes two claw attacks. In its whole form, it can make three rapier attacks."},{"name":"Rapier (Whole Form Only)","desc":"Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) piercing damage plus 7 (2d6) necrotic damage.","attack_bonus":6,"damage_dice":"1d8+3"},{"name":"Claw (Body Only)","desc":"Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) slashing damage plus 3 (1d6) necrotic damage.","attack_bonus":6,"damage_dice":"1d8+3"},{"name":"Bite (Head Only)","desc":"Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 12 (2d8 + 3) piercing damage plus 7 (2d6) necrotic damage. The target's hp maximum is reduced by an amount equal to the necrotic damage taken, and the penanggal regains hp equal to that amount. This reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hp maximum to 0. A humanoid slain in this way becomes the new body for the penanggal, if it is detached and its body died. Otherwise, the humanoid rises 24 hours later as a new hantu penanggal.","attack_bonus":6,"damage_dice":"2d8+3"},{"name":"Entrails (Head Only)","desc":"Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 10 (2d6 + 3) bludgeoning damage and the target is grappled (escape DC 15). Until this grapple ends, the target is restrained, and the penanggal can't use its entrails on another target.","attack_bonus":6,"damage_dice":"2d6+3"}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Detachable Head","desc":"As a bonus action, the hantu penanggal detaches its head. The head trails entrails like flexible tentacles. While detached, the head and body act independently from each other on the same initiative, and each has hp equal to half its hp before detaching its head. Its statistics remain the same in both forms, except the body loses its truesight and gains blindsight out to a range of 60 feet.\n\nThe head and body can use the whole form's innate spellcasting trait, expending daily uses as normal. The two forms can rejoin into the fiend's whole form as a bonus action if they are within 5 feet of each other. If the head is destroyed while it is detached, the body also perishes. If the body is destroyed while the head is detached, the head has disadvantage on attack rolls and ability checks until it acquires a new body. A creature within 30 feet of the penanggal and that can see the detachment must succeed on a DC 14 Wisdom saving throw or be frightened for 1 minute. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success."},{"name":"Innate Spellcasting","desc":"The hantu penanggal's innate spellcasting ability is Charisma (spell save DC 15, +7 to hit with spell attacks). It can innately cast the following spells, requiring no material components.\nAt will: darkness, detect evil and good\n2/day each: protection from evil and good, scorching ray\n1/day each: gaseous form"}],"spell_list":[],"page_no":192,"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_hantu-penanggal/"},{"slug":"jack-of-strings","desc":"Clad in fine clothes of black and red, the tall, slim figure steps forward. With a clawed hand grasping a crossbar, it makes its eyeless marionette dance. A chuckle of cruel delight escapes its fanged maw as a nearby observer suddenly rises and spasmodically mimics the dance._  \n**Court Entertainers and Punishers.** A jack of strings uses its collection of marionettes to amuse shadow fey courts. It is adept at tailoring its performances to the crowd, switching effortlessly between charming plays, ribald performances, satirical pantomimes, and terrifying tales. During these performances, the jack of strings can take control of a creature in the audience to enact justice in the form of humiliation, torture, or even death. The jack is sometimes hired by fey nobility to enact such justice on rivals.  \n**Uncanny Valley.** The jack of strings takes control of its victims by establishing a link between the victim and one of its marionettes. When it establishes the link, the marionette becomes lifelike while the jack’s victim takes on a wooden appearance. The puppet gains the victim’s eyes, which disappear from the victim’s face.  \n**Masters of Puppets.