{"count":3207,"next":"https://api-beta.open5e.com/v1/monsters/?format=json&ordering=strength&page=57","previous":"https://api-beta.open5e.com/v1/monsters/?format=json&ordering=strength&page=55","results":[{"slug":"dracotaur","desc":"","name":"Dracotaur","size":"Large","type":"Dragon","subtype":"","group":null,"alignment":"chaotic neutral","armor_class":17,"armor_desc":"natural armor","hit_points":110,"hit_dice":"13d10+39","speed":{"burrow":20,"walk":50},"strength":21,"dexterity":17,"constitution":16,"intelligence":10,"wisdom":13,"charisma":15,"strength_save":null,"dexterity_save":null,"constitution_save":6,"intelligence_save":null,"wisdom_save":null,"charisma_save":5,"perception":4,"skills":{"athletics":8,"intimidation":5,"perception":4,"survival":4},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"lightning","condition_immunities":"","senses":"darkvision 60 ft., passive Perception 14","languages":"Common, Draconic, Elvish","challenge_rating":"6","cr":6.0,"actions":[{"desc":"The dracotaur makes two attacks: one with its bite and one with its claws or two with its longbow.","name":"Multiattack"},{"attack_bonus":8,"damage_dice":"2d6+4","desc":"Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) piercing damage plus 7 (2d6) lightning damage.","name":"Bite"},{"attack_bonus":8,"damage_dice":"2d6+4","desc":"Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) slashing damage.","name":"Claws"},{"attack_bonus":6,"damage_dice":"2d8+3","desc":"Ranged Weapon Attack: +6 to hit, range 150/600 ft., one target. Hit: 12 (2d8 + 3) piercing damage.","name":"Longbow"},{"desc":"The dracotaur shoots an arrow at a point it can see within 150 feet where it explodes into a 20-foot-radius sphere of lightning. Each creature in that area must make a DC 15 Dexterity saving throw, taking 28 (8d6) lightning damage on a failed save, or half as damage much on a successful one.","name":"Lightning Arrow (Recharges after a Short or Long Rest)"},{"desc":"The dracotaur exhales lightning in a 60-foot line that is 5 feet wide. Each creature in that line must make a DC 15 Dexterity saving throw, taking 33 (6d10) lightning damage on a failed save, or half as much damage on a successful one.","name":"Lightning Breath (Recharge 5-6)"}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"desc":"If the dracotaur moves at least 30 feet straight toward a target and then hits it with a bite attack on the same turn, the target takes an extra 14 (4d6) piercing damage.","name":"Charge"}],"spell_list":[],"page_no":110,"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_dracotaur/"},{"slug":"haunted-giant","desc":"","name":"Haunted Giant","size":"Huge","type":"Giant","subtype":"","group":null,"alignment":"chaotic neutral","armor_class":20,"armor_desc":"natural armor","hit_points":126,"hit_dice":"12d12+48","speed":{"walk":40},"strength":21,"dexterity":8,"constitution":19,"intelligence":5,"wisdom":9,"charisma":6,"strength_save":null,"dexterity_save":2,"constitution_save":7,"intelligence_save":null,"wisdom_save":2,"charisma_save":null,"perception":2,"skills":{"athletics":8,"perception":2},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"","condition_immunities":"","senses":"passive Perception 12","languages":"Giant","challenge_rating":"6","cr":6.0,"actions":[{"desc":"The giant makes two greatclub attacks.","name":"Multiattack"},{"attack_bonus":8,"damage_dice":"3d8+5","desc":"Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 18 (3d8 + 5) bludgeoning damage.","name":"Greatclub"},{"attack_bonus":8,"damage_dice":"3d10+5","desc":"Ranged Weapon Attack: +8 to hit, range 60/240 ft., one target. Hit: 21 (3d10 + 5) bludgeoning damage.","name":"Rock"}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"desc":"Three ghostly spirits haunt the giant. The spirits are incorporeal, remain within 10 feet of the giant at all times, and can't take actions. Each uses the giant's AC and saving throws, has 15 hp and can only be harmed by radiant damage. If an ancestral spirit is reduced to 0 hp, it disappears temporarily. Reduce the giant's AC by 1 and remove one trait granted by the spirits for each spirit that is driven off. Ancestral spirits can't be turned.","name":"Ancestral Spirits"},{"desc":"At the start of its turn, the giant can gain advantage on all melee weapon attack rolls during that turn, but attack rolls against it have advantage until the start of its next turn. This trait is granted by the ancestral spirits.","name":"Reckless"},{"desc":"The giant can see invisible creatures and objects as if they were visible and can see into the Ethereal Plane. This trait is granted by the ancestral spirits.","name":"See Invisibility"},{"desc":"The giant is immune to the charmed and frightened conditions. This trait is granted by the ancestral spirits.","name":"Steadfast"}],"spell_list":[],"page_no":183,"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_haunted-giant/"},{"slug":"monarch-skeleton","desc":"","name":"Monarch Skeleton","size":"Medium","type":"Undead","subtype":"","group":null,"alignment":"neutral evil","armor_class":16,"armor_desc":"chain mail","hit_points":142,"hit_dice":"15d8+75","speed":{"walk":30},"strength":21,"dexterity":14,"constitution":20,"intelligence":12,"wisdom":14,"charisma":8,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":6,"charisma_save":null,"perception":null,"skills":{},"damage_vulnerabilities":"","damage_resistances":"bludgeoning, piercing, and slashing from nonmagical attacks not made with silver","damage_immunities":"necrotic, poison","condition_immunities":"charmed, exhaustion, paralyzed, petrified, poisoned","senses":"darkvision 120 ft., passive Perception 12","languages":"the languages it knew in life","challenge_rating":"9","cr":9.0,"actions":[{"desc":"The monarch skeleton makes two dreadblade attacks.","name":"Multiattack"},{"attack_bonus":9,"damage_dice":"2d8+5","desc":"Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 14 (2d8 + 5) slashing damage plus 7 (2d6) necrotic damage. If the target is a creature, it must succeed on a DC 17 Constitution saving throw or its hp maximum is reduced by an amount equal to the necrotic damage taken. This reduction lasts until the creature finishes a long rest. The target dies if this effect reduces its hp maximum to 0.","name":"Dreadblade"},{"desc":"Each non-skeleton creature within 30 feet of the monarch must succeed on a DC 16 Dexterity saving throw or be restrained by ghostly, skeletal hands for 1 minute. A restrained target takes 10 (3d6) necrotic damage at the start of each of its turns. A creature, including the target, can take its action to break the ghostly restraints by succeeding on a DC 16 Strength check.","name":"Grasp of the Grave (Recharge 5-6)"}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"desc":"The monarch skeleton and any skeletons within 30 feet of it have advantage on attack rolls against a creature if at least one of the skeleton's allies is within 5 feet of the creature and the ally isn't incapacitated.","name":"Master Tactician"},{"desc":"As a bonus action, the monarch commands a skeleton within 30 feet of it to make one attack as a reaction against a creature the monarch attacked this round.","name":"Sovereign's Command"},{"desc":"The monarch skeleton and any skeletons within 30 feet of it have advantage on saving throws against effects that turn undead.","name":"Turning Defiance"}],"spell_list":[],"page_no":249,"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_monarch-skeleton/"},{"slug":"ouroboros","desc":"","name":"Ouroboros","size":"Huge","type":"Dragon","subtype":"","group":null,"alignment":"neutral","armor_class":15,"armor_desc":"natural armor","hit_points":94,"hit_dice":"9d12+36","speed":{"fly":80,"walk":40},"strength":21,"dexterity":11,"constitution":19,"intelligence":15,"wisdom":18,"charisma":12,"strength_save":null,"dexterity_save":3,"constitution_save":7,"intelligence_save":null,"wisdom_save":7,"charisma_save":4,"perception":7,"skills":{"arcana":8,"history":8,"perception":7},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"","condition_immunities":"","senses":"blindsight 60 ft., darkvision 120 ft., passive Perception 17","languages":"all","challenge_rating":"6","cr":6.0,"actions":[{"desc":"The ouroboros can use its Introspective Presence. It then makes two bite attacks.","name":"Multiattack"},{"attack_bonus":8,"damage_dice":"1d10+5","desc":"Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 10 (1d10 + 5) piercing damage.","name":"Bite"},{"desc":"Each creature of the dragon's choice that is within 120 feet of the dragon and aware of it must succeed on a DC 15 Wisdom saving throw or be incapacitated for 1 minute as the creature is overcome by introspective thoughts. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the dragon's Introspective Presence for the next 24 hours.","name":"Introspective Presence"},{"desc":"The ouroboros exhales energy in a 30-foot cone. Each creature in that area must make a DC 15 Dexterity saving throw, taking 27 (6d8) damage on a failed save, or half as much damage on a successful one. The damage is either acid, cold, fire, lightning, necrotic, poison, radiant, or thunder. The dragon chooses the type of damage before exhaling.","name":"Kaleidoscopic Breath (Recharge 5-6)"}],"bonus_actions":null,"reactions":[{"desc":"When the dragon is hit with an attack, it gains resistance to damage of that type until the end of its next turn, including the damage from the attack that triggered this reaction.","name":"Reactive Hide"}],"legendary_desc":"The ouroboros can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The ouroboros regains spent legendary actions at the start of its turn.","legendary_actions":[{"desc":"The ouroboros makes one bite attack.","name":"Bite Attack"},{"desc":"The ouroboros blurs and shifts light around itself or another creature it can see within 60 feet of it. Attacks against the target have disadvantage until the end of the ouroboros' next turn. The target can resist this effect with a successful DC 15 Wisdom saving throw.","name":"Blurring Façade (Costs 2 Actions)"},{"desc":"The ouroboros causes itself or another creature it can see within 60 feet of it to illuminate with white flame. Attacks against the target have advantage until the end of the ouroboros' next turn. The target can resist this effect with a successful DC 15 Wisdom saving throw.","name":"Guiding Beacon (Costs 2 Actions)"}],"special_abilities":[{"desc":"When the ouroboros is slain, it is reborn in a burst of energy in a 300-foot radius from its body. Roll any die. On an even result, the energy causes plants to grow, and creatures in the area regain 22 (5d8) hp. On an odd result, creatures in the area must make a DC 15 Constitution saving throw, taking 22 (5d8) necrotic damage on a failed save, or half as much damage on a successful one.","name":"Energetic Rebirth"},{"desc":"As a bonus action, the ouroboros gains immunity to one type of damage. It can change this immunity from one type to another as a bonus action.","name":"Variegated Scales"}],"spell_list":[],"page_no":293,"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_ouroboros/"},{"slug":"simhamukha","desc":"","name":"Simhamukha","size":"Huge","type":"Celestial","subtype":"dakini","group":null,"alignment":"chaotic good","armor_class":16,"armor_desc":"natural armor","hit_points":115,"hit_dice":"11d12+44","speed":{"walk":50},"strength":21,"dexterity":15,"constitution":19,"intelligence":12,"wisdom":17,"charisma":19,"strength_save":8,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":7,"perception":6,"skills":{"perception":6},"damage_vulnerabilities":"","damage_resistances":"cold, fire, lightning, psychic; bludgeoning, piericing, and slashing from nonmagical attacks","damage_immunities":"necrotic, poison, radiant","condition_immunities":"poisoned","senses":"truesight 120 ft., passive Perception 16","languages":"all, telepathy 120 ft.","challenge_rating":"8","cr":8.0,"actions":[{"desc":"The simhamukha makes two attacks with its kartika, or one with its kartika and one with its bite.","name":"Multiattack"},{"attack_bonus":8,"damage_dice":"2d10+5","desc":"Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 16 (2d10 + 5) piercing damage. If this damage reduces ha the target to 0 hit points, the simhamukha kills the target by decapitating it.","name":"Bite"},{"attack_bonus":8,"damage_dice":"3d8+5","desc":"Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 18 (3d8 + 5) slashing damage.","name":"Kartika"},{"desc":"Each creature within 15 feet of the simhamukha must succeed on a DC 16 Strength saving throw. On a failure, a creature takes 13 (3d8) bludgeoning damage and is knocked prone. On a success, it takes half the damage and isn't knocked prone.","name":"Staff Sweep (Recharge 5-6)"},{"desc":"The simhamukha draws upon the deepest fears and regrets of the creatures around it, creating illusions visible only to them. Each creature within 40 feet of the simhamukha, must succeed on a DC 15 Charisma saving throw or be frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, taking 11 (2d10) psychic damage on a failure or ending the effect on itself on a success.","name":"Weird (Recharge 6)"}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"desc":"The simhamukha's weapon attacks are magical.","name":"Magic Weapons"},{"desc":"The simhamukha has advantage on saving throws against spells and other magical effects.","name":"Magic Resistance"},{"desc":"When the simhamukha hits a creature with a melee attack, it can choose to deal an additional 9 (2d8) radiant damage.","name":"Smite (3/Day)"},{"desc":"The simhamukha'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: aid, guidance, spiritual weapon\n2/day each: confusion, searing smite, thunderous smite","name":"Innate Spellcasting"}],"spell_list":[],"page_no":70,"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_simhamukha/"},{"slug":"wendigo","desc":"","name":"Wendigo","size":"Medium","type":"Monstrosity","subtype":"","group":null,"alignment":"chaotic evil","armor_class":16,"armor_desc":"natural armor","hit_points":150,"hit_dice":"20d8+60","speed":{"walk":40},"strength":21,"dexterity":18,"constitution":16,"intelligence":11,"wisdom":16,"charisma":12,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":7,"skills":{"athletics":9,"perception":7,"stealth":8,"survival":7},"damage_vulnerabilities":"","damage_resistances":"bludgeoning, piercing, and slashing from nonmagical attacks","damage_immunities":"cold, fire","condition_immunities":"exhaustion, stunned","senses":"darkvision 120 ft., passive Perception 17","languages":"Common","challenge_rating":"11","cr":11.0,"actions":[{"desc":"The wendigo makes three attacks: two with its icy claw and one with its bite. Alternatively, it uses its Frozen Spittle twice.","name":"Multiattack"},{"attack_bonus":9,"damage_dice":"2d6+5","desc":"Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 12 (2d6 + 5) slashing damage and 14 (4d6) cold damage.","name":"Icy Claw"},{"attack_bonus":9,"damage_dice":"2d8+5","desc":"Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 14 (2d8 + 5) piercing damage.","name":"Bite"},{"attack_bonus":7,"damage_dice":"8d6","desc":"Ranged Spell Attack: +7 to hit, range 100 ft., one target. Hit: 28 (8d6) cold damage, and the target must succeed on a DC 16 Dexterity saving throw or be restrained until the end of its next turn.","name":"Frozen Spittle"}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"desc":"A creature that starts its turn within 10 feet of the wendigo must succeed on a DC 15 Constitution saving throw or be paralyzed by gnawing cold and crippling hunger for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the wendigo's Aura of Starvation for the next 24 hours.","name":"Aura of Starvation"},{"desc":"The wendigo has advantage on saving throws against spells and other magical effects.","name":"Magic Resistance"}],"spell_list":[],"page_no":377,"environments":[],"img_main":null,"document__slug":"cc","document__title":"Creature Codex","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/creature-codex-for-5th-edition-dnd/","v2_converted_path":"/v2/creatures/ccdx_wendigo/"},{"slug":"young-wasteland-dragon","desc":"","name":"Young Wasteland Dragon","size":"Large","type":"Dragon","subtype":"","group":null,"alignment":"chaotic evil","armor_class":18,"armor_desc":"natural armor","hit_points":178,"hit_dice":"17d10+85","speed":{"burrow":20,"climb":40,"fly":70,"walk":40},"strength":21,"dexterity":10,"constitution":21,"intelligence":12,"wisdom":11,"charisma":12,"strength_save":null,"dexterity_save":4,"constitution_save":9,"intelligence_save":null,"wisdom_save":4,"charisma_save":5,"perception":4,"skills":{"perception":4,"stealth":4},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"force","condition_immunities":"","senses":"blindsight 30 ft., darkvision 120 ft., passive Perception 14","languages":"Common, Draconic","challenge_rating":"9","cr":9.0,"actions":[{"desc":"The dragon makes three attacks: one with its bite and two with its claws.","name":"Multiattack"},{"attack_bonus":9,"damage_dice":"2d10+5","desc":"Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 16 (2d10 + 5) piercing damage.","name":"Bite"},{"attack_bonus":9,"damage_dice":"2d6+5","desc":"Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 12 (2d6 + 5) slashing damage.","name":"Claw"},{"desc":"The dragon blasts warped arcane energy in a 40-foot line that is 5 feet wide. Each creature in that line must make a DC 15 Dexterity saving throw, taking 49 (11d8) force damage on a failed save, or half as much damage on a successful one.","name":"Warped Energy Breath (Recharge 6)"}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":null,"spell_list":[],"page_no":118,"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_young-wasteland-dragon/"},{"slug":"akyishigal-tob1-2023","desc":"False","name":"Akyishigal","size":"Large","type":"Fiend","subtype":"","group":"null","alignment":"Chaotic Evil","armor_class":18,"armor_desc":"natural armor","hit_points":138,"hit_dice":"12d10 + 72","speed":{"walk":40,"fly":40,"burrow":40},"strength":21,"dexterity":17,"constitution":22,"intelligence":19,"wisdom":14,"charisma":20,"strength_save":9,"dexterity_save":7,"constitution_save":10,"intelligence_save":null,"wisdom_save":6,"charisma_save":9,"perception":16,"skills":{"Acrobatics":11,"Athletics":9,"Perception":6,"Stealth":7},"damage_vulnerabilities":"False","damage_resistances":"acid, fire; bludgeoning, piercing, and slashing from nonmagical attacks","damage_immunities":"cold, lightning, poison","condition_immunities":"poisoned","senses":"darkvision 120 ft., truesight 60 ft., passive Perception 16","languages":"Abyssal, Common, Draconic, Elvish, Infernal, telepathy 60 ft.","challenge_rating":"12","cr":12.0,"actions":[{"name":"Multiattack","desc":"Akyishigal makes four Claw attacks."},{"name":"Claw","desc":"Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 14 (2d8 + 5) slashing damage plus 3 (1d6) poison damage."},{"name":"Call Spawn (1/Day)","desc":"Akyishigal magically calls one spawn of Akyishigal. The spawn arrives in 1d4 rounds, acting as an ally of Akyishigal and obeying its telepathic commands. The spawn remains for 1 hour, until Akyishigal dies, or until Akyishigal dismisses it as a bonus action."