{"count":3207,"next":"https://api-beta.open5e.com/v1/monsters/?format=json&ordering=type&page=16","previous":"https://api-beta.open5e.com/v1/monsters/?format=json&ordering=type&page=14","results":[{"slug":"empyrean-a5e","desc":"","name":"Empyrean","size":"Gargantuan","type":"Celestial","subtype":"","group":null,"alignment":"","armor_class":21,"armor_desc":"","hit_points":328,"hit_dice":"16d20+160","speed":{"walk":60,"fly":60},"strength":30,"dexterity":24,"constitution":30,"intelligence":22,"wisdom":24,"charisma":26,"strength_save":17,"dexterity_save":null,"constitution_save":17,"intelligence_save":13,"wisdom_save":14,"charisma_save":15,"perception":null,"skills":{},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"radiant; damage from nonmagical weapons","condition_immunities":"","senses":"truesight 120 ft., passive Perception 17","languages":"Celestial, Common, six more","challenge_rating":"22","cr":22.0,"actions":[{"name":"Maul","desc":"Melee Weapon Attack: +17 to hit, reach 10 ft., one target. Hit: 38 (8d6 + 10) bludgeoning damage plus 14 (4d6) radiant damage  and the target makes a DC 25 Strength saving throw. On a failure  the target is pushed up to 30 feet away and knocked prone."},{"name":"Lightning Bolt (3rd-Level; V, S)","desc":"A bolt of lightning 5 feet wide and 100 feet long arcs from the empyrean. Each creature in the area makes a DC 23 Dexterity saving throw  taking 28 (8d6) lightning damage on a failure or half damage on a success."},{"name":"Flame Strike (5th-Level; V, S)","desc":"A column of divine flame fills a 10-foot-radius  40-foot-high cylinder within 60 feet. Creatures in the area make a DC 23 Dexterity saving throw  taking 14 (4d6) fire damage and 14 (4d6) radiant damage on a failure or half damage on a success."},{"name":"Hold Monster (5th-Level; V, S, Concentration)","desc":"One creature the empyrean can see within 60 feet makes a DC 23 Wisdom saving throw. On a failure  the target is paralyzed for 1 minute. The target repeats the saving throw at the end of each of its turns  ending the effect on a success."}],"bonus_actions":[{"name":"Immortal Form","desc":"The empyrean magically changes its size between Gargantuan and Medium. While Medium, the empyrean has disadvantage on Strength checks. Its statistics are otherwise unchanged."}],"reactions":null,"legendary_desc":"","legendary_actions":[{"name":"The empyrean can take 1 legendary action","desc":"Only one legendary action can be used at a time and only at the end of another creatures turn. It regains spent legendary actions at the start of its turn."},{"name":"Attack","desc":"The empyrean makes a weapon attack."},{"name":"Cast Spell","desc":"The empyrean casts a spell. The empyrean can't use this option if it has cast a spell since the start of its last turn."},{"name":"Fly","desc":"The empyrean flies up to half its fly speed."},{"name":"Shout (Recharge 5-6)","desc":"Each creature within 120 feet that can hear the empyrean makes a DC 25 Constitution saving throw. On a failure, a creature takes 24 (7d6) thunder damage and is stunned until the end of the empyreans next turn. On a success, a creature takes half damage."}],"special_abilities":[{"name":"Divine Grace","desc":"If the empyrean makes a saving throw against an effect that deals half damage on a success, it takes no damage on a success and half damage on a failure. Furthermore, while wearing medium armor, the empyrean adds its full Dexterity bonus to its Armor Class (already included)."},{"name":"Innate Spellcasting","desc":"The empyreans innate spellcasting ability is Charisma (spell save DC 23). It can innately cast the following spells, requiring no material components: At will: charm person, command, telekinesis, 3/day: flame strike, hold monster, lightning bolt, 1/day: commune, greater restoration, heroes feast, plane shift (self only, can't travel to or from the Material Plane)"}],"spell_list":[],"page_no":405,"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_empyrean/"},{"slug":"fallen-deva-a5e","desc":"","name":"Fallen Deva","size":"Medium","type":"Celestial","subtype":"","group":null,"alignment":"","armor_class":17,"armor_desc":"","hit_points":153,"hit_dice":"18d8+72","speed":{"walk":30,"fly":90},"strength":18,"dexterity":18,"constitution":18,"intelligence":18,"wisdom":20,"charisma":20,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":9,"charisma_save":9,"perception":null,"skills":{"insight":9,"perception":9,"religion":9},"damage_vulnerabilities":"radiant","damage_resistances":"radiant; damage from nonmagical weapons","damage_immunities":"","condition_immunities":"charmed, exhaustion, frightened","senses":"truesight 30 ft., passive Perception 19","languages":"all, telepathy 120 ft.","challenge_rating":"10","cr":10.0,"actions":[{"name":"Multiattack","desc":"The deva makes two attacks."