{"count":3207,"next":"https://api-beta.open5e.com/v1/monsters/?format=json&ordering=strength&page=62","previous":"https://api-beta.open5e.com/v1/monsters/?format=json&ordering=strength&page=60","results":[{"slug":"gug-tob1-2023","desc":"False","name":"Gug","size":"Huge","type":"Giant","subtype":"","group":"null","alignment":"Neutral Evil","armor_class":17,"armor_desc":"natural armor","hit_points":230,"hit_dice":"20d12 + 100","speed":{"walk":40},"strength":24,"dexterity":10,"constitution":21,"intelligence":10,"wisdom":8,"charisma":14,"strength_save":11,"dexterity_save":4,"constitution_save":9,"intelligence_save":null,"wisdom_save":null,"charisma_save":6,"perception":13,"skills":{"Athletics":11,"Perception":3,"Stealth":4},"damage_vulnerabilities":"False","damage_resistances":"False","damage_immunities":"poison","condition_immunities":"exhaustion, paralyzed, poisoned","senses":"darkvision 240 ft., passive Perception 13","languages":"Deep Speech, Giant, Undercommon","challenge_rating":"12","cr":12.0,"actions":[{"name":"Multiattack","desc":"The gug makes two four Grasping Claw attacks, or it makes two Grasping Claw attacks and two Stomp attacks. It can replace one Grasping Claw attack with a use of Fling or Swallow."},{"name":"Grasping Claw","desc":"Melee Weapon Attack: +11 to hit, reach 10 ft., one target. Hit: 18 (2d10 + 7) bludgeoning damage, and the target is grappled (escape DC 17) if it is a Large or smaller creature. The gug has four Grasping Claws, each of which can grapple only one target."},{"name":"Stomp","desc":"Melee Weapon Attack: +11 to hit, reach 10 ft. Hit: 20 (2d12 + 7) bludgeoning damage, and the target must succeed on a DC 17 Strength saving throw or be knocked prone."},{"name":"Fling","desc":"One Large or smaller object held or creature grappled by the gug is thrown up to 60 feet in a random direction and knocked prone. If a thrown target strikes a solid surface, the target takes 3 (1d6) bludgeoning damage for every 10 feet it was thrown. If the target is thrown at another creature, that creature must succeed on a DC 17 Dexterity saving throw or take the same damage and be knocked prone."},{"name":"Swallow","desc":"The gug makes one Grasping Claw attack against a Large or smaller creature it is grappling. If the attack hits, the target is also swallowed, and the grapple ends. While swallowed, the target is blinded and restrained, it has total cover against attacks and other effects outside the gug, and it takes 14 (4d6) acid damage at the start of each of the gug's turns. A gug can have only one creature swallowed at a time."}],"bonus_actions":[],"reactions":[],"legendary_desc":null,"legendary_actions":[],"special_abilities":[{"name":"Towering Strength","desc":"The gug is considered to be a Gargantuan giant for the purpose of determining its carrying capacity."}],"spell_list":[],"page_no":225,"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_gug/"},{"slug":"krakespawn-tob1-2023","desc":"False","name":"Krake Spawn","size":"Huge","type":"Monstrosity","subtype":"","group":"null","alignment":"Neutral Evil","armor_class":16,"armor_desc":"natural armor","hit_points":175,"hit_dice":"14d12 + 84","speed":{"walk":60},"strength":24,"dexterity":12,"constitution":22,"intelligence":17,"wisdom":15,"charisma":18,"strength_save":12,"dexterity_save":null,"constitution_save":11,"intelligence_save":8,"wisdom_save":null,"charisma_save":9,"perception":12,"skills":{},"damage_vulnerabilities":"False","damage_resistances":"False","damage_immunities":"cold, poison, psychic","condition_immunities":"charmed, poisoned","senses":"blindsight 60 ft., darkvision 120 ft., passive Perception 12","languages":"Common, Infernal, Primordial, Void Speech","challenge_rating":"14","cr":14.0,"actions":[{"name":"Multiattack","desc":"The krake spawn makes one Bite attack and eight Tentacle attacks, or it makes four Freezing Water Bolt attacks."},{"name":"Bite","desc":"Melee Weapon Attack: +12 to hit, reach 10 ft, one target. Hit: 12 (1d10 + 7) slashing damage."},{"name":"Tentacle","desc":"Melee Weapon Attack: +12 to hit, reach 15 ft., one target. Hit: 10 (1d6 + 7) bludgeoning damage. If the target is a Large or smaller creature, it is grappled (escape DC 17). Until this grapple ends, the target is restrained. The krake spawn has eight tentacles, each of which can grapple only one target."},{"name":"Freezing Water Bolt","desc":"Ranged Spell Attack: +9 to hit, range 60 ft., one target. Hit: 13 (2d8 + 4) bludgeoning damage plus 10 (3d6) cold damage."},{"name":"Ink Cloud (Recharge 5-6)","desc":"While underwater, the krake spawn emits a 20-foot-radius cloud of ink all around itself. Each creature in the cloud must make a DC 17 Constitution saving throw, taking 55 (10d10) poison damage on a failed save, or half as much damage on a successful one. The area is heavily obscured for 1 minute, although a significant current can disperse the ink."},{"name":"Vomit Forth the Deeps (Recharge 5-6)","desc":"The krake spawn sprays half-digested food from its maw in a 30-foot cone. Each creature in the area must make a DC 17 Dexterity saving throw. On a failure, a creature takes 27 (6d8) acid damage plus 27 (5d10) poison damage and is incapacitated. On a success, a creature takes half the damage and isn't incapacitated."}],"bonus_actions":[{"name":"Water Jet","desc":"Each creature within 5 feet of the krake spawn must succeed on a DC 17 Dexterity saving throw or be knocked prone. The spawn then swims up to half its swimming speed without provoking opportunity attacks. The spawn must be underwater to use this bonus action."}],"reactions":[],"legendary_desc":null,"legendary_actions":[],"special_abilities":[{"name":"Amphibious","desc":"The krake spawn can breathe air and water."}],"spell_list":[],"page_no":249,"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_krake-spawn/"},{"slug":"smaragdinegolem-tob1-2023","desc":"False","name":"Smaragdine Golem","size":"Large","type":"Construct","subtype":"","group":"null","alignment":"Unaligned","armor_class":17,"armor_desc":"natural armor","hit_points":231,"hit_dice":"22d10 + 110","speed":{"walk":30},"strength":24,"dexterity":11,"constitution":21,"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":10,"skills":{},"damage_vulnerabilities":"False","damage_resistances":"False","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":"14","cr":14.0,"actions":[{"name":"Multiattack","desc":"The smaragdine golem makes two Slam attacks. It can replace one attack with a use of Release Spell."},{"name":"Slam","desc":"Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 20 (3d8 + 7) bludgeoning damage plus 22 (5d8) force damage."},{"name":"Release Spell (Recharge Special)","desc":"The smaragdine golem releases an absorbed spell's energy in a green burst centered on a point the golem can see within 60 feet of it. Each creature, other than the smaragdine golem, within 5 feet of that point per level of the absorbed spell must make a DC 18 Dexterity saving throw. On a failure, a creature takes 10 (3d6) force damage per level of the absorbed spell and is incapacitated until the end of its next turn. On a success, a creature takes half the damage and isn't incapacitated. The golem can use this action only if it is Charged (see the Magic Vessel trait)."}],"bonus_actions":[],"reactions":[{"name":"Absorb Spell","desc":"When a creature the smaragdine golem can see within 30 feet of it casts a spell, the golem can absorb the spell's energy, countering it. This works like the counterspell spell, except the golem must always make a spellcasting ability check, no matter the spell's level. Alternatively, when a creature the golem can see within 30 feet of the golem starts its turn while under the effects of a spell, such as bless or heroes' feast, the golem can absorb the spell's magic, ending the effect. In either case, the golem's ability check for this is +10. If it successfully counters or ends the spell, it becomes Charged (see the Magic Vessel trait). The golem can't use Absorb Spell while it is Charged."}],"legendary_desc":null,"legendary_actions":[],"special_abilities":[{"name":"Construct Nature","desc":"The golem doesn't require air, food, drink, or sleep."},{"name":"Enchanted Weapons","desc":"The golem's weapon attacks are magical. When the golem hits with any weapon, the weapon deals an extra 5d8 force damage (included in the attack)."},{"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 Vessel","desc":"When the smaragdine golem counters or ends a spell with Absorb Spell, it holds the spell's magical energy within its body and becomes Charged for 1 minute. While Charged, the golem sheds dim light in a 10-foot radius."}],"spell_list":[],"page_no":219,"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_smaragdine-golem/"},{"slug":"urochar-tob1-2023","desc":"False","name":"Urochar","size":"Huge","type":"Aberration","subtype":"","group":"null","alignment":"Chaotic Evil","armor_class":19,"armor_desc":"natural armor","hit_points":256,"hit_dice":"19d12 + 133","speed":{"walk":40},"strength":24,"dexterity":15,"constitution":24,"intelligence":14,"wisdom":14,"charisma":20,"strength_save":null,"dexterity_save":8,"constitution_save":13,"intelligence_save":null,"wisdom_save":8,"charisma_save":11,"perception":18,"skills":{"Perception":8,"Stealth":8},"damage_vulnerabilities":"False","damage_resistances":"cold, lightning; bludgeoning, piercing, and slashing from nonmagical attacks not made with silvered weapons","damage_immunities":"thunder","condition_immunities":"frightened","senses":"truesight 120 ft., passive Perception 18","languages":"understands Darakhul and Void Speech but can’t speak","challenge_rating":"17","cr":17.0,"actions":[{"name":"Multiattack","desc":"The urochar can use its Paralyzing Gaze. It then makes four Tentacle attacks."},{"name":"Tentacle","desc":"Melee Weapon Attack: +13 to hit, reach 20 ft., one target. Hit: 25 (4d8 + 7) bludgeoning damage, and the target is grappled (escape DC 19) if it is a Large or smaller creature. Until this grapple ends, the target is restrained. The urochar has four tentacles, each can grapple only one target."},{"name":"Paralyzing Gaze","desc":"The urochar turns its eerie gaze upon one creature it can see within 60 feet of it. The target must succeed on a DC 19 Wisdom saving throw or be paralyzed for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a target's saving throw is successful or the effect ends for it, the target is immune to the urochar's Paralyzing Gaze for the next 24 hours."},{"name":"Strangling Grasp","desc":"Each creature grappled by the urochar must make a DC 19 Strength saving throw. On a failure, a creature takes 36 (8d8) bludgeoning damage and can't breathe until the grapple ends. On a success, a creature takes half the damage and can still breathe."}],"bonus_actions":[{"name":"Hidden Step","desc":"The urochar magically teleports, along with any equipment it is wearing or carrying, up to 30 feet to an unoccupied space it can see and takes the Hide action. Grappled creatures are no longer grappled and don't teleport with it."}],"reactions":[],"legendary_desc":null,"legendary_actions":[],"special_abilities":[{"name":"Mind-Rending Death","desc":"When the urochar dies, it releases all the fear it consumed in its lifetime in a single, mind-rending wave. Each creature within 30 feet of it must succeed on a DC 19 Charisma saving throw or be frightened for 1 minute. A frightened creature takes 14 (4d6) psychic damage at the start of each of its turns. A frightened creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success."},{"name":"Rubbery Body","desc":"The urochar's body is rubbery with few bones, allowing it to easily move through any opening large enough for a Medium creature. It can squeeze through any opening large enough for a Small creature. The urochar's destination must still have suitable room to accommodate its volume."},{"name":"Spider Climb","desc":"The urochar can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check."}],"spell_list":[],"page_no":374,"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_urochar/"},{"slug":"iron-golem","desc":"","name":"Iron Golem","size":"Large","type":"Construct","subtype":"","group":"Golems","alignment":"unaligned","armor_class":20,"armor_desc":"natural armor","hit_points":210,"hit_dice":"20d10+100","speed":{"walk":30},"strength":24,"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":"fire, 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":"16","cr":16.0,"actions":[{"name":"Multiattack","desc":"The golem makes two melee attacks."},{"name":"Slam","desc":"Melee Weapon Attack: +13 to hit, reach 5 ft., one target. Hit: 20 (3d8 + 7) bludgeoning damage.","attack_bonus":13,"damage_dice":"3d8","damage_bonus":7},{"name":"Sword","desc":"Melee Weapon Attack: +13 to hit, reach 10 ft., one target. Hit: 23 (3d10 + 7) slashing damage.","attack_bonus":13,"damage_dice":"3d10","damage_bonus":7},{"name":"Poison Breath (Recharge 5-6)","desc":"The golem exhales poisonous gas in a 15-foot cone. Each creature in that area must make a DC 19 Constitution saving throw, taking 45 (10d8) poison damage on a failed save, or half as much damage on a successful one.","attack_bonus":0,"damage_dice":"10d8"}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Fire Absorption","desc":"Whenever the golem is subjected to fire damage, it takes no damage and instead regains a number of hit points equal to the fire damage dealt."},{"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_iron-golem/"},{"slug":"mammoth","desc":"A **mammoth** is an elephantine creature with thick fur and long tusks. Stockier and fiercer than normal elephants, mammoths inhabit a wide range of climes, from subarctic to subtropical.","name":"Mammoth","size":"Huge","type":"Beast","subtype":"","group":"Miscellaneous Creatures","alignment":"unaligned","armor_class":13,"armor_desc":"natural armor","hit_points":126,"hit_dice":"11d12+55","speed":{"walk":40},"strength":24,"dexterity":9,"constitution":21,"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":"6","cr":6.0,"actions":[{"name":"Gore","desc":"Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 25 (4d8 + 7) piercing damage.","attack_bonus":10,"damage_dice":"4d8","damage_bonus":7},{"name":"Stomp","desc":"Melee Weapon Attack: +10 to hit, reach 5 ft., one prone creature. Hit: 29 (4d10 + 7) bludgeoning damage.","attack_bonus":10,"damage_dice":"4d10","damage_bonus":7}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Trampling Charge","desc":"If the mammoth 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 18 Strength saving throw or be knocked prone. If the target is prone, the mammoth can make one stomp attack against it as a bonus action."}],"spell_list":[],"page_no":384,"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_mammoth/"},{"slug":"planetar","desc":"","name":"Planetar","size":"Large","type":"Celestial","subtype":"","group":"Angels","alignment":"lawful good","armor_class":19,"armor_desc":"natural armor","hit_points":200,"hit_dice":"16d10+112","speed":{"walk":40,"fly":120},"strength":24,"dexterity":20,"constitution":24,"intelligence":19,"wisdom":22,"charisma":25,"strength_save":null,"dexterity_save":null,"constitution_save":12,"intelligence_save":null,"wisdom_save":11,"charisma_save":12,"perception":11,"skills":{"perception":11},"damage_vulnerabilities":"","damage_resistances":"radiant; bludgeoning, piercing, and slashing from nonmagical attacks","damage_immunities":"","condition_immunities":"charmed, exhaustion, frightened","senses":"truesight 120 ft., passive Perception 21","languages":"all, telepathy 120 ft.","challenge_rating":"16","cr":16.0,"actions":[{"name":"Multiattack","desc":"The planetar makes two melee attacks."},{"name":"Greatsword","desc":"Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 21 (4d6 + 7) slashing damage plus 22 (5d8) radiant damage.","attack_bonus":12,"damage_dice":"4d6+5d8","damage_bonus":7},{"name":"Healing Touch (4/Day)","desc":"The planetar touches another creature. The target magically regains 30 (6d8 + 3) hit points and is freed from any curse, disease, poison, blindness, or deafness."}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Angelic Weapons","desc":"The planetar's weapon attacks are magical. When the planetar hits with any weapon, the weapon deals an extra 5d8 radiant damage (included in the attack)."},{"name":"Divine Awareness","desc":"The planetar knows if it hears a lie."},{"name":"Innate Spellcasting","desc":"The planetar's spellcasting ability is Charisma (spell save DC 20). The planetar can innately cast the following spells, requiring no material components:\nAt will: detect evil and good, invisibility (self only)\n3/day each: blade barrier, dispel evil and good, flame strike, raise dead\n1/day each: commune, control weather, insect plague"},{"name":"Magic Resistance","desc":"The planetar has advantage on saving throws against spells and other magical effects."}],"spell_list":["https://api-beta.open5e.com/v2/spells/detect-evil-and-good/?format=json","https://api-beta.open5e.com/v2/spells/invisibility/?format=json","https://api-beta.open5e.com/v2/spells/blade-barrier/?format=json","https://api-beta.open5e.com/v2/spells/dispel-evil-and-good/?format=json","https://api-beta.open5e.com/v2/spells/flame-strike/?format=json","https://api-beta.open5e.com/v2/spells/raise-dead/?format=json","https://api-beta.open5e.com/v2/spells/commune/?format=json","https://api-beta.open5e.com/v2/spells/control-weather/?format=json","https://api-beta.open5e.com/v2/spells/insect-plague/?format=json"],"page_no":262,"environments":["Temple","Astral Plane"],"img_main":null,"document__slug":"wotc-srd","document__title":"5e Core Rules","document__license_url":"http://open5e.com/legal","document__url":"http://dnd.wizards.com/articles/features/systems-reference-document-srd","v2_converted_path":"/v2/creatures/srd_planetar/"},{"slug":"remorhaz","desc":"","name":"Remorhaz","size":"Huge","type":"Monstrosity","subtype":"","group":null,"alignment":"unaligned","armor_class":17,"armor_desc":"natural armor","hit_points":195,"hit_dice":"17d12+85","speed":{"walk":30,"burrow":20},"strength":24,"dexterity":13,"constitution":21,"intelligence":4,"wisdom":10,"charisma":5,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":null,"skills":{},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"cold, fire","condition_immunities":"","senses":"darkvision 60 ft., tremorsense 60 ft., passive Perception 10","languages":"","challenge_rating":"11","cr":11.0,"actions":[{"name":"Bite","desc":"Melee Weapon Attack: +11 to hit, reach 10 ft., one target. Hit: 40 (6d10 + 7) piercing damage plus 10 (3d6) fire damage. If the target is a creature, it is grappled (escape DC 17). Until this grapple ends, the target is restrained, and the remorhaz can't bite another target.","attack_bonus":11,"damage_dice":"6d10+3d6","damage_bonus":7},{"name":"Swallow","desc":"The remorhaz makes one bite attack against a Medium or smaller creature it is grappling. If the attack hits, that creature takes the bite's damage and is swallowed, and the grapple ends. While swallowed, the creature is blinded and restrained, it has total cover against attacks and other effects outside the remorhaz, and it takes 21 (6d6) acid damage at the start of each of the remorhaz's turns.\nIf the remorhaz takes 30 damage or more on a single turn from a creature inside it, the remorhaz must succeed on a DC 15 Constitution saving throw at the end of that turn or regurgitate all swallowed creatures, which fall prone in a space within 10 feet oft he remorhaz. If the remorhaz dies, a swallowed creature is no longer restrained by it and can escape from the corpse using 15 feet of movement, exiting prone."}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Heated Body","desc":"A creature that touches the remorhaz or hits it with a melee attack while within 5 feet of it takes 10 (3d6) fire damage.","attack_bonus":0,"damage_dice":"3d6"}],"spell_list":[],"page_no":341,"environments":["Tundra","Mountains","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_remorhaz/"},{"slug":"bone-colossus","desc":"Necromancers, both living and dead, sometimes come together to make massive undead creatures known collectively as “necrotech”. In nations ruled by undead, these massive creations often act as siege weapons or powerful modes of transportation._  \n**Bone Colossuses.** In a tome of deranged ramblings, the writer theorized how “posthumes”— the tiny skeletal creatures used to make up the bone collectives—might be gathered in even greater numbers to form bigger, stronger creatures. Thus was born the Open Game License","name":"Bone Colossus","size":"Gargantuan","type":"Undead","subtype":"","group":null,"alignment":"chaotic evil","armor_class":16,"armor_desc":"natural armor","hit_points":181,"hit_dice":"11d20+66","speed":{"walk":30},"strength":24,"dexterity":11,"constitution":22,"intelligence":14,"wisdom":16,"charisma":16,"strength_save":null,"dexterity_save":null,"constitution_save":11,"intelligence_save":null,"wisdom_save":8,"charisma_save":null,"perception":8,"skills":{"intimidation":13,"perception":8},"damage_vulnerabilities":"","damage_resistances":"bludgeoning, piercing, and slashing from nonmagical attacks","damage_immunities":"necrotic, poison","condition_immunities":"charmed, exhaustion, frightened, paralyzed, poisoned","senses":"darkvision 120 ft., passive Perception 18","languages":"Common, Darakhul","challenge_rating":"13","cr":13.0,"actions":[{"name":"Multiattack","desc":"The bone colossus makes two attacks."},{"name":"Thunderous Slam (Colossus Form Only)","desc":"Melee Weapon Attack: +12 to hit, reach 15 ft., one target. Hit: 29 (4d10 + 7) bludgeoning damage plus 10 (3d6) thunder damage, and the target must succeed on a DC 18 Strength saving throw or be knocked prone.","attack_bonus":12,"damage_dice":"4d10+7"},{"name":"Razor Teeth (Swarm Form Only)","desc":"Melee Weapon Attack: +12 to hit, reach 0 ft., one target in the swarm's space. Hit: 21 (6d6) piercing damage, or 10 (3d6) piercing damage if the swarm has half its hp or fewer.","attack_bonus":12,"damage_dice":"6d6"}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Collective Mind","desc":"The bone colossus' individual posthumes are connected via a hive mind. It can telepathically communicate with any of its individual posthumes within 50 miles of it, and it can't be surprised. If the bone colossus is reduced to half its hp or fewer, its Intelligence score is reduced to 1."},{"name":"Siege Monster","desc":"The bone colossus deals double damage to objects and structures."},{"name":"Swarm Form","desc":"A bone colossus can use its action to split into four individual swarms of tiny bone posthumes. Each swarm has an hp total equal to the bone colossus' hp divided by 4 (rounded down), and all are affected by any conditions, spells, and other magical effects that affected the bone colossus. The swarms act on the same initiative count as the bone colossus did and occupy any unoccupied space that previously contained the bone colossus. A bone swarm can occupy another creature's space and vice versa, and the swarm can move through a space as narrow as 1 foot wide without squeezing. A swarm can't regain hp or gain temporary hp.