},{"name":"Spellcasting","desc":"Akyishigal casts one of the following spells, requiring no material components and using Charisma as the spellcasting ability (spell save DC 17):\nAt will: detect evil and good, pass without trace\n3/day: dispel magic, giant insect, insect plague\n1/day: contagion (filth fever only)"}],"bonus_actions":[{"name":"Change Shape","desc":"Akyishigal magically transforms into a Large or smaller insectoid Beast or back into his true form, which is a Fiend. His statistics, other than his size, are the same in each form. Any equipment he is wearing or carrying transforms with him. He reverts to his true form if he dies."},{"name":"Teleport","desc":"Akyishigal magically teleports, along with any equipment he is wearing or carrying, up to 120 feet to an unoccupied space he can see."},{"name":"Skitter (Costs 2 Actions)","desc":"Akyishigal moves up to half his speed and makes one Claw attack. This movement doesn't provoke opportunity attacks."},{"name":"Cast a Spell (Costs 2 Actions)","desc":"Akyishigal uses Spellcasting."}],"reactions":[],"legendary_desc":"Akyishigal can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. Akyishigal regains spent legendary actions at the start of his turn.","legendary_actions":[{"name":"Teleport","desc":"Akyishigal magically teleports, along with any equipment he is wearing or carrying, up to 120 feet to an unoccupied space he can see."},{"name":"Skitter (Costs 2 Actions)","desc":"Akyishigal moves up to half his speed and makes one Claw attack. This movement doesn't provoke opportunity attacks."},{"name":"Cast a Spell (Costs 2 Actions)","desc":"Akyishigal uses Spellcasting."}],"special_abilities":[{"name":"Cloak of Swarms","desc":"Akyishigal emits a cloud of flying, stinging insects from his mouth, eyes, and tears in his skin that spreads out in a 5-foot radius from him. At the start of each of his turns, Akyishigal chooses whether this cloak is active."},{"name":"Legendary Resistance (3/Day)","desc":"If Akyishigal fails a saving throw, he can choose to succeed instead."},{"name":"Magic Resistance","desc":"Akyishigal has advantage on saving throws against spells and other magical effects."}],"spell_list":[],"page_no":75,"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_akyishigal/"},{"slug":"al-aeshmagenie-tob1-2023","desc":"False","name":"Al-Aeshma Genie","size":"Large","type":"Elemental","subtype":"","group":"null","alignment":"Chaotic Evil","armor_class":17,"armor_desc":"natural armor","hit_points":149,"hit_dice":"13d10 + 78","speed":{"walk":90,"fly":30},"strength":21,"dexterity":15,"constitution":22,"intelligence":15,"wisdom":16,"charisma":20,"strength_save":null,"dexterity_save":6,"constitution_save":null,"intelligence_save":null,"wisdom_save":7,"charisma_save":9,"perception":13,"skills":{},"damage_vulnerabilities":"False","damage_resistances":"False","damage_immunities":"lightning, thunder","condition_immunities":"False","senses":"darkvision 120 ft., passive Perception 13","languages":"Auran, Common, Ignan","challenge_rating":"9","cr":9.0,"actions":[{"name":"Scimitar","desc":"Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 12 (2d6 + 5) slashing damage plus 7 (2d6) necrotic damage."},{"name":"Dust Devil","desc":"The al-aeshma creates a swirling dust devil centered on a point it can see within 120 feet of it. The dust devil appears in the shape of a cylinder that is 30 feet tall with a 5-foot radius. Each creature in the area and each creature that enters the area for the first time on a turn or starts its turn there must succeed on a DC 17 Strength saving throw or be restrained. While restrained, a creature takes 7 (2d6) slashing damage and 7 (2d6) necrotic damage at the start of each of the al-aeshma's turns. A creature, including a restrained creature, can take an action to free the restrained creature by succeeding on a DC 17 Strength check."},{"name":"Spellcasting","desc":"The al-aeshma casts one of the following spells, requiring no material components and using Charisma as the spellcasting ability (spell save DC 17):\nAt will: detect magic\n3/day each: create or destroy water (destroy only), wind walk (as an action)\n1/day each: gaseous form, invisibility"}],"bonus_actions":[],"reactions":[],"legendary_desc":null,"legendary_actions":[],"special_abilities":[{"name":"Air Hatred","desc":"The al-aeshma has advantage on attack rolls against creatures that are flying."},{"name":"Earth Bound","desc":"The al-aeshma is anchored to the earth and can't fly far from it. The al-aeshma can't willingly fly more than 30 feet above the ground. If it starts its turn more than 30 feet away from the ground, it loses its damage immunities and is vulnerable to lightning and thunder damage until it starts its turn within 30 feet of the ground."},{"name":"Elemental Demise","desc":"When an al-aeshma dies, its body disintegrates into a swirling spray of coarse sand, leaving behind only equipment it was wearing or carrying."},{"name":"Regeneration","desc":"The al-aeshma regains 10 hp at the start of its turn. If it takes fire or radiant damage, this trait doesn't function at the start of the al-Aeshma's next turn. The al-aeshma dies only if it starts its turn at 0 hp and doesn't regenerate."}],"spell_list":[],"page_no":197,"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_al-aeshma-genie/"},{"slug":"algorith-tob1-2023","desc":"False","name":"Algorith","size":"Medium","type":"Construct","subtype":"","group":"null","alignment":"Lawful Neutral","armor_class":18,"armor_desc":"natural armor","hit_points":153,"hit_dice":"18d8 + 72","speed":{"fly":40},"strength":21,"dexterity":14,"constitution":19,"intelligence":13,"wisdom":16,"charisma":18,"strength_save":null,"dexterity_save":6,"constitution_save":8,"intelligence_save":null,"wisdom_save":7,"charisma_save":8,"perception":17,"skills":{"Athletics":9,"Insight":7,"Investigation":5,"Perception":7},"damage_vulnerabilities":"False","damage_resistances":"acid, cold, lightning","damage_immunities":"poison","condition_immunities":"charmed, exhaustion, frightened, paralyzed, petrified, poisoned","senses":"darkvision 60 ft., passive Perception 17","languages":"Common, Celestial, Draconic, Infernal","challenge_rating":"10","cr":10.0,"actions":[{"name":"Logic Razor","desc":"Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 21 (3d10 + 5) force damage."},{"name":"Cone of Negation (Recharge 5-6)","desc":"The algorith projects null energy in a 30-foot cone. Each creature in the area must make a DC 16 Dexterity saving throw. On a failure, a creature takes 33 (6d10) force damage and any spell of 4th level or lower on the creature ends, as if it had been the target of a dispel magic spell. On a success, a creature takes half the damage and spells on it don't end."},{"name":"Reality Bomb (5/Day)","desc":"The algorith summons and throws a tiny rune of law at a point it can see within 100 feet. The rune explodes on impact. Each creature within 30 feet of where the rune landed must make a DC 16 Dexterity saving throw. On a failure, a creature takes 27 (5d10) force damage and is stunned until the end of its next turn. On a success, a creature takes half the damage and isn't stunned."},{"name":"Spellcasting","desc":"The algorith casts one of the following spells, requiring no material components and using Charisma as the spellcasting ability (spell save DC 16): \nAt will: bless, detect magic, dimension door, dispel magic\n1/day each: commune (as an action), wall of force"}],"bonus_actions":[],"reactions":[],"legendary_desc":null,"legendary_actions":[],"special_abilities":[{"name":"Construct Nature","desc":"The algorith doesn't require air, food, drink, or sleep."},{"name":"Immutable Form","desc":"The algorith is immune to any spell or effect that would alter its form."}],"spell_list":[],"page_no":14,"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_algorith/"},{"slug":"apauperape-tob1-2023","desc":"False","name":"Apau Perape","size":"Large","type":"Fiend","subtype":"","group":"null","alignment":"Chaotic Evil","armor_class":16,"armor_desc":"natural armor","hit_points":95,"hit_dice":"10d10 + 40","speed":{"walk":30},"strength":21,"dexterity":18,"constitution":19,"intelligence":10,"wisdom":12,"charisma":15,"strength_save":null,"dexterity_save":7,"constitution_save":7,"intelligence_save":null,"wisdom_save":4,"charisma_save":null,"perception":14,"skills":{"Intimidation":5,"Perception":4,"Stealth":7},"damage_vulnerabilities":"cold","damage_resistances":"fire, lightning; bludgeoning, piercing, and slashing from nonmagical attacks","damage_immunities":"poison","condition_immunities":"frightened, poisoned","senses":"darkvision 120 ft., passive Perception 14","languages":"Abyssal, telepathy 120 ft.","challenge_rating":"6","cr":6.0,"actions":[{"name":"Multiattack","desc":"The apau perape makes one Bite attack and two Claw attacks."},{"name":"Bite","desc":"Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 12 (2d6 + 5) piercing damage."},{"name":"Claw","desc":"Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 14 (2d8 + 5) slashing damage."},{"name":"Fiery Roar (Recharge 6)","desc":"The apau perape releases a terrifying, flame-coated roar in a 30-foot cone. Each creature in that area must make a DC 15 Dexterity saving throw. On a failure, a creature takes 31 (9d6) fire damage and is frightened until the end of its next turn. On a success, a creature takes half the damage and isn't frightened."},{"name":"Summon Demon (1/Day)","desc":"The apau perape magically calls 1d4 apes that are Fiends with the apau perape's damage resistances and immunities. It has a 50 percent chance of calling one apau perape instead. The called creatures arrive in 1d4 rounds, acting as allies of the apau perape and obeying its telepathic commands. The creatures remain for 1 hour, until the apau perape dies, or until the apau perape dismisses them as a bonus action."}],"bonus_actions":[],"reactions":[],"legendary_desc":null,"legendary_actions":[],"special_abilities":[{"name":"Diseased Ichor","desc":"When the apau perape takes piercing damage or slashing damage, a spray of caustic blood spurts from the wound. Each creature within 5 feet of the apau perape must succeed on a DC 15 Constitution saving throw or become infected with the Mechuiti's ichor disease and be poisoned until the disease is cured. Every 24 hours that elapse, the target must repeat the saving throw, reducing its hp maximum by 5 (2d4) on a failure. The disease is cured on a success. This reduction lasts until the disease is cured. The creature dies if the disease reduces its hp maximum to 0."},{"name":"Magic Resistance","desc":"The apau perape has advantage on saving throws against spells and other magical effects."}],"spell_list":[],"page_no":82,"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_apau-perape/"},{"slug":"bearking-tob1-2023","desc":"False","name":"Bear King","size":"Medium","type":"Fey","subtype":"","group":"null","alignment":"Lawful Neutral","armor_class":18,"armor_desc":"natural armor","hit_points":133,"hit_dice":"14d8 + 70","speed":{"walk":40},"strength":21,"dexterity":10,"constitution":20,"intelligence":12,"wisdom":18,"charisma":16,"strength_save":9,"dexterity_save":4,"constitution_save":null,"intelligence_save":null,"wisdom_save":8,"charisma_save":null,"perception":18,"skills":{"Athletics":9,"Intimidation":7,"Perception":8},"damage_vulnerabilities":"False","damage_resistances":"cold","damage_immunities":"poison; bludgeoning, slashing, and piercing from nonmagical attacks not made with cold iron weapons","condition_immunities":"poisoned","senses":"darkvision 120 ft., truesight 10 ft., passive Perception 18","languages":"Common, Elvish, Giant, Sylvan","challenge_rating":"12","cr":12.0,"actions":[{"name":"Multiattack","desc":"The Bear King makes one Bite attack and two Claw attacks, or he makes three Maul or Honey Bolt attacks. If two Maul attacks hit one Large or smaller creature, the target must succeed on a DC 17 Strength saving throw or be knocked prone."},{"name":"Bite (Bear or Hybrid Form Only)","desc":"Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 10 (1d10 + 5) piercing damage plus 13 (3d8) radiant damage. The target must succeed on a DC 17 Dexterity saving throw or take 9 (2d8) radiant damage at the start of each of its turns, as radiant honey sticks to the wound. Any creature can take an action to remove the honey from the wound with a successful DC 14 Wisdom (Medicine) check. The honey dissolves if the target receives magical healing."},{"name":"Claw (Bear or Hybrid Form Only)","desc":"Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 12 (2d6 + 5) slashing damage plus 13 (3d8) radiant damage."},{"name":"Maul (Fey or Hybrid Form Only)","desc":"Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 12 (2d6 + 5) bludgeoning damage plus 13 (3d8) radiant damage."},{"name":"Honey Bolt","desc":"Ranged Spell Attack: +8 to hit, range 120 ft., one target. Hit: 22 (4d8 + 4) radiant damage."}],"bonus_actions":[{"name":"Change Shape","desc":"The Bear King transforms into a Large brown bear, or a Large bear-Humanoid hybrid, or back into his true form, which is Fey. His statistics other than his size, are the same in each form. Any equipment he is wearing or carrying isn't transformed. The Bear King reverts to his true form if he dies."},{"name":"Move","desc":"The Bear King moves up to his speed without provoking opportunity attacks."},{"name":"Honey Toss","desc":"The Bear King throws a jar of magical honey at a creature he can see within 120 feet of him. The target must succeed on a DC 17 Dexterity saving throw or be restrained by sticky honey until the end of its next turn."},{"name":"Frightful Roar (Costs 2 Actions)","desc":"The Bear King lets out a blood-curdling roar. Each hostile creature within 60 feet of the Bear King and that can hear the roar must succeed on a DC 17 Wisdom saving throw or be frightened until the end of its next turn."}],"reactions":[],"legendary_desc":"The Bear King can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. The Bear King regains spent legendary actions at the start of his turn.","legendary_actions":[{"name":"Move","desc":"The Bear King moves up to his speed without provoking opportunity attacks."},{"name":"Honey Toss","desc":"The Bear King throws a jar of magical honey at a creature he can see within 120 feet of him. The target must succeed on a DC 17 Dexterity saving throw or be restrained by sticky honey until the end of its next turn."},{"name":"Frightful Roar (Costs 2 Actions)","desc":"The Bear King lets out a blood-curdling roar. Each hostile creature within 60 feet of the Bear King and that can hear the roar must succeed on a DC 17 Wisdom saving throw or be frightened until the end of its next turn."}],"special_abilities":[{"name":"Honeyed Weapons","desc":"Radiant, magical honey drips from the Bear King's paws and coats his weapons, making his weapon attacks magical. When the Bear King hits with any weapon, the weapon deals an extra 3d8 radiant damage (included in the attack)."},{"name":"Keen Smell","desc":"The Bear King has advantage on Wisdom (Perception) checks that rely on smell."},{"name":"Legendary Resistance (3/Day)","desc":"If the Bear King fails a saving throw, he can choose to succeed instead."},{"name":"Regeneration (Bear or Hybrid Form only)","desc":"The Bear King regains 10 hp at the start of his turn if he has at least 1 hp."}],"spell_list":[],"page_no":172,"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_bear-king/"},{"slug":"cambium-tob1-2023","desc":"False","name":"Cambium","size":"Large","type":"Fiend","subtype":"","group":"null","alignment":"Neutral Evil","armor_class":19,"armor_desc":"natural armor","hit_points":264,"hit_dice":"23d10 + 138","speed":{"walk":30,"fly":40},"strength":21,"dexterity":16,"constitution":23,"intelligence":17,"wisdom":16,"charisma":18,"strength_save":null,"dexterity_save":8,"constitution_save":11,"intelligence_save":8,"wisdom_save":8,"charisma_save":9,"perception":18,"skills":{"Arcana":8,"Deception":9,"Insight":8,"Medicine":8,"Perception":8,"Stealth":8},"damage_vulnerabilities":"False","damage_resistances":"False","damage_immunities":"poison","condition_immunities":"exhaustion, poisoned, prone","senses":"darkvision 60 ft., passive Perception 18","languages":"Common, Draconic, Infernal","challenge_rating":"14","cr":14.0,"actions":[{"name":"Needle Fingers","desc":"Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 21 (3d10 + 5) piercing damage."},{"name":"Poison Ray","desc":"Ranged Spell Attack: +9 to hit, range 60 ft., one target. Hit: 22 (4d8 + 4) poison damage, and the target must succeed on a DC 17 Constitution saving throw or become poisoned until the end of its next turn."},{"name":"Spellcasting","desc":"The cambium casts one of the following spells, requiring no material components and using Charisma as the spellcasting ability (spell save DC 17):\nAt will: alter self, detect thoughts, spare the dying\n3/day each: hold person, protection from poison, heal\n1/day: plane shift (self only)"}],"bonus_actions":[{"name":"Damage Ability","desc":"The cambium twists the bodily humors of a creature within 30 feet of it that isn't a Construct or Undead and that it hit with Needle Fingers in the past minute. The target must succeed on a DC 17 Constitution saving throw or its Strength, Dexterity, or Constitution score (the cambium's choice) is reduced by 1d4. The target falls unconscious if this reduces an ability score to 0. This reduction lasts until the target finishes a long rest."},{"name":"Imbalance Humors","desc":"If the cambium has hit a creature that isn't a Construct or Undead with Needle Fingers in the past minute, it can cause a surge in one of the target's bodily humors, causing an imbalance. The target must succeed on a DC 17 Constitution saving throw or suffer one of the following effects of the cambium's choice. Unless noted otherwise, the target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success."},{"name":"Sanguine Flux","desc":"The target can't regain hp—naturally or magically—until after it finishes a long rest."},{"name":"Choleric Flux","desc":"The target becomes confused for 1 minute. This effect works as if the target failed a saving throw against the confusion spell, except the cambium doesn't have to maintain concentration."},{"name":"Melancholic Flux","desc":"The target is incapacitated and its speed is halved for 1 minute."},{"name":"Phlegmatic Flux","desc":"The target is poisoned for 1 minute.\n\n\nCarrion Beetle\n\nThe beetles wore golden bridles and carried huge leather sacks of stone and guano. They marched without stopping; dozens, even hundreds, bringing fresh earth to the white-fungus trees of the great forests. Their claws skittered with a sound like horseshoes slipping on stone, but their multiple legs ensured they never fell. The air around them singed the nostrils with the taint of acid."