},{"name":"Celestial Hammer (Deva Form Only)","desc":"Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) bludgeoning damage plus 17 (5d6) radiant damage. On a hit  the target can't make opportunity attacks against the deva until the beginning of the targets next turn."},{"name":"Divine Blast","desc":"Ranged Spell Attack: +8 to hit, range 60 ft., one target. Hit: 22 (5d8) radiant damage."},{"name":"Radiant Energy (1/Day)","desc":"The deva touches a creature other than itself. If the target is unwilling  the deva makes an attack roll with a +8 bonus. The deva can choose to magically heal 60 hit points of damage and end any blindness  curse  deafness  disease  or poison on the target. Alternatively  the deva can choose to deal 60 radiant damage to the target."},{"name":"Change Form","desc":"The deva magically transforms into a beast or humanoid or back into its true form. It retains its deva statistics  including speech and telepathy  except that it has the size  movement modes  and traits of its new form."},{"name":"Consume Life Energy (1/Day)","desc":"The angel feasts on the departing life energy of a humanoid within 5 feet. The target must have been slain within the last hour. The angel magically gains temporary hit points equal to half the dead creatures maximum hit points. These hit points last until depleted. Only a spell cast with a 9th-level slot can raise the corpse from the dead."}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Magic Resistance","desc":"The deva has advantage on saving throws against spells and magical effects."},{"name":"Aligned","desc":"An angel radiates a Lawful aura. Most angels also radiate a Good aura, and a few radiate Evil."},{"name":"Celestial Dissolution","desc":"When an angel dies, its body and equipment dissolve into motes of light."},{"name":"Detect Alignment","desc":"An angel knows the alignment, if any, of each creature within 30 feet that it can see."},{"name":"Immortal Nature","desc":"An angel doesnt require air, sustenance, or sleep."}],"spell_list":[],"page_no":19,"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_fallen-deva/"},{"slug":"fallen-planetar-a5e","desc":"","name":"Fallen Planetar","size":"Large","type":"Celestial","subtype":"","group":null,"alignment":"","armor_class":19,"armor_desc":"","hit_points":250,"hit_dice":"20d10+140","speed":{"walk":40,"fly":120},"strength":22,"dexterity":22,"constitution":24,"intelligence":22,"wisdom":24,"charisma":24,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":12,"charisma_save":12,"perception":null,"skills":{"athletics":11,"insight":12,"perception":12,"religion":12},"damage_vulnerabilities":"radiant","damage_resistances":"radiant; damage from nonmagical weapons","damage_immunities":"necrotic, poison","condition_immunities":"charmed, exhaustion, frightened, poisoned","senses":"truesight 60 ft., passive Perception 22","languages":"all, telepathy 120 ft.","challenge_rating":"16","cr":16.0,"actions":[{"name":"Multiattack","desc":"The planetar attacks twice with its flaming sword."},{"name":"Flaming Sword","desc":"Melee Weapon Attack: +11 to hit, reach 10 ft., one target. Hit: 20 (4d6 + 6) slashing damage plus 21 (6d6) ongoing fire or radiant damage (the planetars choice). A creature can use an action to extinguish this holy flame on itself or a creature within 5 feet."},{"name":"Heavenly Bolt","desc":"The planetar fires a lightning bolt in a line 100 feet long and 5 feet wide. Each creature in the line makes a Dexterity saving throw  taking 56 (16d6) lightning damage on a failed save  or half damage on a success."},{"name":"Heal (2/Day)","desc":"The planetar touches a creature other than itself  magically healing 60 hit points of damage and ending any blindness  curse  deafness  disease  or poison on the target."},{"name":"Consume Life Energy (1/Day)","desc":"The angel feasts on the departing life energy of a humanoid within 5 feet. The target must have been slain within the last hour. The angel magically gains temporary hit points equal to half the dead creatures maximum hit points. These hit points last until depleted. Only a spell cast with a 9th-level slot can raise the corpse from the dead."