\n\nAs an action, the swarms can reform into a single bone colossus as long as all surviving swarms are within 5 feet of each other. The reformed bone colossus' hp total is equal to the combined remaining hp of the swarms, and the bone colossus is affected by any conditions, spells, and other magical effects currently affecting any of the swarms. It occupies any unoccupied space that previously contained at least one of the swarms that formed it."},{"name":"Turn Resistance","desc":"The bone colossus has advantage on saving throws against any effect that turns undead."}],"spell_list":[],"page_no":267,"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_bone-colossus/"},{"slug":"clockwork-archon","desc":"The air around this massive construct is filled with the sound of spinning gears and mechanisms. It spreads its metal wings and takes to the air in a roar of wind._  \n**Servants of the Righteous.** Clockwork archons are built to fight in the names of deities devoted to justice, battle, and glory. They stand as bulwarks upon the battlefields of the holy, offering a rallying point for paladins and crusaders. Churches that have the ability to manufacture clockwork archons guard the knowledge jealously, lest it fall into the hands of the unworthy.  \n**Engines of War.** Clockwork archons are deployed as support vehicles and weapons. A single archon can quickly reduce a small settlement’s defenses to ruin, while groups of them can swiftly render fortified structures to rubble. Armies with clockwork archons at their disposal sometimes use them to move sensitive material and personnel into position.  \n**Corruptible Constructs.** On occasion, a clockwork archon is captured by the enemy. The followers of some evil gods, archdevils, and demon lords have determined methods of overwriting the construct’s animating magic, turning the creature to their fell purposes. More than one community has had its cheer turn to dismay as the clockwork archon they freely allowed inside the walls disgorged enemy agents while attacking the structures and residents. More insidious cults use their clockwork archons to mask their true natures. They allow the common folk to believe they represent good faiths while they rot the community’s moral fabric from the inside.  \n**Construct Nature.** A clockwork archon doesn’t require air, food, drink, or sleep.","name":"Clockwork Archon","size":"Gargantuan","type":"Construct","subtype":"","group":null,"alignment":"unaligned","armor_class":18,"armor_desc":"natural armor","hit_points":201,"hit_dice":"13d20+65","speed":{"walk":30,"hover":true,"fly":60},"strength":24,"dexterity":9,"constitution":20,"intelligence":7,"wisdom":10,"charisma":10,"strength_save":null,"dexterity_save":null,"constitution_save":9,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":null,"skills":{},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"poison, psychic","condition_immunities":"charmed, exhaustion, frightened, paralyzed, petrified, poisoned, prone","senses":"darkvision 60 ft., passive Perception 10","languages":"Common","challenge_rating":"13","cr":13.0,"actions":[{"name":"Multiattack","desc":"The clockwork archon makes two attacks with its transforming weapon."},{"name":"Transforming Weapon","desc":"Melee Weapon Attack: +11 to hit, reach 10 ft., one target. Hit: 29 (4d10 + 7) bludgeoning or slashing damage. As a bonus action, the archon can change its weapon from a sword to a hammer or vice versa, allowing it to change its damage between bludgeoning and slashing.","attack_bonus":11,"damage_dice":"4d10+7"},{"name":"Fire from Heaven (Recharge 5-6)","desc":"The clockwork archon unleashes a brilliant beam in a 90-foot line that is 10-feet wide. Each creature in that line must make a DC 17 Dexterity saving throw, taking 58 (13d8) radiant damage on a failed save, or half as much damage on a successful one."}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Armored Transport","desc":"The clockwork archon can carry up to six Medium or eight Small creatures inside its torso. Creatures inside the archon have total cover against attacks and other effects outside the archon. The two escape hatches sit in the torso and can each be opened as a bonus action, allowing creatures in or out of the archon."},{"name":"Immutable Form","desc":"The clockwork archon is immune to any spell or effect that would alter its form."},{"name":"Magic Resistance","desc":"The clockwork archon has advantage on saving throws against spells and other magical effects."},{"name":"Siege Monster","desc":"The clockwork archon deals double damage to objects and structures."}],"spell_list":[],"page_no":65,"environments":[],"img_main":null,"document__slug":"tob2","document__title":"Tome of Beasts 2","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/tome-of-beasts-2-for-5th-edition/","v2_converted_path":"/v2/creatures/tob2_clockwork-archon/"},{"slug":"glacier-behemoth","desc":"A depression in the ground trails in the wake of this six-legged creature. Aged ice, appearing more like granite, covers the creature’s body._  \n**Slow but Steady.** Glacier behemoths earn their name from their resemblance to glaciers, including their slow, relentless pace. Their squat frames help conceal their six legs, reinforcing the notion that they are calved glaciers. Short of chasms blocking its way or the intervention of other glacier behemoths, nothing can stop a glacier behemoth when it moves. Its tough hide combined with its primal intellect render it fearless as it lumbers after its foes.  \n**Bulettekin.** Glacier behemoths are arctic relatives to Open Game License","name":"Glacier Behemoth","size":"Huge","type":"Beast","subtype":"","group":null,"alignment":"unaligned","armor_class":18,"armor_desc":"natural armor","hit_points":172,"hit_dice":"15d12+75","speed":{"burrow":20,"walk":20},"strength":24,"dexterity":3,"constitution":21,"intelligence":4,"wisdom":14,"charisma":7,"strength_save":null,"dexterity_save":null,"constitution_save":9,"intelligence_save":null,"wisdom_save":6,"charisma_save":null,"perception":6,"skills":{"athletics":11,"perception":6},"damage_vulnerabilities":"","damage_resistances":"bludgeoning, piercing, and slashing from nonmagical attacks","damage_immunities":"cold","condition_immunities":"grappled, prone, restrained","senses":"darkvision 60 ft., tremorsense 60 ft., passive Perception 16","languages":"—","challenge_rating":"12","cr":12.0,"actions":[{"name":"Multiattack","desc":"The glacier behemoth makes two bite attacks."},{"name":"Bite","desc":"Melee Weapon Attack: +11 to hit, reach 5 ft., one creature. Hit: 33 (4d12 + 7) piercing damage.","attack_bonus":11,"damage_dice":"4d12+7"},{"name":"Inexorable Charge","desc":"If the glacier behemoth moves at least 10 feet, it can then use this action to continue moving in a 40-foot line that is 15 feet wide. Each creature in this line must make a DC 17 Dexterity saving throw. On a failure, a creature takes 35 (10d6) bludgeoning damage and is knocked prone. On a success, a creature takes half the damage and isn't knocked prone. The glacier behemoth's movement along this line doesn't provoke opportunity attacks."}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Ground Disruptor","desc":"When the glacier behemoth moves, it can choose to make the area it moves through difficult terrain. When it uses Inexorable Charge, it automatically makes the ground difficult terrain."},{"name":"Unstoppable","desc":"Difficult terrain composed of ice, rocks, sand, or natural vegetation, living or dead, doesn't cost the glacier behemoth extra movement. Its speed can't be reduced by any effect."}],"spell_list":[],"page_no":177,"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_glacier-behemoth/"},{"slug":"lava-keeper","desc":"A rivulet of lava streams from a cavity between the shoulders of this four-armed, volcanic creature._  \n**Volcanic Guardians.** Lava keepers are elementals from the borderlands between the Elemental Planes of Earth and Fire. They sometimes emerge onto the Material Plane through spontaneous elemental vortices in the hearts of volcanoes. Once on the Material Plane, they find themselves trapped. Instead of running rampant, they act as guardians for the region from which they emerged in the hopes that one day they can return home.  \n**Noble Elementals.** Lava keepers are the natural enemies of salamanders and other chaotic elementals. They feel a mixture of shame and pity toward their corrupted brethren, the Open Game License","name":"Lava Keeper","size":"Huge","type":"Elemental","subtype":"","group":null,"alignment":"lawful neutral","armor_class":18,"armor_desc":"natural armor","hit_points":276,"hit_dice":"24d12+120","speed":{"walk":40,"burrow":40},"strength":24,"dexterity":10,"constitution":21,"intelligence":10,"wisdom":18,"charisma":12,"strength_save":null,"dexterity_save":null,"constitution_save":11,"intelligence_save":null,"wisdom_save":10,"charisma_save":null,"perception":10,"skills":{"history":12,"perception":10},"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 20","languages":"Ignan, Terran","challenge_rating":"18","cr":18.0,"actions":[{"name":"Multiattack","desc":"The lava keeper makes four slam attacks. Alternatively, it can use its Lava Lob twice."},{"name":"Slam","desc":"Melee Weapon Attack: +13 to hit, reach 10 ft., one target. Hit: 25 (4d8 + 7) bludgeoning damage.","attack_bonus":13,"damage_dice":"4d8+7"},{"name":"Lava Lob","desc":"Ranged Weapon Attack: +13 to hit, range 60/240 ft., one target. Hit: 21 (6d6) fire damage, and the target must succeed on a DC 19 Dexterity saving throw or take 10 (3d6) fire damage at the start of its next turn.","attack_bonus":13,"damage_dice":"6d6"},{"name":"Fumarole (Recharge 5-6)","desc":"The crater between the lava keeper's shoulders erupts in a plume of fire, rock, and toxic smoke. Each creature within 60 feet of the lava keeper must make a DC 19 Constitution saving throw. On a failure, a creature takes 21 (6d6) bludgeoning damage and 21 (6d6) fire damage and becomes poisoned for 1 minute. On a success, a creature takes half the damage and isn't poisoned. A poisoned target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. The eruption surrounds the lava keeper in a 20-foot-radius sphere of smoke, considered heavily obscured until the end of its next turn. A wind of moderate or greater speed (at least 10 miles per hour) disperses the smoke."}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Lava Dribble","desc":"Each creature that starts its turn within 5 feet of the lava keeper must make a DC 19 Dexterity saving throw, taking 7 (2d6) fire damage on a failed save, or half as much damage on a successful one."},{"name":"Innate Spellcasting","desc":"The lava keeper's innate spellcasting ability is Wisdom (spell save DC 17). It can innately cast the following spells, requiring no material components:\nAt will: move earth, stone shape\n3/day each: wall of fire, wall of stone\n1/day each: conjure elemental (earth or fire elemental only), earthquake, fire storm"}],"spell_list":[],"page_no":235,"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_lava-keeper/"},{"slug":"peat-mammoth","desc":"This pile of rotting plant matter is shaped similarly to a woolly mammoth, without the tusks. The plants forming its hide droop to the ground._  \n**Elephantine Plant Mound.** The peat mammoth is a mobile peat bog on four, stumpy legs. The plants draping from it give it the shaggy appearance of a wooly mammoth. It can extrude parts of its plant mound to strike at foes, but it mostly ambles over prey, absorbing them into its mass.  \n**Spirit-infused.** Peat mammoths are mounds of plant material inhabited and driven by the souls of intelligent creatures that died in peat bogs. The restless spirits steer the mammoth’s movements, but the jumble of trapped souls leaves the mammoth without a true pilot or goal. Thus, the plant matter shambles onward, absorbing creatures and plants in its path, driven by the energy of spirits seeking release yet unable to find it.  \n**Swamp Gas Hazard.** The rotting plant and animal material contained within the peat mammoth’s mass give off flammable swamp gases. The mammoth’s saturated body gives it a measure of protection from fire, but the gases escaping from it easily catch fire. In rare instances, attacking the mammoth with fire results in a terrible explosion.","name":"Peat Mammoth","size":"Huge","type":"Plant","subtype":"","group":null,"alignment":"neutral","armor_class":16,"armor_desc":"natural armor","hit_points":172,"hit_dice":"15d12+75","speed":{"walk":30},"strength":24,"dexterity":6,"constitution":21,"intelligence":1,"wisdom":8,"charisma":3,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":null,"skills":{"stealth":6},"damage_vulnerabilities":"","damage_resistances":"fire, necrotic","damage_immunities":"","condition_immunities":"blinded, deafened, frightened","senses":"blindsight 120 ft. (blind beyond this radius), passive Perception 9","languages":"—","challenge_rating":"10","cr":10.0,"actions":[{"name":"Multiattack","desc":"The peat mammoth makes two slam attacks."},{"name":"Slam","desc":"Melee Weapon Attack: +11 to hit, reach 10 ft., one creature. Hit: 20 (3d8 + 7) bludgeoning damage. If the peat mammoth is on fire, the target also takes 7 (2d6) fire damage.","attack_bonus":11,"damage_dice":"3d8+7"},{"name":"Engulf","desc":"The peat mammoth moves up to its speed. While doing so, it can enter Large or smaller creatures' spaces. Whenever the mammoth enters a creature's space, the creature must make a DC 17 Dexterity saving throw.\n\nOn a successful save, the creature can choose to be pushed 5 feet back or to the side of the mammoth. A creature that chooses not to be pushed suffers the consequences of a failed saving throw.\n\nOn a failed save, the mammoth enters the creature's space, and the creature takes 22 (5d8) necrotic damage and is engulfed. The engulfed creature can't breathe, is restrained, and takes 22 (5d8) necrotic damage at the start of each of the mammoth's turns. When the mammoth moves, engulfed creatures move with it.\n\nAn engulfed creature can try to escape by taking an action to make a DC 17 Strength check. On a success, the creature escapes and enters a space of its choice within 5 feet of the mammoth. The mammoth can engulf up to two Large or smaller creatures at a time."}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Slow Burn","desc":"When the peat mammoth takes fire damage, it catches fire. If the peat mammoth starts its turn on fire, it takes 5 (1d10) fire damage. The mammoth's saturated body douses the fire at the end of the peat mammoth's turn. Creatures engulfed by the mammoth don't take fire damage from this effect.\n\nIf the peat mammoth dies while it is on fire, it explodes in a burst of fire and flaming peat. Each creature within 15 feet of the peat mammoth must make a DC 17 Dexterity saving throw, taking 14 (4d6) fire damage on a failed save, or half as much damage on a successful one. If a creature is engulfed by the mammoth when it dies in this way, the creature has disadvantage on the saving throw."},{"name":"Swamp Camouflage","desc":"The peat mammoth has advantage on Dexterity (Stealth) checks made to hide in swampy terrain."}],"spell_list":[],"page_no":293,"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_peat-mammoth/"},{"slug":"shriekbat","desc":"This midnight-blue bat has a cavern-filling wingspan. The air near its mouth, large enough to carry a horse, visibly vibrates with sound pulses._  \nShriekbats thrive in the cavernous spaces of the Underworld where they face little competition from dragons, rocs, and other large flying creatures, as they would aboveground. Despite their enormousness, the bats deftly maneuver among the stalactites and stalagmites crowding underground caverns. When they attack prey, or in the very rare cases where they must escape predators, they emit a terrible shriek that overwhelms their foes and allows them to easily grab prey or escape. Shriekbat echolocation uses subsonic frequencies, allowing the bats to fly in relative silence.  \n**Kobold Companions.** Kobold bat keepers know the secret to raising young shriekbats. The bat keepers often risk their lives to procure young, using the bats for protection and as companions. A bat keeper returns its shriekbat to the wild before the bat reaches adulthood, when it would become too large for the cramped kobold tunnels. A bat keeper tracks the shriekbats it releases, and often returns to visit its former companions. Shriekbats prove surprisingly keen at remembering former kobold handlers (whether such handlers treated them well or poorly), and they often allow fondly remembered handlers to take a single pup from their litters, ensuring the pup survives to adulthood and renewing the cycle.  \n**Long-Lived Omnivores.** Shriekbats live for nearly 50 years. They are social and promiscuous creatures that live in small groups in large caverns. They are omnivorous but prefer fresh meat to other food with lizards taking up the majority of their diet. Shriekbats can survive on rotten flesh, which allows them to eat ghouls and other undead populating the Underworld, but they find it less palatable. In overcrowded situations where multiple groups of shriekbats roost in the same cavern, a group of shriekbats might break away to find another hunting location if food becomes scarce.","name":"Shriekbat","size":"Huge","type":"Monstrosity","subtype":"","group":null,"alignment":"unaligned","armor_class":15,"armor_desc":"natural armor","hit_points":178,"hit_dice":"17d12+68","speed":{"fly":100,"walk":20},"strength":24,"dexterity":12,"constitution":18,"intelligence":3,"wisdom":10,"charisma":7,"strength_save":null,"dexterity_save":5,"constitution_save":8,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":4,"skills":{"perception":4,"stealth":5},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"thunder","condition_immunities":"","senses":"blindsight 60 ft., passive Perception 10","languages":"—","challenge_rating":"9","cr":9.0,"actions":[{"name":"Multiattack","desc":"The shriekbat makes two attacks: one with its bite and one with its talons."},{"name":"Bite","desc":"Melee Weapon Attack: +11 to hit, reach 10 ft., one target. Hit: 20 (3d8 + 7) piercing damage.","attack_bonus":11,"damage_dice":"3d8+7"},{"name":"Talons","desc":"Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 17 (3d6 + 7) slashing damage, and the target is grappled (escape DC 19). Until this grapple ends, the target is restrained, and the shriekbat can't use its talons on another target.","attack_bonus":11,"damage_dice":"3d6+7"},{"name":"Shriek (Recharge 5-6)","desc":"The shriekbat emits a powerful burst of sound in a 30-foot cone. Each creature in that area must make a DC 16 Constitution saving throw, taking 42 (12d6) 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 stunned for 1 minute. A stunned 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":"Echolocation","desc":"The shriekbat can't use its blindsight while deafened."}],"spell_list":[],"page_no":325,"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_shriekbat/"},{"slug":"adult-sea-dragon","desc":"_This aquamarine dragon has a shark’s head that tapers off into a sleek eel-like body. Its large fins double as wings._  \n**Divine Dragons.** Sea dragons are the children of the ocean, and believe they are semi-divine beings, worthy of worship. Given their size and power, they may be right; certainly, they are often companions or steeds to gods of the sea.  \nDespite the solemn duties the sea dragons invoke thanks to their lineage, they are extremely whimsical. While these immense creatures are playful, their games can shatter hulls and drown sailors. The sea dragons course through the waves with tangible joy as they hunt whales and entire schools of tuna.  \n**Shipwreck Art.** Sea dragons love collecting treasure, especially prize the sunken treasure-filled hulls of ships lost to storm, battle, or their own handiwork. While they appreciate all wealth, they prefer hardy items that can stand up to long exposure to sea water. Precious metals and gemstones add a dramatic luster to the dragon’s lair when they catch stray beams of light. Sea dragons take any more perishable treasures and place them on a reef-altar, to dissolve in the sea as a tithe to the sea gods.  \n**Sunken Memorials.** A sea dragon’s lair is littered with meticulously arranged ships consigned to the deeps. These wrecks are often artfully smashed to allow the treasures in the hold to spill out onto the sea floor. It may seem haphazard, but it displays a complex aesthetic that only other sea dragons can truly appreciate. Because they arrange these wrecks so carefully, a dragon notices immediately if its hoard is disturbed.  \n\n## Sea Dragon’s Lair\n\n  \nSea dragons dwell in lairs dwell in lairs beneath the waves: ocean fissures and caves, lightless trenches full of strange rock formations, and sheltered reefs of cultivated coral.  \nWhatever the place, it’s dedicated to the worship of sea gods. Despite the draconic instinct for seclusion and protection when choosing a lair, sea dragons always choose lairs relatively close to humanoid trade routes and abundant supplies of fish.  \nThe sky surrounding a sea dragon’s lair is perpetually stormy, and the seas run high. If a captain is courageous, these high winds and swift-running currents can cut significant time off a voyage.  \n\n### Lair Actions\n\n  \nOn initiative count 20 (losing initiative ties), the dragon takes a lair action and generates one of the following effects. The dragon can’t use the same effect two rounds in a row:\n* Four vortexes, each 5 feet in diameter and up to 30 feet tall, appear within the lair where the dragon wishes. Creatures occupying the space where a vortex appears or who enter the vortex for the first time on a turn must make a DC 15 Dexterity save or be restrained. As an action, a creature can free itself or another creature from a vortex by succeeding on a DC 15 Strength check. The vortexes last until the dragon uses this lair action again or until the dragon dies.\n* The dragon creates a wall of living coral on a solid surface it can see within 120 feet of it. The wall can be up to 30 feet long, 30 feet high, and 1 foot thick. When the wall appears, each creature within its area takes damage as if touching the wall and is pushed 5 feet out of the wall’s space, on whichever side of the wall it wants. Touching the wall releases painful stings that deal 18 (4d8) poison damage, or half that with a successful DC 15 Constitution saving throw. Each 10-foot section of the wall has AC 5, 30 hit points, resistance to fire damage, and immunity to psychic damage. The wall lasts until the dragon uses this lair action again or until the dragon dies.\n* The dragon bends time around its enemies. Four creatures the dragon can see within 120 feet of it must succeed on a DC 15 Wisdom save or be affected by a slow spell. This effect last until initiative count 20 on the following round.