}],"reactions":[],"legendary_desc":null,"legendary_actions":[],"special_abilities":[],"spell_list":[],"page_no":49,"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_cambium/"},{"slug":"clockworkabomination-tob1-2023","desc":"False","name":"Clockwork Abomination","size":"Large","type":"Construct","subtype":"","group":"null","alignment":"Lawful Evil","armor_class":16,"armor_desc":"natural armor","hit_points":76,"hit_dice":"8d10 + 32","speed":{"walk":30},"strength":21,"dexterity":12,"constitution":18,"intelligence":10,"wisdom":10,"charisma":12,"strength_save":null,"dexterity_save":4,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":13,"skills":{"Athletics":8,"Perception":3,"Stealth":4},"damage_vulnerabilities":"False","damage_resistances":"acid, cold, fire; bludgeoning, piercing, and slashing from nonmagical attacks","damage_immunities":"poison","condition_immunities":"charmed, exhaustion, frightened, paralyzed, petrified, poisoned","senses":"darkvision 60 ft., passive Perception 13","languages":"Common, Infernal","challenge_rating":"5","cr":5.0,"actions":[{"name":"Multiattack","desc":"The clockwork abomination makes one Bite attack and one Slam attack."},{"name":"Bite","desc":"Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 14 (2d8 + 5) piercing damage plus 7 (2d6) fire damage."},{"name":"Slam","desc":"Melee Weapon Attack: +8 to hit, reach 15 ft., one target. Hit: 12 (2d6 + 5) bludgeoning damage."},{"name":"Fire Breath (Recharge 5-6)","desc":"The clockwork abomination's infernal power source allows it to breathe fire in a 30-foot cone. Each creature in the area must make a DC 14 Dexterity saving throw, taking 21 (6d6) fire damage on a failed save, or half as much damage on a successful one."}],"bonus_actions":[],"reactions":[],"legendary_desc":null,"legendary_actions":[],"special_abilities":[{"name":"Construct Nature","desc":"The clockwork abomination doesn't require air, food, drink, or sleep."},{"name":"Explosive Infernal Power Source","desc":"When a clockwork abomination is destroyed, its infernal battery explodes. Each creature within 10 feet of the abomination must make a DC 14 Dexterity saving throw, taking 14 (4d6) fire damage on a failed save, or half as much damage on a successful one. The explosion ignites flammable objects in the area that aren't being worn or carried."},{"name":"Immutable Form","desc":"The clockwork abomination is immune to any spell or effect that would alter its form."},{"name":"Magic Resistance","desc":"The clockwork abomination has advantage on saving throws against spells and other magical effects."},{"name":"Unstoppable","desc":"Moving through difficult terrain doesn't cost the clockwork abomination extra movement, and its speed can't be reduced."}],"spell_list":[],"page_no":59,"environments":[],"img_main":"http://api-beta.open5e.com/","document__slug":"tob-2023","document__title":"Tome of Beasts 2023","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/tome-of-beasts-1-2023-edition/","v2_converted_path":"/v2/creatures/tob-2023_clockwork-abomination/"},{"slug":"deepdrake-tob1-2023","desc":"False","name":"Deep Drake","size":"Large","type":"Dragon","subtype":"","group":"null","alignment":"Chaotic Evil","armor_class":17,"armor_desc":"natural armor","hit_points":150,"hit_dice":"20d10 + 40","speed":{"walk":80,"fly":30},"strength":21,"dexterity":19,"constitution":14,"intelligence":11,"wisdom":14,"charisma":12,"strength_save":null,"dexterity_save":8,"constitution_save":6,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":16,"skills":{"Athletics":9,"Insight":6,"Perception":6},"damage_vulnerabilities":"False","damage_resistances":"False","damage_immunities":"necrotic","condition_immunities":"paralyzed","senses":"blindsight 60 ft., darkvision 120 ft., passive Perception 16","languages":"Common, Darakhul, Draconic, Undercommon","challenge_rating":"9","cr":9.0,"actions":[{"name":"Multiattack","desc":"The drake makes one Bite attack, two Claw attacks, and one Stinger attack."},{"name":"Bite","desc":"Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 16 (2d10 + 5) piercing damage."},{"name":"Claw","desc":"Melee Weapon Attack: +9 to hit, reach 5 ft, one target. Hit: 12 (2d6 + 5) slashing damage."},{"name":"Stinger","desc":"Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 16 (2d10 + 5) piercing damage plus 7 (2d6) poison damage, and the target must succeed on a DC 16 Constitution saving throw or become poisoned for 1 minute. A poisoned creature must repeat the saving throw at the end of each of its turns. On a failure, the creature takes 7 (2d6) poison damage. On a success, the condition ends. When animate dead is cast on one or more creatures killed by this poison, the spellcaster requires no material components and can cast the spell as an action."},{"name":"Enervating Breath (Recharge 5-6)","desc":"The deep drake exhales pain-inducing, purple-black energy in a 90-foot line that is 5 feet wide. Each creature in the line must make a DC 16 Dexterity saving throw. On a failure, a creature takes 35 (10d6) necrotic damage and is stunned until the end of its next turn. On a success, a creature takes half the damage and isn't stunned."}],"bonus_actions":[],"reactions":[],"legendary_desc":null,"legendary_actions":[],"special_abilities":[{"name":"Magic Resistance","desc":"The drake has advantage on saving throws against spells and other magical effects."},{"name":"Sunlight Sensitivity","desc":"While in sunlight, the drake has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight."}],"spell_list":[],"page_no":142,"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_deep-drake/"},{"slug":"degeneratetitan-tob1-2023","desc":"False","name":"Degenerate Titan","size":"Huge","type":"Giant","subtype":"","group":"null","alignment":"Chaotic Evil","armor_class":12,"armor_desc":"armor scraps","hit_points":161,"hit_dice":"14d12 + 70","speed":{"walk":40},"strength":21,"dexterity":6,"constitution":20,"intelligence":6,"wisdom":12,"charisma":7,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":14,"skills":{"Intimidation":4,"Perception":4},"damage_vulnerabilities":"False","damage_resistances":"False","damage_immunities":"False","condition_immunities":"False","senses":"darkvision 60 ft., passive Perception 14","languages":"Giant","challenge_rating":"8","cr":8.0,"actions":[{"name":"Multiattack","desc":"The degenerate titan can use its Reality-Bending Shout. It then makes three Greatclub attacks or two Rock attacks."},{"name":"Greatclub","desc":"Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 18 (3d8 + 5) bludgeoning damage."},{"name":"Rock","desc":"Ranged Weapon Attack: +8 to hit, range 60/240 ft., one target. Hit: 27 (4d10 + 5) bludgeoning damage."},{"name":"Reality-Bending Shout","desc":"The degenerate titan utters a scream that vibrates the fabric of reality around one creature it can see within 30 feet of it. The titan can attempt to end one magical effect of its choice of 3rd level or lower on the target. This effect works like the dispel magic spell, except the titan must always make an ability check. The titan's ability check for this is +4."},{"name":"Earthstrike (Recharge 5-6)","desc":"The degenerate titan slams its fists onto the ground, creating a shockwave in a 60-foot line that is 10 feet wide. Each creature in the line must make a 16 Dexterity saving throw. On a failure, a creature takes 35 (10d6) force damage and is flung 20 feet away from the titan and knocked prone, as the earth buckles and tosses the creature. On a success, a creature takes half the damage and isn't flung or knocked prone. If a flung creature strikes a solid surface, the creature takes 3 (1d6) bludgeoning damage for every 10 feet it was flung. If the creature is flung at another creature, that creature must succeed on a DC 16 Dexterity saving throw or take the same damage and be knocked prone."}],"bonus_actions":[],"reactions":[],"legendary_desc":null,"legendary_actions":[],"special_abilities":[{"name":"Magic Resistance","desc":"The degenerate titan has advantage on saving throws against spells and other magical effects."}],"spell_list":[],"page_no":362,"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_degenerate-titan/"},{"slug":"dogmolejuggernaut-tob1-2023","desc":"False","name":"Dogmole Juggernaut","size":"Large","type":"Monstrosity","subtype":"","group":"null","alignment":"Unaligned","armor_class":15,"armor_desc":"natural armor","hit_points":126,"hit_dice":"12d10 + 60","speed":{"walk":10,"burrow":30},"strength":21,"dexterity":14,"constitution":20,"intelligence":2,"wisdom":10,"charisma":2,"strength_save":null,"dexterity_save":null,"constitution_save":8,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":10,"skills":{},"damage_vulnerabilities":"False","damage_resistances":"False","damage_immunities":"False","condition_immunities":"False","senses":"blindsight 30 ft., passive Perception 10","languages":"—","challenge_rating":"5","cr":5.0,"actions":[{"name":"Multiattack","desc":"The dogmole juggernaut makes one Bite attack and two Claw attacks."},{"name":"Bite","desc":"Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 12 (2d6 + 5) piercing damage."},{"name":"Claw","desc":"Melee Weapon Attack: +8 to hit, reach 5 ft., one target. it: 12 (3d4 + 5) slashing damage."}],"bonus_actions":[],"reactions":[{"name":"Wormkiller Rage","desc":"When the juggernaut takes damage from a Small or larger insectoid Beast, such as a giant centipede, or when it deals damage to such a creature, it enters a special rage for 3 rounds. While in this rage, it has advantage on attack rolls and Strength checks and deals an extra 5 (2d4) piercing damage with its Bite attack, but its Armor Class is reduced by 2. The juggernaut can't end this rage willingly."}],"legendary_desc":null,"legendary_actions":[],"special_abilities":[{"name":"Burrowed Tunnels","desc":"If the juggernaut burrows at half its burrowing speed, it can leave a 10-foot diameter tunnel in its wake."},{"name":"Stout","desc":"The juggernaut has advantage on Strength and Dexterity checks and saving throws made against effects that would push it or knock it prone."},{"name":"Relentless (Recharges after a Short or Long Rest)","desc":"If the juggernaut takes 15 damage or less that would reduce it to 0 hp, it is reduced to 1 hp instead."}],"spell_list":[],"page_no":107,"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_dogmole-juggernaut/"},{"slug":"forestmarauder-tob1-2023","desc":"False","name":"Forest Marauder","size":"Large","type":"Giant","subtype":"","group":"null","alignment":"Chaotic Evil","armor_class":15,"armor_desc":"natural armor","hit_points":114,"hit_dice":"12d10 + 48","speed":{"walk":20},"strength":21,"dexterity":10,"constitution":18,"intelligence":6,"wisdom":10,"charisma":7,"strength_save":null,"dexterity_save":null,"constitution_save":6,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":10,"skills":{"Stealth":4},"damage_vulnerabilities":"False","damage_resistances":"False","damage_immunities":"False","condition_immunities":"False","senses":"darkvision 120 ft., passive Perception 10","languages":"Giant, Orc, Sylvan","challenge_rating":"4","cr":4.0,"actions":[{"name":"Multiattack","desc":"The forest marauder makes two Boar Spear attacks. If both attacks hit one creature, the target must succeed on a DC 15 Strength saving throw or be pushed up to 10 feet away from the marauder. The marauder can choose not to push a creature."},{"name":"Boar Spear","desc":"Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 16 (2d10 + 5) piercing damage."},{"name":"Rock","desc":"Ranged Weapon Attack: +7 to hit, range 30/120 ft., one target. Hit: 21 (3d10 + 5) bludgeoning damage."}],"bonus_actions":[{"name":"Forest Ambusher","desc":"While in a forest, the forest marauder can take the Hide action."}],"reactions":[],"legendary_desc":null,"legendary_actions":[],"special_abilities":[{"name":"Forest Camouflage","desc":"The giant has advantage on Dexterity (Stealth) checks made to hide in forested terrain."},{"name":"Sunlight Sensitivity","desc":"While in sunlight, the forest marauder has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight."}],"spell_list":[],"page_no":191,"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_forest-marauder/"},{"slug":"hulkingwhelp-tob1-2023","desc":"False","name":"Hulking Whelp","size":"Small","type":"Fey","subtype":"","group":"null","alignment":"Chaotic Neutral","armor_class":15,"armor_desc":"natural armor","hit_points":94,"hit_dice":"9d12 + 36","speed":{"walk":40},"strength":21,"dexterity":10,"constitution":18,"intelligence":7,"wisdom":14,"charisma":9,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":12,"skills":{},"damage_vulnerabilities":"False","damage_resistances":"bludgeoning, piercing, and slashing from nonmagical attacks","damage_immunities":"False","condition_immunities":"False","senses":"passive Perception 12","languages":"—","challenge_rating":"5","cr":5.0,"actions":[{"name":"Multiattack","desc":"The hulking whelp makes two Slam attacks."},{"name":"Slam","desc":"Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 18 (3d8 + 5) bludgeoning damage."}],"bonus_actions":[{"name":"Change Shape","desc":"The hulking whelp transforms into a Huge, hulking canine or back into its true whelp form, which is Fey. Its statistics, other than its size and creature type, are the same in each form. Any equipment it is wearing or carrying isn't transformed. It reverts to its true form if it dies."}],"reactions":[{"name":"Defensive Transformation (Whelp Form Only)","desc":"When the hulking whelp is hit with an attack or when a creature it can see or hear within 30 feet of it threatens to harm it, it must succeed on a DC 12 Wisdom saving throw or transform into its hulking canine form (see the Change Shape bonus action)."}],"legendary_desc":null,"legendary_actions":[],"special_abilities":[{"name":"Frightened Anger (Hulking Form Only)","desc":"The hulking whelp has disadvantage on saving throws against spells and other magical effects that reduce strong emotions, such as the calm emotions spell."},{"name":"Pacify (Hulking Form Only)","desc":"A friendly creature that has interacted peacefully with the hulking whelp in its whelp form can try to calm it by speaking firmly and persuasively. The hulking whelp must be able to hear the creature, who must take an action to make a DC 15 Charisma (Persuasion) check. If the check succeeds, the hulking whelp transforms back into its whelp form on its next turn and stops attacking. If the hulking whelp takes damage before then, it remains in its hulking form and continues attacking."},{"name":"Unleashed Emotion (Hulking Form Only)","desc":"On each of the hulking whelp's turns, it attacks the nearest creature it can see. If no creature is near enough to move to and attack, the hulking whelp attacks an object, with preference for an object smaller than itself. If no creature is near enough to move to and attack for two turns in a row, the hulking whelp uses Change Shape to return to its whelp form and stops attacking."}],"spell_list":[],"page_no":236,"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_hulking-whelp/"},{"slug":"lordofthehunt-tob1-2023","desc":"False","name":"Lord of the Hunt","size":"Medium","type":"Fey","subtype":"","group":"null","alignment":"Lawful Neutral","armor_class":18,"armor_desc":"natural armor","hit_points":229,"hit_dice":"27d8 + 108","speed":{"walk":40},"strength":21,"dexterity":18,"constitution":19,"intelligence":14,"wisdom":18,"charisma":15,"strength_save":11,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":10,"charisma_save":8,"perception":20,"skills":{"Athletics":11,"Perception":10,"Survival":10},"damage_vulnerabilities":"False","damage_resistances":"bludgeoning, piercing, and slashing from nonmagical attacks not made with cold iron weapons","damage_immunities":"cold, poison","condition_immunities":"exhaustion, charmed, frightened, poisoned","senses":"blindsight 10 ft., darkvision 120 ft., passive Perception 20","languages":"Common, Draconic, Elvish, Sylvan","challenge_rating":"18","cr":18.0,"actions":[{"name":"Multiattack","desc":"The Lord of the Hunt makes three Spear or Longbow attacks."},{"name":"Spear","desc":"Melee or Ranged Weapon Attack: +11 to hit, reach 5 ft. or range 30/120 ft., one target. Hit: 8 (1d6 + 5) piercing damage, or 9 (1d8 + 5) piercing damage if used in two hands, plus 14 (4d6) poison damage. If the Lord of the Hunt throws the spear, the spear teleports up to 120 feet to the Lord of the Hunt's hand at the start of his next turn. If he has no hand free, the spear teleports to the ground at his feet."},{"name":"Longbow","desc":"Ranged Weapon Attack: +10 to hit, range 150/600 ft., one target. Hit: 8 (1d8 + 4) piercing damage plus 14 (4d6) poison damage."},{"name":"Hunter's Quarry","desc":"The Lord of the Hunt magically calls 3d6 elk or boars, 1d4 giant boars or giant elk, or 1 elephant. The called Beasts arrive in 1d4 rounds, acting as allies of the Lord and obeying its spoken commands. The Beasts remain for 1 hour, until the Lord dies, or until the Lord dismisses them as a bonus action. The Lord can have any number of Beasts under its control at one time provided the combined total CR of the Beasts is no higher than 8."}],"bonus_actions":[{"name":"Fey Mount","desc":"The Lord of the Hunt can summon or dismiss a magical Fey mount, mounting or dismounting it as part of this bonus action without spending movement. The mount uses the statistics of a warhorse, except it has 40 hp, is a Fey, has the same damage and condition resistances and immunities as the Lord of the Hunt, and uses the Lord's saving throw bonuses in place of its own. If the mount is slain, it disappears, leaving behind no physical form, and the Lord of the Hunt must wait 1 hour before summoning the mount again."}],"reactions":[{"name":"Parry","desc":"The Lord of the Hunt increases his AC by 6 against one attack that would hit him. To do so, he must see the attacker and must be wielding a melee weapon."}],"legendary_desc":"The Lord of the Hunt can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. The Lord of the Hunt regains spent legendary actions at the start of his turn.","legendary_actions":[{"name":"Attack","desc":"The Lord of the Hunt makes one Spear or Longbow attack."},{"name":"Tenacious Stride","desc":"The Lord of the Hunt moves up to his speed without provoking opportunity attacks. If he is mounted, he can force the mount to move up to half its speed without provoking opportunity attacks instead."},{"name":"Call to the Hunt (Costs 2 Actions)","desc":"The Lord of the Hunt blows his hunting horn and chooses one creature he can see within 60 feet. If the creature can hear the horn, it must succeed on a DC 16 Charisma saving throw or be charmed by the Lord of the Hunt for 8 hours. The charmed target obeys the Lord's verbal commands. If the target suffers any harm or receives a suicidal command, it can repeat the saving throw, ending the effect on a success. If the target successfully saves against the effect, or if the effect on it ends, the target is immune to the Lord's Call to the Hunt for the next 24 hours. The Lord can have only one target charmed at a time. If he charms another, the effect on the previous target ends."}],"special_abilities":[{"name":"Huntsman's Weapons","desc":"The Lord of the Hunt's weapon attacks are magical. When he hits with any weapon, the weapon deals an extra 14 (4d6) poison damage (included in the attack)."},{"name":"Legendary Resistance (3/Day)","desc":"If the Lord of the Hunt fails a saving throw, he can choose to succeed instead."