** Jacks of strings have several marionettes at their disposal. Aside from the first, which it painstakingly crafts itself, the jack’s puppets derive from victims who perish while linked to the jack’s puppet. Jacks harvest their prey in the mortal realm under the guise of a traveling entertainer and typically target people who won’t be missed.","name":"Jack of Strings","size":"Medium","type":"Fey","subtype":"","group":null,"alignment":"chaotic neutral","armor_class":14,"armor_desc":null,"hit_points":90,"hit_dice":"12d8+36","speed":{"walk":30},"strength":14,"dexterity":19,"constitution":17,"intelligence":15,"wisdom":14,"charisma":20,"strength_save":null,"dexterity_save":7,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":null,"skills":{"acrobatics":10,"performance":8},"damage_vulnerabilities":"","damage_resistances":"bludgeoning, piercing, and slashing from nonmagical weapons not made with cold iron weapons","damage_immunities":"","condition_immunities":"charmed, frightened","senses":"darkvision 60 ft., passive Perception 12","languages":"Common, Sylvan, Umbral","challenge_rating":"5","cr":5.0,"actions":[{"name":"Multiattack","desc":"The jack of strings makes two mocking slap attacks."},{"name":"Mocking Slap","desc":"Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) bludgeoning damage plus 3 (1d6) psychic damage.","attack_bonus":7,"damage_dice":"2d6+3"},{"name":"Animate Puppet","desc":"The jack of strings animates up to three wooden puppets it can see within 60 feet of it. This works like the animate objects spell, except the wooden puppet uses the statistics of a Small object, regardless of the puppet's actual size. The jack can have no more than five puppets animated at one time."},{"name":"Puppet Link","desc":"One humanoid or beast the jack of strings can see within 60 feet of it must succeed on a DC 15 Wisdom saving throw or become magically linked to the jack's marionette. This link appears as a barely perceptible string between the jack's marionette and the target. A linked creature can repeat the saving throw at the end of each of its turns, ending the link on a success.\n\nWhile a target is linked, the jack of strings can use its reaction at the start of the target's turn to control the linked target. The jack of strings can make the target move, manipulate objects, attack, or take other purely physical actions. The jack can't make the target cast spells. While controlled, the target moves awkwardly and has disadvantage on attack rolls and ability checks. If the target receives a suicidal command from the jack of strings, it can repeat the saving throw, ending the effect on a success.\n\nThe jack of strings can have only one target linked at a time. If it links another, the effect on the previous target ends. If a creature dies while linked to the jack's marionette, the creature's body becomes a wooden puppet that resembles the creature."}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Magic Resistance","desc":"The jack of strings has advantage on saving throws against spells and other magical effects."}],"spell_list":[],"page_no":218,"environments":[],"img_main":null,"document__slug":"tob2","document__title":"Tome of Beasts 2","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/tome-of-beasts-2-for-5th-edition/","v2_converted_path":"/v2/creatures/tob2_jack-of-strings/"},{"slug":"luck-leech","desc":"The elf-like creature rises, its bright green eyes flashing with menace. Short, impish horns peek out from its inky hair, and green smoke oozes out of the numerous circular mouths lining its arms._  \nWhen a humanoid who earned wealth through violence and duplicity gets lost in the Shadow Realm, its body becomes corrupted by the dark realm, turning it into a luck leech. These fey have arms covered in lamprey-like mouths that drain the luck out of their victims. They return to the Material Plane and stalk gambling houses and criminal underbellies for exceptionally lucky targets.  \n**Amassing fortune.** Luck leeches obsess over gathering as much wealth and luck as possible, referring to both collectively as “fortune.” They rarely notice and never care if their acquisition of fortune harms others.  \n**Self-Serving.