\n  \n### Regional Effects\n\n  \nThe region containing a legendary sea dragon’s lair is warped by the dragon’s magic, which creates one or more of the following effects:\n* Sea life becomes richer within 6 miles of the lair. Schools of fish move into new waters, sharks become common, and whale migration paths shift to pass near the area.\n* Water temperatures drop sharply within 6 miles of the lair. Creatures not accustomed to cold suffer exposure to extreme cold while swimming in this water.\n* Storms and rough water are more common within 6 miles of the lair.\n  \nIf the dragon dies, conditions of the sea surrounding the lair return to normal over the course of 1d10 days.","name":"Adult Sea Dragon","size":"Huge","type":"Dragon","subtype":"","group":null,"alignment":"neutral evil","armor_class":19,"armor_desc":"natural armor","hit_points":225,"hit_dice":"18d12+108","speed":{"walk":40,"fly":80,"swim":60},"strength":25,"dexterity":10,"constitution":23,"intelligence":17,"wisdom":15,"charisma":19,"strength_save":null,"dexterity_save":5,"constitution_save":11,"intelligence_save":null,"wisdom_save":7,"charisma_save":9,"perception":12,"skills":{"perception":12,"stealth":5},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"cold","condition_immunities":"","senses":"blindsight 60ft, darkvision 120ft, passive Perception 22","languages":"Common, Draconic","challenge_rating":"16","cr":16.0,"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: +12 to hit, reach 10 ft., one target. Hit: 18 (2d10 + 7) piercing damage plus 5 (1d10) cold damage.","attack_bonus":12,"damage_dice":"2d10"},{"name":"Claw","desc":"Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 14 (2d6 + 7) slashing damage.","attack_bonus":12,"damage_dice":"2d6"},{"name":"Tail","desc":"Melee Weapon Attack: +12 to hit, reach 15 ft., one target. Hit: 16 (2d8 + 7) bludgeoning damage.","attack_bonus":12,"damage_dice":"2d8"},{"name":"Frightful Presence","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 17 Wisdom saving throw or become frightened for 1 minute. A creature repeats 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":"Tidal Breath (Recharge 5-6)","desc":"The dragon exhales a crushing wave of frigid seawater in a 60-foot cone. Each creature in that area must make a DC 19 Dexterity saving throw. On a failure, the target takes 33 (6d10) bludgeoning damage and 33 (6d10) cold damage, and is pushed 30 feet away from the dragon and knocked prone. On a successful save the creature takes half as much damage and isn't pushed or knocked prone."}],"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 15 feet of the dragon must succeed on a DC 20 Dexterity saving throw or take 14 (2d6 + 7) bludgeoning damage and be knocked prone. The dragon can then move up to half its flying speed, or half its swim speed if in the water."}],"special_abilities":[{"name":"Amphibious","desc":"The dragon can breathe air and water."},{"name":"Legendary Resistance (3/Day)","desc":"If the dragon fails a saving throw, it can choose to succeed instead."},{"name":"Siege Monster","desc":"The dragon deals double damage to objects and structures."}],"spell_list":[],"page_no":135,"environments":[],"img_main":null,"document__slug":"tob","document__title":"Tome of Beasts","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/tome-of-beasts-for-5th-edition-print/","v2_converted_path":"/v2/creatures/tob_adult-sea-dragon/"},{"slug":"hraesvelgr-the-corpse-swallower","desc":"","name":"Hraesvelgr The Corpse Swallower","size":"Huge","type":"Giant","subtype":"shapechanger","group":null,"alignment":"neutral","armor_class":19,"armor_desc":"natural armor","hit_points":241,"hit_dice":"21d12+105","speed":{"walk":50},"strength":25,"dexterity":10,"constitution":20,"intelligence":16,"wisdom":17,"charisma":20,"strength_save":null,"dexterity_save":6,"constitution_save":null,"intelligence_save":9,"wisdom_save":9,"charisma_save":11,"perception":9,"skills":{"athletics":13,"perception":9,"survival":9},"damage_vulnerabilities":"","damage_resistances":"lightning, thunder","damage_immunities":"cold; bludgeoning, piercing, and slashing from nonmagical attacks","condition_immunities":"exhaustion","senses":"passive Perception 19","languages":"Auran, Common, Giant (can't speak in roc form)","challenge_rating":"19","cr":19.0,"actions":[{"name":"Multiattack","desc":"Hraesvelgr makes two attacks."},{"name":"Beak (Roc Form Only)","desc":"Melee Weapon Attack: +13 to hit, reach 10 ft., one target. Hit: 25 (4d8 + 7) piercing damage.","attack_bonus":13,"damage_dice":"4d8+7"},{"name":"Fist (Giant Form Only)","desc":"Melee Weapon Attack: +13 to hit, reach 10 ft., one target. Hit: 20 (3d8 + 7) bludgeoning damage, and the target must succeed on a DC 21 Constitution saving throw or be stunned until the start of Hraesvelgr's next turn.","attack_bonus":13,"damage_dice":"3d8+7"},{"name":"Talons (Roc Form Only)","desc":"Melee Weapon Attack: +13 to hit, reach 5 ft., one target. Hit: 21 (4d6 + 7) slashing damage, and the target is grappled (escape DC 17). Until this grapple ends, the target is restrained and Hraesvelgr can't use his talons against another target.","attack_bonus":13,"damage_dice":"4d6+7"},{"name":"Gale Blast (recharge 5-6)","desc":"Hraesvelgr unleashes a gale-force blast of wind in a line 60 feet long and 10 feet wide. Creatures in the area take 35 (10d6) bludgeoning damage and are pushed 15 feet directly away from Hraesvelgr, or they take half damage and are not pushed with a successful DC 19 Strength saving throw."}],"bonus_actions":null,"reactions":null,"legendary_desc":"Hraesvelgr 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. Hraesvelgr regains spent legendary actions at the start of his turn.","legendary_actions":[{"name":"Attack","desc":"Hraesvelgr makes a fist or talon attack."},{"name":"Move (2 actions)","desc":"Hraesvelgr moves half his speed. If in roc form, all creatures within 10 feet of Hraesvelgr at the end of this move must succeed on a DC 15 Dexterity saving throw or take 10 (3d6) bludgeoning damage and fall prone."},{"name":"Swallow (3 actions, Roc Form Only)","desc":"Hraesvelgr makes a bite attack against a creature he has grappled. If he hits, he swallows the creature. A swallowed creature is no longer grappled, but is blinded, restrained, and has advantage against attacks and effects originating from outside Hraesvelgr. A swallowed creature takes 14 (4d6) acid damage at the start of each of Hraesvelgr's turns. If Hraesvelgr returns to giant form, or takes 40 damage or more in a single turn from a swallowed creature, he must succeed on a DC 20 Constitution saving throw or regurgitate all swallowed creatures, which land prone within 10 feet of the giant. If Hraesvelgr dies, swallowed creatures are no longer restrained and can escape the corpse by spending 30 feet of movement, exiting prone."}],"special_abilities":[{"name":"Innate Spellcasting","desc":"hraesvelgr's innate spellcasting ability is Charisma (spell save DC 19). He can innately cast the following spells, requiring no material or somatic components:\n\nat will: feather fall, light\n\n3/day: control weather"},{"name":"Keen Sight (Roc Form Only)","desc":"Hraesvelgr has advantage on Wisdom (Perception) checks that rely on sight."},{"name":"Legendary Resistance (3/day)","desc":"If Hraesvelgr fails a saving throw, he can choose to succeed instead."},{"name":"Shapechanger","desc":"Hraesvelgr can use a bonus action to change into a roc. Any equipment he wears or carries melds into his new form. It keeps its game statistics except as noted. He reverts to his giant form if it is reduced to 0 hit points or when it uses a bonus action to change back."},{"name":"Hraesvelgr's Lair","desc":"on initiative count 20 (losing initiative ties), Hraesvelgr takes a lair action to cause one of the following effects; Hraesvelgr can't use the same effect two rounds in a row:\n\n- Hraesvelgr unleashes a blast of wind in a 60-foot cone. All creatures in the area must succeed on a DC 15 Dexterity saving throw or be knocked prone.\n\n- One creature within 60 feet that Hraesvelgr can see must succeed on a DC 15 Strength saving throw or be swept up in a pillar of wind. The creature is restrained and suspended 15 feet off the ground. If the creature has something to pull on, it can pull itself out of the wind by using an action and making a successful DC 15 Strength check; another creature who can reach the suspended creature can pull it free in the same way. Alternatively, a flying creature can repeat the saving throw as an action. On a success, it moves 5 feet out of the pillar of wind. This effect lasts until Hraesvelgr takes this action again or dies.\n\n- Hraesvelgr lets out a thunderous bellow in giant form or an ear-splitting shriek in roc form. All creatures within 30 feet must make a successful DC 15 Constitution saving throw or be frightened for 1 minute. A frightened creature repeats the saving throw at the end of its turn, ending the effect on itself on a success."},{"name":"Regional Effects","desc":"the region containing Hraesvelgr's lair is warped by the corpse swallower's magic, which creates one or more of the following effects:\n\n- Strong windstorms are common within 6 miles of the lair.\n\n- Giant avian beasts are drawn to the lair and fiercely defend it against intruders.\n\n- The wind within 10 miles of the lair bears a pungent carrion stench.\n\nif Hraesvelgr dies, conditions in the area surrounding the lair return to normal over the course of 1d10 days."}],"spell_list":[],"page_no":224,"environments":[],"img_main":null,"document__slug":"tob","document__title":"Tome of Beasts","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/tome-of-beasts-for-5th-edition-print/","v2_converted_path":"/v2/creatures/tob_hraesvelgr-the-corpse-swallower/"},{"slug":"star-spawn-of-cthulhu","desc":"The star-dwelling, octopoid servants and children of Cthulhu are enormous and strange, with clawed hands, powerful but distended brains, and winglike spines on their backs, with which they propel themselves through the frozen emptiness between stars.  \nThese masters of psychic communication and dimensional manipulation can transport themselves and others across enormous distances.  \n_**Mastery of Life and Destruction.**_ They’ve harnessed mysterious energies of life and destruction as well, to grow new life with remarkable speed (and some degree of wastage and cancerous tumors) and to turn living flesh into miasmic vapor through nothing more than focused attention.  \n_**Rituals to Cthulhu.**_ Their goals are simple: oppose the mi-go and aid dread Cthulhu. The star-spawn destroy creatures that will not yield and serve as slaves and sacrifices, rather than allowing them to serve another master. Above all, they insist that all creatures venerate great Cthulhu and sacrifice life and treasure in his name. Their ultimate aim is to bend the heavens themselves and ensure that the stars are rightly positioned in their orbits to herald Cthulhu’s inevitable return.","name":"Star Spawn Of Cthulhu","size":"Large","type":"Fiend","subtype":"","group":null,"alignment":"chaotic evil","armor_class":17,"armor_desc":"natural armor","hit_points":187,"hit_dice":"15d10+105","speed":{"walk":30,"swim":30,"fly":50},"strength":25,"dexterity":15,"constitution":24,"intelligence":30,"wisdom":18,"charisma":23,"strength_save":12,"dexterity_save":null,"constitution_save":12,"intelligence_save":15,"wisdom_save":9,"charisma_save":null,"perception":14,"skills":{"arcana":15,"perception":14},"damage_vulnerabilities":"","damage_resistances":"bludgeoning, piercing, slashing","damage_immunities":"cold, fire, lightning, poison, psychic","condition_immunities":"exhaustion, frightened, paralyzed, petrified, poisoned","senses":"darkvision 300 ft., passive Perception 24","languages":"Common, Infernal, Void Speech","challenge_rating":"15","cr":15.0,"actions":[{"name":"Multiattack","desc":"The star spawn can use disintegrating gaze if it's available, and also make one claws attack and one dimensional stomp attack."},{"name":"Crushing Claws","desc":"Melee Weapon Attack. +12 to hit, reach 10 ft., one target. Hit: 20 (2d12 + 7) bludgeoning damage plus 13 (3d8) necrotic damage."},{"name":"Disintegrating Gaze (Recharge 5-6)","desc":"Ranged Spell Attack: +15 to hit, range 60 ft., one target in line of sight. Hit: 32 (5d12) necrotic damage, and the target must make a successful DC 20 Constitution saving throw or dissipate into vapor as if affected by a gaseous form spell. An affected creature repeats the saving throw at the end of each of its turns; on a success, the effect ends on that creature, but on a failure, the creature takes another 32 (5d12) necrotic damage and remains gaseous. A creature reduced to 0 hit points by this necrotic damage is permanently disintegrated and can be restored only by a wish or comparable magic that doesn't require some portion of a corpse to work.","attack_bonus":15,"damage_dice":"5d12"},{"name":"Dimensional Stomp","desc":"Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 18 (2d20 + 7) bludgeoning damage, and the target must make a successful DC 15 Dexterity saving throw or be teleported to a new location as if affected by the dimension door spell. The destination is chosen by the star spawn, but it cannot be in the same space as another object or creature.","attack_bonus":12,"damage_dice":"2d20"}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Interdimensional Movement","desc":"A star spawn of Cthulhu can use misty step as a bonus action once per round."},{"name":"Psychic Tower","desc":"When an attack that causes psychic damage is directed against the spawn, the attack rebounds against the attacker. Resolve the attack as if the attacker were the original target and using the star spawn's ability modifiers and proficiency bonus rather than the original attacker's."},{"name":"Void Traveler","desc":"The star spawn of Cthulhu requires no air, warmth, ambient pressure, food, or water, enabling it to travel safely through interstellar space and similar voids."}],"spell_list":[],"page_no":368,"environments":[],"img_main":null,"document__slug":"tob","document__title":"Tome of Beasts","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/tome-of-beasts-for-5th-edition-print/","v2_converted_path":"/v2/creatures/tob_star-spawn-of-cthulhu/"},{"slug":"fire-giant-a5e","desc":"","name":"Fire Giant","size":"Huge","type":"Giant","subtype":"","group":null,"alignment":"","armor_class":18,"armor_desc":"","hit_points":162,"hit_dice":"13d12+78","speed":{"walk":30},"strength":25,"dexterity":10,"constitution":22,"intelligence":10,"wisdom":14,"charisma":12,"strength_save":11,"dexterity_save":4,"constitution_save":10,"intelligence_save":null,"wisdom_save":null,"charisma_save":5,"perception":null,"skills":{"athletics":11,"perception":6,"intimidation":5},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"fire","condition_immunities":"","senses":"passive Perception 16","languages":"Giant","challenge_rating":"11","cr":11.0,"actions":[{"name":"Multiattack","desc":"The giant makes two greatsword attacks."},{"name":"Greatsword","desc":"Melee Weapon Attack: +11 to hit, reach 10 ft., one target. Hit: 28 (6d6 + 7) slashing damage. If the target is a Large or smaller creature  it makes a DC 19 Strength saving throw. On a failure  it is pushed up to 10 feet away from the giant and knocked prone."},{"name":"Rock","desc":"Ranged Weapon Attack: +11 to hit, range 60/240 ft., one target. Hit: 42 (10d6 + 7) bludgeoning damage. If the target is a Large or smaller creature  it makes a DC 19 Strength saving throw  falling prone on a failure."},{"name":"Sword Sweep (1/Day, While Bloodied)","desc":"The giant makes a greatsword attack against each creature within 10 feet."}],"bonus_actions":null,"reactions":[{"name":"Kick","desc":"When hit by a melee attack by a Medium or smaller creature the giant can see within 10 feet, the giant kicks its attacker. The attacker makes a DC 19 Dexterity saving throw. On a failure, it takes 14 (3d4 + 7) bludgeoning damage, is pushed up to 20 feet from the giant, and falls prone."}],"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Cold Weakness","desc":"When the fire giant takes cold damage, its speed is reduced by 10 feet until the end of its next turn."}],"spell_list":[],"page_no":234,"environments":[],"img_main":null,"document__slug":"menagerie","document__title":"Level Up Advanced 5e Monstrous Menagerie","document__license_url":"http://open5e.com/legal","document__url":"https://www.levelup5e.com","v2_converted_path":"/v2/creatures/a5e-mm_fire-giant/"},{"slug":"fire-giant-war-priest-a5e","desc":"","name":"Fire Giant War Priest","size":"Huge","type":"Giant","subtype":"","group":null,"alignment":"","armor_class":18,"armor_desc":"","hit_points":162,"hit_dice":"13d12+78","speed":{"walk":30},"strength":25,"dexterity":10,"constitution":22,"intelligence":10,"wisdom":14,"charisma":12,"strength_save":11,"dexterity_save":4,"constitution_save":10,"intelligence_save":null,"wisdom_save":null,"charisma_save":5,"perception":null,"skills":{"athletics":11,"perception":6,"intimidation":5},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"fire","condition_immunities":"","senses":"passive Perception 16","languages":"Giant","challenge_rating":"12","cr":12.0,"actions":[{"name":"Multiattack","desc":"The giant makes two greatsword attacks."},{"name":"Greatsword","desc":"Melee Weapon Attack: +11 to hit, reach 10 ft., one target. Hit: 28 (6d6 + 7) slashing damage. If the target is a Large or smaller creature  it makes a DC 19 Strength saving throw. On a failure  it is pushed up to 10 feet away from the giant and knocked prone."},{"name":"Rock","desc":"Ranged Weapon Attack: +11 to hit, range 60/240 ft., one target. Hit: 42 (10d6 + 7) bludgeoning damage. If the target is a Large or smaller creature  it makes a DC 19 Strength saving throw  falling prone on a failure."},{"name":"Sword Sweep (1/Day, While Bloodied)","desc":"The giant makes a greatsword attack against each creature within 10 feet."},{"name":"Ignite Blades (1/Day)","desc":"The greatswords of each fire giant of the giants choice within 30 feet magically kindle into flame. For the next minute  each of their greatsword attacks deal an extra 7 (2d6) fire damage."},{"name":"Pillar of Flame (1/Day)","desc":"Each creature within a 10-foot-radius  40-foot-high cylinder centered on a point within 60 feet that the fire giant can see makes a DC 18 Dexterity saving throw  taking 56 (16d6) fire damage on a failed save or half damage on a success. Unattended flammable objects are ignited."}],"bonus_actions":null,"reactions":[{"name":"Kick","desc":"When hit by a melee attack by a Medium or smaller creature the giant can see within 10 feet, the giant kicks its attacker. The attacker makes a DC 19 Dexterity saving throw. On a failure, it takes 14 (3d4 + 7) bludgeoning damage, is pushed up to 20 feet from the giant, and falls prone."}],"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Cold Weakness","desc":"When the fire giant takes cold damage, its speed is reduced by 10 feet until the end of its next turn."}],"spell_list":[],"page_no":235,"environments":[],"img_main":null,"document__slug":"menagerie","document__title":"Level Up Advanced 5e Monstrous Menagerie","document__license_url":"http://open5e.com/legal","document__url":"https://www.levelup5e.com","v2_converted_path":"/v2/creatures/a5e-mm_fire-giant-war-priest/"},{"slug":"ankou-soul-herald","desc":"","name":"Ankou Soul Herald","size":"Gargantuan","type":"Dragon","subtype":"","group":null,"alignment":"neutral","armor_class":18,"armor_desc":"natural armor","hit_points":407,"hit_dice":"22d20+176","speed":{"fly":80,"walk":40},"strength":25,"dexterity":10,"constitution":27,"intelligence":17,"wisdom":18,"charisma":19,"strength_save":null,"dexterity_save":7,"constitution_save":15,"intelligence_save":null,"wisdom_save":11,"charisma_save":11,"perception":18,"skills":{"perception":18,"persuasion":11,"stealth":7},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"cold, necrotic, poison","condition_immunities":"charmed, exhaustion, frightened, poisoned","senses":"truesight 60 ft., passive Perception 28","languages":"all","challenge_rating":"21","cr":21.0,"actions":[{"desc":"The ankou can use its Horrifying Presence. It then makes three attacks: one with its bite and two with its claws.","name":"Multiattack"},{"attack_bonus":14,"damage_dice":"2d10+7","desc":"Melee Weapon Attack: +14 to hit, reach 15 ft., one target. Hit: 18 (2d10 + 7) piercing damage plus 11 (2d10) cold damage.","name":"Bite"},{"attack_bonus":14,"damage_dice":"2d6+7","desc":"Melee Weapon Attack: +14 to hit, reach 10 ft., one target. Hit: 14 (2d6 + 7) slashing damage.","name":"Claw"},{"attack_bonus":14,"damage_dice":"2d8+7","desc":"Melee Weapon Attack: +14 to hit, reach 20 ft., one target. Hit: 16 (2d8 + 7) bludgeoning damage.","name":"Tail"},{"desc":"Each creature of the ankou's choice that is within 120 feet of it must make a DC 19 Wisdom saving throw. On a failure, its speed is reduced to 0 for 1 minute. If the save fails by 5 or more, the creature is instead paralyzed for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the ankou's Horrifying Presence for the next 24 hours.","name":"Horrifying Presence"},{"desc":"The ankou exhales cold fire in a 120-foot line that is 10 feet wide. Each creature in that area must make a DC 22 Dexterity saving throw, taking 66 (12d10) cold damage on a failed save, or half as much damage on a successful one. Undead creatures automatically fail the saving throw and treat all damage dealt by this breath weapon as radiant instead of cold.","name":"Reaper's Breath (Recharge 5-6)"},{"desc":"The ankou magically polymorphs into any beast, humanoid, or undead creature it has seen before 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 ankou's choice). Its statistics, other than its size, are the same in each form and it doesn't gain any class features or legendary actions of the new form.","name":"Change Shape"},{"desc":"The ankou can transport itself and up to eight creatures in contact with it to another plane of existence. This works like the plane shift spell, except dead or incorporeal creatures can be transported and don't have to be willing. The ankou can't use this ability to banish an unwilling creature.","name":"Usher of Souls"}],"bonus_actions":null,"reactions":null,"legendary_desc":"The ankou 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 ankou regains spent legendary actions at the start of its turn.","legendary_actions":[{"desc":"The ankou learns the location of all living creatures within 120 feet. Alternatively, it can learn the location of all undead creatures or creatures that have been dead no longer than 1 hour within 1 mile.","name":"Detect"},{"desc":"The ankou makes a tail attack.","name":"Tail Attack"},{"desc":"The ankou moves up to half its speed without provoking opportunity attacks. Any creature whose space it moves through must make a DC 22 Dexterity saving throw, taking 21 (6d6) necrotic damage on a failed save, or half as much damage on a successful one.","name":"Envelope in Shadow (Costs 2 Actions)"}],"special_abilities":[{"desc":"Necromancy spells can't be cast within 120 feet of the ankou. When an undead creature starts its turn within 30 feet of the ankou, it must make a DC 22 Constitution saving throw, taking 21 (6d6) radiant damage on a failed save, or half as much damage on a successful one.","name":"Aura of Necromancy's Bane"},{"desc":"As a bonus action while in dim light or darkness, the ankou becomes invisible. While invisible, the ankou has advantage on Dexterity (Stealth) checks and gains the following:\nResistance to acid, cold, fire, lighting, thunder; bludgeoning, piercing and slashing damage from nonmagical attacks.