},{"name":"Sure Seat","desc":"While mounted and not incapacitated, the Lord of the Hunt can't be knocked prone, dismounted, or moved against his will."}],"spell_list":[],"page_no":174,"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_lord-of-the-hunt/"},{"slug":"lunardevil-tob1-2023","desc":"False","name":"Lunar Devil","size":"Large","type":"Fiend","subtype":"","group":"null","alignment":"Lawful Evil","armor_class":16,"armor_desc":"natural armor","hit_points":94,"hit_dice":"9d10 + 45","speed":{"walk":60,"fly":40},"strength":21,"dexterity":21,"constitution":20,"intelligence":16,"wisdom":15,"charisma":18,"strength_save":8,"dexterity_save":8,"constitution_save":8,"intelligence_save":null,"wisdom_save":5,"charisma_save":null,"perception":15,"skills":{"Perception":5},"damage_vulnerabilities":"False","damage_resistances":"cold; bludgeoning, piercing, and slashing damage from nonmagical attacks not made with silvered weapons","damage_immunities":"fire, poison","condition_immunities":"poisoned","senses":"darkvision 120 ft., passive Perception 15","languages":"Celestial, Draconic, Elvish, Infernal, Sylvan, telepathy 120 ft.","challenge_rating":"8","cr":8.0,"actions":[{"name":"Multiattack","desc":"The lunar devil makes one Bite attack, one Claw attack, and one Tail attack, or it makes three Hurl Moonlight attacks."},{"name":"Bite","desc":"Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 16 (2d10 + 5) piercing damage plus 9 (2d8) cold damage."},{"name":"Claw","desc":"Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 12 (2d6 + 5) slashing damage."},{"name":"Tail","desc":"Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 14 (2d8 + 5) bludgeoning damage."},{"name":"Hurl Moonlight","desc":"Ranged Spell Attack: +7 to hit, range 150 ft., one target. Hit: 17 (3d8 + 4) cold damage, and the target must succeed on a DC 15 Constitution saving throw or become blinded until the end of its next turn."},{"name":"Summon Devil (1/Day)","desc":"The lunar devil magically calls 1d4 giant owls that are Fiends with the lunar devil's damage resistances and immunities (but not its Light Incorporeality trait). The lunar devil has a 25 percent chance of calling one lunar devil instead. The called creatures arrive in 1d4 rounds, acting as allies of the devil and obeying its telepathic commands. The creatures remain for 1 hour, until the devil dies, or until the devil dismisses them as a bonus action."},{"name":"Spellcasting","desc":"The lunar devil casts one of the following spells, requiring no material components and using Charisma as the spellcasting ability (spell save DC 15):\nAt will: fly, major image\n3/day: greater invisibility\n1/day: wall of ice"}],"bonus_actions":[],"reactions":[],"legendary_desc":null,"legendary_actions":[],"special_abilities":[{"name":"Devil's Sight","desc":"Magical darkness doesn't impede the lunar devil's darkvision."},{"name":"Light Incorporeality","desc":"The lunar devil is translucent when standing in moonlight and is immune to damage from all nonmagical weapons in such conditions."},{"name":"Lightwalking","desc":"Once on its turn, the lunar devil can use half its movement to step magically into one area of moonlight within its reach and emerge from a second area of moonlight within 80 feet of the first, appearing in an unoccupied space within that second area."},{"name":"Magic Resistance","desc":"The lunar devil has advantage on saving throws against spells and other magical effects."}],"spell_list":[],"page_no":98,"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_lunar-devil/"},{"slug":"nihileth-tob1-2023","desc":"False","name":"Nihileth","size":"Large","type":"Undead","subtype":"","group":"null","alignment":"Chaotic Evil","armor_class":17,"armor_desc":"natural armor","hit_points":157,"hit_dice":"21d10 + 42","speed":{"walk":40},"strength":21,"dexterity":9,"constitution":15,"intelligence":18,"wisdom":15,"charisma":18,"strength_save":null,"dexterity_save":null,"constitution_save":7,"intelligence_save":9,"wisdom_save":7,"charisma_save":null,"perception":20,"skills":{"History":12,"Perception":10},"damage_vulnerabilities":"False","damage_resistances":"bludgeoning, piercing and slashing from nonmagical attacks","damage_immunities":"cold, necrotic, poison","condition_immunities":"charmed, exhaustion, frightened, grappled, paralyzed, petrified, poisoned, restrained","senses":"darkvision 120 ft., passive Perception 20","languages":"Void Speech, telepathy 120 ft.","challenge_rating":"13","cr":13.0,"actions":[{"name":"Multiattack","desc":"The nihileth makes two Tentacle attacks and one Tail attack, or it makes three Withering Touch attacks."},{"name":"Tail (Undead Form Only)","desc":"Melee Weapon Attack: +10 to hit, reach 10 ft. one target. Hit: 15 (3d6 + 5) bludgeoning damage."},{"name":"Tentacle (Undead Form Only)","desc":"Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 12 (2d6 + 5) bludgeoning damage, and the target must succeed on a DC 15 Constitution saving throw or contract the nihilethic rot disease (see the Nihilethic Rot trait)."},{"name":"Withering Touch (Void Ghost Form Only)","desc":"Melee Spell Attack: +9 to hit, reach 10 ft., one creature. Hit: 14 (3d6 + 4) necrotic damage."}],"bonus_actions":[{"name":"Void Shape","desc":"The nihileth magically transforms into a dark purple, Void ghost form or back into its Undead form. Its statistics, other than its speed, resistances, and immunities, are the same in each form. Any equipment it is wearing or carrying changes with it. It reverts to its Undead form if it dies."}],"reactions":[{"name":"Void Body","desc":"When the nihileth takes damage, it can reduce the damage to 0. Radiant damage can be reduced by only half."}],"legendary_desc":"The nihileth 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. The nihileth regains spent legendary actions at the start of its turn.","legendary_actions":[{"name":"Detect","desc":"The nihileth makes a Wisdom (Perception) check."},{"name":"Tail Swipe","desc":"The nihileth makes one Tail attack."},{"name":"Rotten Drain (Costs 2 Actions)","desc":"One creature infected with the nihilethic rot disease within 30 feet of the nihileth takes 10 (3d6) psychic damage, and the nihileth regains hp equal to that amount."}],"special_abilities":[{"name":"Ghostly Body (Void Ghost Form Only)","desc":"The nihileth has resistance to acid, fire, lightning, and thunder damage, it has immunity to the prone condition, and it has immunity to bludgeoning, piercing, and slashing damage from nonmagical attacks. In addition, the nihileth 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":"Infecting Telepathy","desc":"If a creature communicates telepathically with the nihileth, or deals psychic damage to it, the creature must succeed on a DC 15 Wisdom saving throw or become infected with the nihilethic rot disease."},{"name":"Nihilethic Rot","desc":"This disease takes 1 minute to manifest in an infected creature, during which time the disease can be removed with the lesser restoration spell. After 1 minute, the creature's flesh becomes slimy and translucent, and the disease can be cured only by the heal spell or similar magic. Until this disease is cured, the creature can't regain hp unless it is submerged in water, and it can breathe air and water. The creature must be submerged in water at least once every 2 hours to avoid suffocating, and if it is outside a body of water, it takes 7 (2d6) acid damage every 10 minutes, unless moisture is applied to its skin before 10 minutes have passed. If a Humanoid dies while infected with this disease, it rises 1 minute later as a nihilethic zombie under the nihileth's control. If a Large giant or monstrosity dies while infected with this disease, it rises 1 minute later as a nihilethic dominator under the nihileth's control."},{"name":"Undead Fortitude","desc":"If damage reduces the nihileth 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 nihileth drops to 1 hp instead."},{"name":"Undead Nature","desc":"The nihileth doesn't require air, food, drink, or sleep."},{"name":"Void Aura","desc":"The nihileth is surrounded by a chilling cloud. A creature that isn't a construct or undead and that starts its turn within 5 feet of the nihileth must succeed on a DC 15 Constitution saving throw or its speed is halved until the start of its next turn. In addition, a creature infected with nihilethic rot takes 7 (2d6) cold damage when it starts its turn within this aura."}],"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_nihileth/"},{"slug":"psoglav-tob1-2023","desc":"False","name":"Psoglav","size":"Large","type":"Fiend","subtype":"","group":"null","alignment":"Chaotic Evil","armor_class":17,"armor_desc":"natural armor","hit_points":115,"hit_dice":"11d10 + 55","speed":{"walk":60,"fly":40},"strength":21,"dexterity":23,"constitution":20,"intelligence":16,"wisdom":19,"charisma":18,"strength_save":null,"dexterity_save":9,"constitution_save":8,"intelligence_save":null,"wisdom_save":7,"charisma_save":7,"perception":17,"skills":{"Acrobatics":9,"Perception":7,"Intimidation":7,"Stealth":9},"damage_vulnerabilities":"False","damage_resistances":"cold, fire, lightning","damage_immunities":"poison","condition_immunities":"poisoned","senses":"blindsight 30 ft., darkvision 60 ft., passive Perception 17","languages":"Abyssal, Common, telepathy 60 ft.","challenge_rating":"7","cr":7.0,"actions":[{"name":"Multiattack","desc":"The psoglav makes three Bite attacks."},{"name":"Bite","desc":"Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 18 (2d12 + 5) piercing damage."},{"name":"Invisibility","desc":"The psoglav magically turns invisible until it attacks or uses Shadow-Stealing Ray, or until its concentration ends (as if concentrating on a spell). Any equipment the psoglav wears or carries is invisible with it."},{"name":"Shadow-Stealing Ray (Recharge 5-6)","desc":"The psoglav emits a beam from its single eye at one creature it can see within 60 feet of it. The target must make a DC 15 Constitution saving throw. On a failure, the target is pushed up to 20 feet away from the psoglav, and its shadow becomes a creature under the psoglav's control for 24 hours or until the shadow is reduced to 0 hp. On a success, the target is pushed up to 10 feet away from the psoglav and its shadow isn't stolen. Each controlled shadow uses the statistics of a shadow, except it can't create shadows from killing Humanoids. The psoglav can have no more than five shadows under its control at a time. The shadow becomes permanently under the psoglav's control if the shadow's original owner dies."}],"bonus_actions":[{"name":"Shadow Jump (3/Day)","desc":"While in shadows, dim light, or darkness, the psoglav disappears into the darkness and reappears in an unoccupied space it can see within 60 feet."}],"reactions":[],"legendary_desc":null,"legendary_actions":[],"special_abilities":[{"name":"Magic Resistance","desc":"The psoglav has advantage on saving throws against spells and other magical effects."},{"name":"Magic Weapons","desc":"The psoglav's weapon attacks are magical."}],"spell_list":[],"page_no":86,"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_psoglav/"},{"slug":"riverking-tob1-2023","desc":"False","name":"River King","size":"Medium","type":"Fey","subtype":"","group":"null","alignment":"Chaotic Neutral","armor_class":18,"armor_desc":"natural armor","hit_points":190,"hit_dice":"20d8 + 100","speed":{"walk":60},"strength":21,"dexterity":17,"constitution":20,"intelligence":14,"wisdom":13,"charisma":17,"strength_save":null,"dexterity_save":8,"constitution_save":10,"intelligence_save":null,"wisdom_save":6,"charisma_save":null,"perception":16,"skills":{"Intimidation":8,"Nature":7,"Perception":6,"Stealth":8},"damage_vulnerabilities":"False","damage_resistances":"cold, fire, lightning, thunder; bludgeoning, piercing, and slashing from nonmagical attacks not made with cold iron weapons","damage_immunities":"poison","condition_immunities":"charmed, exhaustion, frightened","senses":"blindsight 10 ft., darkvision 120 ft., passive Perception 16","languages":"Common, Elvish, Giant, Primordial","challenge_rating":"16","cr":16.0,"actions":[{"name":"Multiattack","desc":"The River King makes two Longsword or Flood Blast attacks."},{"name":"Longsword","desc":"Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 9 (1d8 + 5) slashing damage, or 10 (1d10 + 5) slashing damage if used with two hands, plus 10 (3d6) poison damage."},{"name":"Flood Blast","desc":"Ranged Spell Attack: +8 to hit, range 120 ft., one target. Hit: 21 (4d8 + 3) bludgeoning damage, and the target must succeed on a DC 18 Strength saving throw or be pushed up to 30 feet away from the River King and knocked prone."},{"name":"Grasping Whirlpool (Recharge 5-6)","desc":"The River King magically creates a swirling vortex of water centered on a point he can see within 60 feet. The vortex appears in the shape of a cylinder that is 15 feet tall with a 10-foot radius. Each creature in the area must make a DC 18 Strength saving throw. On a failure, a creature takes 36 (8d8) bludgeoning damage and is restrained. On a success, a creature takes half the damage, isn't restrained, and can choose to be pushed out of the whirlpool's space. A creature that chooses not to be pushed suffers the consequences of a failed saving throw. While restrained, a creature is unable to breathe unless it can breathe water, and it must succeed on a DC 18 Strength saving throw at the end of each of its turns or take 18 (4d8) bludgeoning damage. A creature, including the restrained creature, can take an action to free the restrained creature by succeeding on a DC 18 Strength check. A creature with a swimming speed has advantage on the saving throw and on the Strength check to escape."},{"name":"Spellcasting","desc":"The River King casts one of the following spells, requiring no material components and using Charisma as the spellcasting ability (save DC 16):\nAt will: create or destroy water, water breathing\n3/day each: freedom of movement, control water\n1/day: control weather (as an action)"}],"bonus_actions":[],"reactions":[{"name":"Blade Current","desc":"When a creature within 5 feet of the River King stands up from prone, he can make one Longsword attack against that creature."}],"legendary_desc":"The River King can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. The River King regains spent legendary actions at the start of his turn.","legendary_actions":[{"name":"Attack","desc":"The River King makes a Longsword or Flood Blast attack."},{"name":"Flow","desc":"The River King moves up to his walking speed, or swims up to half his swimming speed, without provoking opportunity attacks."},{"name":"Ripple (Costs 2 Actions)","desc":"The River King magically ripples like sunlight on the surface of water. Until the start of his next turn, attack rolls against him have disadvantage."}],"special_abilities":[{"name":"Amphibious","desc":"The River King can breathe air and water."},{"name":"Legendary Resistance (3/Day)","desc":"If the River King fails a saving throw, he can choose to succeed instead."},{"name":"Riparian Weapons","desc":"The River King's weapon attacks are magical. When he hits with any weapon, the weapon deals an extra 10 (3d6) poison damage (included in the attack)."}],"spell_list":[],"page_no":182,"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_river-king/"},{"slug":"tophet-tob1-2023","desc":"False","name":"Tophet","size":"Huge","type":"Construct","subtype":"","group":"null","alignment":"Neutral Evil","armor_class":16,"armor_desc":"natural armor","hit_points":161,"hit_dice":"14d12 + 70","speed":{"walk":30},"strength":21,"dexterity":10,"constitution":20,"intelligence":6,"wisdom":10,"charisma":10,"strength_save":8,"dexterity_save":3,"constitution_save":8,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":13,"skills":{"Perception":3},"damage_vulnerabilities":"False","damage_resistances":"cold","damage_immunities":"fire, poison, psychic","condition_immunities":"charmed, exhaustion, frightened, paralyzed, petrified, poisoned","senses":"darkvision 60 ft., passive Perception 13","languages":"understands the languages of its creator but can’t speak","challenge_rating":"8","cr":8.0,"actions":[{"name":"Multiattack","desc":"The tophet makes two Slam attacks. It can replace one Slam attack with a use of Burning Belly."},{"name":"Slam","desc":"Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 16 (2d10 + 5) bludgeoning damage plus 7 (2d6) fire damage, and the target is grappled (escape DC 16) if it is a Large or smaller creature."},{"name":"Burning Belly","desc":"The tophet makes one Slam attack against a target it is grappling as it shoves the creature into its open, flame-filled belly. If the attack hits, the target is forced into the tophet's burning belly, and the grapple ends. While inside the belly, the target is restrained, has three-quarters cover against attacks and other effects outside the belly, and it takes 14 (4d6) fire damage at the start of each of its turns. A creature, including the target, can take its action to pull the target free from the belly by succeeding on a DC 16 Strength check. The creature making the attempt takes 7 (2d6) fire damage."},{"name":"Gout of Flame (Recharge 5-6)","desc":"Flames erupt on a point the tophet can see within 100 feet of it. Each creature within 10 feet of that point must make a DC 16 Dexterity saving throw, taking 35 (10d6) fire damage on a failed save, or half as much damage on a successful one."}],"bonus_actions":[],"reactions":[],"legendary_desc":null,"legendary_actions":[],"special_abilities":[{"name":"Burning Heart","desc":"The tophet sheds bright light in a 30-foot radius and dim light for an additional 30 feet. Each creature in the bright light has resistance to cold damage. At the start of each of its turns, the tophet chooses whether this light is active."},{"name":"Construct Nature","desc":"The tophet doesn't require air, food, drink, or sleep."},{"name":"Heated Body","desc":"A creature that touches the tophet or hits it with a melee attack while within 5 feet of it takes 3 (1d6) fire damage."}],"spell_list":[],"page_no":364,"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_tophet/"},{"slug":"weepingtreant-tob1-2023","desc":"False","name":"Weeping Treant","size":"Huge","type":"Plant","subtype":"","group":"null","alignment":"Neutral","armor_class":17,"armor_desc":"natural armor","hit_points":105,"hit_dice":"10d12 + 40","speed":{"walk":30},"strength":21,"dexterity":8,"constitution":18,"intelligence":12,"wisdom":16,"charisma":11,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":13,"skills":{"Insight":6},"damage_vulnerabilities":"fire","damage_resistances":"bludgeoning, piercing","damage_immunities":"False","condition_immunities":"False","senses":"darkvision 60 ft., passive Perception 13","languages":"Common, Druidic, Elvish, Sylvan, Umbral","challenge_rating":"6","cr":6.0,"actions":[{"name":"Multiattack","desc":"The weeping treant makes two Slam or Rock attacks."},{"name":"Slam","desc":"Melee Weapon Attack: +8 to hit, reach 5 ft., single target. Hit: 15 (3d6 + 5) bludgeoning damage plus 3 (2d6) acid damage, and the target takes 3 (1d6) acid damage at the end of its next turn unless it or another creature takes an action to wipe off the acid."