** A luck leech cares first and foremost about itself. If it thinks its life is in danger, it expends any fortune it has to escape, knowing it can’t enjoy its fortune if it’s dead.","name":"Luck Leech","size":"Medium","type":"Fey","subtype":"","group":null,"alignment":"neutral evil","armor_class":17,"armor_desc":"studded leather","hit_points":150,"hit_dice":"20d8+60","speed":{"walk":30},"strength":14,"dexterity":21,"constitution":16,"intelligence":17,"wisdom":14,"charisma":19,"strength_save":null,"dexterity_save":9,"constitution_save":null,"intelligence_save":null,"wisdom_save":6,"charisma_save":null,"perception":6,"skills":{"deception":8,"perception":6,"stealth":9},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"necrotic","condition_immunities":"frightened","senses":"darkvision 60 ft., passive Perception 16","languages":"Common, Sylvan, Umbral","challenge_rating":"10","cr":10.0,"actions":[{"name":"Multiattack","desc":"The luck leech makes two biting arm attacks."},{"name":"Biting Arms","desc":"Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 18 (3d8 + 5) piercing damage plus 9 (2d8) necrotic damage.","attack_bonus":9,"damage_dice":"3d8+5"},{"name":"Feast of Fortune (Recharge 6)","desc":"Each creature the luck leech can see within 30 feet of it must make a DC 16 Charisma saving throw. On a failure, the creature takes 27 (6d8) psychic damage, becomes blinded until the end of its next turn, and is cursed with falling fortunes. On a success, a creature takes half the damage and isn't blinded or cursed. For each creature that fails this saving throw, the luck leech gains 1 luck point."}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Leech Luck","desc":"If a creature within 60 feet of the luck leech rolls a 20 on an ability check, attack roll, or saving throw, the luck leech gains 1 luck point. It can't have more than 4 luck points at a time."},{"name":"Reserve of Fortune","desc":"If the luck leech doesn't have 4 luck points at sunset, it gains 2 luck points. It can't have more than 4 luck points at a time. In addition, if the luck leech rolls a 1 on the d20 for an attack roll, ability check, or saving throw while it has at least 1 luck point, it can reroll the die and must use the new roll. This trait doesn't expend luck points."},{"name":"Turn Luck","desc":"As a bonus action, the luck leech can spend 1 luck point to: \n* Gain advantage on its next attack or saving throw \n* Cast misty step\n* Increase the necrotic damage of its next successful biting arms attack by an extra 9 (2d8) \n* Force each creature that is concentrating on a spell within 60 feet of it to make a DC 16 Constitution saving throw, losing its concentration on the spell on a failure."}],"spell_list":[],"page_no":241,"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_luck-leech/"},{"slug":"mineral-ooze","desc":"Gray and amorphous, this creature skulks along the stone floor. Its body appears wet and oily, though an unusual crystalline pattern decorates the surface._  \n**Subterranean Menace.** A mineral ooze is a slime that hardens into solid rock after it engulfs its target, making escape much more difficult as it slowly digests the creature.  \n**Earthy Consistency.** The mineral ooze has a high concentration of silicates and crystal, which appear on the surface of the creature when it is in its gelatinous form. When it engulfs a creature, these minerals are pushed to the surface, where they harden quickly, trapping the creature. The ooze reverts to its liquid form after it has finished digesting the creature or if the creature escapes.  \n**Ooze Nature.** A mineral ooze doesn’t require sleep.","name":"Mineral Ooze","size":"Large","type":"Ooze","subtype":"","group":null,"alignment":"neutral","armor_class":9,"armor_desc":null,"hit_points":76,"hit_dice":"8d10+32","speed":{"walk":20},"strength":14,"dexterity":8,"constitution":18,"intelligence":1,"wisdom":5,"charisma":3,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":null,"skills":{},"damage_vulnerabilities":"","damage_resistances":"acid, cold, fire","damage_immunities":"","condition_immunities":"blinded, charmed, deafened, exhaustion, frightened, prone","senses":"blindsight 60 ft. (blind beyond this radius), passive Perception 7","languages":"—","challenge_rating":"3","cr":3.0,"actions":[{"name":"Multiattack","desc":"The mineral ooze makes two slam attacks. If both attacks hit a Medium or smaller target, the target is grappled (escape DC 12), and the ooze uses its Encase on the target."