}],"bonus_actions":[{"name":"Awe-Inspiring Gaze (Gaze)","desc":"The planetar targets a creature within 90 feet. The target makes a DC 20 Wisdom saving throw. On a failure, it is frightened until the end of its next turn. If the target makes its saving throw, it is immune to any angels Awe-Inspiring Gaze for the next 24 hours."}],"reactions":[{"name":"Protective Parry","desc":"When a creature within 5 feet would be hit with a melee attack, the planetar applies disadvantage to the attack roll."}],"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Champion of Truth","desc":"The planetar automatically detects lies. Additionally, it cannot lie."},{"name":"Innate Spellcasting","desc":"The planetars spellcasting ability is Charisma (spell save DC 20). The planetar can innately cast the following spells, requiring no material components: 1/day each: commune, control weather, raise dead"}],"spell_list":[],"page_no":19,"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_fallen-planetar/"},{"slug":"fallen-solar-a5e","desc":"","name":"Fallen Solar","size":"Large","type":"Celestial","subtype":"","group":null,"alignment":"","armor_class":21,"armor_desc":"","hit_points":319,"hit_dice":"22d10+198","speed":{"walk":50,"fly":150},"strength":28,"dexterity":22,"constitution":28,"intelligence":22,"wisdom":30,"charisma":30,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":0,"charisma_save":17,"perception":null,"skills":{"athletics":16,"history":16,"insight":17,"perception":17,"religion":17},"damage_vulnerabilities":"radiant","damage_resistances":"radiant; damage from nonmagical weapons","damage_immunities":"necrotic, poison","condition_immunities":"charmed, exhaustion, frightened, poisoned","senses":"truesight 120 ft., Passive Perception 27","languages":"all, telepathy 120 ft.","challenge_rating":"21","cr":21.0,"actions":[{"name":"Multiattack","desc":"The solar attacks twice with its holy sword."},{"name":"Holy Sword","desc":"Melee Weapon Attack: +16 to hit, reach 10 ft., one target. Hit: 23 (4d6 + 9) slashing damage plus 21 (6d6) radiant damage."},{"name":"Column of Flame","desc":"Flame erupts in a 10-foot-radius  30-foot-tall cylinder centered on a point the solar can see within 60 feet of it. Each creature in the area makes a DC 21 Dexterity saving throw  taking 21 (6d6) fire damage and 21 (6d6) radiant damage of a failure  or half as much damage on a success."},{"name":"Consume Life Energy (1/Day)","desc":"The angel feasts on the departing life energy of a humanoid within 5 feet. The target must have been slain within the last hour. The angel magically gains temporary hit points equal to half the dead creatures maximum hit points. These hit points last until depleted. Only a spell cast with a 9th-level slot can raise the corpse from the dead."}],"bonus_actions":null,"reactions":[{"name":"Forceful Parry (While Bloodied)","desc":"When a creature misses the solar with a melee attack, the solars parrying sword sparks with energy. The attacker takes 21 (6d6) lightning damage and makes a DC 24 Constitution saving throw. On a failure, it is pushed 10 feet away and falls prone."}],"legendary_desc":"","legendary_actions":[{"name":"The solar can take 3 legendary actions","desc":"Only one legendary action can be used at a time and only at the end of another creatures turn. The solar regains spent legendary actions at the start of its turn."},{"name":"Teleport","desc":"The solar magically teleports up to 120 feet to an empty space it can see."},{"name":"Heal (3/Day)","desc":"The solar touches a creature other than itself, magically healing 60 hit points of damage and ending any blindness, curse, deafness, disease, or poison on the target."},{"name":"Deafening Command (Costs 2 Actions)","desc":"The solar speaks an echoing command. Each creature of the solars choice within 30 feet that can hear the solar and understands a language makes a DC 24 Charisma saving throw. Each creature that succeeds on the saving throw takes 21 (6d6) thunder damage. Each creature that fails its saving throw immediately takes a certain action, depending on the solars command. This is a magical charm effect."},{"name":"Abase yourself! The creature falls prone","desc":""},{"name":"Approach! The creature must use its reaction","desc":""},{"name":"Flee! The creature must use its reaction","desc":""},{"name":"Surrender! The creature drops anything it is holding","desc":""}],"special_abilities":[{"name":"Champion of Truth","desc":"The solar automatically detects lies. Additionally, it cannot lie."