\nImmunity to the grappled, paralyzed, petrified, prone, and restrained conditions\nThe ankou 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.\nThe cloak of ghostly shadows ends when the ankou chooses to end it as a bonus action, when the ankou dies, or if the ankou ends its turn in bright light.","name":"Cloak of Ghostly Shadows"},{"desc":"The ankou has the celestial type in addition to the dragon type and its weapon attacks are magical.","name":"Death's Apotheosis"},{"desc":"If the ankou fails a saving throw, it can choose to succeed instead.","name":"Legendary Resistance (3/Day)"}],"spell_list":[],"page_no":37,"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_ankou-soul-herald/"},{"slug":"barong","desc":"","name":"Barong","size":"Large","type":"Celestial","subtype":"","group":null,"alignment":"lawful good","armor_class":20,"armor_desc":"natural armor","hit_points":225,"hit_dice":"18d10+126","speed":{"fly":60,"walk":60},"strength":25,"dexterity":20,"constitution":25,"intelligence":18,"wisdom":23,"charisma":22,"strength_save":null,"dexterity_save":null,"constitution_save":13,"intelligence_save":null,"wisdom_save":12,"charisma_save":12,"perception":12,"skills":{"insight":12,"perception":12,"persuasion":12},"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 22","languages":"all, telepathy 120 ft.","challenge_rating":"17","cr":17.0,"actions":[{"desc":"Barong makes two attacks: one with his bite and one with his claws.","name":"Multiattack"},{"attack_bonus":13,"damage_dice":"1d8+7","desc":"Melee Weapon Attack: +13 to hit, reach 5 ft., one target. Hit: 11 (1d8 + 7) piercing damage plus 18 (4d8) radiant damage.","name":"Bite"},{"attack_bonus":13,"damage_dice":"1d6+7","desc":"Melee Weapon Attack: +13 to hit, reach 5 ft., one target. Hit: 10 (1d6 + 7) slashing damage plus 18 (4d8) radiant damage.","name":"Claws"},{"desc":"Barong can summon any combination of 2d4 good-aligned ghosts, uraeuses or couatls; 1d4 temple dogs, unicorns, or good-aligned wraiths; or one buraq or deva. The spirits and celestials appear in unoccupied spaces within 60 feet of Barong and act as his allies. They remain for 1 minute or until Barong dismisses them as an action.","name":"Summon Spirit (1/Day)"}],"bonus_actions":null,"reactions":[{"desc":"When a creature makes an attack against Barong or one of his allies within 30 feet, Barong grants the target of the attack a +5 bonus to its AC until the start of his next turn.","name":"Divine Protection"}],"legendary_desc":"Barong 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. Barong regains spent legendary actions at the start of his turn.","legendary_actions":[{"desc":"Barong makes one claw attack.","name":"Claw"},{"desc":"Each creature he chooses within 30 feet of him can immediately repeat a saving throw to end one condition currently affecting it.","name":"Enlightening Roar"},{"desc":"Barong roars a command at one allied undead or celestial within 30 feet of him. It can move up to its speed and make one attack as a reaction. The creature doesn't provoke an opportunity attack from this movement. Bats Bats exist in hundreds of species, from the harmless messenger bats of the ghoul empire to the ravening blood-devouring vampire bats found in various castles and deep jungles. The giant albino bat and the giant vampire bat are two monsters that vex adventurers more often than most, and they are often allies of darakhul, werebats, dhampirs, and vampires.","name":"Divine Command (Costs 2 Actions)"}],"special_abilities":[{"desc":"All allies within 30 feet of Barong gain a +6 bonus to saving throws as long as Barong is conscious.","name":"Aura of Protection"},{"desc":"Barong's weapon attacks are magical. When he hits with any weapon, the weapon deals an extra 18 (4d8) radiant damage (already included below).","name":"Divine Weapons"},{"desc":"Barong has advantage on saving throws against spells and other magical effects.","name":"Magic Resistance"},{"desc":"Barong has advantage on attack rolls against a creature if at least one of his allies is within 5 feet of the creature and the ally isn't incapacitated.","name":"Pack Tactics"}],"spell_list":[],"page_no":49,"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_barong/"},{"slug":"three-headed-clockwork-dragon","desc":"","name":"Three-Headed Clockwork Dragon","size":"Huge","type":"Construct","subtype":"","group":null,"alignment":"unaligned","armor_class":18,"armor_desc":"natural armor","hit_points":275,"hit_dice":"22d12+132","speed":{"fly":60,"walk":40},"strength":25,"dexterity":10,"constitution":23,"intelligence":10,"wisdom":10,"charisma":1,"strength_save":12,"dexterity_save":null,"constitution_save":11,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":10,"skills":{"athletics":12,"perception":10},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"poison, psychic","condition_immunities":"charmed, exhaustion, frightened, paralyzed, petrified, poisoned","senses":"darkvision 60 ft., passive Perception 20","languages":"understands Common but can't speak","challenge_rating":"14","cr":14.0,"actions":[{"desc":"The dragon can use its Oil Spray. It then makes five attacks: three with its bite and two with its fists.","name":"Multiattack"},{"attack_bonus":12,"damage_dice":"2d10+7","desc":"Melee Weapon Attack: +12 to hit, reach 10 ft., one target. Hit: 18 (2d10 + 7) piercing damage plus 3 (1d6) fire damage.","name":"Bite"},{"attack_bonus":12,"damage_dice":"2d6+7","desc":"Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 14 (2d6 + 7) bludgeoning damage.","name":"Fist"},{"desc":"The dragon exhales fire in three separate 60-foot cones. Each creature in one of these cones must make a DC 19 Dexterity saving throw, taking 45 (13d6) fire damage on a failed save, or half as much damage on a successful one. A creature in overlapping cones has disadvantage on the saving throw, but it takes damage from only one breath.","name":"Fire Breath (Recharge 6)"},{"desc":"The dragon sprays oil in a 30-foot-cone. Each creature in the area must succeed on a DC 19 Dexterity saving throw or become vulnerable to fire damage until the end of the dragon's next turn.","name":"Oil Spray"},{"desc":"The dragon swings its bladed tail. Each creature within 15 feet of the dragon must make a DC 19 Dexterity saving throw. On a failure, a creature takes 16 (2d8 + 7) slashing damage and is knocked prone. On a success, a creature takes half the damage but isn't knocked prone.","name":"Tail Sweep"}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"desc":"The dragon is magically bound to three circlets. As long as the dragon is within 1 mile of a circlet wearer on the same plane of existence, the wearer can communicate telepathically with the dragon. While the dragon is active, the wearers see through its eyes and hear what it hears. During this time, the wearers are deaf and blind with regard to their own senses. \n\nIf only two circlet wearers are within 1 mile of the active dragon each hour spent wearing the circlets imposes one level of exhaustion on those wearers. If only a single wearer is within 1 mile of the active dragon, each minute spent wearing the circlet gives that wearer one level of exhaustion. If no circlet wearers are within 1 mile of the dragon, it views all creatures it can see as enemies and tries to destroy them until a circlet wearer communicates with the dragon or the dragon is destroyed. A circlet wearer can use its action to put the dragon in an inactive state where it becomes incapacitated until a wearer uses an action to switch the dragon to active. \n\nEach circlet is a magic item that must be attuned.","name":"Bound"},{"desc":"The dragon is immune to any spell or effect that would alter its form.","name":"Immutable Form"},{"desc":"The dragon has advantage on saving throws against spells and other magical effects.","name":"Magic Resistance"},{"desc":"The dragon deals double damage to objects and structures.","name":"Siege Monster"}],"spell_list":[],"page_no":111,"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_three-headed-clockwork-dragon/"},{"slug":"animal-lord-mammoth-queen","desc":"","name":"Animal Lord, Mammoth Queen","size":"Huge","type":"Fey","subtype":"","group":null,"alignment":"chaotic good","armor_class":20,"armor_desc":"natural armor","hit_points":250,"hit_dice":"20d12+120","speed":{"walk":40},"strength":25,"dexterity":10,"constitution":22,"intelligence":15,"wisdom":18,"charisma":19,"strength_save":null,"dexterity_save":6,"constitution_save":null,"intelligence_save":null,"wisdom_save":1,"charisma_save":null,"perception":4,"skills":{"perception":4},"damage_vulnerabilities":"","damage_resistances":"nonmagic B/P/S attacks","damage_immunities":"cold, poison","condition_immunities":"charmed, exhaustion, frightened, incapacitated, poisoned, stunned","senses":"truesight 120', passive Perception 20","languages":"all, telepathy 120'","challenge_rating":"18","cr":18.0,"actions":[{"name":"Multiattack","desc":"Three Battleaxes or two Gores or she makes one Gore and one Stomp. She can replace one attack with one Trunk or Trunk Slam."},{"name":"Battleaxe (Humanoid or True Form)","desc":"Melee Weapon Attack: +13 to hit, 10 ft., one target, 20 (3d8+7) slashing damage or 23 (3d10+7) slashing damage if used with two hands."},{"name":"Gore (Elephantine or True Form)","desc":"Melee Weapon Attack: +13 to hit, 10 ft., one target, 34 (6d8+7) piercing damage."},{"name":"Trunk Slam","desc":"One up to Large object held/creature grappled by her is slammed to ground or flung. Creature slammed: 27 (5d10) bludgeoning damage (DC 20 Con half). This doesn't end grappled condition on target. Creature flung: thrown up to 60' in random direction and knocked prone. If thrown creature strikes solid surface target: 3 (1d6) bludgeoning damage per 10 ft. thrown. If target is thrown at another creature that creature: DC 19 Dex save or take same damage and knocked prone."}],"bonus_actions":[{"name":"Change Shape","desc":"Transforms into Gargantuan oliphaunt (see Creature Codex) a Huge mammoth a Med female human with thick brown hair tied back in a braid or back into her true Huge elephant-headed humanoid form. Her stats other than size are the same in each form. Any items worn/carried transform with her."}],"reactions":[{"name":"Catch Weapon (Elephantine or True Form)","desc":"When hit by a melee weapon attack she can reduce the damage by 1d10+17. If this reduces damage to 0 queen can catch the weapon with her trunk if she is not using it to grapple a creature. If Queen catches a weapon in this way she must make a Str (Athletics) check contested by attacker's Str (Athletics) or Dex (Acrobatics) check (target chooses). Queen has disadvantage on the check if wielder is holding item with 2+ hands. If she wins she disarms creature and can throw the weapon up to 60' in a random direction as part of the same reaction."}],"legendary_desc":"","legendary_actions":[{"name":"Regenerative Hide","desc":"Regains 15 hp. She can't use this legendary action again until the end of her next turn. "},{"name":"Trunk","desc":"Makes one Trunk attack."},{"name":"Shoving Stampede (2)","desc":"Charges becoming unstoppable stampede in line up to 80' long × 15 ft. wide. All in line: 14 (4d6) bludgeoning damage and pushed up to 15 ft. away and knocked prone (DC 20 Dex half not pushed/prone). Queen's move along this line doesn't provoke opportunity attacks."},{"name":"Queen's Trumpet (3)","desc":"Emits loud trumpeting audible to 300'. Chooses up to 3 creatures that can hear trumpet. If target is friendly has advantage on its next attack roll ability check or save. If hostile: DC 20 Wis save or frightened til end of its next turn."}],"special_abilities":[{"name":"Elephantine Passivism","desc":"No elephant mammoth or other elephantine creature can willingly attack her. Can be forced to do so magically."},{"name":"Legendary Resistance (3/Day)","desc":"Choose to succeed failed save."},{"name":"Magic Resistance","desc":"Advantage: spell/magic effect saves."},{"name":"Magic Weapons","desc":"Weapon attacks are magical."},{"name":"Rejuvenation","desc":"If she dies soul reforms on Astral Plane. In 1d6 days it inhabits body of another elephantine creature on Material Plane which becomes the Queen with all hp and abilities thereof. Only killing every elephantine creature on the Material Plane will prevent this."},{"name":"Speak with Elephantines","desc":"Communicate with any elephant mammoth or other elephantine creature as if they shared a language."},{"name":"Trampling Charge","desc":"If she moves 20'+ straight to creature and then hits it with Gore on same turn target knocked prone (DC 20 Str negates). If target is prone queen can make one Stomp vs. it as a bonus action."},{"name":"Stomp (Elephantine or True Form)","desc":"Melee Weapon Attack: +13 to hit, 5 ft., one target, 34 (5d10+7) bludgeoning damage."},{"name":"Trunk (Elephantine or True Form)","desc":"Melee Weapon Attack: +13 to hit, 15 ft., one creature,. Target is grappled (escape DC 19) if it is a Large or smaller creature. Until grapple ends target restrained queen can't use Trunk on another."},{"name":"Tusk Sweep (Elephantine or True Form Recharge 5-6)","desc":"Channels raw magic as she sweeps her tusks in a wide arc. Each creature in a 15 ft. cube: 35 (10d6) bludgeoning damage and is pushed up to 15 ft. away from the queen (DC 20 Dex half damage and isn't pushed away)."}],"spell_list":[],"page_no":32,"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_animal-lord-mammoth-queen/"},{"slug":"cave-sovereign","desc":"","name":"Cave Sovereign","size":"Huge","type":"Aberration","subtype":"","group":null,"alignment":"chaotic evil","armor_class":18,"armor_desc":"natural armor","hit_points":253,"hit_dice":"22d12+110","speed":{"walk":40,"climb":30},"strength":25,"dexterity":8,"constitution":20,"intelligence":16,"wisdom":12,"charisma":20,"strength_save":null,"dexterity_save":null,"constitution_save":1,"intelligence_save":8,"wisdom_save":6,"charisma_save":null,"perception":1,"skills":{"perception":1},"damage_vulnerabilities":"","damage_resistances":"poison, radiant; nonmagic B/P/S attacks not made w/adamantine weapons","damage_immunities":"psychic","condition_immunities":"charmed, frightened","senses":"darkvision 120', tremorsense 60', passive Perception 16","languages":"understands all but can't speak, telepathy 120'","challenge_rating":"16","cr":16.0,"actions":[{"name":"Multiattack","desc":"One Bite and two Slams. It can make one Tail in place of its Bite."},{"name":"Bite","desc":"Melee Weapon Attack: +12 to hit, 5 ft., one target, 25 (4d8+7) piercing damage + 11 (2d10) poison."},{"name":"Slam","desc":"Melee Weapon Attack: +12 to hit, 10 ft., one target, 23 (3d10+7) bludgeoning damage."},{"name":"Tail","desc":"Melee Weapon Attack: +12 to hit, 10 ft., one target, 26 (3d12+7) slashing damage. If target is a Large or smaller creature it is grappled (escape DC 18). Until the grapple ends the target is restrained and sovereign can't use its tail on another target."},{"name":"Consume Soul (Recharge 5-6)","desc":"Chooses up to three creatures it can see within 60' of it that are incapacitated or stunned by Deathlights. Each target: 55 (10d10) psychic (DC 18 Wis half). Creature stunned by Deathlights has disadvantage on this save. Sovereign then regains hp equal to half total psychic dealt. A Humanoid slain by this rises 1d4 rounds later as a zombie under sovereign's control unless Humanoid is restored to life or its body is destroyed. Sovereign can have no more than thirty zombies under its control at one time."},{"name":"Spellcasting (Psionics)","desc":"Cha (DC 18) no spell components: At will: detect thoughts mage hand (the hand is invisible)3/day ea: dimension door telekinesis1/day: hallucinatory terrain (as an action)"}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":[{"name":"Move","desc":"The cave sovereign moves up to its speed with o provoking opportunity attacks."},{"name":"Telekinetic Reel","desc":"Magically pulls incapacitated or stunned creature by its Deathlights it can see up to 20' straight toward it."},{"name":"Cast a Spell (2)","desc":"Uses Spellcasting."},{"name":"Tail Attack (2)","desc":"Makes one Tail attack."}],"special_abilities":[{"name":"Deathlights","desc":"When a creature that can see sovereigh's glowing antennae starts its turn within 30' of it sovereign can force it to make a DC 18 Wis save if sovereign isn't incapacitated and can see the creature. If save fails by 5+ creature is stunned until the start of its next turn. Otherwise creature that fails is incapacitated and its speed is reduced to 0 until start of its next turn as it remains transfixed in place by the lights. Unless surprised creature can avert its eyes to avoid the save at start of its turn. If creature does so it can't see sovereign until start of its next turn when it can avert again. If creature looks at sovereign in the meantime it must immediately save."},{"name":"Illumination","desc":"Its antennae shed dim light in a 5 ft. radius. Radius increases to 20' while at least one creature is incapacitated or stunned by Deathlights. At start of its turn if no creatures are incapacitated or stunned by Deathlights sovereign can suppress this light until start of its next turn."},{"name":"Inscrutable","desc":"Immune to any effect to sense its emotions or read its thoughts as well as any divination spell it refuses. Wis (Insight) checks made to ascertain sovereign's intentions or sincerity have disadvantage."},{"name":"Legendary Resistance (3/Day)","desc":"Choose to succeed failed save."},{"name":"Magic Resistance","desc":"Advantage: spell/magic effect saves."},{"name":"Spider Climb","desc":"Difficult surfaces even ceilings no ability check."},{"name":"Sinuous Form","desc":"Provided there is suitable room to accommodate its bulk can squeeze through any opening large enough for a Small creature."}],"spell_list":[],"page_no":78,"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_cave-sovereign/"},{"slug":"dragon-prismatic-ancient","desc":"","name":"Dragon, Prismatic Ancient","size":"Gargantuan","type":"Dragon","subtype":"","group":null,"alignment":"neutral","armor_class":20,"armor_desc":"natural armor","hit_points":407,"hit_dice":"22d20+176","speed":{"walk":50,"climb":40},"strength":25,"dexterity":10,"constitution":27,"intelligence":20,"wisdom":17,"charisma":19,"strength_save":null,"dexterity_save":7,"constitution_save":1,"intelligence_save":null,"wisdom_save":1,"charisma_save":1,"perception":3,"skills":{"perception":3},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"radiant","condition_immunities":"blinded","senses":"blindsight 60', darkvision 120', passive Perception 27","languages":"Common, Draconic","challenge_rating":"21","cr":21.0,"actions":[{"name":"Multiattack","desc":"Uses Frightful Presence then one Bite and two Claws."},{"name":"Bite","desc":"Melee Weapon Attack: +14 to hit, 15 ft., one target, 18 (2d10+7) piercing damage."},{"name":"Claw","desc":"Melee Weapon Attack: +14 to hit, 10 ft., one target, 14 (2d6+7) slashing damage."},{"name":"Tail","desc":"Melee Weapon Attack: +14 to hit, 20 ft., one target, 16 (2d8+7) bludgeoning damage."},{"name":"Frightful Presence","desc":"All it picks within 120' and aware of it frightened 1 min (DC 19 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 120' line that is 10 ft. wide. Each creature in line: 90 (20d8) radiant (DC 23 Dex half).Rainbow Blast. Emits multicolored light in 90' cone. Each creature in area: 72 (16d8) damage (DC 23 Dex half). Dragon splits damage among acid cold fire lightning or poison choosing a number of d8s for each type totaling 16d8. Must choose at least two types."},{"name":"Spellcasting","desc":"Int (DC 20) no material components: At will: charm person dancing lights 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":"Uses Spellcasting."},{"name":"Shimmering Wings (2)","desc":"Each creature within 20': DC 19 Wis save or take 16 (3d10) 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-ancient/"},{"slug":"drake-reef","desc":"","name":"Drake, Reef","size":"Huge","type":"Dragon","subtype":"","group":null,"alignment":"neutral evil","armor_class":18,"armor_desc":"natural","hit_points":152,"hit_dice":"16d12+48","speed":{"walk":30,"burrow":30,"swim":60},"strength":25,"dexterity":14,"constitution":17,"intelligence":7,"wisdom":15,"charisma":13,"strength_save":null,"dexterity_save":6,"constitution_save":null,"intelligence_save":null,"wisdom_save":6,"charisma_save":5,"perception":2,"skills":{"perception":2},"damage_vulnerabilities":"","damage_resistances":"thunder","damage_immunities":"","condition_immunities":"","senses":"blindsight 10', darkvision 60', passive Perception 12","languages":"Draconic","challenge_rating":"9","cr":9.0,"actions":[{"name":"Multiattack","desc":"One Bite attack and two Slam attacks."},{"name":"Bite","desc":"Melee Weapon Attack: +11 to hit, 15 ft., one target, 26 (3d12+7) slashing damage."},{"name":"Slam","desc":"Melee Weapon Attack: +11 to hit, 5 ft., one target, 17 (3d6+7) bludgeoning damage."},{"name":"Concussive Snap (Recharge 5-6)","desc":"Snaps its jaws emitting concussive force in a 90' cone. Each creature in that area: 35 (10d6) thunder is pushed up to 15 ft. away from the drake and stops holding its breath if it was doing so. (DC 15 Con half damage isn't pushed and doesn't lose its held breath). Constructs and objects and structures have disadvantage on the save."}],"bonus_actions":[{"name":"Reef Stealth","desc":"If it is within 10 ft. of a coral reef it can take the Hide action."},{"name":"Siege Follow-Through","desc":"If it destroys an object or structure it can make a bite attack vs. a creature it can see within 5 ft. of that object or structure."}],"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Siege Monster","desc":"Double damage to objects/structures."},{"name":"Tunneler","desc":"Can burrow through coral and solid rock at half its burrow speed and leaves a 10 ft. diameter tunnel in its wake."