},{"name":"Pseudopod","desc":"Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) bludgeoning damage plus 3 (1d6) acid damage.","attack_bonus":4,"damage_dice":"1d8+2"},{"name":"Encase","desc":"The mineral ooze encases a Medium or smaller creature grappled by it. The encased target is blinded, restrained, and unable to breathe, and it must succeed on a DC 14 Constitution saving throw at the start of each of the ooze's turns or take 7 (2d6) acid damage. If the ooze moves, the encased target moves with it. The ooze can have only one creature encased at a time. An encased creature can try to escape by taking an action to make a DC 12 Strength check. The creature has disadvantage on this check if the ooze is mineralized. On a success, the creature escapes and enters a space of its choice within 5 feet of the ooze. Alternatively, a creature within 5 feet of the ooze can take an action to pull a creature out of the ooze. Doing so requires a successful DC 12 Strength check, and the creature making the attempt takes 7 (2d6) acid damage. The creature making the attempt has disadvantage on the check if the ooze is mineralized."}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Amorphous","desc":"The ooze can move through a space as narrow as 1 inch wide without squeezing."},{"name":"False Appearance","desc":"While the ooze remains motionless, it is indistinguishable from an oily pool or wet rock."},{"name":"Mineralize","desc":"As a bonus action when it has encased a creature, the ooze hardens the minerals in its body, turning the surface of its body into a stone-like material. While mineralized, the ooze has a walking speed of 5 feet, and it has resistance to bludgeoning, piercing, and slashing damage. The ooze remains mineralized until the creature it has encased dies, or until the ooze takes a bonus action to end it."}],"spell_list":[],"page_no":280,"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_mineral-ooze/"},{"slug":"resinous-frog","desc":"Resinous frogs secrete a fluid from their skin and tongues that adheres to most material, even if the frogs are in water. Most creatures stuck to the frogs become exhausted in the struggle to break free, providing the patient frog a later meal. If the frog has a dangerous predator stuck to its tongue, it can detach its tongue and leave the predator behind while it escapes. The frogs’ limited regenerative capabilities allow them to regrow lost tongues.","name":"Resinous Frog","size":"Small","type":"Beast","subtype":"","group":null,"alignment":"unaligned","armor_class":12,"armor_desc":"natural armor","hit_points":19,"hit_dice":"3d6+9","speed":{"walk":30},"strength":14,"dexterity":9,"constitution":16,"intelligence":3,"wisdom":11,"charisma":6,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":null,"skills":{},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"","condition_immunities":"","senses":"passive Perception 10","languages":"—","challenge_rating":"1/4","cr":0.25,"actions":[{"name":"Bite","desc":"Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 5 (1d6 + 2) piercing damage.","attack_bonus":4,"damage_dice":"1d6+2"},{"name":"Tongue","desc":"Melee Weapon Attack: +4 to hit, reach 10 ft., one creature. Hit: 4 (1d4 + 2) bludgeoning damage. If the creature is Medium or smaller, it is grappled (escape DC 12), and the frog can't make tongue attacks against other targets.","attack_bonus":4,"damage_dice":"1d4+2"}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Adhesive Skin","desc":"The resinous frog adheres to anything that touches it. A Medium or smaller creature adhered to the frog is also grappled by it (escape DC 12). When the frog moves, any Small or smaller creature it is grappling moves with it.\n\nIn addition, when a creature hits the frog with a weapon, it must succeed on a DC 12 Strength saving throw or the weapon sticks to the frog. A stuck weapon can't be used. A creature can take its action to remove one creature or object from the frog by succeeding on a DC 12 Strength check.\n\nAs a bonus action, the frog can release one creature or weapon stuck to it. The frog can't be affected by another resinous frog's Adhesive Skin."},{"name":"Detach Tongue","desc":"As a bonus action, the resinous frog can detach its tongue and move up to half its speed without provoking opportunity attacks. If it was grappling a creature with its tongue, the creature is freed. Its tongue regrows by the time it finishes a short or long rest."},{"name":"Easy Prey","desc":"The resinous frog has advantage on bite attack rolls against any creature grappled by it."}],"spell_list":[],"page_no":397,"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_resinous-frog/"}]}