},{"name":"Innate Spellcasting","desc":"The solars spellcasting ability is Charisma (spell save DC 25). The solar can innately cast the following spells, requiring no material components: 1/day each: commune, control weather, resurrection"}],"spell_list":[],"page_no":19,"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_fallen-solar/"},{"slug":"forgotten-god-a5e","desc":"","name":"Forgotten God","size":"Large","type":"Celestial","subtype":"","group":null,"alignment":"","armor_class":17,"armor_desc":"","hit_points":161,"hit_dice":"17d8+85","speed":{"walk":40,"fly":40},"strength":20,"dexterity":18,"constitution":20,"intelligence":10,"wisdom":20,"charisma":20,"strength_save":null,"dexterity_save":null,"constitution_save":9,"intelligence_save":null,"wisdom_save":9,"charisma_save":9,"perception":null,"skills":{"arcana":4,"history":4,"intimidation":9,"perception":9,"persuasion":9,"religion":9},"damage_vulnerabilities":"","damage_resistances":"poison, radiant; damage from nonmagical weapons","damage_immunities":"","condition_immunities":"fatigue, frightened, poisoned","senses":"truesight 120 ft., passive Perception 19","languages":"All","challenge_rating":"10","cr":10.0,"actions":[{"name":"Divine Weapon","desc":"Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 9 (1d8 + 5) damage (damage type based on the form of the weapon or implement) plus 3 (1d6) radiant damage."},{"name":"Stunning Gaze (Gaze)","desc":"The god targets a creature within 60 feet. The target makes a DC 17 Charisma saving throw. On a failure  the target takes 10 (3d6) radiant damage and is stunned until the end of its next turn. On a success  the target is immune to Stunning Gaze for 24 hours."},{"name":"Divine Wrath (1/Day, While Bloodied)","desc":"Each creature of the gods choice within 60 feet makes a DC 17 Constitution saving throw  taking 28 (8d6) radiant damage on a failure or half damage on a success."},{"name":"Spirit Guardians (3rd-Level; V, S, Concentration)","desc":"Spirits of former divine servants surround the god in a 10-foot radius for 10 minutes. The god can choose creatures they can see to be unaffected by the spell. Other creatures treat the area as difficult terrain  and when a creature enters the area for the first time on a turn or starts its turn there  it makes a DC DC 17 Wisdom saving throw  taking 10 (3d6) radiant damage on a failed save or half damage on a success."},{"name":"Flame Strike (5th-Level; V, S)","desc":"A 10-foot-radius  40-foot-high column of divine flame appears centered on a point the god can see within 60 feet. Each creature in the area makes a DC 17 Dexterity saving throw  taking 14 (4d6) fire damage and 14 (4d6) radiant damage on a failed save  or half damage on a success."}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Aligned","desc":"The forgotten god radiates a weak alignment aura, most often Lawful and Good, Chaotic and Good, Lawful and Evil, or Chaotic and Evil. Its behavior may not match its alignment."},{"name":"Flawed Spellcasting","desc":"The gods innate spellcasting ability is Wisdom (save DC 17).The god can try to cast flame strike or spirit guardians at will with no material component. When the god tries to cast the spell, roll 1d6. On a 1, 2, or 3 on the die, the spell visibly fails and has no effect. The gods action for the turn is not wasted, but it can't be used to cast a spell."},{"name":"Legendary Resistance (3/Day)","desc":"When the god fails a saving throw, it can choose to succeed instead. When it does so, it seems to flicker and shrink, as if it is using up its essence."},{"name":"Divine Nature","desc":"A forgotten god doesnt require air, sustenance, or sleep."}],"spell_list":[],"page_no":209,"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_forgotten-god/"},{"slug":"king-fomor-a5e","desc":"","name":"King Fomor","size":"Gargantuan","type":"Celestial","subtype":"","group":null,"alignment":"","armor_class":21,"armor_desc":"","hit_points":656,"hit_dice":"32d20+320","speed":{"walk":60,"fly":60},"strength":30,"dexterity":24,"constitution":30,"intelligence":22,"wisdom":24,"charisma":26,"strength_save":17,"dexterity_save":null,"constitution_save":17,"intelligence_save":13,"wisdom_save":14,"charisma_save":15,"perception":null,"skills":{},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"radiant; damage from nonmagical weapons","condition_immunities":"","senses":"truesight 120 ft., passive Perception 17","languages":"Celestial, Common, six more","challenge_rating":"22","cr":22.0,"actions":[{"name":"Maul","desc":"Melee Weapon Attack: +17 to hit, reach 10 ft., one target. Hit: 38 (8d6 + 10) bludgeoning damage plus 14 (4d6) radiant damage  and the target makes a DC 25 Strength saving throw. On a failure  the target is pushed up to 30 feet away and knocked prone."