},{"name":"Rock","desc":"Ranged Weapon Attack: +8 to hit, range 60/180 ft., one target. Hit: 21 (3d10 + 5) bludgeoning damage."}],"bonus_actions":[],"reactions":[],"legendary_desc":null,"legendary_actions":[],"special_abilities":[{"name":"Siege Monster","desc":"The weeping treant deals double damage to objects and structures."},{"name":"Speak with Plants","desc":"The weeping treant can communicate with plants as if they shared a language."},{"name":"Weep Acid","desc":"Thick tears of dark, acidic sap stream continuously down the treant's face and trunk. A creature that touches the weeping treant or hits it with a melee attack while within 5 feet of it must succeed on a DC 15 Dexterity saving throw or take 3 (1d6) acid damage."}],"spell_list":[],"page_no":369,"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_weeping-treant/"},{"slug":"youngseadragon-tob1-2023","desc":"False","name":"Young Sea Dragon","size":"Large","type":"Dragon","subtype":"","group":"null","alignment":"Neutral Evil","armor_class":18,"armor_desc":"natural armor","hit_points":190,"hit_dice":"20d10 + 80","speed":{"walk":50,"fly":40},"strength":21,"dexterity":10,"constitution":19,"intelligence":15,"wisdom":13,"charisma":17,"strength_save":null,"dexterity_save":4,"constitution_save":8,"intelligence_save":null,"wisdom_save":5,"charisma_save":7,"perception":19,"skills":{"Perception":9,"Stealth":4},"damage_vulnerabilities":"False","damage_resistances":"False","damage_immunities":"cold","condition_immunities":"False","senses":"blindsight 30 ft., darkvision 120 ft., passive Perception 19","languages":"Common, Draconic, Primordial","challenge_rating":"9","cr":9.0,"actions":[{"name":"Multiattack","desc":"The dragon makes one Bite attack and two Fin attacks."},{"name":"Bite","desc":"Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 16 (2d10 + 5) piercing damage plus 7 (2d6) cold damage."},{"name":"Fin","desc":"Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 12 (2d6 + 5) slashing damage."},{"name":"Tidal Breath (Recharge 5-6)","desc":"The dragon exhales a crushing wave of frigid seawater in a 30-foot cone. Each creature in that area must make a DC 16 Dexterity saving throw. On a failure, the creature takes 22 (4d10) bludgeoning damage and 22 (4d10) cold damage and is pushed up to 15 feet away from the dragon and knocked prone. On a success, the creature takes half the damage and isn't pushed or knocked prone."}],"bonus_actions":[],"reactions":[],"legendary_desc":null,"legendary_actions":[],"special_abilities":[{"name":"Amphibious","desc":"The dragon can breathe air and water."},{"name":"Siege Monster","desc":"The dragon deals double damage to objects and structures."}],"spell_list":[],"page_no":127,"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_young-sea-dragon/"},{"slug":"youngspinosaurus-tob1-2023","desc":"False","name":"Young Spinosaurus","size":"Huge","type":"Beast","subtype":"","group":"null","alignment":"Unaligned","armor_class":14,"armor_desc":"natural armor","hit_points":105,"hit_dice":"10d12 + 40","speed":{"walk":30},"strength":21,"dexterity":11,"constitution":19,"intelligence":2,"wisdom":11,"charisma":8,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":13,"skills":{"Perception":3},"damage_vulnerabilities":"False","damage_resistances":"False","damage_immunities":"False","condition_immunities":"False","senses":"passive Perception 13","languages":"—","challenge_rating":"5","cr":5.0,"actions":[{"name":"Multiattack","desc":"The spinosaurus makes one Bite attack and one Claw attack."},{"name":"Bite","desc":"Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 24 (3d12 + 5) piercing damage. If the target is a Medium or smaller creature, it is grappled (escape DC 15). Until this grapple ends, the target is restrained, and the spinosaurus can't Bite another target."},{"name":"Claw","desc":"Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 15 (3d6 + 5) slashing damage."}],"bonus_actions":[],"reactions":[],"legendary_desc":null,"legendary_actions":[],"special_abilities":[{"name":"Hold Breath","desc":"The spinosaurus can hold its breath for 1 hour."},{"name":"Reptilian Affinity","desc":"The spinosaurus never willingly attacks a reptilian Humanoid, such as a lizardfolk or dragonborn, unless attacked first. If magically forced to attack such a creature, the spinosaurus has disadvantage on attack rolls against it. This trait doesn't function if the spinosaurus's rider or tamer directs it to attack."}],"spell_list":[],"page_no":104,"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_young-spinosaurus/"},{"slug":"adult-white-dragon","desc":"","name":"Adult White Dragon","size":"Huge","type":"Dragon","subtype":"","group":"White Dragon","alignment":"chaotic evil","armor_class":18,"armor_desc":"natural armor","hit_points":200,"hit_dice":"16d12+96","speed":{"walk":40,"burrow":30,"fly":80,"swim":40},"strength":22,"dexterity":10,"constitution":22,"intelligence":8,"wisdom":12,"charisma":12,"strength_save":null,"dexterity_save":5,"constitution_save":11,"intelligence_save":null,"wisdom_save":6,"charisma_save":6,"perception":11,"skills":{"perception":11,"stealth":5},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"cold","condition_immunities":"","senses":"blindsight 60 ft., darkvision 120 ft., passive Perception 21","languages":"Common, Draconic","challenge_rating":"13","cr":13.0,"actions":[{"name":"Multiattack","desc":"The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws."},{"name":"Bite","desc":"Melee Weapon Attack: +11 to hit, reach 10 ft., one target. Hit: 17 (2d10 + 6) piercing damage plus 4 (1d8) cold damage.","attack_bonus":11,"damage_dice":"2d10+1d8","damage_bonus":6},{"name":"Claw","desc":"Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 13 (2d6 + 6) slashing damage.","attack_bonus":11,"damage_dice":"2d6","damage_bonus":6},{"name":"Tail","desc":"Melee Weapon Attack: +11 to hit, reach 15 ft., one target. Hit: 15 (2d8 + 6) bludgeoning damage.","attack_bonus":11,"damage_dice":"2d8","damage_bonus":6},{"name":"Frightful Presence","desc":"Each creature of the dragon's choice that is within 120 ft. of the dragon and aware of it must succeed on a DC 14 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the dragon's Frightful Presence for the next 24 hours."},{"name":"Cold Breath (Recharge 5-6)","desc":"The dragon exhales an icy blast in a 60-foot cone. Each creature in that area must make a DC 19 Constitution saving throw, taking 54 (12d8) cold damage on a failed save, or half as much damage on a successful one.","attack_bonus":0,"damage_dice":"12d8"}],"bonus_actions":null,"reactions":null,"legendary_desc":"The dragon can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The dragon regains spent legendary actions at the start of its turn.","legendary_actions":[{"name":"Detect","desc":"The dragon makes a Wisdom (Perception) check."},{"name":"Tail Attack","desc":"The dragon makes a tail attack."},{"name":"Wing Attack (Costs 2 Actions)","desc":"The dragon beats its wings. Each creature within 10 ft. of the dragon must succeed on a DC 19 Dexterity saving throw or take 13 (2d6 + 6) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed."}],"special_abilities":[{"name":"Ice Walk","desc":"The dragon can move across and climb icy surfaces without needing to make an ability check. Additionally, difficult terrain composed of ice or snow doesn't cost it extra movement."},{"name":"Legendary Resistance (3/Day)","desc":"If the dragon fails a saving throw, it can choose to succeed instead."}],"spell_list":[],"page_no":289,"environments":["Tundra","Arctic"],"img_main":null,"document__slug":"wotc-srd","document__title":"5e Core Rules","document__license_url":"http://open5e.com/legal","document__url":"http://dnd.wizards.com/articles/features/systems-reference-document-srd","v2_converted_path":"/v2/creatures/srd_adult-white-dragon/"},{"slug":"androsphinx","desc":"","name":"Androsphinx","size":"Large","type":"Monstrosity","subtype":"","group":"Sphinxes","alignment":"lawful neutral","armor_class":17,"armor_desc":"natural armor","hit_points":199,"hit_dice":"19d10+95","speed":{"walk":40,"fly":60},"strength":22,"dexterity":10,"constitution":20,"intelligence":16,"wisdom":18,"charisma":23,"strength_save":null,"dexterity_save":6,"constitution_save":11,"intelligence_save":9,"wisdom_save":10,"charisma_save":null,"perception":10,"skills":{"arcana":9,"perception":10,"religion":15},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"psychic; bludgeoning, piercing, and slashing from nonmagical attacks","condition_immunities":"charmed, frightened","senses":"truesight 120 ft., passive Perception 20","languages":"Common, Sphinx","challenge_rating":"17","cr":17.0,"actions":[{"name":"Multiattack","desc":"The sphinx makes two claw attacks."},{"name":"Claw","desc":"Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 17 (2d10 + 6) slashing damage.","attack_bonus":12,"damage_dice":"2d10","damage_bonus":6},{"name":"Roar (3/Day)","desc":"The sphinx emits a magical roar. Each time it roars before finishing a long rest, the roar is louder and the effect is different, as detailed below. Each creature within 500 feet of the sphinx and able to hear the roar must make a saving throw.\n**First Roar.** Each creature that fails a DC 18 Wisdom saving throw 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.\n**Second Roar.** Each creature that fails a DC 18 Wisdom saving throw is deafened and frightened for 1 minute. A frightened creature is paralyzed and can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.\n**Third Roar.** Each creature makes a DC 18 Constitution saving throw. On a failed save, a creature takes 44 (8d10) thunder damage and is knocked prone. On a successful save, the creature takes half as much damage and isn't knocked prone."}],"bonus_actions":null,"reactions":null,"legendary_desc":"The sphinx can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The sphinx regains spent legendary actions at the start of its turn.","legendary_actions":[{"name":"Claw Attack","desc":"The sphinx makes one claw attack."},{"name":"Teleport (Costs 2 Actions)","desc":"The sphinx magically teleports, along with any equipment it is wearing or carrying, up to 120 feet to an unoccupied space it can see."},{"name":"Cast a Spell (Costs 3 Actions)","desc":"The sphinx casts a spell from its list of prepared spells, using a spell slot as normal."}],"special_abilities":[{"name":"Inscrutable","desc":"The sphinx is immune to any effect that would sense its emotions or read its thoughts, as well as any divination spell that it refuses. Wisdom (Insight) checks made to ascertain the sphinx's intentions or sincerity have disadvantage."},{"name":"Magic Weapons","desc":"The sphinx's weapon attacks are magical."},{"name":"Spellcasting","desc":"The sphinx is a 12th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 18, +10 to hit with spell attacks). It requires no material components to cast its spells. The sphinx has the following cleric spells prepared:\n\n* Cantrips (at will): sacred flame, spare the dying, thaumaturgy\n* 1st level (4 slots): command, detect evil and good, detect magic\n* 2nd level (3 slots): lesser restoration, zone of truth\n* 3rd level (3 slots): dispel magic, tongues\n* 4th level (3 slots): banishment, freedom of movement\n* 5th level (2 slots): flame strike, greater restoration\n* 6th level (1 slot): heroes' feast"}],"spell_list":["https://api-beta.open5e.com/v2/spells/sacred-flame/?format=json","https://api-beta.open5e.com/v2/spells/spare-the-dying/?format=json","https://api-beta.open5e.com/v2/spells/thaumaturgy/?format=json","https://api-beta.open5e.com/v2/spells/command/?format=json","https://api-beta.open5e.com/v2/spells/detect-evil-and-good/?format=json","https://api-beta.open5e.com/v2/spells/detect-magic/?format=json","https://api-beta.open5e.com/v2/spells/lesser-restoration/?format=json","https://api-beta.open5e.com/v2/spells/zone-of-truth/?format=json","https://api-beta.open5e.com/v2/spells/dispel-magic/?format=json","https://api-beta.open5e.com/v2/spells/tongues/?format=json","https://api-beta.open5e.com/v2/spells/banishment/?format=json","https://api-beta.open5e.com/v2/spells/freedom-of-movement/?format=json","https://api-beta.open5e.com/v2/spells/flame-strike/?format=json","https://api-beta.open5e.com/v2/spells/greater-restoration/?format=json","https://api-beta.open5e.com/v2/spells/heroes-feast/?format=json"],"page_no":347,"environments":["Desert","Ruins"],"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_androsphinx/"},{"slug":"efreeti","desc":"","name":"Efreeti","size":"Large","type":"Elemental","subtype":"","group":"Genies","alignment":"lawful evil","armor_class":17,"armor_desc":"natural armor","hit_points":200,"hit_dice":"16d10+112","speed":{"walk":40,"fly":60},"strength":22,"dexterity":12,"constitution":24,"intelligence":16,"wisdom":15,"charisma":16,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":7,"wisdom_save":6,"charisma_save":7,"perception":null,"skills":{},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"fire","condition_immunities":"","senses":"darkvision 120 ft., passive Perception 12","languages":"Ignan","challenge_rating":"11","cr":11.0,"actions":[{"name":"Multiattack","desc":"The efreeti makes two scimitar attacks or uses its Hurl Flame twice."},{"name":"Scimitar","desc":"Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 13 (2d6 + 6) slashing damage plus 7 (2d6) fire damage.","attack_bonus":10,"damage_dice":"2d6+2d6","damage_bonus":6},{"name":"Hurl Flame","desc":"Ranged Spell Attack: +7 to hit, range 120 ft., one target. Hit: 17 (5d6) fire damage.","attack_bonus":7,"damage_dice":"5d6"}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Elemental Demise","desc":"If the efreeti dies, its body disintegrates in a flash of fire and puff of smoke, leaving behind only equipment the djinni was wearing or carrying."},{"name":"Innate Spellcasting","desc":"The efreeti's innate spell casting ability is Charisma (spell save DC 15, +7 to hit with spell attacks). It can innately cast the following spells, requiring no material components:\n\nAt will: detect magic\n3/day each: enlarge/reduce, tongues\n1/day each: conjure elemental (fire elemental only), gaseous form, invisibility, major image, plane shift, wall of fire"},{"name":"Variant: Genie Powers","desc":"Genies have a variety of magical capabilities, including spells. A few have even greater powers that allow them to alter their appearance or the nature of reality.\n\n**Disguises.** Some genies can veil themselves in illusion to pass as other similarly shaped creatures. Such genies can innately cast the disguise self spell at will, often with a longer duration than is normal for that spell. Mightier genies can cast the true polymorph spell one to three times per day, possibly with a longer duration than normal. Such genies can change only their own shape, but a rare few can use the spell on other creatures and objects as well.\n**Wishes.** The genie power to grant wishes is legendary among mortals. Only the most potent genies, such as those among the nobility, can do so. A particular genie that has this power can grant one to three wishes to a creature that isn't a genie. Once a genie has granted its limit of wishes, it can't grant wishes again for some amount of time (usually 1 year). and cosmic law dictates that the same genie can expend its limit of wishes on a specific creature only once in that creature's existence.\nTo be granted a wish, a creature within 60 feet of the genie states a desired effect to it. The genie can then cast the wish spell on the creature's behalf to bring about the effect. Depending on the genie's nature, the genie might try to pervert the intent of the wish by exploiting the wish's poor wording. The perversion of the wording is usually crafted to be to the genie's benefit."}],"spell_list":["https://api-beta.open5e.com/v2/spells/detect-magic/?format=json","https://api-beta.open5e.com/v2/spells/enlargereduce/?format=json","https://api-beta.open5e.com/v2/spells/tongues/?format=json","https://api-beta.open5e.com/v2/spells/conjure-elemental/?format=json","https://api-beta.open5e.com/v2/spells/gaseous-form/?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/plane-shift/?format=json","https://api-beta.open5e.com/v2/spells/wall-of-fire/?format=json"],"page_no":310,"environments":["Desert","Plane Of Fire","Mountains"],"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_efreeti/"},{"slug":"elephant","desc":"","name":"Elephant","size":"Huge","type":"Beast","subtype":"","group":"Miscellaneous Creatures","alignment":"unaligned","armor_class":12,"armor_desc":"natural armor","hit_points":76,"hit_dice":"8d12+24","speed":{"walk":40},"strength":22,"dexterity":9,"constitution":17,"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":"4","cr":4.0,"actions":[{"name":"Gore","desc":"Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 19 (3d8 + 6) piercing damage.","attack_bonus":8,"damage_dice":"3d8","damage_bonus":6},{"name":"Stomp","desc":"Melee Weapon Attack: +8 to hit, reach 5 ft., one prone creature. Hit: 22 (3d10 + 6) bludgeoning damage.","attack_bonus":8,"damage_dice":"3d10","damage_bonus":6}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Trampling Charge","desc":"If the elephant moves at least 20 ft. straight toward a creature and then hits it with a gore 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 elephant can make one stomp attack against it as a bonus action."}],"spell_list":[],"page_no":371,"environments":["Desert","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_elephant/"},{"slug":"horned-devil","desc":"","name":"Horned Devil","size":"Large","type":"Fiend","subtype":"devil","group":"Devils","alignment":"lawful evil","armor_class":18,"armor_desc":"natural armor","hit_points":178,"hit_dice":"17d10+85","speed":{"walk":20,"fly":60},"strength":22,"dexterity":17,"constitution":21,"intelligence":12,"wisdom":16,"charisma":17,"strength_save":10,"dexterity_save":7,"constitution_save":null,"intelligence_save":null,"wisdom_save":7,"charisma_save":7,"perception":null,"skills":{},"damage_vulnerabilities":"","damage_resistances":"cold; bludgeoning, piercing, and slashing from nonmagical attacks not made with silvered weapons","damage_immunities":"fire, poison","condition_immunities":"poisoned","senses":"darkvision 120 ft., passive Perception 13","languages":"Infernal, telepathy 120 ft.","challenge_rating":"11","cr":11.0,"actions":[{"name":"Multiattack","desc":"The devil makes three melee attacks: two with its fork and one with its tail. It can use Hurl Flame in place of any melee attack."