}],"spell_list":[],"page_no":154,"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-reef/"},{"slug":"adultseadragon-tob1-2023","desc":"False","name":"Adult Sea Dragon","size":"Huge","type":"Dragon","subtype":"","group":"null","alignment":"Neutral Evil","armor_class":19,"armor_desc":"natural armor","hit_points":275,"hit_dice":"22d12 + 132","speed":{"walk":60,"fly":40},"strength":25,"dexterity":10,"constitution":23,"intelligence":17,"wisdom":15,"charisma":19,"strength_save":null,"dexterity_save":6,"constitution_save":12,"intelligence_save":null,"wisdom_save":8,"charisma_save":10,"perception":24,"skills":{"Perception":14,"Stealth":6},"damage_vulnerabilities":"False","damage_resistances":"False","damage_immunities":"cold","condition_immunities":"False","senses":"blindsight 60 ft., darkvision 120 ft., passive Perception 24","languages":"Common, Draconic, Primordial","challenge_rating":"18","cr":18.0,"actions":[{"name":"Multiattack","desc":"The dragon uses its Frightful Presence. It then makes one Bite attack and two Fin attacks."},{"name":"Bite","desc":"Melee Weapon Attack: +13 to hit, reach 10 ft., one target. Hit: 18 (2d10 + 7) piercing damage plus 10 (3d6) cold damage."},{"name":"Fin","desc":"Melee Weapon Attack: +13 to hit, reach 5 ft., one target. Hit: 14 (2d6 + 7) slashing damage."},{"name":"Tail","desc":"Melee Weapon Attack: +13 to hit, reach 15 ft., one target. Hit: 16 (2d8 + 7) bludgeoning damage."},{"name":"Frightful Presence","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 18 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":"Tidal Breath (Recharge 5-6)","desc":"The dragon exhales a crushing wave of frigid seawater in a 60-foot cone. Each creature in that area must make a DC 20 Dexterity saving throw. On a failure, the creature takes 33 (6d10) bludgeoning damage and 33 (6d10) cold damage and is pushed up to 30 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":"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 feet of the dragon must succeed on a DC 21 Dexterity saving throw or take 14 (2d6 + 7) bludgeoning damage and be knocked prone. The dragon can then move up to half its flying speed, or half its swimming speed if in the water."}],"special_abilities":[{"name":"Amphibious","desc":"The dragon can breathe air and water."},{"name":"Legendary Resistance (3/Day)","desc":"If the dragon fails a saving throw, it can choose to succeed instead."},{"name":"Siege Monster","desc":"The dragon deals double damage to objects and structures."}],"spell_list":[],"page_no":126,"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_adult-sea-dragon/"},{"slug":"feywardtree-tob1-2023","desc":"False","name":"Feyward Tree","size":"Huge","type":"Construct","subtype":"","group":"null","alignment":"Unaligned","armor_class":17,"armor_desc":"natural armor","hit_points":126,"hit_dice":"12d12 + 48","speed":{"walk":20},"strength":25,"dexterity":10,"constitution":18,"intelligence":3,"wisdom":11,"charisma":6,"strength_save":null,"dexterity_save":3,"constitution_save":null,"intelligence_save":null,"wisdom_save":3,"charisma_save":1,"perception":13,"skills":{"Perception":3},"damage_vulnerabilities":"False","damage_resistances":"bludgeoning, piercing, and slashing from nonmagical attacks not made with adamantine weapons","damage_immunities":"lightning, 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 feyward tree makes two Razor-Leafed Branch attacks."},{"name":"Razor-Leafed Branch","desc":"Melee Weapon Attack: +10 to hit, reach 15 ft., one target. Hit: 16 (2d8 + 7) slashing damage plus 9 (2d8) force damage."},{"name":"Flaying Leaves (Recharge 5-6)","desc":"The feyward tree launches a barrage of razor-sharp cold iron leaves from its branches. Each creature within 20 feet of the tree must make a DC 15 Dexterity saving throw, taking 28 (8d6) slashing 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":"Aversion to Cold","desc":"If the feyward tree takes cold damage, it has disadvantage on attack rolls and its speed is halved until the end of its next turn."},{"name":"Construct Nature","desc":"The feyward tree doesn't require air, food, drink, or sleep."},{"name":"Enchanted Leaves","desc":"The feyward tree's Razor-Leafed Branch attacks are magical. When the tree hits with its Razor-Leafed Branch, the branch deals an extra 9 (2d8) force damage (included in the attack)."},{"name":"Immutable Form","desc":"The feyward tree is immune to any spell or effect that would alter its form."},{"name":"Lightning Absorption","desc":"Whenever the feyward tree is subjected to lightning damage, it takes no damage and instead regains a number of hp equal to the lightning damage dealt."},{"name":"Magic Resistance","desc":"The feyward tree has advantage on saving throws against spells and other magical effects."},{"name":"Warden's Reach","desc":"A creature within 15 feet of a feyward tree that moves away from it provokes an opportunity attack even if the creature takes the Disengage action."}],"spell_list":[],"page_no":186,"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_feyward-tree/"},{"slug":"hraesvelgr-tob1-2023","desc":"False","name":"Hraesvelgr","size":"Huge","type":"Giant","subtype":"","group":"null","alignment":"Titan)","armor_class":19,"armor_desc":"natural armor","hit_points":241,"hit_dice":"21d12 + 105","speed":{"walk":120,"fly":20},"strength":25,"dexterity":10,"constitution":20,"intelligence":16,"wisdom":17,"charisma":20,"strength_save":null,"dexterity_save":6,"constitution_save":null,"intelligence_save":9,"wisdom_save":9,"charisma_save":11,"perception":19,"skills":{"Athletics":13,"Perception":9,"Survival":9},"damage_vulnerabilities":"False","damage_resistances":"lightning, thunder","damage_immunities":"cold; bludgeoning, piercing, and slashing from nonmagical attacks","condition_immunities":"exhaustion","senses":"passive Perception 19","languages":"Auran, Common, Giant (can’t speak in roc form)","challenge_rating":"19","cr":19.0,"actions":[{"name":"Multiattack","desc":"Hraesvelgr makes one Beak attack and two Talon attacks, or he makes three Fist attacks. Alternatively, he can make three Gale Blast attacks. If two Fist attacks hit one creature, the target must succeed on a DC 19 Constitution saving throw or be stunned until the end of its next turn."},{"name":"Beak (Roc Form Only)","desc":"Melee Weapon Attack: +13 to hit, reach 10 ft., one target. Hit: 25 (4d8 + 7) piercing damage."},{"name":"Fist (Giant Form Only)","desc":"Melee Weapon Attack: +13 to hit, reach 10 ft., one target. Hit: 20 (3d8 + 7) bludgeoning damage."},{"name":"Talons (Roc Form Only)","desc":"Melee Weapon Attack: +13 to hit, reach 5 ft., one target. Hit: 17 (3d6 + 7) slashing damage, and the target is grappled (escape DC 17). Until this grapple ends, the target is restrained. Hraesvelgr has two talons, each of which can grapple only one target."},{"name":"Gale Blast","desc":"Ranged Spell Attack: +11 to hit, range 120 ft., one target. Hit: 14 (2d8 + 5) bludgeoning damage plus 7 (2d6) cold damage."},{"name":"Swallow (Roc Form Only)","desc":"Hraesvelgr makes one Beak attack against a Large or smaller creature he is grappling. If the attack hits, the target is also swallowed, and the grapple ends. While swallowed, the creature is blinded and restrained, it has total cover against attacks and other effects outside Hraesvelgr, and it takes 17 (5d6) acid damage at the start of each of Hraesvelgr's turns. Hraesvelgr can have only one creature swallowed at a time."},{"name":"Sudden Gust (Recharge 5-6)","desc":"Hraesvelgr unleashes a powerful gust of wind in a 60-foot line that is 10 feet wide. Each creature in the line must make a DC 19 Strength saving throw. On a failure, a creature takes 63 (18d6) bludgeoning damage and is pushed up to 15 feet away from Hraesvelgr. On a success, a creature takes half the damage and isn't pushed."}],"bonus_actions":[{"name":"Change Shape","desc":"Hraesvelgr transforms into a roc or back into his true form, which is a Giant. His statistics, other than his speed, are the same in each form. Any equipment he is wearing or carrying isn't transformed. He reverts to his true form if he dies."},{"name":"Attack","desc":"Hraesvelgr makes a Fist or Talons attack."},{"name":"Move","desc":"Hraesvelgr moves up to his speed, or flies up to half his flying speed if in roc form, without provoking opportunity attacks."},{"name":"Ear-Splitting Screech (Costs 2 Actions; Roc Form Only)","desc":"Hraesvelgr lets out an ear-splitting screech. Each creature within 30 feet of Hraesvelgr must succeed on a DC 19 Constitution saving throw or take 14 (4d6) thunder damage and be deafened until the end of its next turn."}],"reactions":[],"legendary_desc":"Hraesvelgr 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. Hraesvelgr regains spent legendary actions at the start of his turn.","legendary_actions":[{"name":"Attack","desc":"Hraesvelgr makes a Fist or Talons attack."},{"name":"Move","desc":"Hraesvelgr moves up to his speed, or flies up to half his flying speed if in roc form, without provoking opportunity attacks."},{"name":"Ear-Splitting Screech (Costs 2 Actions; Roc Form Only)","desc":"Hraesvelgr lets out an ear-splitting screech. Each creature within 30 feet of Hraesvelgr must succeed on a DC 19 Constitution saving throw or take 14 (4d6) thunder damage and be deafened until the end of its next turn."}],"special_abilities":[{"name":"Keen Sight (Roc Form Only)","desc":"Hraesvelgr has advantage on Wisdom (Perception) checks that rely on sight."},{"name":"Influence Weather","desc":"Nearby weather responds to Hraesvelgr's desires. At the start of each minute, Hraesvelgr can choose to change the precipitation and wind within 3 miles of him by one stage, up or down (no action required). This effect works like the changing weather conditions aspect of the control weather spell, except Hraesvelgr can't change the temperature and the conditions change immediately."},{"name":"Legendary Resistance (3/Day)","desc":"If Hraesvelgr fails a saving throw, he can choose to succeed instead."}],"spell_list":[],"page_no":207,"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_hraesvelgr/"},{"slug":"spinosaurus-tob1-2023","desc":"False","name":"Spinosaurus","size":"Gargantuan","type":"Beast","subtype":"","group":"null","alignment":"Unaligned","armor_class":15,"armor_desc":"natural armor","hit_points":232,"hit_dice":"15d20 + 75","speed":{"walk":40},"strength":25,"dexterity":9,"constitution":21,"intelligence":2,"wisdom":11,"charisma":10,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":15,"skills":{"Perception":5},"damage_vulnerabilities":"False","damage_resistances":"False","damage_immunities":"False","condition_immunities":"False","senses":"passive Perception 15","languages":"—","challenge_rating":"13","cr":13.0,"actions":[{"name":"Multiattack","desc":"The spinosaurus makes one Bite attack and two Claw attacks."},{"name":"Bite","desc":"Melee Weapon Attack: +12 to hit, reach 15 ft., one target. Hit: 33 (4d12 + 7) piercing damage. If the target is a Large or smaller creature, it is grappled (escape DC 18). Until this grapple ends, the target is restrained, and the spinosaurus can't Bite another target."},{"name":"Claw","desc":"Melee Weapon Attack: +12 to hit, reach 10 ft., one target. Hit: 21 (4d6 + 7) slashing damage."},{"name":"Tail","desc":"Melee Weapon Attack: +12 to hit, reach 20 ft., one target. Hit: 16 (2d8 + 7) bludgeoning damage."},{"name":"Frightful Presence","desc":"Each creature of the spinosaurus' choice that is within 120 feet of the spinosaurus and aware of it must succeed on a DC 18 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 spinosaurus's Frightful Presence for the next 24 hours."}],"bonus_actions":[],"reactions":[],"legendary_desc":"The spinosaurus 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 spinosaurus regains spent legendary actions at the start of its turn.","legendary_actions":[{"name":"Move","desc":"The spinosaurus moves up to half its speed without provoking opportunity attacks."},{"name":"Roar","desc":"The spinosaurus uses Frightful Presence."},{"name":"Tail Attack (Costs 2 Actions)","desc":"The spinosaurus makes one Tail attack."}],"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."},{"name":"Siege Monster","desc":"The spinosaurus deals double damage to objects and structures."}],"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_spinosaurus/"},{"slug":"starspawnofcthulhu-tob1-2023","desc":"False","name":"Star Spawn of Cthulhu","size":"Large","type":"Fiend","subtype":"","group":"null","alignment":"Chaotic Evil","armor_class":17,"armor_desc":"natural armor","hit_points":212,"hit_dice":"17d10 + 119","speed":{"walk":50,"fly":30},"strength":25,"dexterity":15,"constitution":24,"intelligence":30,"wisdom":18,"charisma":23,"strength_save":12,"dexterity_save":null,"constitution_save":12,"intelligence_save":null,"wisdom_save":9,"charisma_save":null,"perception":24,"skills":{"Arcana":15,"Perception":14},"damage_vulnerabilities":"False","damage_resistances":"bludgeoning, piercing, slashing","damage_immunities":"cold, fire, lightning, poison, psychic","condition_immunities":"exhaustion, frightened, paralyzed, petrified, poisoned","senses":"darkvision 300 ft., passive Perception 24","languages":"Abyssal, Common, Void Speech","challenge_rating":"15","cr":15.0,"actions":[{"name":"Multiattack","desc":"The star spawn of Cthulhu makes two Crushing Claws attacks and one Dimensional Stomp attack, or it makes three Void Bolt attacks. It can replace one attack with a use of Disintegrating Gaze, if available."},{"name":"Crushing Claws","desc":"Melee Weapon Attack: +12 to hit, reach 10 ft., one target. Hit: 20 (2d12 + 7) bludgeoning damage plus 13 (3d8) necrotic damage."},{"name":"Dimensional Stomp","desc":"Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 18 (2d20 + 7) bludgeoning damage plus 13 (3d8) necrotic damage, and the target must succeed on a DC 19 Charisma saving throw or be teleported to an unoccupied space the star spawn can see within 30 feet of it."},{"name":"Void Bolt","desc":"Ranged Spell Attack: +15 to hit, range 120 ft., one target. Hit: 32 (5d8 + 10) necrotic damage."},{"name":"Disintegrating Gaze (Recharge 5-6)","desc":"One creature the star spawn can see within 60 feet of it must succeed on a DC 19 Constitution saving throw or take 27 (6d8) necrotic damage and be transformed into a misty cloud for 1 minute. The transformed creature's only method of movement is a flying speed of 10 feet, and it can enter and occupy the space of another creature. In addition, the transformed target can't talk, attack, cast spells, or manipulate objects, and any objects it was carrying or holding can't be dropped, used, or otherwise interacted with. The transformed target can repeat the saving throw at the end of each of its turns, taking 13 (3d8) necrotic damage on a failed save, or ending the effect on itself on a successful one. A creature killed by this effect can be restored to life only by means of a true resurrection or a wish spell."}],"bonus_actions":[{"name":"Interdimensional Step","desc":"The star spawn of Cthulhu teleports, along with any equipment it is wearing or carrying, up to 30 feet to an unoccupied space it can see. Small tears in reality appear at the origin and destination when it uses this bonus action."}],"reactions":[],"legendary_desc":null,"legendary_actions":[],"special_abilities":[{"name":"Psychic Absorption","desc":"Whenever the star spawn is subjected to psychic damage, it takes no damage and instead regains a number of hp equal to the psychic damage dealt."},{"name":"Void Traveler","desc":"The star spawn of Cthulhu doesn't require air, food, drink, sleep, or ambient pressure."}],"spell_list":[],"page_no":348,"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_star-spawn-of-cthulhu/"},{"slug":"adult-blue-dragon","desc":"","name":"Adult Blue Dragon","size":"Huge","type":"Dragon","subtype":"","group":"Blue Dragon","alignment":"lawful evil","armor_class":19,"armor_desc":"natural armor","hit_points":225,"hit_dice":"18d12+108","speed":{"walk":40,"burrow":30,"fly":80},"strength":25,"dexterity":10,"constitution":23,"intelligence":16,"wisdom":15,"charisma":19,"strength_save":null,"dexterity_save":5,"constitution_save":11,"intelligence_save":null,"wisdom_save":7,"charisma_save":9,"perception":12,"skills":{"perception":12,"stealth":5},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"lightning","condition_immunities":"","senses":"blindsight 60 ft., darkvision 120 ft., passive Perception 22","languages":"Common, Draconic","challenge_rating":"16","cr":16.0,"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: +12 to hit, reach 10 ft., one target. Hit: 18 (2d10 + 7) piercing damage plus 5 (1d10) lightning damage.","attack_bonus":12,"damage_dice":"2d10+1d10","damage_bonus":7},{"name":"Claw","desc":"Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 14 (2d6 + 7) slashing damage.","attack_bonus":12,"damage_dice":"2d6","damage_bonus":7},{"name":"Tail","desc":"Melee Weapon Attack: +12 to hit, reach 15 ft., one target. Hit: 16 (2d8 + 7) bludgeoning damage.","attack_bonus":12,"damage_dice":"2d8","damage_bonus":7},{"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 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 dragon's Frightful Presence for the next 24 hours."},{"name":"Lightning Breath (Recharge 5-6)","desc":"The dragon exhales lightning in a 90-foot line that is 5 ft. wide. Each creature in that line must make a DC 19 Dexterity saving throw, taking 66 (12d10) lightning damage on a failed save, or half as much damage on a successful one.","attack_bonus":0,"damage_dice":"12d10"}],"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 20 Dexterity saving throw or take 14 (2d6 + 7) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed."}],"special_abilities":[{"name":"Legendary Resistance (3/Day)","desc":"If the dragon fails a saving throw, it can choose to succeed instead."}],"spell_list":[],"page_no":283,"environments":["Desert","Coastal"],"img_main":null,"document__slug":"wotc-srd","document__title":"5e Core Rules","document__license_url":"http://open5e.com/legal","document__url":"http://dnd.wizards.com/articles/features/systems-reference-document-srd","v2_converted_path":"/v2/creatures/srd_adult-blue-dragon/"},{"slug":"adult-bronze-dragon","desc":"","name":"Adult Bronze Dragon","size":"Huge","type":"Dragon","subtype":"","group":"Bronze Dragon","alignment":"lawful good","armor_class":19,"armor_desc":"natural armor","hit_points":212,"hit_dice":"17d12+102","speed":{"walk":40,"fly":80,"swim":40},"strength":25,"dexterity":10,"constitution":23,"intelligence":16,"wisdom":15,"charisma":19,"strength_save":null,"dexterity_save":5,"constitution_save":11,"intelligence_save":null,"wisdom_save":7,"charisma_save":9,"perception":12,"skills":{"insight":7,"perception":12,"stealth":5},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"lightning","condition_immunities":"","senses":"blindsight 60 ft., darkvision 120 ft., passive Perception 22","languages":"Common, Draconic","challenge_rating":"15","cr":15.0,"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: +12 to hit, reach 10 ft., one target. Hit: 18 (2d10 + 7) piercing damage.","attack_bonus":12,"damage_dice":"2d10","damage_bonus":7},{"name":"Claw","desc":"Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 14 (2d6 + 7) slashing damage.","attack_bonus":12,"damage_dice":"2d6","damage_bonus":7},{"name":"Tail","desc":"Melee Weapon Attack: +12 to hit, reach 15 ft., one target. Hit: 16 (2d8 + 7) bludgeoning damage.","attack_bonus":12,"damage_dice":"2d8","damage_bonus":7},{"name":"Frightful Presence","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 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 dragon's Frightful Presence for the next 24 hours."},{"name":"Breath Weapons (Recharge 5-6)","desc":"The dragon uses one of the following breath weapons.\n**Lightning Breath.** The dragon exhales lightning in a 90-foot line that is 5 feet wide. Each creature in that line must make a DC 19 Dexterity saving throw, taking 66 (12d10) lightning damage on a failed save, or half as much damage on a successful one.\n**Repulsion Breath.** The dragon exhales repulsion energy in a 30-foot cone. Each creature in that area must succeed on a DC 19 Strength saving throw. On a failed save, the creature is pushed 60 feet away from the dragon.","attack_bonus":0,"damage_dice":"12d10"},{"name":"Change Shape","desc":"The dragon magically polymorphs into a humanoid or beast 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 dragon's choice).\nIn a new form, the dragon retains its alignment, hit points, Hit Dice, ability to speak, proficiencies, Legendary Resistance, lair actions, and Intelligence, Wisdom, and Charisma scores, as well as this action. Its statistics and capabilities are otherwise replaced by those of the new form, except any class features or legendary actions of that form."}],"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 20 Dexterity saving throw or take 14 (2d6 + 7) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed."}],"special_abilities":[{"name":"Amphibious","desc":"The dragon can breathe air and water."},{"name":"Legendary Resistance (3/Day)","desc":"If the dragon fails a saving throw, it can choose to succeed instead."}],"spell_list":[],"page_no":294,"environments":["Desert","Coastal","Water"],"img_main":null,"document__slug":"wotc-srd","document__title":"5e Core Rules","document__license_url":"http://open5e.com/legal","document__url":"http://dnd.wizards.com/articles/features/systems-reference-document-srd","v2_converted_path":"/v2/creatures/srd_adult-bronze-dragon/"},{"slug":"dragon-turtle","desc":"","name":"Dragon Turtle","size":"Gargantuan","type":"Dragon","subtype":"","group":null,"alignment":"neutral","armor_class":20,"armor_desc":"natural armor","hit_points":341,"hit_dice":"22d20+110","speed":{"walk":20,"swim":40},"strength":25,"dexterity":10,"constitution":20,"intelligence":10,"wisdom":12,"charisma":12,"strength_save":null,"dexterity_save":6,"constitution_save":11,"intelligence_save":null,"wisdom_save":7,"charisma_save":null,"perception":null,"skills":{},"damage_vulnerabilities":"","damage_resistances":"fire","damage_immunities":"","condition_immunities":"","senses":"darkvision 120 ft., passive Perception 11","languages":"Aquan, Draconic","challenge_rating":"17","cr":17.0,"actions":[{"name":"Multiattack","desc":"The dragon turtle makes three attacks: one 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: +13 to hit, reach 15 ft., one target. Hit: 26 (3d12 + 7) piercing damage.","attack_bonus":13,"damage_dice":"3d12","damage_bonus":7},{"name":"Claw","desc":"Melee Weapon Attack: +13 to hit, reach 10 ft., one target. Hit: 16 (2d8 + 7) slashing damage.","attack_bonus":13,"damage_dice":"2d8","damage_bonus":7},{"name":"Tail","desc":"Melee Weapon Attack: +13 to hit, reach 15 ft., one target. Hit: 26 (3d12 + 7) bludgeoning damage. If the target is a creature, it must succeed on a DC 20 Strength saving throw or be pushed up to 10 feet away from the dragon turtle and knocked prone.","attack_bonus":13,"damage_dice":"3d12","damage_bonus":7},{"name":"Steam Breath (Recharge 5-6)","desc":"The dragon turtle exhales scalding steam in a 60-foot cone. Each creature in that area must make a DC 18 Constitution saving throw, taking 52 (15d6) fire damage on a failed save, or half as much damage on a successful one. Being underwater doesn't grant resistance against this damage.","attack_bonus":0,"damage_dice":"15d6"}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Amphibious","desc":"The dragon turtle can breathe air and water."