},{"name":"Lightning Bolt (3rd-Level; V, S)","desc":"A bolt of lightning 5 feet wide and 100 feet long arcs from the empyrean. Each creature in the area makes a DC 23 Dexterity saving throw  taking 28 (8d6) lightning damage on a failure or half damage on a success."},{"name":"Flame Strike (5th-Level; V, S)","desc":"A column of divine flame fills a 10-foot-radius  40-foot-high cylinder within 60 feet. Creatures in the area make a DC 23 Dexterity saving throw  taking 14 (4d6) fire damage and 14 (4d6) radiant damage on a failure or half damage on a success."},{"name":"Hold Monster (5th-Level; V, S, Concentration)","desc":"One creature the empyrean can see within 60 feet makes a DC 23 Wisdom saving throw. On a failure  the target is paralyzed for 1 minute. The target repeats the saving throw at the end of each of its turns  ending the effect on a success."}],"bonus_actions":[{"name":"Immortal Form","desc":"The empyrean magically changes its size between Gargantuan and Medium. While Medium, the empyrean has disadvantage on Strength checks. Its statistics are otherwise unchanged."},{"name":"Burning Gaze","desc":"A line of fire 5 feet wide and 60 feet long blasts from King Fomors eye. Each creature in the area makes a DC 23 Constitution saving throw, taking 35 (10d6) fire damage and 35 (10d6) radiant damage on a failure or half damage on a success. When King Fomor is bloodied, his Burning Gazes shape is a 60-foot cone instead of a line."},{"name":"Elite Recovery (While Bloodied)","desc":"King Fomor ends one negative effect currently affecting him. He can do so as long as he has at least 1 hit point, even while unconscious or incapacitated."}],"reactions":null,"legendary_desc":"","legendary_actions":[{"name":"The empyrean can take 1 legendary action","desc":"Only one legendary action can be used at a time and only at the end of another creatures turn. It regains spent legendary actions at the start of its turn."},{"name":"Attack","desc":"The empyrean makes a weapon attack."},{"name":"Cast Spell","desc":"The empyrean casts a spell. The empyrean can't use this option if it has cast a spell since the start of its last turn."},{"name":"Fly","desc":"The empyrean flies up to half its fly speed."},{"name":"Shout (Recharge 5-6)","desc":"Each creature within 120 feet that can hear the empyrean makes a DC 25 Constitution saving throw. On a failure, a creature takes 24 (7d6) thunder damage and is stunned until the end of the empyreans next turn. On a success, a creature takes half damage."}],"special_abilities":[{"name":"Divine Grace","desc":"If the empyrean makes a saving throw against an effect that deals half damage on a success, it takes no damage on a success and half damage on a failure. Furthermore, while wearing medium armor, the empyrean adds its full Dexterity bonus to its Armor Class (already included)."},{"name":"Innate Spellcasting","desc":"The empyreans innate spellcasting ability is Charisma (spell save DC 23). It can innately cast the following spells, requiring no material components: At will: charm person, command, telekinesis, 3/day: flame strike, hold monster, lightning bolt, 1/day: commune, greater restoration, heroes feast, plane shift (self only, can't travel to or from the Material Plane)"}],"spell_list":[],"page_no":406,"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_king-fomor/"},{"slug":"pegasus-a5e","desc":"","name":"Pegasus","size":"Large","type":"Celestial","subtype":"","group":null,"alignment":"","armor_class":13,"armor_desc":"","hit_points":57,"hit_dice":"6d10+24","speed":{"walk":60,"fly":80},"strength":18,"dexterity":16,"constitution":18,"intelligence":10,"wisdom":14,"charisma":12,"strength_save":null,"dexterity_save":5,"constitution_save":null,"intelligence_save":null,"wisdom_save":4,"charisma_save":3,"perception":null,"skills":{"perception":4},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"","condition_immunities":"","senses":"passive Perception 17","languages":"understands Celestial, Common, Elvish, and Sylvan, but can't speak","challenge_rating":"2","cr":2.0,"actions":[{"name":"Hooves","desc":"Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) bludgeoning damage. If the target is a Large or smaller creature and the pegasus moves at least 20 feet toward it before the attack  the target makes a DC 14 Strength saving throw  falling prone on a failure."