},{"name":"Fork","desc":"Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 15 (2d8 + 6) piercing damage.","attack_bonus":10,"damage_dice":"2d8","damage_bonus":6},{"name":"Tail","desc":"Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 10 (1d8 + 6) piercing damage. If the target is a creature other than an undead or a construct, it must succeed on a DC 17 Constitution saving throw or lose 10 (3d6) hit points at the start of each of its turns due to an infernal wound. Each time the devil hits the wounded target with this attack, the damage dealt by the wound increases by 10 (3d6). Any creature can take an action to stanch the wound with a successful DC 12 Wisdom (Medicine) check. The wound also closes if the target receives magical healing.","attack_bonus":10,"damage_dice":"1d8","damage_bonus":6},{"name":"Hurl Flame","desc":"Ranged Spell Attack: +7 to hit, range 150 ft., one target. Hit: 14 (4d6) fire damage. If the target is a flammable object that isn't being worn or carried, it also catches fire.","attack_bonus":7,"damage_dice":"4d6"}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Devil's Sight","desc":"Magical darkness doesn't impede the devil's darkvision."},{"name":"Magic Resistance","desc":"The devil has advantage on saving throws against spells and other magical effects."}],"spell_list":[],"page_no":276,"environments":["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_horned-devil/"},{"slug":"stone-golem","desc":"","name":"Stone Golem","size":"Large","type":"Construct","subtype":"","group":"Golems","alignment":"unaligned","armor_class":17,"armor_desc":"natural armor","hit_points":178,"hit_dice":"17d10+85","speed":{"walk":30},"strength":22,"dexterity":9,"constitution":20,"intelligence":3,"wisdom":11,"charisma":1,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":null,"skills":{},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"poison, psychic; bludgeoning, piercing, and slashing from nonmagical attacks not made with adamantine weapons","condition_immunities":"charmed, exhaustion, frightened, paralyzed, petrified, poisoned","senses":"darkvision 120 ft., passive Perception 10","languages":"understands the languages of its creator but can't speak","challenge_rating":"10","cr":10.0,"actions":[{"name":"Multiattack","desc":"The golem makes two slam attacks."},{"name":"Slam","desc":"Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 19 (3d8 + 6) bludgeoning damage.","attack_bonus":10,"damage_dice":"3d8","damage_bonus":6},{"name":"Slow (Recharge 5-6)","desc":"The golem targets one or more creatures it can see within 10 ft. of it. Each target must make a DC 17 Wisdom saving throw against this magic. On a failed save, a target can't use reactions, its speed is halved, and it can't make more than one attack on its turn. In addition, the target can take either an action or a bonus action on its turn, not both. These effects last for 1 minute. A target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success."}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Immutable Form","desc":"The golem is immune to any spell or effect that would alter its form."},{"name":"Magic Resistance","desc":"The golem has advantage on saving throws against spells and other magical effects."},{"name":"Magic Weapons","desc":"The golem's weapon attacks are magical."}],"spell_list":[],"page_no":317,"environments":["Any"],"img_main":null,"document__slug":"wotc-srd","document__title":"5e Core Rules","document__license_url":"http://open5e.com/legal","document__url":"http://dnd.wizards.com/articles/features/systems-reference-document-srd","v2_converted_path":"/v2/creatures/srd_stone-golem/"},{"slug":"triceratops","desc":"","name":"Triceratops","size":"Huge","type":"Beast","subtype":"","group":"Dinosaurs","alignment":"unaligned","armor_class":13,"armor_desc":"natural armor","hit_points":95,"hit_dice":"10d12+30","speed":{"walk":50},"strength":22,"dexterity":9,"constitution":17,"intelligence":2,"wisdom":11,"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":"5","cr":5.0,"actions":[{"name":"Gore","desc":"Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 24 (4d8 + 6) piercing damage.","attack_bonus":9,"damage_dice":"4d8","damage_bonus":6},{"name":"Stomp","desc":"Melee Weapon Attack: +9 to hit, reach 5 ft., one prone creature. Hit: 22 (3d10 + 6) bludgeoning damage.","attack_bonus":9,"damage_dice":"3d10","damage_bonus":6}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Trampling Charge","desc":"If the triceratops moves at least 20 ft. straight toward a creature and then hits it with a gore attack on the same turn, that target must succeed on a DC 13 Strength saving throw or be knocked prone. If the target is prone, the triceratops can make one stomp attack against it as a bonus action."}],"spell_list":[],"page_no":279,"environments":["Jungle","Swamp","Grassland","Mountains"],"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_triceratops/"},{"slug":"angelic-enforcer","desc":"A gold-furred, lion-headed angel with white wings gives an intense stare, releasing a roar as it raises a flaming greatsword._  \nAngelic enforcers are lion-headed celestials that hunt rogue angels.  \n**Divine Mission.** Angelic enforcers are made from souls selected for their unwavering adherence to the tenants of law and good. These elite angels have a special task: police other angels that go rogue. If an angel breaks one of its god’s tenets but remains good at heart, the enforcers usually only seek to capture the offending celestial to stand trial in the upper planes. If an angel becomes fully corrupted by evil, one or more enforcers are sent to destroy the fallen celestial.  \n**Nothing Gets in the Way.** Angelic enforcers show no mercy to any creature or obstacle between them and their quarries. Those who obstruct the enforcers stand in the way of divine justice and are therefore considered agents of evil. Any killings or collateral damage done by enforcers are usually seen as the fault of their quarry for stepping out of line in the first place.  \n**Immortal Nature.** An angelic enforcer doesn’t require food, drink, or sleep.","name":"Angelic Enforcer","size":"Large","type":"Celestial","subtype":"","group":null,"alignment":"lawful good","armor_class":18,"armor_desc":"natural armor","hit_points":152,"hit_dice":"16d10+64","speed":{"walk":30,"fly":90},"strength":22,"dexterity":18,"constitution":18,"intelligence":18,"wisdom":20,"charisma":20,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":9,"charisma_save":9,"perception":9,"skills":{"insight":9,"intimidation":9,"perception":9,"survival":9},"damage_vulnerabilities":"","damage_resistances":"bludgeoning, piercing, and slashing from nonmagical attacks","damage_immunities":"radiant","condition_immunities":"charmed, exhaustion, frightened","senses":"truesight 120 ft., passive Perception 19","languages":"all, telepathy 120 ft.","challenge_rating":"12","cr":12.0,"actions":[{"name":"Multiattack","desc":"The angelic enforcer makes two melee attacks, but can use its bite only once."},{"name":"Bite","desc":"Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 17 (2d10 + 6) piercing damage, and the target must succeed on a DC 17 Constitution saving throw or be cursed for 1 minute. While cursed, the target can't regain hit points or benefit from an angel's Healing Touch action. The curse can be lifted early by a remove curse spell or similar magic.","attack_bonus":10,"damage_dice":"2d10+6"},{"name":"Greatsword","desc":"Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 20 (4d6 + 6) slashing damage plus 18 (4d8) fire damage.","attack_bonus":10,"damage_dice":"4d6+6"},{"name":"Change Shape","desc":"The angelic enforcer magically polymorphs into a humanoid or a lion that has a challenge rating no higher than its own, or back into its true form. It reverts to its true form if it dies. Any equipment it is wearing or carrying is absorbed or borne by the new form (the enforcer's choice). In a new form, the enforcer retains its own game statistics and ability to speak, but its AC, movement modes, Strength, Dexterity, and special senses are replaced by those of the new form, and it gains any statistics and capabilities (except class features, legendary actions, and lair actions) that the new form has."}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Blazing Weapons","desc":"The angelic enforcer's weapon attacks are magical. When the enforcer hits with any weapon other than its bite, the weapon deals an extra 4d8 fire damage (included in the attack)."},{"name":"Divine Awareness","desc":"The angelic enforcer knows if it hears a lie."},{"name":"Magic Resistance","desc":"The enforcer has advantage on saving throws against spells and other magical effects."},{"name":"Innate Spellcasting","desc":"The angelic enforcer's spellcasting ability is Charisma (spell save DC 17). The enforcer can innately cast the following spells, requiring only verbal components:\nAt will: detect evil and good\n3/day each: counterspell, dispel evil and good, dispel magic, protection from evil and good"}],"spell_list":[],"page_no":17,"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_angelic-enforcer/"},{"slug":"baliri-demon","desc":"A muscular humanoid with gray-black skin and the oversized head of a donkey lumbers forward. The monster’s eyes and tongue loll from its head, and its arms end in crimson crab-like pincers that snap together with incredible strength._  \n**Tormented Killers.** A baliri demon is created when a humanoid suffers at the hands of family or peers and turns to one of the demon lords for succor and bloody retribution. The result is both catastrophic and deadly, and the victim of the abuse is often executed for their dark dealings. It is at this moment that the demon lord snatches up the victim’s soul and transforms it into a baliri demon, a savage and remorseless killer that seeks to spread misery in its wake.  \n**Braying Apostles.** A baliri demon is a devout servant of the demon lord that created it, stridently extolling the virtues of its demonic master even as it butchers and defiles anyone who stands in its way. The loud braying prayers and hymns of a baliri demon carry for miles across the blasted Abyssal landscape and fill the hearts of mortals and lesser demons alike with dread. Baliri demons are not picky when it comes to choosing their victims but have a preference for anyone who resembles an aggressor from their previous life.","name":"Baliri Demon","size":"Medium","type":"Fiend","subtype":"demon","group":null,"alignment":"chaotic evil","armor_class":17,"armor_desc":"natural armor","hit_points":190,"hit_dice":"20d8+100","speed":{"walk":30},"strength":22,"dexterity":16,"constitution":20,"intelligence":13,"wisdom":17,"charisma":14,"strength_save":11,"dexterity_save":8,"constitution_save":10,"intelligence_save":null,"wisdom_save":8,"charisma_save":null,"perception":8,"skills":{"perception":8,"persuasion":7,"religion":6,"stealth":8},"damage_vulnerabilities":"","damage_resistances":"cold, fire, lightning; bludgeoning, piercing, and slashing from nonmagical attacks","damage_immunities":"poison","condition_immunities":"poisoned","senses":"darkvision 90 ft., passive Perception 17","languages":"Abyssal, Common, telepathy 120 ft.","challenge_rating":"14","cr":14.0,"actions":[{"name":"Multiattack","desc":"The baliri demon makes three attacks: one with its bite and two with its pincers."},{"name":"Bite","desc":"Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 17 (2d10 + 6) piercing damage plus 10 (3d6) necrotic damage.","attack_bonus":11,"damage_dice":"2d10+6"},{"name":"Pincers","desc":"Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 15 (2d8 + 6) slashing damage. If the baliri demon scores a critical hit against a creature, roll a d6. On a 1-3, it severs the target's arm, and on a 4-6 it severs the target's leg. A creature missing an arm can't wield weapons that require two hands, and if a creature is missing a leg, its speed is halved. Creatures without limbs are unaffected.","attack_bonus":11,"damage_dice":"2d8+6"},{"name":"Blood Bray (Recharge 6)","desc":"The baliri demon unleashes an otherworldly braying that causes the internal organs of nearby creatures to twist and rupture. Each creature within 20 feet of the baliri that can hear it must make a DC 18 Constitution saving throw. On a failure, the creature takes 36 (8d8) necrotic damage and is stunned until the end of its next turn as it doubles over in agony. On a success, the creature takes half the damage and isn't stunned. The bray doesn't affect creatures without internal organs, such as constructs, elementals, and oozes."}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Magic Resistance","desc":"The baliri has advantage on saving throws against spells and other magical effects."},{"name":"Praising Brays","desc":"As a bonus action, the baliri brays praise to the demon lord that saved it from its previous life, channeling the demon lord's might. The baliri chooses up to three demons within 30 feet of it. Each target has advantage on the first ability check or attack roll it makes before the start of the baliri's next turn. In addition, the targets are unaffected by the baliri's Blood Bray."}],"spell_list":[],"page_no":140,"environments":[],"img_main":null,"document__slug":"tob2","document__title":"Tome of Beasts 2","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/tome-of-beasts-2-for-5th-edition/","v2_converted_path":"/v2/creatures/tob2_baliri-demon/"},{"slug":"cherufe","desc":"A humanoid torso rises from a long, arthropod body made from overlapping plates of obsidian. The creature’s face is twisted into a grimace of rage. Four arms ending in oversized fists jut from the torso. The creature’s form radiates a red glow and a palpable heat as a fire rages within it._  \n**Corrupted Keepers.** The elemental anomaly that brings a Open Game License","name":"Cherufe","size":"Huge","type":"Elemental","subtype":"","group":null,"alignment":"chaotic evil","armor_class":19,"armor_desc":"natural armor","hit_points":161,"hit_dice":"14d12+70","speed":{"walk":40,"burrow":40},"strength":22,"dexterity":10,"constitution":21,"intelligence":8,"wisdom":14,"charisma":6,"strength_save":11,"dexterity_save":null,"constitution_save":10,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":7,"skills":{"perception":7},"damage_vulnerabilities":"","damage_resistances":"acid, lightning; bludgeoning, piercing, and slashing from nonmagical attacks","damage_immunities":"fire, poison","condition_immunities":"exhaustion, paralyzed, petrified, poisoned, prone","senses":"darkvision 60 ft., tremorsense 120 ft., passive Perception 17","languages":"Ignan, Terran","challenge_rating":"14","cr":14.0,"actions":[{"name":"Multiattack","desc":"The cherufe makes four slam attacks. Alternatively, it can throw two magma balls."},{"name":"Slam","desc":"Melee Weapon Attack: +11 to hit, reach 10 ft., one target. Hit: 20 (4d6 + 6) bludgeoning damage.","attack_bonus":11,"damage_dice":"4d6+6"},{"name":"Magma Ball","desc":"Ranged Weapon Attack: +11 to hit, range 60/240 ft., one target. Hit: 22 (3d10 + 6) bludgeoning damage plus 11 (2d10) fire damage. Each creature within 5 feet of the target must succeed on a DC 18 Dexterity saving throw or take 7 (2d6) fire damage.","attack_bonus":11,"damage_dice":"3d10+6"},{"name":"Fissure","desc":"The cherufe opens a fissure in the ground within 120 feet of it that is 60 feet long, 10 feet wide, and 2d4 x 10 feet deep. Each creature standing on a spot where a fissure opens must succeed on a DC 18 Dexterity saving throw or fall in. A creature that successfully saves moves with the fissure's edge as it opens. A fissure that opens beneath a structure causes it to automatically collapse as if the structure was in the area of an earthquake spell. The cherufe can have only one fissure open at a time. If it opens another, the previous fissure closes, shunting all creatures inside it to the surface."},{"name":"Quake (Recharge 6)","desc":"The cherufe slams its fists into the ground, shaking the terrain within 60 feet of it. Each creature standing on the ground in that area must make a DC 18 Dexterity saving throw. On a failure, the creature takes 45 (10d8) bludgeoning damage and is knocked prone. On a success, the creature takes half the damage and isn't knocked prone."}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Firewalker","desc":"When the cherufe is subjected to fire damage, its speed doubles until the end of its next turn, and it can Dash or Disengage as a bonus action on its next turn."},{"name":"Internal Flame","desc":"A creature that touches the cherufe or hits it with a melee attack while within 5 feet of it takes 7 (2d6) fire damage. In addition, the cherufe sheds dim light in a 30-foot radius."}],"spell_list":[],"page_no":61,"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_cherufe/"},{"slug":"dimensional-shambler","desc":"The large creature lumbers forward, its ape-like and insectoid features blending incomprehensibly. It blinks in and out of existence, closing in on prey in a manner that betrays both the eye and time itself._  \nSolitary and efficient hunters, dimensional shamblers often materialize in closed structures to surprise prey that believes it is safely hidden. Capable of seeing into and entering the Lower Planes, they regularly stalk targets in the Material Plane by hopping in and out of other planes to remain undetectable.  \n**Disturbing Form.** The dimensional shambler has a rudimentary face with dead eyes, thick hide, and symetrical hands. Its claw-tipped fingers bend in either direction. Moving through many dimensions, the creature’s disturbing gait suggests a lack of any conventional skeletal structure.  \n**Unknown Origins.** The number and lifecycle of these creatures is unknown. No records of more than one shambler appearing in the Material Plane at one time exist, and it is not clear whether they were created by some dark or inscrutable power or evolved naturally.","name":"Dimensional Shambler","size":"Large","type":"Aberration","subtype":"","group":null,"alignment":"neutral evil","armor_class":16,"armor_desc":"natural armor","hit_points":102,"hit_dice":"12d10+36","speed":{"walk":30},"strength":22,"dexterity":21,"constitution":17,"intelligence":21,"wisdom":16,"charisma":13,"strength_save":null,"dexterity_save":9,"constitution_save":7,"intelligence_save":9,"wisdom_save":7,"charisma_save":null,"perception":7,"skills":{"arcana":9,"athletics":10,"perception":7,"stealth":9},"damage_vulnerabilities":"","damage_resistances":"acid, cold, fire; bludgeoning, piercing, and slashing from nonmagical attacks","damage_immunities":"poison","condition_immunities":"exhaustion, frightened, poisoned","senses":"darkvision 60 ft., passive Perception 17","languages":"Abyssal, Infernal, Void Speech","challenge_rating":"9","cr":9.0,"actions":[{"name":"Multiattack","desc":"A dimensional shambler makes two claw attacks. If both attacks hit the same target, the target is grappled (escape DC 16)."},{"name":"Claw","desc":"Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 17 (2d10 + 6) slashing damage.","attack_bonus":10,"damage_dice":"2d10+6"},{"name":"Drag Through","desc":"The dimensional shambler shifts through multiple dimensions with a target it is grappling, ending in the same dimension it began. The creature must make a DC 16 Wisdom saving throw, taking 21 (6d6) psychic damage on a failed save, or half as much damage on a successful one."}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Look Between","desc":"As a bonus action, the dimensional shambler can see 60 feet into any of the Lower Planes when it is on the Material Plane, and vice versa. This sight lasts until the beginning of its next turn. During this time, the dimensional shambler is deaf and blind with regard to its own senses in its current plane."