}],"spell_list":[],"page_no":303,"environments":["Underwater","Coastal","Plane Of Water","Desert","Water"],"img_main":null,"document__slug":"wotc-srd","document__title":"5e Core Rules","document__license_url":"http://open5e.com/legal","document__url":"http://dnd.wizards.com/articles/features/systems-reference-document-srd","v2_converted_path":"/v2/creatures/srd_dragon-turtle/"},{"slug":"fire-giant","desc":"","name":"Fire Giant","size":"Huge","type":"Giant","subtype":"","group":"Giants","alignment":"lawful evil","armor_class":18,"armor_desc":"plate","hit_points":162,"hit_dice":"13d12+78","speed":{"walk":30},"strength":25,"dexterity":9,"constitution":23,"intelligence":10,"wisdom":14,"charisma":13,"strength_save":null,"dexterity_save":3,"constitution_save":10,"intelligence_save":null,"wisdom_save":null,"charisma_save":5,"perception":6,"skills":{"athletics":11,"perception":6},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"fire","condition_immunities":"","senses":"passive Perception 16","languages":"Giant","challenge_rating":"9","cr":9.0,"actions":[{"name":"Multiattack","desc":"The giant makes two greatsword attacks."},{"name":"Greatsword","desc":"Melee Weapon Attack: +11 to hit, reach 10 ft., one target. Hit: 28 (6d6 + 7) slashing damage.","attack_bonus":11,"damage_dice":"6d6","damage_bonus":7},{"name":"Rock","desc":"Ranged Weapon Attack: +11 to hit, range 60/240 ft., one target. Hit: 29 (4d10 + 7) bludgeoning damage.","attack_bonus":11,"damage_dice":"4d10","damage_bonus":7}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":null,"spell_list":[],"page_no":312,"environments":["Underdark","Desert","Mountains","Mountain","Plane Of Fire","Settlement"],"img_main":null,"document__slug":"wotc-srd","document__title":"5e Core Rules","document__license_url":"http://open5e.com/legal","document__url":"http://dnd.wizards.com/articles/features/systems-reference-document-srd","v2_converted_path":"/v2/creatures/srd_fire-giant/"},{"slug":"tyrannosaurus-rex","desc":"","name":"Tyrannosaurus Rex","size":"Huge","type":"Beast","subtype":"","group":"Dinosaurs","alignment":"unaligned","armor_class":13,"armor_desc":"natural armor","hit_points":136,"hit_dice":"13d12+52","speed":{"walk":50},"strength":25,"dexterity":10,"constitution":19,"intelligence":2,"wisdom":12,"charisma":9,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":4,"skills":{"perception":4},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"","condition_immunities":"","senses":"passive Perception 14","languages":"","challenge_rating":"8","cr":8.0,"actions":[{"name":"Multiattack","desc":"The tyrannosaurus makes two attacks: one with its bite and one with its tail. It can't make both attacks against the same target."},{"name":"Bite","desc":"Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 33 (4d12 + 7) piercing damage. If the target is a Medium or smaller creature, it is grappled (escape DC 17). Until this grapple ends, the target is restrained, and the tyrannosaurus can't bite another target.","attack_bonus":10,"damage_dice":"4d12","damage_bonus":7},{"name":"Tail","desc":"Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 20 (3d8 + 7) bludgeoning damage.","attack_bonus":10,"damage_dice":"3d8","damage_bonus":7}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":null,"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_tyrannosaurus-rex/"},{"slug":"adult-boreal-dragon","desc":"Covered in a mix of hard, blue-white scales and patches of silvery-blue fur, this dragon radiates a savage belligerence. Its amber eyes gleam with primal fury as it stretches its wings, sending a shower of burning sparks sizzling onto the ground._  \n**Paradoxical Predators.** Boreal dragons inhabit the arctic and alpine places of the world, from snow-capped conifer forests and frigid mountain peaks to flat, icy plains and polar seas. Unlike white or silver dragons, however, boreal dragons are not creatures of cold but rather of heat and flames. Their breath is filled with burning embers, and their preferred lairs contain some sort of natural heat source. While this contradiction has puzzled many scholars of draconic lore, boreal dragons are unconcerned about such trivial matters and are likely to devour any sage or wizard impertinent enough to question their choice of habitat.  \n**Dragons of Rage.** Boreal dragons are among the most straightforward of all true dragons, driven by simple necessities like hunting and mating. They hate most other dragons with a passion and war constantly with those that share their arctic homeland, driving off or killing any dragons they encounter. Boreal dragons are truculent creatures and love nothing better than getting into a fight; however, they do not target defenseless creatures or those far weaker than themselves unless they are hunting for food. Because they respect strength above all else, a creature can gain a boreal dragon’s admiration through acts of intense bravery or slaughter. In particular, the dragons are fond of large arctic predators, such as Open Game License","name":"Adult Boreal Dragon","size":"Huge","type":"Dragon","subtype":"","group":null,"alignment":"chaotic neutral","armor_class":19,"armor_desc":"natural armor","hit_points":212,"hit_dice":"17d12+102","speed":{"fly":80,"walk":40,"swim":30},"strength":25,"dexterity":10,"constitution":23,"intelligence":15,"wisdom":17,"charisma":16,"strength_save":null,"dexterity_save":6,"constitution_save":12,"intelligence_save":null,"wisdom_save":9,"charisma_save":9,"perception":15,"skills":{"athletics":13,"perception":15,"stealth":6},"damage_vulnerabilities":"","damage_resistances":"cold","damage_immunities":"fire","condition_immunities":"","senses":"blindsight 60 ft., darkvision 120 ft., passive Perception 23","languages":"Draconic, Giant","challenge_rating":"17","cr":17.0,"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: +13 to hit, reach 10 ft., one target. Hit: 19 (2d10 + 8) piercing damage.","attack_bonus":13,"damage_dice":"2d10+8"},{"name":"Claw","desc":"Melee Weapon Attack: +13 to hit, reach 5 ft., one target. Hit: 15 (2d6 + 8) slashing damage.","attack_bonus":13,"damage_dice":"2d6+8"},{"name":"Tail","desc":"Melee Weapon Attack: +13 to hit, reach 15 ft., one target. Hit: 17 (2d8 + 8) bludgeoning damage.","attack_bonus":13,"damage_dice":"2d8+8"},{"name":"Frightful Presence","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 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 dragon's Frightful Presence for the next 24 hours."},{"name":"Cinder Breath (Recharge 5-6)","desc":"The dragon exhales a 60-foot cone of superheated air filled with white-hot embers. Each creature in that area must make a DC 20 Dexterity saving throw, taking 44 (8d10) fire damage on a failed save, or half as much damage on a successful one."}],"bonus_actions":null,"reactions":null,"legendary_desc":"The dragon 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 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 feet of the dragon must succeed on a DC 20 Dexterity saving throw or take 14 (2d6 + 7) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed."}],"special_abilities":[{"name":"Legendary Resistance (3/Day)","desc":"If the dragon fails a saving throw, it can choose to succeed instead."}],"spell_list":[],"page_no":143,"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_adult-boreal-dragon/"},{"slug":"graknork","desc":"Towering over the frozen landscape, this immense saurian monstrosity possesses a terrifying shark-like head with a multitude of serrated teeth. The monster has three eyes: two soulless black pits and a third larger eye that glows with a freezing blue light._  \n**Terror of the North.** The legendary graknork is one of the most powerful monsters to roam the endless tundra and taiga of the north and is feared by all who live in the rugged and frozen expanses of the world. Only the largest white dragons surpass the graknork in size and strength, and lesser creatures give the monster a wide berth. Graknorks are mostly found on land but are reasonable swimmers. They have no problem taking to the water to pursue escaping prey or to hunt fishermen and even whales. Graknorks are solitary creatures and cannot stand the presence of their own kind, attacking and eating juvenile graknorks that cross their path. When they do mate, it is a destructive affair with the female uprooting dozens of trees to build her nest. A typical graknork is more than forty feet long, though even larger specimens have been sighted in the coldest regions of the world.  \n**Great Blue Eye.** While the graknork’s raw physical prowess is justifiably feared, the aspect of its appearance that causes the greatest consternation is its great, freezing blue eye. Its eye is said to possess terrible and wondrous powers, including seeing through illusions, freezing souls outright, and causing everlasting blizzards. Most of these tales are mere fancy and hearsay spun by northern tribesmen, yet there is no denying that the graknork’s central eye is a fearsome weapon.","name":"Graknork","size":"Gargantuan","type":"Monstrosity","subtype":"","group":null,"alignment":"unaligned","armor_class":20,"armor_desc":"natural armor","hit_points":201,"hit_dice":"13d20+65","speed":{"swim":30,"walk":50},"strength":25,"dexterity":18,"constitution":21,"intelligence":5,"wisdom":13,"charisma":7,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":6,"skills":{"perception":6},"damage_vulnerabilities":"","damage_resistances":"bludgeoning, piercing, and slashing from nonmagical attacks","damage_immunities":"cold","condition_immunities":"","senses":"darkvision 90 ft., passive Perception 16","languages":"—","challenge_rating":"14","cr":14.0,"actions":[{"name":"Multiattack","desc":"The graknork makes three attacks: one with its bite and two with its claws. Alternatively, it can use its Eye Ray twice. If both claw attacks hit a Large or smaller creature, the creature must succeed on a DC 18 Strength saving throw or take an additional 9 (2d8) slashing damage and be knocked prone."},{"name":"Bite","desc":"Melee Weapon Attack: +12 to hit, reach 15 ft., one target. Hit: 23 (3d10 + 7) piercing damage.","attack_bonus":12,"damage_dice":"3d10+7"},{"name":"Claw","desc":"Melee Weapon Attack: +12 to hit, reach 10 ft., one target. Hit: 20 (3d8 + 7) slashing damage.","attack_bonus":12,"damage_dice":"3d8+7"},{"name":"Eye Ray","desc":"Ranged Weapon Attack: +9 to hit, range 30/120 ft., one target. Hit: 17 (5d6) cold damage.","attack_bonus":9,"damage_dice":"5d6"},{"name":"Freezing Eye (Recharge 5-6)","desc":"The graknork's blue eye flares open and releases a beam of icy energy in a line that is 120-feet long and 10 feet wide. Each creature in that line must make a DC 18 Dexterity saving throw. On a failure, a creature takes 35 (10d6) cold damage and is restrained for 1 minute as its limbs freeze. On a success, a creature takes half the damage and isn't restrained. A restrained creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Alternatively, the restrained creature can be freed if it takes at least 10 fire damage."}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Keen Sight","desc":"The graknork has advantage on Wisdom (Perception) checks that rely on sight."}],"spell_list":[],"page_no":182,"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_graknork/"},{"slug":"spawn-of-hriggala","desc":"The enormous worm bursts from the floor, its maw surrounded by writhing tentacles that grab everything edible nearby. An echo of chanting issues from its mouth, as if a hundred evil priests were trapped within its gullet, calling out maledictions._  \nThe spawn of Hriggala resembles a juvenile purple worm with a mouth surrounded by wriggling tendrils and full of razor-sharp teeth. It serves the demon lord on the Material Plane, powered by a steady diet of flesh and stone.  \n**Called by Ritual.** Servants of the undead god of hunger can call up a spawn of Hriggala through ritual and sacrifices. Controlling the hungering spawn once it arrives is another matter.  \n**Underworld Tunnelers.** The spawn of Hriggala are used to create new tunnels for fiends, darakhul, and other monsters of the underworld.  \n**Hungry Demon Nature.** The spawn of Hriggala requires no air or sleep.","name":"Spawn of Hriggala","size":"Huge","type":"Fiend","subtype":"demon","group":null,"alignment":"chaotic evil","armor_class":16,"armor_desc":"natural armor","hit_points":138,"hit_dice":"12d12+60","speed":{"burrow":30,"walk":40},"strength":25,"dexterity":7,"constitution":21,"intelligence":6,"wisdom":8,"charisma":4,"strength_save":null,"dexterity_save":null,"constitution_save":9,"intelligence_save":null,"wisdom_save":3,"charisma_save":null,"perception":null,"skills":{},"damage_vulnerabilities":"","damage_resistances":"cold, fire, lightning; bludgeoning, piercing, and slashing from nonmagical attacks","damage_immunities":"necrotic, poison","condition_immunities":"poisoned","senses":"blindsight 30 ft., tremorsense 60 ft., passive Perception 9","languages":"Common, Darakhul, Void Speech","challenge_rating":"10","cr":10.0,"actions":[{"name":"Multiattack","desc":"The spawn of Hriggala makes two attacks: one with its bite and one with its tendrils."},{"name":"Bite","desc":"Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 20 (3d8 + 7) piercing damage. If the target is a Large or smaller creature, it is grappled (escape DC 17). Until this grapple ends, the target is restrained, and the spawn can't bite another target.","attack_bonus":11,"damage_dice":"3d8+7"},{"name":"Tendrils","desc":"Melee Weapon Attack: +11 to hit, reach 10 ft., one target. Hit: 17 (3d6 + 7) bludgeoning damage plus 14 (4d6) 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 short or long rest. The creature dies if this effect reduces its hp maximum to 0. No physical trace of the creature remains when killed in this way.","attack_bonus":11,"damage_dice":"3d6+7"},{"name":"Escape the Material","desc":"The spawn burrows at least 20 feet through natural rock and opens a portal to the plane of the undead at the end of this movement. The portal remains for 2d4 rounds. The spawn can't have more than one portal open at a time."}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Magic Resistance","desc":"The spawn has advantage on saving throws against spells and other magical effects."},{"name":"Tunneler","desc":"The spawn can move through solid rock at half its burrow speed and leaves a 10-foot-diameter tunnel in its wake."}],"spell_list":[],"page_no":89,"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_spawn-of-hriggala/"},{"slug":"vent-linnorm","desc":"The immense reptile soars through the water, long and sleek. Its powerful tail undulates rhythmically, threatening all in its terrifying wake._  \n**Terrors of the Deep.** Vent linnorms live near hydrothermal fissures located in the deepest parts of the ocean. When they are not hunting, they can be found basking in their lairs, enjoying the dark, warm waters of their homes. They are proficient hunters whose diet includes all varieties of sharks and whales, giant squid, Open Game License","name":"Vent Linnorm","size":"Gargantuan","type":"Dragon","subtype":"","group":null,"alignment":"neutral evil","armor_class":19,"armor_desc":"natural armor","hit_points":247,"hit_dice":"15d20+90","speed":{"walk":20,"swim":80},"strength":25,"dexterity":14,"constitution":23,"intelligence":14,"wisdom":14,"charisma":17,"strength_save":12,"dexterity_save":7,"constitution_save":11,"intelligence_save":null,"wisdom_save":null,"charisma_save":8,"perception":7,"skills":{"intimidation":8,"perception":7,"survival":7},"damage_vulnerabilities":"","damage_resistances":"fire","damage_immunities":"cold","condition_immunities":"","senses":"blindsight 60 ft., darkvision 120 ft., passive Perception 17","languages":"Common, Draconic","challenge_rating":"16","cr":16.0,"actions":[{"name":"Multiattack","desc":"The linnorm can use its Frightful Presence. It then makes three attacks: one with its bite and two with its tail."},{"name":"Bite","desc":"Melee Weapon Attack: +12 to hit, reach 10 ft., one target. Hit: 18 (2d10 + 7) piercing damage plus 14 (4d6) necrotic damage.","attack_bonus":12,"damage_dice":"2d10+7"},{"name":"Tail","desc":"Melee Weapon Attack: +12 to hit, reach 20 ft., one target. Hit: 16 (2d8 + 7) bludgeoning damage. The target is grappled (escape DC 18) if it is a Large or smaller creature and the linnorm doesn't have two other creatures grappled. Until this grapple ends, the target is restrained."},{"name":"Frightful Presence","desc":"Each creature of the linnorm's choice that is within 120 feet of the linnorm and aware of it must succeed on a DC 16 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 the creature's saving throw is successful or the effect ends for it, the creature is immune to the linnorm's Frightful Presence for the next 24 hours."},{"name":"Inky Breath (Recharge 5-6)","desc":"The linnorm exhales a cloud of briny ink in a 60-foot cone. Each creature in that area must make a DC 19 Constitution saving throw. On a failure, a creature takes 52 (15d6) necrotic damage and is blinded for 1 minute. On a success, a creature takes half the damage and isn't blinded. A blinded 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":"Amphibious","desc":"The linnorm can breathe air and water."},{"name":"Blood Scent","desc":"The linnorm can smell blood in the water within 5 miles of it. It can determine whether the blood is fresh or old and what type of creature shed the blood. In addition, the linnorm has advantage on Wisdom (Perception) and Wisdom (Survival) checks to find or track a creature that doesn't have all its hp."}],"spell_list":[],"page_no":239,"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_vent-linnorm/"},{"slug":"adult-cave-dragon","desc":"Covered in black spikes, the dragon’s eyeless head swings from side to side. Darkness creeps from its strange, eel-like hide, spreading like ink in water.  \nApex predators of the underworld, cave dragons are the stuff of nightmare for creatures with little else to fear. They can speak, but they value silence, speaking rarely except when bargaining for food.  \n_**Born to Darkness.**_ Eyeless, these dragons have long, thin spikes that help them navigate tunnels, or seal passages around them, preventing foes from outflanking them. Their stunted wings are little more than feelers, useful in rushing down tunnels. Their narrow snouts poke into tight passages which their tongues scour free of bats and vermin. Young cave dragons and wyrmlings can fly, poorly, but older specimens lose the gift of flight entirely.  \nCave dragon coloration darkens with age, but it always provides good camouflage against stone: white like limestone, yellow, muddy brown, then black at adult and older categories. Mature adult and old cave dragons sometimes fade to gray again.  \n_**Ravenous Marauders.**_ Cave dragons are always hungry and ready to eat absolutely everything. They devour undead, plant creatures, or anything organic. When feeding, they treat all nearby creatures as both a threat and the next course. What alliances they do make only last so long as their allies make themselves scarce when the dragon feeds. They can be bribed with food as easily as with gold, but other attempts at diplomacy typically end in failure. Cave dragons do form alliances with derro or drow, joining them in battle against the darakhul, but there is always a price to be paid in flesh, bone, and marrow. Wise allies keep a cave dragon well fed.  \n_**A Hard Life.**_ Limited food underground makes truly ancient cave dragons almost unheard of. The eldest die of starvation after stripping their territory bare of prey. A few climb to the surface to feed, but their sensitivity to sunlight, earthbound movement, and lack of sight leave them at a terrible disadvantage.  \n\n## A Cave Dragon’s Lair\n\n  \nLabyrinthine systems of tunnels, caverns, and chasms make up the world of cave dragons. They claim miles of cave networks as their own. Depending on the depth of their domain, some consider the surface world their territory as well, though they visit only to eliminate potential rivals.  \nLarge vertical chimneys, just big enough to contain the beasts, make preferred ambush sites for young cave dragons. Their ruff spikes hold them in position until prey passes beneath.  \nDue to the scarcity of food in their subterranean world, a cave dragon’s hoard may consist largely of food sources: colonies of bats, enormous beetles, carcasses in various states of decay, a cavern infested with shriekers, and whatever else the dragon doesn’t immediately devour.  \nCave dragons are especially fond of bones and items with strong taste or smell. Vast collections of bones, teeth, ivory, and the shells of huge insects litter their lairs, sorted or arranged like artful ossuaries.  \nCave dragons have no permanent society. They gather occasionally to mate and to protect their eggs at certain spawning grounds. Large vertical chimneys are popular nesting sites. There, the oldest cave dragons also retreat to die in peace. Stories claim that enormous treasures are heaped up in these ledges, abysses, and other inaccessible locations.  \n\n### Lair Actions\n\n  \nOn initiative count 20 (losing initiative ties), the dragon takes a lair action for one of the following effects; the dragon can’t use the same effect two rounds in a row:\n* The ceiling collapses above one creature that the dragon can see within 120 feet of it. The creature takes 10 (3d6) bludgeoning damage and is knocked prone and restrained (by fallen debris); damage is halved and the creature is not restrained if it makes a successful DC 15 Dexterity saving throw. The creature is freed when it or an adjacent ally uses an action to make a successful DC 15 Strength (Athletics) check.\n* A ten foot-wide, ten foot-long crack opens in the cavern floor where the dragon wishes. Any creature occupying that space must make a successful DC 15 Dexterity saving throw or fall 20 feet, taking 7 (2d6) bludgeoning damage plus 7 (3d4) piercing damage from the jagged stones at the bottom.\n* The dragon summons a swarm of insects as if it had cast insect plague, filling a 20-foot radius sphere within 90 feet of the dragon. Creatures that are in the affected space or that enter it take 22 (4d10) piercing damage, or half damage with a successful DC 18 Constitution saving throw. The swarm lasts until initiative count 20 on the next round.\n  \n### Regional Effects\n\n  \nThe region containing a legendary cave dragon’s lair is warped by the dragon’s magic, which creates one or more of the following effects:\n* Poisonous and odorless gases suddenly fill passages and caverns, and just as quickly disperse, within six miles of the dragon’s lair.\n* Flash flooding turns tunnels into death traps as tremors create fissures in the stone within six miles of the lair. On the surface, ponds drain away, and long-dry creek beds break their banks in flood.