},{"name":"Maddening Form","desc":"When a creature that can see the dimensional shambler starts its turn within 30 feet of the dimensional shambler, the dimensional shambler can force it to make a DC 16 Constitution saving throw if the dimensional shambler is not incapacitated. On a failed save, the creature is frightened until the start of its next turn. If the creature is concentrating on a spell, that creature must succeed on a DC 16 Constitution saving throw or lose concentration on the spell.\n\nUnless surprised, a creature can avert its eyes to avoid the saving throw at the start of its turn. If the creature does so, it can't see the dimensional shambler until the start of its next turn, when it can avert its eyes again. If the creature looks at the dimensional shambler in the meantime, it must immediately make the saving throw."},{"name":"Step Between","desc":"As a bonus action, the dimensional shambler can magically shift from the Material Plane to any Lower Plane, or vice versa. It can't bring other creatures with it when it shifts in this way."}],"spell_list":[],"page_no":107,"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_dimensional-shambler/"},{"slug":"dragonflesh-golem","desc":"A hulking being with a dragon’s head and a patchwork of black, blue, green, red, and white scales for skin lurches forward on two legs, raising clawed fists into the air._  \nDragonflesh golems are rare constructs created from the remains of dead chromatic dragons.  \n**Built from Dragon Corpses.** Dragonflesh golems are powerful, but building such a creature requires great expense beyond the normal costs to create most other golems. The crafter must use the remains of five dragons, one of each color, of adult age or older. Mages looking to construct dragonflesh golems often hire adventurers to acquire the bodies they need.  \n**Powered by Dragon Blood.** Dragonflesh golems require frequent infusions of dragon blood to remain operational. This blood does not need to come from a true dragon; any creature with draconic blood will suffice.  \n**Construct Nature.** The dragonflesh golem doesn’t require air, food, drink, or sleep.","name":"Dragonflesh Golem","size":"Large","type":"Construct","subtype":"","group":null,"alignment":"unaligned","armor_class":18,"armor_desc":"natural armor","hit_points":115,"hit_dice":"11d10+55","speed":{"walk":30},"strength":22,"dexterity":7,"constitution":20,"intelligence":3,"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":{},"damage_vulnerabilities":"","damage_resistances":"acid, cold, fire, lightning, poison","damage_immunities":"bludgeoning, piercing, and slashing from nonmagical attacks not made with adamantine weapons","condition_immunities":"charmed, exhaustion, frightened, paralyzed, petrified, poisoned","senses":"darkvision 120 ft., passive Perception 10","languages":"understands the languages of its creator but can’t speak","challenge_rating":"10","cr":10.0,"actions":[{"name":"Multiattack","desc":"The dragonflesh golem uses Terror Stare. It then makes two attacks: one with its bite and one with its claws."},{"name":"Bite","desc":"Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 17 (2d10 + 6) piercing damage plus 3 (1d6) fire damage.","attack_bonus":10,"damage_dice":"2d10+6"},{"name":"Claws","desc":"Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 16 (3d6 + 6) slashing damage.","attack_bonus":10,"damage_dice":"3d6+6"},{"name":"Terror Stare","desc":"The dragonflesh golem chooses a creature that can see its eyes within 30 feet of it. The target must succeed on a DC 17 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the golem's Terror Stare for the next 24 hours."},{"name":"Elemental Breath (Recharge 5-6)","desc":"The dragonflesh golem exhales energy in a 30-foot cone. Each creature in that area must make a DC 17 Dexterity saving throw, taking 21 (6d6) fire damage and 21 (6d6) damage of another type on a failed save, or half as much damage on a successful one. Roll a d4 to determine the additional damage type: 1 is acid, 2 is cold, 3 is lightning, and 4 is poison."}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Immutable Form","desc":"The golem is immune to any spell or effect that would alter its form."},{"name":"Magic Resistance","desc":"The golem has advantage on saving throws against spells and other magical effects."},{"name":"Magic Weapons","desc":"The golem's weapon attacks are magical."}],"spell_list":[],"page_no":180,"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_dragonflesh-golem/"},{"slug":"galidroo","desc":"This horrid creature is larger than an ox, and its hairless, wrinkled skin is covered in foul warts and pustules. The creature has two rat-like heads and a heavy tentacular tail that lashes the air malevolently._  \n**Wasteland Monstrosity.** The galidroo dwells primarily in desolate badlands, ravaged ruins, and areas where magic has corrupted the landscape and the creatures within it. Though powerful monsters in their own right, they are rarely at the top of the food chain and have to watch out for other monsters like Open Game License","name":"Galidroo","size":"Huge","type":"Monstrosity","subtype":"","group":null,"alignment":"neutral evil","armor_class":17,"armor_desc":"natural armor","hit_points":172,"hit_dice":"15d12+75","speed":{"burrow":20,"walk":40},"strength":22,"dexterity":13,"constitution":20,"intelligence":11,"wisdom":18,"charisma":14,"strength_save":null,"dexterity_save":null,"constitution_save":9,"intelligence_save":null,"wisdom_save":8,"charisma_save":null,"perception":8,"skills":{"perception":8},"damage_vulnerabilities":"","damage_resistances":"bludgeoning, piercing, and slashing from nonmagical attacks","damage_immunities":"psychic","condition_immunities":"exhaustion","senses":"darkvision 90 ft., passive Perception 18","languages":"Deep Speech, telepathy 60 ft.","challenge_rating":"12","cr":12.0,"actions":[{"name":"Multiattack","desc":"The galidroo makes four attacks: two with its bite and two with its claws. It can make one tail attack in place of its two claw attacks."},{"name":"Bite","desc":"Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 17 (2d10 + 6) piercing damage.","attack_bonus":10,"damage_dice":"2d10+6"},{"name":"Claw","desc":"Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 13 (2d6 + 6) slashing damage.","attack_bonus":10,"damage_dice":"2d6+6"},{"name":"Tail","desc":"Melee Weapon Attack: +10 to hit, reach 15 ft., one target. Hit: 16 (3d6 + 6) bludgeoning damage. The target is grappled (escape DC 17) if it is a Large or smaller creature and the galidroo doesn't have another creature grappled. Until this grapple ends, the target is restrained, and the galidroo can't use its tail on another target.","attack_bonus":10,"damage_dice":"3d6+6"},{"name":"Prophetic Screech (Recharge 5-6)","desc":"The galidroo unleashes a burst of prophetic power in a 60-foot cone. Each creature in that area must make a DC 17 Intelligence saving throw. On a failure, a creature takes 35 (10d6) psychic damage and is incapacitated for 1 minute as its mind is bombarded with visions of its past and future. On a success, a creature takes half the damage and isn't incapacitated. The 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":"Aura of Lassitude","desc":"A creature that starts its turn within 30 feet of the galidroo must succeed on a DC 17 Constitution saving throw or feel lethargic until the start of its next turn. While lethargic, a creature can't use reactions, its speed is halved, and it can't make more than one melee or ranged attack on its turn. In addition, the creature can use either an action or a bonus action on its turn, but not both. On a successful saving throw, the creature is immune to the galidroo's Aura of Lassitude for the next 24 hours."},{"name":"Selective Precognition","desc":"The galidroo can see into the past, present, and future simultaneously. It can innately cast divination and legend lore once per day each, requiring no material components. Its innate spellcasting ability is Wisdom. The galidroo can't use these spells to gain information about itself or its personal future or past."},{"name":"Two-Headed","desc":"The galidroo has advantage on Wisdom (Perception) checks and on saving throws against being blinded, charmed, deafened, frightened, stunned, and knocked unconscious."}],"spell_list":[],"page_no":161,"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_galidroo/"},{"slug":"major-malleable","desc":"A pile of red, gooey flesh slurps along the ground. The meat climbs upon itself, squishing as it creates a formidable, hungry wall._  \nMalleables are malevolent, formless piles of flesh that absorb psychic energy and grow smarter and stronger when combined together.  \n**Consumers of Psychic Power.** Creatures that consume psychic energy can become so infused with it that their bodies implode. The power lingers in the grotesque mass of flesh, warping the creature’s mind even more than its body and creating a hunter that hungers to consume and grow. Malleables do not remember their personal lives before implosion, but they do retain facts and lore. They think themselves superior to all other creatures, which are simply prey. Their goals are simple: drain every creature they can of psychic energy and rule the world as a massive, roiling meat puddle. Malleables have infinite patience and can wait centuries until they feel the time is right to go on a psychic energy binge.  \n**Many Shapes.** Malleables have no set form, but they can stretch and alter their forms easily, moving on appendages or flowing like an ooze. They might form a face (or many faces at once) if they wish to convey an emotion to another creature, or take the shape of a truly terrifying beast (like a giant spider) if they wish to create panic. No matter the shape they take, malleables always appear to be a fleshy creature turned inside out.  \n**Our Powers Combined.** Malleables can join together, creating a larger, more powerful creature that shares the intellect of all the combined intelligences. These bigger malleables can separate into smaller aberrations when it suits them.  \n**Ancient Knowledge Hoarders.** It is said that malleables have perfect memories and the oldest of these creatures remember ancient lore other creatures have long forgotten. Many sages have tried and failed to capture malleables to prod their minds for secrets, but the creatures almost always find a way to escape. Adventurers are often given the dangerous tasks of capturing, guarding, or questioning a malleable.","name":"Major Malleable","size":"Huge","type":"Aberration","subtype":"","group":null,"alignment":"chaotic evil","armor_class":13,"armor_desc":"natural armor","hit_points":218,"hit_dice":"23d12+69","speed":{"walk":40,"climb":40},"strength":22,"dexterity":8,"constitution":17,"intelligence":19,"wisdom":16,"charisma":10,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":8,"wisdom_save":7,"charisma_save":4,"perception":null,"skills":{},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"psychic","condition_immunities":"blinded, prone","senses":"blindsight 90 ft. (blind beyond this radius), passive Perception 13","languages":"all, telepathy 120 ft.","challenge_rating":"10","cr":10.0,"actions":[{"name":"Multiattack","desc":"The malleable makes three flesh tendril attacks."},{"name":"Flesh Tendril","desc":"Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 20 (4d6 + 6) bludgeoning damage. If the target is a Huge or smaller creature, it is grappled (escape DC 16).","attack_bonus":10,"damage_dice":"4d6+6"},{"name":"Psychic Drain","desc":"One creature grappled by the malleable must make a DC 16 Intelligence saving throw, taking 45 (10d8) psychic damage on a failed save, or half as much damage on a successful one. The target's hp maximum is reduced by an amount equal to the damage taken. This reduction lasts until the target finishes a long rest. The target dies and becomes a minor malleable if this effect reduces its hp maximum to 0."},{"name":"Join Malleables","desc":"As long as the malleable is within 10 feet of one other major malleable, both malleables can use this action option at the same time to join together to create a massive malleable. The new malleable's hp total is equal to the combined hp total of both major malleables, and it is affected by any conditions, spells, and other magical effects currently affecting either of the major malleables. The new malleable acts on the same initiative count as the malleables that formed it and occupies any unoccupied space that previously contained at least one of the malleables that formed it."},{"name":"Separate Malleables","desc":"The major malleable can split into eight minor malleables or two moderate malleables. The new malleables' hp totals are equal to the major malleable's hp total divided by the number of malleables created (rounded down) and are affected by any conditions, spells, and other magical effects that affected the major malleable. The new malleables act on the same initiative count as the major malleable and occupy any unoccupied space that previously contained the major malleable."}],"bonus_actions":null,"reactions":[{"name":"Sudden Separation","desc":"When the major malleable takes 20 damage or more from a single attack, it can choose to immediately use Separate Malleables. If it does so, the damage is divided evenly among the separate malleables it becomes."}],"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Absorb Malleable","desc":"As a bonus action, the major malleable absorbs one minor or moderate malleable within 5 feet of it into its body, regaining a number of hp equal to the absorbed malleable's remaining hp. The major malleable is affected by any conditions, spells, and other magical effects that were affecting the absorbed malleable."},{"name":"Amorphous","desc":"The malleable can move through a space as narrow as 1 inch wide without squeezing."},{"name":"Controlled Mutability","desc":"Any spell or effect that would alter the malleable's form only alters it until the end of the malleable's next turn. Afterwards, the malleable returns to its amorphous form. In addition, the malleable can use its action to change itself into any shape, but it always looks like an inside-out fleshy creature no matter the shape it takes. If it changes into the shape of a creature, it doesn't gain any statistics or special abilities of that creature; it only takes on the creature's basic shape and general appearance."},{"name":"Psychic Absorption","desc":"Whenever the malleable is subjected to psychic damage, it takes no damage and instead regains a number of hp equal to the psychic damage dealt."},{"name":"Spider Climb","desc":"The malleable can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check."}],"spell_list":[],"page_no":254,"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_major-malleable/"},{"slug":"shukankor","desc":"This creature has gaudy green and purple feathers, stunted humanoid limbs, a cruel, vulture-like beak, and multiple eyes that swivel about on long, lime-colored stalks. It hoots diabolically as it approaches._  \n**Wasteland Hunters.** Desolate badlands, deserts, and wastelands warped by foul sorcery are the prime feeding grounds for these colorful aberrations, who use their vicious claws and beaks to kill and devour any creature they encounter. Due to their enormous size, they sometimes resort to eating rotting and undead flesh, and they can even eat rocks, plants, and dirt in a pinch. Because they are intelligent monsters, shukankors can be parlayed with, though their demands are usually extravagant and vile.  \n**Strength in Numbers.** The shukankor’s ability to temporarily replicate itself aids it greatly in battle, especially when it is outnumbered or facing a particularly powerful opponent. These replicas are smaller, weaker clones of the shukankor that obey its telepathic commands and even sacrifice themselves to protect their creator. Shukankors are neither female nor male and reproduce by allowing their replicas to remain alive. After a day, these replicas become free-thinking and separate from the parent shukankor. A month later, they grow into full-sized shukankors with all the powers of their progenitor.","name":"Shukankor","size":"Huge","type":"Aberration","subtype":"","group":null,"alignment":"chaotic evil","armor_class":17,"armor_desc":"natural armor","hit_points":115,"hit_dice":"11d12+44","speed":{"walk":50},"strength":22,"dexterity":12,"constitution":18,"intelligence":8,"wisdom":12,"charisma":6,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":9,"skills":{"athletics":10,"perception":9},"damage_vulnerabilities":"","damage_resistances":"bludgeoning, piercing, and slashing from nonmagical attacks","damage_immunities":"poison","condition_immunities":"poisoned","senses":"darkvision 120 ft., passive Perception 19","languages":"Deep Speech","challenge_rating":"9","cr":9.0,"actions":[{"name":"Multiattack","desc":"The shukankor makes three attacks: one with its beak and two with its claws."},{"name":"Beak","desc":"Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 15 (2d8 + 6) piercing damage.","attack_bonus":10,"damage_dice":"2d8+6"},{"name":"Claws","desc":"Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 13 (2d6 + 6) slashing damage.","attack_bonus":10,"damage_dice":"2d6+6"},{"name":"Duplicating Terror (1/Day)","desc":"The shukankor magically duplicates itself, creating four replicas. Each replica uses the statistics of an axe beak, except it also has the shukankor's Many Eyes and Self-made Pack traits. The shukankor can communicate telepathically with a replica as long as they are within 120 feet of each other. The replicas act as allies of the shukankor and obey its telepathic commands. The replicas remain until killed or dismissed by the shukankor as a bonus action. Slain or dismissed replicas melt into a foul-smelling puddle of green goo. A replica that survives for 24 hours breaks its telepathic link with the shukankor, becoming a free-thinking creature, and grows into a full shukankor after 1 month."}],"bonus_actions":null,"reactions":[{"name":"Sacrifice Replica","desc":"When a creature the shukankor can see targets it with an attack, the shukankor forces a replica within 5 feet of it to jump in the way. The chosen replica becomes the target of the attack instead."}],"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Many Eyes","desc":"The shukankor has advantage on Wisdom (Perception) checks that rely on sight and on saving throws against being blinded."},{"name":"Self-made Pack","desc":"The shukankor has advantage on attack rolls against a creature if at least one of its duplicates is within 5 feet of the creature and the duplicate isn't incapacitated."}],"spell_list":[],"page_no":326,"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_shukankor/"},{"slug":"uridimmu","desc":"This tall, muscular humanoid has bronze skin and the wings of a hawk. Its head is that of a majestic hunting hound with the teeth and reddish-gold mane of a lion, and it holds a flaming mace in its hands._  \n**Bastard Sons of Chaos.** The first uridimmus were the illegitimate offspring of a demon lord and an unknown entity of chaos and were soundly defeated by a powerful deity of law. After their defeat, the uridimmus chose to serve the god as guardians of the heavenly realm. The tainted origin of uridimmus manifests in the chaotic mass of fire, lightning, and radiance that clings to the heads of their maces.  \n**Tainted Servants of Law.** Uridimmus are tireless guardians, and most are tasked with guarding the portals into the lawful planes. Some also serve the deities directly as bodyguards or lead groups of lesser celestials in battle. While uridimmus are unwavering and steadfast guardians, they are also completely merciless in combat and not above making examples out of trespassers. This tendency sometimes causes friction between the urdimmu and other angels, like Open Game License","name":"Uridimmu","size":"Large","type":"Celestial","subtype":"","group":null,"alignment":"lawful good","armor_class":18,"armor_desc":"natural armor","hit_points":150,"hit_dice":"12d10+84","speed":{"walk":30,"fly":90},"strength":22,"dexterity":17,"constitution":24,"intelligence":14,"wisdom":18,"charisma":21,"strength_save":null,"dexterity_save":null,"constitution_save":12,"intelligence_save":null,"wisdom_save":9,"charisma_save":10,"perception":9,"skills":{"insight":14,"perception":9},"damage_vulnerabilities":"","damage_resistances":"fire, lightning, radiant; bludgeoning, piercing, and slashing from nonmagical attacks","damage_immunities":"","condition_immunities":"charmed, exhaustion, frightened","senses":"truesight 90 ft., passive Perception 19","languages":"all, telepathy 60 ft.","challenge_rating":"14","cr":14.0,"actions":[{"name":"Multiattack","desc":"The uridimmu makes three attacks: one with its bite and two with its mace."},{"name":"Bite","desc":"Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 19 (3d8 + 6) piercing damage.","attack_bonus":11,"damage_dice":"3d8+6"},{"name":"Mace","desc":"Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 13 (2d6 + 6) bludgeoning damage plus 18 (4d8) fire, lightning, or radiant damage.","attack_bonus":11,"damage_dice":"2d6+6"},{"name":"Heavenly Roar (Recharge 5-6)","desc":"The uridimmu can unleash a powerful roar imbued with divine power in a 30-foot cone. A target caught within this cone must make a DC 18 Constitution saving throw, taking 45 (10d8) thunder damage on a failed save, or half as much damage on a successful one. If the saving throw fails by 5 or more, the target is also 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. Fiends have disadvantage on this saving throw."}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Chaos Mace","desc":"The uridimmu's attacks with its mace are magical. When the uridimmu hits with its mace, the mace deals an extra 4d8 fire, lightning, or radiant damage (included in the attack). The uridimmu chooses the type of damage when making the attack."},{"name":"Heroic Aura","desc":"Each friendly creature within 20 feet of the uridimmu can't be charmed or frightened. In addition, when a friendly creature within 20 feet of the uridimmu makes an attack roll or a saving throw, it can roll a d4 and add the result to the attack roll or saving throw. The uridimmu's aura doesn't work in the area of an antimagic field spell or while in a temple, shrine, or other structure dedicated to a chaotic deity."},{"name":"Magic Resistance","desc":"The uridimmu has advantage on saving throws against spells and other magical effects."},{"name":"Innate Spellcasting","desc":"The uridimmu's spellcasting ability is Charisma (spell save DC 18). The uridimmu can innately cast the following spells, requiring no material components:\nAt will: detect evil and good, light, protection from evil and good\n3/day each: dispel magic, glyph of warding, lightning bolt\n1/day each: flame strike, heal, wall of fire"}],"spell_list":[],"page_no":19,"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_uridimmu/"},{"slug":"angel-kalkydra","desc":"","name":"Angel, Kalkydra","size":"Huge","type":"Celestial","subtype":"","group":null,"alignment":"lawful good","armor_class":18,"armor_desc":"natural armor","hit_points":189,"hit_dice":"14d12+98","speed":{"walk":40,"climb":30,"fly":90},"strength":22,"dexterity":14,"constitution":24,"intelligence":17,"wisdom":21,"charisma":23,"strength_save":null,"dexterity_save":null,"constitution_save":1,"intelligence_save":null,"wisdom_save":1,"charisma_save":1,"perception":5,"skills":{"perception":5},"damage_vulnerabilities":"","damage_resistances":"poison; nonmagic B/P/S attacks","damage_immunities":"fire, radiant","condition_immunities":"charmed, exhaustion, frightened, poisoned, prone","senses":"truesight 120', passive Perception 20","languages":"all, telepathy 120'","challenge_rating":"13","cr":13.0,"actions":[{"name":"Multiattack","desc":"Two Bites or Sunrays. Can replace one with Constrict."},{"name":"Bite","desc":"Melee Weapon Attack: +11 to hit, 10 ft., one target, 15 (2d8+6) piercing damage + 18 (4d8) radiant."},{"name":"Constrict","desc":"Melee Weapon Attack: +11 to hit, 5 ft., one target, 17 (2d10+6) bludgeoning damage + 18 (4d8) radiant and target is grappled (escape DC 18). Until this grapple ends creature is restrained and kalkydra can't constrict another target."},{"name":"Sunray","desc":"Ranged Spell Attack: +11 to hit, 120 ft., one target, 24 (4d8+6) radiant + 9 (2d8) fire."},{"name":"Song of Sunrise (1/Day)","desc":"Sings a song to welcome the dawn causing sunlight to fill area in a 120' radius around it. Lasts 1 min."},{"name":"Spellcasting","desc":"Cha (DC 19) no material components: At will: detect evil and good light3/day ea: daylight dispel evil and good1/day ea: commune greater restoration"}],"bonus_actions":null,"reactions":[{"name":"Solar Nimbus","desc":"When hit by an attack it surrounds itself in a fiery nimbus searing attacker: 9 (2d8) fire and 9 (2d8) radiant and nimbus sheds bright light in 30' radius and dim light an additional 30'. Until start of kalkydra's next turn a creature within 5 ft. of kalkydra that hits it with melee attack takes 9 (2d8) fire and 9 (2d8) radiant."}],"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Angelic Weapons","desc":"Its weapon attacks are magical. When it hits with any weapon deals extra 4d8 radiant (included below)."},{"name":"Immortal Nature","desc":"Doesn't require food drink or sleep"},{"name":"Magic Resistance","desc":"Advantage: spell/magic effect saves."}],"spell_list":[],"page_no":26,"environments":[],"img_main":null,"document__slug":"tob3","document__title":"Tome of Beasts 3","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/tome-of-beasts-3-for-5th-edition/","v2_converted_path":"/v2/creatures/tob3_angel-kalkydra/"},{"slug":"archon-siege","desc":"","name":"Archon, Siege","size":"Huge","type":"Celestial","subtype":"","group":null,"alignment":"lawful good","armor_class":18,"armor_desc":"plate","hit_points":187,"hit_dice":"15d12+90","speed":{"walk":40,"fly":60},"strength":22,"dexterity":14,"constitution":22,"intelligence":10,"wisdom":20,"charisma":17,"strength_save":1,"dexterity_save":null,"constitution_save":1,"intelligence_save":null,"wisdom_save":1,"charisma_save":8,"perception":5,"skills":{"perception":5},"damage_vulnerabilities":"","damage_resistances":"radiant; nonmagic B/P/S attacks","damage_immunities":"","condition_immunities":"charmed, exhaustion, frightened","senses":"truesight 120', passive Perception 20","languages":"all, telepathy 120'","challenge_rating":"13","cr":13.0,"actions":[{"name":"Multiattack","desc":"Two Trunk Maul attacks or four Trumpeting Blasts."},{"name":"Trunk Maul","desc":"Melee Weapon Attack: +11 to hit, 10 ft., one target, 20 (4d6+6) bludgeoning damage + 22 (5d8) force."},{"name":"Stomp","desc":"Melee Weapon Attack: +11 to hit 10 ft. one prone creature. 22 (3d10+6) bludgeoning damage."},{"name":"Trumpeting Blast","desc":"Ranged Spell Attack: +10 to hit, 120 ft., one target, 19 (4d6+5) thunder."},{"name":"Sundering Quake (Recharge 5-6)","desc":"Slams its forelegs into the ground. Each creature in contact with the ground within 20' of it: 49 (14d6) force (DC 19 Dex half). Each structure in contact with the ground within 20' of archon also takes the damage and collapses if the damage reduces it to 0 hp."}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Celestial Weapons","desc":"Its weapon attacks are magical. When archon hits with its Trunk Maul weapon deals extra 5d8 force (included below)."},{"name":"False Appearance","desc":"While motionless indistinguishable from inanimate statue."},{"name":"Immortal Nature","desc":"Doesn't require food drink or sleep"},{"name":"Magic Resistance","desc":"Advantage: spell/magic effect saves."},{"name":"Siege Monster","desc":"Double damage to objects/structures."},{"name":"Trampling Charge","desc":"If it moves 20'+ straight toward a creature and then hits it with trunk maul on same turn target: DC 19 Str save or be pushed up to 10 ft. and knocked prone. If target is prone archon can make one Stomp attack vs. it as a bonus action."}],"spell_list":[],"page_no":42,"environments":[],"img_main":null,"document__slug":"tob3","document__title":"Tome of Beasts 3","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/tome-of-beasts-3-for-5th-edition/","v2_converted_path":"/v2/creatures/tob3_archon-siege/"},{"slug":"belu","desc":"","name":"Belu","size":"Huge","type":"Giant","subtype":"","group":null,"alignment":"chaotic good","armor_class":16,"armor_desc":"natural armor","hit_points":184,"hit_dice":"16d12+80","speed":{"walk":40},"strength":22,"dexterity":12,"constitution":20,"intelligence":12,"wisdom":10,"charisma":18,"strength_save":null,"dexterity_save":5,"constitution_save":9,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":0,"skills":{"perception":0},"damage_vulnerabilities":"","damage_resistances":"poison","damage_immunities":"","condition_immunities":"poisoned","senses":"darkvision 60', passive Perception 10","languages":"Common, Giant","challenge_rating":"10","cr":10.0,"actions":[{"name":"Multiattack","desc":"Three Slam attacks."},{"name":"Slam","desc":"Melee Weapon Attack: +10 to hit, 10 ft., one target, 20 (4d6+6) bludgeoning damage and target: DC 16 Str save or pushed up to 10 ft. away from it and knocked prone."},{"name":"Shatterstone (Recharge 5-6)","desc":"Hurls enchanted rock at point it can see within 60' of it. Rock shatters on impact and each creature within 10 ft. of that point: 44 (8d10) slashing damage (DC 16 Dex half)."},{"name":"Spellcasting","desc":"Cha (DC 14) no material components: At will: entangle speak with plants stone shape2/day: plant growth"}],"bonus_actions":[{"name":"Change Shape","desc":"Magically transforms into a Small or Med Humanoid or back into its true form. Its stats other than size are same in each form. Any equipment it is wearing or carrying transforms with it. If it dies it reverts to its true form."}],"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Healing Lotuscraft","desc":"(1/Day). Can spend 1 min crafting poultice that lasts 24 hrs. When a creature takes an action to apply poultice to a wound or skin of a creature target regains 18 (4d8) hp and is cured of any diseases or conditions affecting it."}],"spell_list":[],"page_no":55,"environments":[],"img_main":null,"document__slug":"tob3","document__title":"Tome of Beasts 3","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/tome-of-beasts-3-for-5th-edition/","v2_converted_path":"/v2/creatures/tob3_belu/"},{"slug":"dragon-prismatic-adult","desc":"","name":"Dragon, Prismatic Adult","size":"Huge","type":"Dragon","subtype":"","group":null,"alignment":"neutral","armor_class":18,"armor_desc":"natural armor","hit_points":212,"hit_dice":"17d12+102","speed":{"walk":50,"climb":30},"strength":22,"dexterity":10,"constitution":23,"intelligence":18,"wisdom":15,"charisma":17,"strength_save":null,"dexterity_save":5,"constitution_save":1,"intelligence_save":null,"wisdom_save":7,"charisma_save":8,"perception":2,"skills":{"perception":2},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"radiant","condition_immunities":"blinded","senses":"blindsight 60', darkvision 120', passive Perception 22","languages":"Common, Draconic","challenge_rating":"16","cr":16.0,"actions":[{"name":"Multiattack","desc":"Uses its Frightful Presence then one Bite and two Claws."},{"name":"Bite","desc":"Melee Weapon Attack: +11 to hit, 10 ft., one target, 17 (2d10+6) piercing damage."},{"name":"Claw","desc":"Melee Weapon Attack: +11 to hit, 5 ft., one target, 13 (2d6+6) slashing damage."},{"name":"Tail","desc":"Melee Weapon Attack: +11 to hit, 15 ft., one target, 15 (2d8+6) bludgeoning damage."},{"name":"Frightful Presence","desc":"All it picks within 120' and aware of it frightened 1 min (DC 16 Wis negates) Can re-save at end of each of its turns. Save/effect ends: immune 24 hrs."},{"name":"Breath Weapon (Recharge 5-6)","desc":"Uses one of the following:Light Beam. Emits beam of white light in a 90' line that is 5 ft. wide. Each creature in line: 45 (10d8) radiant (DC 19 Dex half).Rainbow Blast. Emits multicolored light in 60' cone. Each creature in area: 36 (8d8) damage (DC 19 Dex half). Dragon splits damage among acid cold fire lightning or poison choosing a number of d8s for each type totaling 8d8. Must choose at least two types."},{"name":"Spellcasting","desc":"Int (DC 17) no material components: At will: charm person color spray dancing lights3/day: prismatic spray1/day: prismatic wall"}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":[{"name":"Detect","desc":"Makes a Wis (Perception) check."},{"name":"Tail Attack","desc":"Makes a tail attack."},{"name":"Cast a Spell (2)","desc":"The prismatic dragon uses Spellcasting."},{"name":"Shimmering Wings (2)","desc":"Each creature within 20': DC 16 Wis save or take 11 (2d10) radiant and blinded until start of its next turn."}],"special_abilities":[{"name":"Legendary Resistance (3/Day)","desc":"Choose to succeed failed save."}],"spell_list":[],"page_no":140,"environments":[],"img_main":null,"document__slug":"tob3","document__title":"Tome of Beasts 3","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/tome-of-beasts-3-for-5th-edition/","v2_converted_path":"/v2/creatures/tob3_dragon-prismatic-adult/"},{"slug":"drake-riptide","desc":"","name":"Drake, Riptide","size":"Large","type":"Dragon","subtype":"","group":null,"alignment":"lawful evil","armor_class":17,"armor_desc":"natural armor","hit_points":231,"hit_dice":"22d10+110","speed":{"walk":20,"swim":60},"strength":22,"dexterity":9,"constitution":20,"intelligence":11,"wisdom":16,"charisma":10,"strength_save":null,"dexterity_save":3,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":3,"skills":{"perception":3},"damage_vulnerabilities":"","damage_resistances":"cold","damage_immunities":"poison","condition_immunities":"paralyzed, poisoned, unconscious","senses":"blindsight 120', darkvision 60', passive Perception 17","languages":"Aquan, Draconic","challenge_rating":"11","cr":11.0,"actions":[{"name":"Multiattack","desc":"Three Sonic Pulses or one Bite and two Slams."},{"name":"Bite","desc":"Melee Weapon Attack: +10 to hit, 10 ft., one target, 24 (4d8+6) piercing damage."},{"name":"Slam","desc":"Melee Weapon Attack: +10 to hit, 5 ft., one target, 20 (4d6+6) bludgeoning damage."},{"name":"Sonic Pulse","desc":"Ranged Spell Attack: +7 to hit, 60 ft., one target, 21 (4d8+3) thunder. Drake can use this action only while underwater."},{"name":"Buffeting Blast (Recharge 5-6)","desc":"Exhales powerful stream of water in 60' line × 5 ft. wide. Each creature in line: 38 (7d10) bludgeoning damage and becomes disoriented for 1 min (DC 17 Dex half damage not disoriented). When a disoriented creature moves it moves in a random direction. It can re-save at end of each of its turns success ends effect on itself."}],"bonus_actions":[{"name":"Manipulate Currents","desc":"While underwater changes water flow within 60' of it. Chooses one of below which lasts until start of its next turn.A 20' cube of rushing water forms on a point drake can see in the water. The cube's space is difficult terrain and a creature that starts its turn swimming in the area must make DC 17 Str save or be pushed out of the cube directly away from drake.The current shoots in a 60' long 10 ft. wide line from drake in a direction it chooses. Each creature in area: pushed up to 15 ft. away from drake in a direction following the line (DC 17 Str negates).The drake takes the Dash action."}],"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Amphibious","desc":"Can breathe air and water."},{"name":"Echolocation","desc":"Can't use its blindsight while deafened or out of water."},{"name":"Underwater Camouflage","desc":"Advantage: Dex (Stealth) underwater."}],"spell_list":[],"page_no":155,"environments":[],"img_main":null,"document__slug":"tob3","document__title":"Tome of Beasts 3","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/tome-of-beasts-3-for-5th-edition/","v2_converted_path":"/v2/creatures/tob3_drake-riptide/"},{"slug":"elemental-rockslide","desc":"","name":"Elemental, Rockslide","size":"Large","type":"Elemental","subtype":"","group":null,"alignment":"neutral","armor_class":14,"armor_desc":"natural armor","hit_points":147,"hit_dice":"14d10+70","speed":{"walk":40},"strength":22,"dexterity":8,"constitution":20,"intelligence":5,"wisdom":10,"charisma":5,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":0,"skills":{"perception":0},"damage_vulnerabilities":"","damage_resistances":"nonmagic B/P/S attacks","damage_immunities":"","condition_immunities":"exhaustion, paralyzed, petrified, poisoned, unconscious","senses":"darkvision 60', tremorsense 30', passive Perception 10","languages":"Terran","challenge_rating":"8","cr":8.0,"actions":[{"name":"Multiattack","desc":"Three Slams or two Skipping Stones."},{"name":"Slam","desc":"Melee Weapon Attack: +9 to hit, 10 ft., one target, 15 (2d8+6) bludgeoning damage."},{"name":"Skipping Stone","desc":"Ranged Weapon Attack: +9 to hit 20/60' one target 15 (2d8+6) bludgeoning damage and the stone bounces to another creature within 10 ft. of target. That creature must make DC 16 Dex save or take 9 (2d8) bludgeoning damage."}],"bonus_actions":[{"name":"Nimble Separation","desc":"Can briefly separate its components parts and take the Dash action. Opportunity attacks vs. it have disadvantage until start of its next turn."}],"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Charge","desc":"If it moves 20'+ straight to foe and hits with Slam attack on same turn target takes an extra 9 (2d8) bludgeoning damage. If the target is a creature it must make DC 16 Str save or be knocked prone. If the elemental used Nimble Separation before making this Slam attack the target has disadvantage on the save."},{"name":"Elemental Nature","desc":"Doesn't require air food drink or sleep."},{"name":"Stone Camouflage","desc":"Advantage on Dex (Stealth) checks made to hide in rocky terrain."}],"spell_list":[],"page_no":168,"environments":[],"img_main":null,"document__slug":"tob3","document__title":"Tome of Beasts 3","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/tome-of-beasts-3-for-5th-edition/","v2_converted_path":"/v2/creatures/tob3_elemental-rockslide/"}]}