\n* Swarms of vermin within one mile of the lair increase in both size and number as they try to escape the dragon’s endless and undiscriminating hunger.\n  \nIf the dragon dies, these effects fade over the course of 1d10 days.","name":"Adult Cave Dragon","size":"Huge","type":"Dragon","subtype":"","group":null,"alignment":"neutral evil","armor_class":18,"armor_desc":"natural armor","hit_points":243,"hit_dice":"18d12+126","speed":{"walk":40,"climb":40,"burrow":40},"strength":26,"dexterity":12,"constitution":24,"intelligence":12,"wisdom":12,"charisma":20,"strength_save":null,"dexterity_save":6,"constitution_save":12,"intelligence_save":null,"wisdom_save":6,"charisma_save":10,"perception":10,"skills":{"perception":10},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"acid, poison, thunder","condition_immunities":"poisoned","senses":"blindsight 120 ft., passive Perception 20","languages":"Common, Darakhul, Draconic, Dwarvish, Goblin","challenge_rating":"16","cr":16.0,"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: +13 to hit, reach 15 ft., one target. Hit: 18 (3d6 + 8) plus 3 (1d6) poison damage.","attack_bonus":13,"damage_dice":"3d6"},{"name":"Claw","desc":"Melee Weapon Attack: +13 to hit, reach 10 ft., one target. Hit: 15 (2d6 + 8) slashing damage.","attack_bonus":13,"damage_dice":"2d6"},{"name":"Tail","desc":"Melee Weapon Attack: +13 to hit, reach 15 ft., one target. Hit: 17 (2d8 + 8) bludgeoning damage.","attack_bonus":13,"damage_dice":"2d8"},{"name":"Frightful Presence","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 18 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":"Poison Breath (Recharge 5-6)","desc":"The dragon exhales a cone of black poison gas in a 60-foot cone. Each target in that area takes 56 (16d6) poison damage and is poisoned if it is a creature; a successful DC 18 Constitution saving throw reduces damage by half and negates the poisoned condition. The poisoned condition lasts until the target takes a long or short rest or it's removed with lesser restoration or comparable magic."}],"bonus_actions":null,"reactions":[{"name":"Ruff Spikes","desc":"When a creature tries to enter a space adjacent to a cave dragon, the dragon flares its many feelers and spikes. The creature cannot enter a space adjacent to the dragon unless it makes a successful DC 18 Dexterity saving throw. If the saving throw fails, the creature can keep moving but only into spaces that aren't within 5 feet of the dragon and takes 10 (3d6) piercing damage from spikes."}],"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":"Reset Ruff Spikes","desc":"The dragon can use its ruff spikes as a reaction again before its next turn."},{"name":"Tail","desc":"The dragon makes a tail attack."},{"name":"Swift Bite (Costs 2 Actions)","desc":"The dragon makes two bite attacks."}],"special_abilities":[{"name":"Darkness Aura","desc":"An adult or older cave dragon can generate an aura of darkness that fills its space and the surrounding 20 feet. This darkness prevents normal vision and darkvision from functioning. Blindsight and truesight function normally. Activating or deactivating the aura is a bonus action."},{"name":"Earth Glide","desc":"An adult cave dragon glides through stone, dirt, or any sort of earth except metal as easily as a fish glides through water. Its burrowing produces no ripple or other sign of its presence and leaves no tunnel or hole unless the dragon chooses to do so; in that case, it creates a passageway 15 feet wide by 10 feet high. The spell move earth cast on an area containing an earth-gliding cave dragon flings the dragon back 30 feet and stuns the creature for one round unless it succeeds on a Constitution saving throw."},{"name":"Legendary Resistance (3/Day)","desc":"If the dragon fails a saving throw, it can choose to succeed instead."},{"name":"Innate Spellcasting","desc":"the dragon's innate spellcasting ability is Charisma (spell save DC 18). It can innately cast the following spells, requiring no material components:\n\nat will: detect magic, speak with dead\n\n3/day each: blur, counterspell, darkness, web\n\n1/day each: dispel magic, hold person"},{"name":"Cave Dragon's Lair","desc":"on initiative count 20 (losing initiative ties), the dragon takes a lair action for one of the following effects; the dragon can't use the same effect two rounds in a row:\n\n- The ceiling collapses above one creature that the dragon can see within 120 feet of it. The creature takes 10 (3d6) bludgeoning damage and is knocked prone and restrained (by fallen debris); damage is halved and the creature is not restrained if it makes a successful DC 15 Dexterity saving throw. The creature is freed when it or an adjacent ally uses an action to make a successful DC 15 Strength (Athletics) check.\n\n- A ten foot-wide, ten foot-long crack opens in the cavern floor where the dragon wishes. Any creature occupying that space must make a successful DC 15 Dexterity saving throw or fall 20 feet, taking 7 (2d6) bludgeoning damage plus 7 (3d4) piercing damage from the jagged stones at the bottom.\n\n- The dragon summons a swarm of insects as if it had cast insect plague, filling a 20-foot radius sphere within 90 feet of the dragon. Creatures that are in the affected space or that enter it take 22 (4d10) piercing damage, or half damage with a successful DC 18 Constitution saving throw. The swarm lasts until initiative count 20 on the next round."},{"name":"Regional Effects","desc":"the region containing a legendary cave dragon's lair is warped by the dragon's magic, which creates one or more of the following effects:\n\n- Poisonous and odorless gases suddenly fill passages and caverns, and just as quickly disperse, within six miles of the dragon's lair.\n\n- Flash flooding turns tunnels into death traps as tremors create fissures in the stone within six miles of the lair. On the surface, ponds drain away, and long-dry creek beds break their banks in flood.\n\n- Swarms of vermin within one mile of the lair increase in both size and number as they try to escape the dragon's endless and undiscriminating hunger.\n\nif the dragon dies, these effects fade over the course of 1d10 days."}],"spell_list":[],"page_no":125,"environments":[],"img_main":null,"document__slug":"tob","document__title":"Tome of Beasts","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/tome-of-beasts-for-5th-edition-print/","v2_converted_path":"/v2/creatures/tob_adult-cave-dragon/"},{"slug":"dragon-eel","desc":"_The dragon eel’s unmistakable slender form sports a powerful single finned tail and wicked jaws like a matched pair of serrated blades. Dragon eels vary widely in color from browns and blacks to brilliant iridescent hues in mottled patterns._  \n**Fond of Servants.** While most dragon eels are solitary and irascible, on rare instances some form pairs or small bands—and some gather humanoid servants.  \n**Magnetic and Lightning.** Dragon eels make their natural homes in twisting underwater cave systems and prefer magnetically-aligned, metallic cavern formations navigable with their refined electric-sight. Some dragon eels use their constant electric auras combined with acquired alchemical reagents to electroplate portions of their golden hoard onto the walls of their dwellings.  \n**Pirate Fleets and Dominions.** Dragon eels claim large swaths of shoreline as their demesne. Although neither particularly cruel nor righteous, a dragon eel often lords over awed tribes, allowing locals to revere it as a mighty spirit. Some dragon eels use such tribes as the core of a pirate fleet or raiding parties carried on their backs. Their ability to swim through air during storms adds to their reputation as terrible thunder spirits.  \n**Bribable.** Their deceptive moniker sometimes lulls foolish sailors into a false confidence when they expect to face a simple if dangerous eel beast, but instead find themselves dealing with intelligent draconic kings of the coastal shallows. Wise sailors traveling through known dragon eel territory bring tithes and offerings to placate them.","name":"Dragon Eel","size":"Huge","type":"Dragon","subtype":"","group":null,"alignment":"neutral","armor_class":18,"armor_desc":"natural armor","hit_points":230,"hit_dice":"20d12+100","speed":{"walk":20,"swim":60},"strength":26,"dexterity":12,"constitution":20,"intelligence":14,"wisdom":13,"charisma":14,"strength_save":12,"dexterity_save":5,"constitution_save":null,"intelligence_save":6,"wisdom_save":5,"charisma_save":6,"perception":6,"skills":{"acrobatics":5,"athletics":12,"insight":5,"perception":6},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"lightning","condition_immunities":"paralyzed, prone","senses":"darkvision 60 ft., passive Perception 16","languages":"Common, Draconic, Primordial","challenge_rating":"12","cr":12.0,"actions":[{"name":"Multiattack","desc":"The dragon eel makes one bite attack and one tail slap attack."},{"name":"Bite","desc":"Melee Weapon Attack: +12 to hit, reach 10 ft., one target. Hit: 26 (4d8 + 8) piercing damage plus 5 (1d10) lightning damage, and the target must succeed on a DC 18 Constitution saving throw or become paralyzed for 1d4 rounds.","attack_bonus":12,"damage_dice":"4d8"},{"name":"Tail Slap","desc":"Melee Weapon Attack: +12 to hit, reach 10 ft., one target. Hit: 30 (5d8 + 8) bludgeoning damage plus 5 (1d10) lightning damage and push the target up to 10 feet away.","attack_bonus":12,"damage_dice":"5d8"},{"name":"Lightning Breath (Recharge 6)","desc":"The dragon eel exhales lightning in a 60-foot line that is 5 feet wide. Each target in that line takes 55 (10d10) lightning damage, or half damage with a successful DC 18 Dexterity saving throw."}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Limited Amphibiousness","desc":"The dragon eel can breathe air and water, but it needs to be submerged at least once every six hours to avoid suffocation."},{"name":"Shocking Touch","desc":"A dragon eel's body generates a potent charge of lightning. A creature that touches or makes a successful melee attack against a dragon eel takes 5 (1d10) lightning damage."},{"name":"Storm Glide","desc":"During storms, the dragon eel can travel through the air as if under the effects of a fly spell, except using its swim speed."}],"spell_list":[],"page_no":146,"environments":[],"img_main":null,"document__slug":"tob","document__title":"Tome of Beasts","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/tome-of-beasts-for-5th-edition-print/","v2_converted_path":"/v2/creatures/tob_dragon-eel/"},{"slug":"feyward-tree","desc":"_Dark, bark-like rust encrusts the trunk of this cold-forged metal tree, and its dull metallic leaves rustle with the sound of sharp metal._  \n**Cold Iron Trees.** These ferrous constructs are cold-forged in a process taking several years, as bits of rust and other oxidation are cultivated one layer at a time into bark and branches. In this way, the artificers create massive, twisted trunks resembling real, gnarled trees. Green-tinged leaves of beaten cold iron are welded in place by the master craftsmen, and trained warmages bring the construct to life through intense magical rituals rumored to take a full turn of seasons.  \n**Fey Destroyers.** The tree unswervingly obeys the commands of its creators, guarding key points of entry across fey rivers and streams, abandoned sacred groves deep in the forest, suspected faerie rings, or possible elf encampments. Many are released deep in the deep elvish woods with orders to attack any fey on sight. These feyward trees are rarely, if ever, heard from again and whether they leave a bloody trail of flayed elves in their wake after rampages lasting for decades or some fey counter-measure neutralizes them is unknown.  \n**Growing Numbers.** Each year, the feywardens order their construction and release, trusting in the destructive nature of the constructs. A half-dozen might guard a single ring of toppled elven standing stones. The feywardens leave nothing to chance.  \n**Constructed Nature.** A feyward tree doesn’t require air, food, drink, or sleep.","name":"Feyward Tree","size":"Huge","type":"Construct","subtype":"","group":null,"alignment":"unaligned","armor_class":17,"armor_desc":"natural armor","hit_points":94,"hit_dice":"9d12+36","speed":{"walk":20},"strength":26,"dexterity":10,"constitution":18,"intelligence":2,"wisdom":11,"charisma":6,"strength_save":null,"dexterity_save":null,"constitution_save":7,"intelligence_save":null,"wisdom_save":3,"charisma_save":1,"perception":3,"skills":{"perception":3},"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 60 ft., passive Perception 13","languages":"-","challenge_rating":"8","cr":8.0,"actions":[{"name":"Multiattack","desc":"The tree makes two razor-leafed branch attacks, and may use a bonus action to make a razor-leafed branch attack against any creature standing next to it."},{"name":"Razor-Leafed Branch","desc":"Melee Weapon Attack: +11 to hit, reach 15 ft., one target. Hit: 21 (3d8 + 8) slashing damage.","attack_bonus":11,"damage_dice":"3d8"},{"name":"Flaying Leaves (Recharge 5-6)","desc":"The tree can launch a barrage of razor-sharp cold iron leaves from its branches in a 20-foot-radius burst. All creatures caught within this area must make a successful DC 16 Dexterity saving throw or take 21 (6d6) slashing damage, or half as much damage on a successful one."}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Magic Resistance","desc":"A feyward tree has advantage on saving throws against spells and other magical effects."},{"name":"Contractibility and Conductivity","desc":"certain spells and effects function differently against feyward trees:\n\na magical attack that deals cold damage slows a feyward tree (as the slow spell) for 3 rounds.\n\na magical attack that deals lightning damage breaks any slow effect on the feyward tree and heals 1 hit point for each 3 damage the attack would otherwise deal. If the amount of healing would cause the tree to exceed its full normal hp, it gains any excess as temporary hp. The tree gets no saving throw against lightning effects."},{"name":"Immutable Form","desc":"The feyward tree is immune to any spell or effect that would alter its form."},{"name":"Magic Weapons","desc":"The feyward tree's weapon attacks are magical."},{"name":"Warden's Reach","desc":"Creatures within 15 feet of a feyward tree provoke opportunity attacks even if they take the Disengage action before leaving its reach."}],"spell_list":[],"page_no":200,"environments":[],"img_main":null,"document__slug":"tob","document__title":"Tome of Beasts","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/tome-of-beasts-for-5th-edition-print/","v2_converted_path":"/v2/creatures/tob_feyward-tree/"},{"slug":"orobas-devil","desc":"_Tall and powerful, this creature resembles a strong man with well‑chiseled muscles, save its equine head, flaring nostrils, and hoofed feet._  \nThe orobas thrive in Hell, selling their knowledge to those who have the coin (or other form of payment). The common phrase, “never trust a gift horse,” stems from these corrupting devils.  \n**Horse-Headed but Wise.** When called to the mortal world, they sometimes take the shape of a destrier. Orobas devils prefer to take the horrific form of a horse-headed man. Sulfuric smoke curls from their nostrils and their fingers sport ragged claws. This beast‑like appearance belies their true strength; the orobas possess an uncanny knowledge of the past, as well as of things to come.  \n**Masters of Deceit.** When bargaining with an orobas, one must speak truthfully—or possess an exceptionally quick tongue and the most charming smile. Practitioners of the dark arts know these devils as the Lords of Distortion, for their ability to practice deceit. They prize reality-warping magic above all else, and bribes of that sort can win concessions when making a pact.  \n**Surrounded by Lessers.** Orobas devils gather lesser devils both as chattel and defense. Their analytical minds telepathically confer the strengths and weaknesses of foes to their allies. With surprising speed, the deceivers can assess a battlefield, weigh outcomes, and redirect forces. Enemies of the orobas almost never catch them off guard. They have frequent, clear visions of their immediate future.","name":"Orobas Devil","size":"Large","type":"Fiend","subtype":"devil","group":null,"alignment":"lawful evil","armor_class":19,"armor_desc":"natural armor","hit_points":261,"hit_dice":"14d10+126","speed":{"walk":40},"strength":26,"dexterity":14,"constitution":28,"intelligence":23,"wisdom":26,"charisma":21,"strength_save":12,"dexterity_save":7,"constitution_save":14,"intelligence_save":null,"wisdom_save":13,"charisma_save":null,"perception":13,"skills":{"deception":10,"history":11,"insight":13,"perception":13,"persuasion":10},"damage_vulnerabilities":"","damage_resistances":"acid, cold; bludgeoning, piercing, and slashing from nonmagical attacks not made with silvered weapons","damage_immunities":"fire, poison","condition_immunities":"poisoned","senses":"truesight 90 ft., passive Perception 23","languages":"Celestial, Darakhul, Draconic, Giant, Infernal, Undercommon, Void Speech; telepathy 100 ft.","challenge_rating":"14","cr":14.0,"actions":[{"name":"Multiattack","desc":"The orobas makes four attacks: one with its bite, one with its claw, one with its flail, and one with its stomp."},{"name":"Bite","desc":"Melee Weapon Attack: +13 to hit, reach 5 ft., one target. Hit: 18 (3d6 + 8) piercing damage. The target must succeed on a DC 18 Constitution saving throw or become poisoned. While poisoned in this way, the target can't regain hit points and it takes 14 (4d6) poison damage at the start of each of its turns. The poisoned target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success."},{"name":"Claw","desc":"Melee Weapon Attack: +13 to hit, reach 10 ft., one target. Hit: 15 (2d6 + 8) slashing damage."},{"name":"Flail","desc":"Melee Weapon Attack: +13 to hit, reach 10 ft., one target. Hit: 17 (2d8 + 8) bludgeoning damage plus 18 (4d8) acid damage."},{"name":"Stomp","desc":"Melee Weapon Attack: +13 to hit, reach 5 ft., one target. Hit: 15 (2d6 + 8) bludgeoning damage."}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Knowing (3/day)","desc":"An orobas can predict actions and alter chance accordingly. Three times per day, it can choose to have advantage on any attack or skill check."},{"name":"Magic Resistance","desc":"The orobas has advantage on saving throws against spells and other magical effects."},{"name":"Magic Weapons","desc":"The orobas's weapon attacks are magical."},{"name":"Sage Advice","desc":"An orobas sometimes twists responses to a divination. It softens the answer, leaves crucial information out of the response, manipulates a convoluted answer, or outright lies. An orobas always has advantage on Deception and Persuasion checks when revealing the result of a divination."},{"name":"Innate Spellcasting","desc":"the orobas' spellcasting ability is Charisma (spell save DC 18, +10 to hit with spell attacks). It can innately cast the following spells, requiring no material components:\n\nconstant: detect evil and good\n\nat will: augury, protection from evil and good, teleport (self plus 50 lb of objects only)\n\n5/day each: bestow curse, fireball, scorching ray\n\n3/day each: antimagic field, chain lightning, contact other plane, dimension door, wall of fire\n\n1/day each: eyebite, find the path, foresight"}],"spell_list":[],"page_no":111,"environments":[],"img_main":null,"document__slug":"tob","document__title":"Tome of Beasts","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/tome-of-beasts-for-5th-edition-print/","v2_converted_path":"/v2/creatures/tob_orobas-devil/"},{"slug":"shoggoth","desc":"_A shoggoth is an intelligent, gelatinous blob that can reshape itself at will. Created by an elder race as servants, the shoggoths rebelled long ago and slew their masters without pity. Since that time, they’ve lived in isolated or desolate regions, devouring whatever they encounter and absorbing its flesh into their own amorphous, shifting forms._  \n**Constant Growth.** When in a spherical form, a shoggoth’s mass is enough to have a 10- to 15-foot diameter, though this is just an average size. Shoggoths continue growing throughout their lives, though the eldest among them grow very slowly indeed, and some shoggoths may shrink from starvation if they deplete a territory of resources.  \n**Mutable Form.** A shoggoth can form eyes, mouths, tentacles, and other appendages as needed, though it lacks the control to truly polymorph into another creature’s shape and hold it.","name":"Shoggoth","size":"Huge","type":"Aberration","subtype":"","group":null,"alignment":"chaotic neutral","armor_class":18,"armor_desc":"natural armor","hit_points":387,"hit_dice":"25d12+225","speed":{"walk":50,"climb":30,"swim":30},"strength":26,"dexterity":14,"constitution":28,"intelligence":12,"wisdom":16,"charisma":13,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":9,"skills":{"perception":9},"damage_vulnerabilities":"","damage_resistances":"fire, bludgeoning, piercing","damage_immunities":"cold, thunder, slashing","condition_immunities":"blinded, deafened, prone, stunned, unconscious","senses":"darkvision 120 ft., tremorsense 60 ft., passive Perception 19","languages":"Void Speech","challenge_rating":"19","cr":19.0,"actions":[{"name":"Multiattack","desc":"The shoggoth makes 1d4 + 1 slam attacks. Reroll the number of attacks at the start of each of the shoggoth's turns."},{"name":"Slam","desc":"Melee Weapon Attack: +14 to hit, reach 15 ft., one target. Hit: 30 (4d10 + 8) bludgeoning damage, and the target is grappled (escape DC 18) and restrained. The shoggoth can grapple any number of creatures simultaneously, and this has no effect on its number of attacks.","attack_bonus":14,"damage_dice":"4d10"}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Anaerobic","desc":"A shoggoth doesn't need oxygen to live. It can exist with equal comfort at the bottom of the ocean or in the vacuum of outer space."},{"name":"Absorb Flesh","desc":"The body of a creature that dies while grappled by a shoggoth is completely absorbed into the shoggoth's mass. No portion of it remains to be used in raise dead, reincarnate, and comparable spells that require touching the dead person's body."},{"name":"Amorphous","desc":"A shoggoth can move through a space as small as 1 foot wide. It must spend 1 extra foot of movement for every foot it moves through a space smaller than itself, but it isn't subject to any other penalties for squeezing."},{"name":"Hideous Piping","desc":"The fluting noises made by a shoggoth are otherworldly and mind-shattering. A creature that can hear this cacophony at the start of its turn and is within 120 feet of a shoggoth must succeed on a DC 15 Wisdom saving throw or be confused (as the spell confusion) for 1d4 rounds. Creatures that roll a natural 20 on this saving throw become immune to the Hideous Piping for 24 hours. Otherwise, characters who meet the conditions must repeat the saving throw every round."},{"name":"Keen Senses","desc":"A shoggoth has advantage on Wisdom (Perception) checks that rely on hearing or smell."},{"name":"Rolling Charge","desc":"If the shoggoth moves at least 20 feet straight toward a creature and hits it with a slam attack on the same turn, that creature must succeed on a DC 20 Dexterity saving throw or be knocked prone. If the creature is knocked prone, the shoggoth immediately moves into the creature's space as a bonus action and crushes the creature beneath its bulk. The crushed creature can't breathe, is restrained, and takes 11 (2d10) bludgeoning damage at the start of each of the shoggoth's turns. A crushed creature remains in its space and does not move with the shoggoth. A crushed creature can escape by using an action and making a successful DC 19 Strength check. On a success, the creature crawls into an empty space within 5 feet of the shoggoth."}],"spell_list":[],"page_no":347,"environments":[],"img_main":null,"document__slug":"tob","document__title":"Tome of Beasts","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/tome-of-beasts-for-5th-edition-print/","v2_converted_path":"/v2/creatures/tob_shoggoth/"},{"slug":"son-of-fenris","desc":"_The dread sons of Fenris are hideously strong and dangerous in their mastery of the arcane. Their acidic breath stinks of death, and they move with a menacing grace. Eldritch blood runs in their veins._  \n**Demonic Wolves.** Demonic black eyes, two snakelike tongues, and green-black scales beneath their thick black fur betray their unnatural origins. Although the sons of Fenris are powerful spellcasters, they prefer physical violence, using their spells only if faced with foes they cannot simply tear apart.  \n**Hibernate Until Ravenous.** Sons of Fenris are creatures of hunger, rage, and madness. They can subsist on infrequent gorging, so they slumber beneath the snow for weeks or months, waking when they grow ravenous or when prey approaches close enough to smell. When hunting, they revel in wanton savagery and destruction, killing entire flocks or herds to delight in blood and to cast runes among the entrails.  \n**Desperate Worshipers.** Despite their fierce nature, all the sons of Fenris are wise in divine lore, and desperate souls offer them worship and sacrifice in exchange for aid. The sons of Fenris enjoy this adulation, and provide protection, meat, and wisdom to their followers. In some cases, they gather enormous war bands over winter and going reaving in the spring.","name":"Son Of Fenris","size":"Huge","type":"Monstrosity","subtype":"","group":null,"alignment":"chaotic evil","armor_class":17,"armor_desc":"natural armor","hit_points":175,"hit_dice":"14d12+84","speed":{"walk":60,"burrow":15},"strength":26,"dexterity":16,"constitution":23,"intelligence":16,"wisdom":18,"charisma":14,"strength_save":null,"dexterity_save":7,"constitution_save":10,"intelligence_save":null,"wisdom_save":8,"charisma_save":null,"perception":null,"skills":{"arcana":7,"intimidation":6,"religion":12},"damage_vulnerabilities":"","damage_resistances":"psychic, radiant","damage_immunities":"cold, lightning, poison; bludgeoning, piercing, and slashing from nonmagical attacks","condition_immunities":"charmed, exhaustion, frightened, paralyzed, petrified, poisoned","senses":"truesight 60 ft., tremorsense 100 ft., passive Perception 14","languages":"Common, Celestial, Draconic, Elvish, Dwarvish, Giant, Infernal, telepathy 60 ft.","challenge_rating":"12","cr":12.0,"actions":[{"name":"Multiattack","desc":"The son of Fenris makes one bite attack and one slam attack."},{"name":"Bite","desc":"Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 19 (2d10 + 8) piercing damage plus 5 (1d10) poison damage, and the target is grappled (escape DC 18). If the target was already grappled, it is swallowed instead. While swallowed, the target is blinded and restrained, it has total cover against attacks and other effects from outside the son of Fenris, and it takes 28 (8d6) acid damage at the start of each of the son of Fenris's turns. It can swallow only one creature at a time. If it takes 45 damage or more on a single turn from the swallowed creature, it must succeed on a DC 17 Constitution saving throw at the end of that turn or regurgitate the creature, which falls prone in a space within 10 feet of the son of Fenris. If the son of Fenris dies, a swallowed creature is no longer restrained by it and can escape from the corpse by using 15 feet of movement, exiting prone.","attack_bonus":12,"damage_dice":"2d10"},{"name":"Slam","desc":"Melee Weapon Attack: +12 to hit, reach 15 ft., one target. Hit: 19 (2d10 + 8) bludgeoning damage.","attack_bonus":12,"damage_dice":"2d10"},{"name":"Acid Breath (Recharge 5-6)","desc":"The son of Fenris exhales acid in a 60-foot line that is 10 feet wide. Each creature in the line takes 45 (10d8) acid damage, or half damage with a successful DC 18 Dexterity saving throw."}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Keen Hearing and Smell","desc":"The son of Fenris has advantage on Wisdom (Perception) checks that rely on hearing or smell."},{"name":"Magic Weapons","desc":"The son of Fenris' weapon attacks are magical."},{"name":"Arctic Tunneler","desc":"While in snow or ice, the Son of Fenris' burrow speed increases to 30 ft."},{"name":"Spellcasting","desc":"the son of Fenris is a 15th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 16, +8 to hit with spell attacks). It requires no material components to cast its spells. It has the following cleric spells prepared:\n\ncantrips (at will): guidance, light, sacred flame, spare the dying, thaumaturgy\n\n1st level (4 slots): bane, command, guiding bolt, sanctuary\n\n2nd level (3 slots): blindness/deafness, hold person, silence\n\n3rd level (3 slots): animate dead, bestow curse, dispel magic\n\n4th level (3 slots): banishment, death ward, locate creature\n\n5th level (2 slots): contagion, scrying\n\n6th level (1 slot): harm\n\n7th level (1 slot): plane shift\n\n8th level (1 slot): earthquake"},{"name":"Trampling Charge","desc":"If the son of Fenris moves at least 20 feet straight toward a creature and hits it with a slam attack on that turn, that target must succeed on a DC 18 Strength saving throw or be knocked prone. If it is knocked prone, the son of Fenris can make another slam attack against it as a bonus action."}],"spell_list":[],"page_no":355,"environments":[],"img_main":null,"document__slug":"tob","document__title":"Tome of Beasts","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/tome-of-beasts-for-5th-edition-print/","v2_converted_path":"/v2/creatures/tob_son-of-fenris/"},{"slug":"steam-golem","desc":"_With wicked axe blades fastened along its arms and bronze runes inlaid on its armored torso, a steam golem is a smooth-running machine of death._  \n**Magic Weapons.** The golem’s weapon attacks are magical.  \n**Boilers and Hydraulics.** A steam golem is built around a central boiler with clockwork gears and hydraulic cylinders powering its legs and arms. Most steam golems have axe blades welded onto each of their arms, and many can extend one arm into a single, long-hafted axe for additional reach. They tower 10 feet tall, and their legs are often built with reversed knee joints for greater leverage when they move. The eyes of a steam golem glow orange or red from its internal fires.  \n**Steam Whistle.** A steam golem has four to six vents for releasing steam. These whistles are mounted over the shoulders and can be heard at distances up to a mile in open terrain.  \n**Fuel Required.** A steam golem’s machinery consumes 30 lb. of coal and 100 gallons of water per day if it engages in more than brief combat. When resting or standing guard, a steam golem needs just one third of those amounts.  \n**Constructed Nature.** A golem doesn’t require air, food, drink, or sleep.","name":"Steam Golem","size":"Large","type":"Construct","subtype":"","group":null,"alignment":"unaligned","armor_class":18,"armor_desc":"natural armor","hit_points":171,"hit_dice":"18d10+72","speed":{"walk":40},"strength":26,"dexterity":12,"constitution":18,"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":"","damage_immunities":"fire, 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 its creator's languages but can't speak","challenge_rating":"13","cr":13.0,"actions":[{"name":"Multiattack","desc":"The steam golem makes two ax arm attacks, or one long axe attack."},{"name":"Ax Arm","desc":"Melee Weapon Attack: +13 to hit, reach 5 ft., one target. Hit: 22 (4d6 + 8) slashing damage.","attack_bonus":13,"damage_dice":"4d6"},{"name":"Long Axe","desc":"Melee Weapon Attack: +13 to hit, reach 10 ft., one target. Hit: 40 (5d12 + 8) slashing damage.","attack_bonus":13,"damage_dice":"5d12"},{"name":"Steam Blast (Recharge 5-6)","desc":"A steam golem can release a blast of steam. The golem chooses whether to affect a 5-foot radius around itself or a 20-foot cube adjacent to itself. Creatures in the affected area take 38 (7d10) fire damage, or half damage with a successful DC 17 Constitution saving throw."}],"bonus_actions":null,"reactions":[{"name":"Whistle","desc":"When an opponent within 30 feet of the golem tries to cast a spell, the steam golem can emit a shriek from its twin steam whistles. The spellcaster must make a DC 17 Constitution saving throw. If the save succeeds, the spell is cast normally. If it fails, the spell is not cast; the spell slot is not used, but the caster's action is."}],"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Boiler Weakness","desc":"A steam golem that's immersed in water or whose boiler is soaked with at least 20 gallons of water (such as from a water elemental) may be stopped in its tracks by the loss of steam pressure in the boiler. In the case of a water elemental, dousing a steam golem destroys the elemental and the golem must make a DC 20 Constitution saving throw. If it succeeds, the water instantly evaporates and the golem continues functioning normally. If it fails, the golem's fire is extinguished and the boiler loses pressure. The steam golem acts as if affected by a slow spell for 1d3 rounds, then becomes paralyzed until its fire is relit and it spends 15 minutes building up pressure."},{"name":"Immutable Form","desc":"The golem is immune to any spell or effect that would alter its form."},{"name":"Extend Long Ax","desc":"A steam golem can extend or retract one arm into long ax form as a bonus action."},{"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":237,"environments":[],"img_main":null,"document__slug":"tob","document__title":"Tome of Beasts","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/tome-of-beasts-for-5th-edition-print/","v2_converted_path":"/v2/creatures/tob_steam-golem/"},{"slug":"titanoboa","desc":"_A This titanic green serpent can raise its enormous head high above, as much as 20 feet high. Its body extends in seemingly endless coils._  \n**Territorial and Aggressive.** Territorial and voracious, the rare titanoboa devours all trespassers in its domain. Stronger and faster than the giant anaconda, the true king of the rainforest is also more stubborn, fighting off entire groups of hunters and poachers. When stalking prey, these great serpents strike from ambush, swallowing even many dinosaurs in one bite.  \n**Blinding Scales.** Against groups of foes, titanoboas trust in their ability to dazzle their enemies with the light reflected from their scales, using this distraction to entwine the stunned foes in crushing coils.  \n**Slow to Mate.** Titanoboas mate rarely. They live for hundreds of years and never stop growing, which makes the need for propagation less urgent. When two titanoboas nest, the result is a brood of a half-dozen smaller snakes (giant constrictor snakes). An adult titanoboa is at least 80 feet long and weighs 6,000 lb. or more.","name":"Titanoboa","size":"Gargantuan","type":"Beast","subtype":"","group":null,"alignment":"unaligned","armor_class":14,"armor_desc":"natural armor","hit_points":232,"hit_dice":"15d20+75","speed":{"walk":40,"climb":40,"swim":40},"strength":26,"dexterity":10,"constitution":20,"intelligence":3,"wisdom":10,"charisma":3,"strength_save":null,"dexterity_save":5,"constitution_save":null,"intelligence_save":null,"wisdom_save":5,"charisma_save":null,"perception":5,"skills":{"perception":5},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"","condition_immunities":"","senses":"blindsight 10 ft., passive Perception 15","languages":"-","challenge_rating":"12","cr":12.0,"actions":[{"name":"Multiattack","desc":"The titanoboa makes one bite attack and one constrict attack."},{"name":"Bite","desc":"Melee Weapon Attack: +13 to hit, reach 10 ft., one target. Hit: 21 (3d8 + 8) piercing damage. If the target is a Huge or smaller creature, it must succeed on a DC 18 Dexterity saving throw or be swallowed by the titanoboa. A swallowed creature is blinded and restrained, has total cover against attacks and other effects outside the snake, and takes 21 (6d6) acid damage at the start of each of the titanoboa's turns. If the titanoboa takes 30 damage or more on a single turn from a creature inside it, the titanoboa must succeed on a DC 15 Constitution saving throw at the end of that turn or regurgitate all swallowed creatures, which fall prone in a space within 10 feet of the titanoboa. If the titanoboa dies, a swallowed creature is no longer restrained by it and can escape from the corpse by using 20 feet of movement, exiting prone.","attack_bonus":13,"damage_dice":"3d8+8"},{"name":"Constrict","desc":"Melee Weapon Attack: +13 to hit, reach 15 ft., one target. Hit: 27 (3d12 + 8) bludgeoning damage, and the target is grappled (escape DC 18). Until this grapple ends, the target is restrained, and the titanoboa can't constrict another target.","attack_bonus":13,"damage_dice":"3d12"}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Slither","desc":"If the titanoboa hasn't eaten a Huge creature in the last 24 hours, it can move through a space as narrow as 10 feet wide without squeezing, or 5 feet while squeezing."},{"name":"Sparkling Scales","desc":"The titanoboa's scales refract light in iridescent cascades that are hypnotic to gaze upon. If the titanoboa is in bright light, a creature within 30 feet that looks at it must make a successful DC 17 Wisdom saving throw or be stunned until the end of its next turn. Unless surprised, a creature can avoid the saving throw by choosing to avert its eyes at the start of its turn. A creature that averts its eyes can't see the titanoboa until the start of its next turn, when it can choose to avert its eyes again. If the creature looks at the titanoboa in the meantime, it must immediately make the saving throw."}],"spell_list":[],"page_no":382,"environments":[],"img_main":null,"document__slug":"tob","document__title":"Tome of Beasts","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/tome-of-beasts-for-5th-edition-print/","v2_converted_path":"/v2/creatures/tob_titanoboa/"},{"slug":"adult_gold_dragon_bf","desc":"","name":"Adult Gold Dragon","size":"huge","type":"Dragon","subtype":"","group":"Dragons","alignment":"","armor_class":19,"armor_desc":"natural armor","hit_points":301,"hit_dice":"","speed":{"walk":40,"fly":80,"swim":40},"strength":26,"dexterity":26,"constitution":36,"intelligence":18,"wisdom":32,"charisma":30,"strength_save":8,"dexterity_save":8,"constitution_save":13,"intelligence_save":4,"wisdom_save":11,"charisma_save":10,"perception":27,"skills":{},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"fire","condition_immunities":"","senses":"darkvision 120 ft., keensense 60 ft.","languages":"Common,Draconic","challenge_rating":"17","cr":17.0,"actions":[{"name":"Multiattack","desc":"The dragon uses its Frightful Presence. It then makes one Bite attack and two Claw attacks. It can replace its Bite attack with a use of Weakening Breath, if available."},{"name":"Bite","desc":"_Melee Weapon Attack:_ +14 to hit, reach 10 ft., one target. _Hit:_ 19 (2d10+8) piercing damage."},{"name":"Claw","desc":"_Melee Weapon Attack:_ +14 to hit, reach 5 ft., one target. _Hit:_ 15 (2d6+8) slashing damage."},{"name":"Tail","desc":"_Melee Weapon Attack:_ +14 to hit, reach 15 ft., one target. _Hit:_ 17 (2d8+8) bludgeoning damage."},{"name":"Frightful Presence","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 18 WIS save or be frightened for 1 minute. A creature can repeat the save at the end of each of its turns, ending the effect on itself on a success. If a creature's save is successful or the effect ends for it, the creature is immune to the dragon's Frightful Presence for the next 24 hours."},{"name":"Fire Breath (Recharge 5-6)","desc":"The dragon exhales fire in a 60-foot cone. Each creature in that area must make a DC 21 DEX save, taking 71 (13d10) fire damage on a failed save, or half as much damage on a successful one."},{"name":"Weakening Breath (Recharge 6)","desc":"As the **gold dragon wyrmling**, except it is a 60-foot cone, and the save DC is 21."}],"bonus_actions":[{"name":"Change Shape","desc":"The dragon magically transforms into a Beast or Humanoid that has a challenge rating no higher than its own, or back into its true form, which is Dragon. Any equipment it is wearing or carrying transforms with it or is borne by the new form (the dragon's choice). It reverts to its true form if it dies. In a new form, the dragon retains its Legendary Resistance trait and its HP, ability to speak, proficiencies, and INT, WIS, and CHA scores, as well as this bonus action. Its statistics and capabilities are otherwise replaced by those of the new form, except any class features or legendary actions of that form."}],"reactions":[],"legendary_desc":"The dragon 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 dragon regains spent legendary actions at the start of its turn.","legendary_actions":[{"name":"Detect","desc":"The dragon automatically detects every creature and trap within 30 feet of it, pinpointing the current location of each."},{"name":"Tail Attack","desc":"The dragon makes a Tail attack."},{"name":"Elemental Roar (Costs 2 Actions)","desc":"The dragon roars at up to two creatures of its choice within 120 feet of it. Each target must succeed on a DC 18 CHA save or be vulnerable to fire damage until the end of its next turn. A target resistant to fire damage isn't resistant to it for the duration. A target immune to fire damage is still immune to it, even if the target fails the save."},{"name":"Wing Attack (Costs 2 Actions)","desc":"The dragon beats its wings. Each creature within 10 feet of the dragon must succeed on a DC 22 DEX save or take 15 (2d6+8) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed without provoking opportunity attacks."}],"special_abilities":[{"name":"Amphibious","desc":"The dragon can breathe air and water."},{"name":"Golden Splendor","desc":"As the **young gold dragon**, except it affects creatures within 20 feet of the dragon, and the save DC is 21."},{"name":"Legendary Resistance (3/Day)","desc":"If the dragon fails a save, it can choose to succeed instead."}],"spell_list":[],"page_no":null,"environments":[],"img_main":null,"document__slug":"blackflag","document__title":"Black Flag SRD","document__license_url":"https://paizo.com/orclicense","document__url":"https://koboldpress.com/black-flag-reference-document/","v2_converted_path":"/v2/creatures/bfrd_adult-gold-dragon/"},{"slug":"adult_red_dragon_bf","desc":"","name":"Adult Red Dragon","size":"huge","type":"Dragon","subtype":"","group":"Dragons","alignment":"","armor_class":19,"armor_desc":"natural armor","hit_points":301,"hit_dice":"","speed":{"walk":40,"climb":40,"fly":80},"strength":26,"dexterity":22,"constitution":36,"intelligence":16,"wisdom":24,"charisma":32,"strength_save":8,"dexterity_save":6,"constitution_save":13,"intelligence_save":3,"wisdom_save":7,"charisma_save":11,"perception":23,"skills":{},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"fire","condition_immunities":"","senses":"darkvision 120 ft., keensense 60 ft.","languages":"Common,Draconic","challenge_rating":"17","cr":17.0,"actions":[{"name":"Multiattack","desc":"The dragon uses its Frightful Presence. It then makes one Bite attack and two Claw attacks."},{"name":"Bite","desc":"_Melee Weapon Attack:_ +14 to hit, reach 10 ft., one target. _Hit:_ 19 (2d10+8) piercing damage plus 7 (2d6) fire damage."},{"name":"Claw","desc":"_Melee Weapon Attack:_ +14 to hit, reach 5 ft., one target. _Hit:_ 15 (2d6+8) slashing damage."},{"name":"Tail","desc":"_Melee Weapon Attack:_ +14 to hit, reach 15 ft., one target. _Hit:_ 17 (2d8+8) bludgeoning damage."},{"name":"Frightful Presence","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 19 WIS save or be frightened for 1 minute. A creature can repeat the save at the end of each of its turns, ending the effect on itself on a success. If a creature's save is successful or the effect ends for it, the creature is immune to the dragon's Frightful Presence for the next 24 hours."},{"name":"Fire Breath (Recharge 5-6)","desc":"The dragon exhales fire in a 60-foot cone. Each creature in that area must make a DC 21 DEX save, taking 63 (18d6) fire damage on a failed save, or half as much damage on a successful one."}],"bonus_actions":[],"reactions":[],"legendary_desc":"The dragon 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 dragon regains spent legendary actions at the start of its turn.","legendary_actions":[{"name":"Detect","desc":"The dragon automatically detects every creature and trap within 30 feet of it, pinpointing the current location of each."},{"name":"Tail Attack","desc":"The dragon makes a Tail attack."},{"name":"Elemental Roar (Costs 2 Actions)","desc":"The dragon roars at up to two creatures of its choice within 120 feet of it. Each target must succeed on a DC 19 CHA save or be vulnerable to fire damage until the end of its next turn. A target resistant to fire damage isn't resistant to it for the duration. A target immune to fire damage is still immune to it, even if the target fails the save."},{"name":"Wing Attack (Costs 2 Actions)","desc":"The dragon beats its wings. Each creature within 10 feet of the dragon must succeed on a DC 22 DEX save or take 15 (2d6+8) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed without provoking opportunity attacks."}],"special_abilities":[{"name":"Boil Over","desc":"When the red dragon hasn't unleashed its Fire Breath, the heat builds and rolls outward from it. While the dragon's Fire Breath is available, it emits immense heat, and each creature that starts its turn within 20 feet of the dragon must succeed on a DC 21 CON save or take 7 (2d6) fire damage. A creature that fails this save by 5 or more also suffers one level of exhaustion."},{"name":"Legendary Resistance (3/Day)","desc":"If the dragon fails a save, it can choose to succeed instead."}],"spell_list":[],"page_no":null,"environments":[],"img_main":null,"document__slug":"blackflag","document__title":"Black Flag SRD","document__license_url":"https://paizo.com/orclicense","document__url":"https://koboldpress.com/black-flag-reference-document/","v2_converted_path":"/v2/creatures/bfrd_adult-red-dragon/"}]}