}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Good","desc":"The pegasus radiates a Good aura."},{"name":"Divine Mount","desc":"Over the course of a short rest, a willing pegasus can form a bond with a rider. Once this bond is formed, the rider suffers no penalties for riding the pegasus without a saddle. Additionally, if an effect forces both the pegasus and its rider to roll a saving throw, the pegasus automatically succeeds if the rider succeeds. If the pegasus bonds with a new rider, the previous bond ends."}],"spell_list":[],"page_no":358,"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_pegasus/"},{"slug":"planetar-a5e","desc":"","name":"Planetar","size":"Large","type":"Celestial","subtype":"","group":null,"alignment":"","armor_class":19,"armor_desc":"","hit_points":250,"hit_dice":"20d10+140","speed":{"walk":40,"fly":120},"strength":22,"dexterity":22,"constitution":24,"intelligence":22,"wisdom":24,"charisma":24,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":12,"charisma_save":12,"perception":null,"skills":{"athletics":11,"insight":12,"perception":12,"religion":12},"damage_vulnerabilities":"","damage_resistances":"radiant; damage from nonmagical weapons","damage_immunities":"necrotic, poison","condition_immunities":"charmed, exhaustion, frightened, poisoned","senses":"truesight 60 ft., passive Perception 22","languages":"all, telepathy 120 ft.","challenge_rating":"16","cr":16.0,"actions":[{"name":"Multiattack","desc":"The planetar attacks twice with its flaming sword."},{"name":"Flaming Sword","desc":"Melee Weapon Attack: +11 to hit, reach 10 ft., one target. Hit: 20 (4d6 + 6) slashing damage plus 21 (6d6) ongoing fire or radiant damage (the planetars choice). A creature can use an action to extinguish this holy flame on itself or a creature within 5 feet."},{"name":"Heavenly Bolt","desc":"The planetar fires a lightning bolt in a line 100 feet long and 5 feet wide. Each creature in the line makes a Dexterity saving throw  taking 56 (16d6) lightning damage on a failed save  or half damage on a success."},{"name":"Heal (2/Day)","desc":"The planetar touches a creature other than itself  magically healing 60 hit points of damage and ending any blindness  curse  deafness  disease  or poison on the target."}],"bonus_actions":[{"name":"Awe-Inspiring Gaze (Gaze)","desc":"The planetar targets a creature within 90 feet. The target makes a DC 20 Wisdom saving throw. On a failure, it is frightened until the end of its next turn. If the target makes its saving throw, it is immune to any angels Awe-Inspiring Gaze for the next 24 hours."}],"reactions":[{"name":"Protective Parry","desc":"When a creature within 5 feet would be hit with a melee attack, the planetar applies disadvantage to the attack roll."}],"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Champion of Truth","desc":"The planetar automatically detects lies. Additionally, it cannot lie."},{"name":"Innate Spellcasting","desc":"The planetars spellcasting ability is Charisma (spell save DC 20). The planetar can innately cast the following spells, requiring no material components: 1/day each: commune, control weather, raise dead"}],"spell_list":[],"page_no":20,"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_planetar/"},{"slug":"solar-a5e","desc":"","name":"Solar","size":"Large","type":"Celestial","subtype":"","group":null,"alignment":"","armor_class":21,"armor_desc":"","hit_points":319,"hit_dice":"22d10+198","speed":{"walk":50,"fly":150},"strength":28,"dexterity":22,"constitution":28,"intelligence":22,"wisdom":30,"charisma":30,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":0,"charisma_save":17,"perception":null,"skills":{"athletics":16,"history":16,"insight":17,"perception":17,"religion":17},"damage_vulnerabilities":"","damage_resistances":"radiant; damage from nonmagical weapons","damage_immunities":"necrotic, poison","condition_immunities":"charmed, exhaustion, frightened, poisoned","senses":"truesight 120 ft., Passive Perception 27","languages":"all, telepathy 120 ft.","challenge_rating":"21","cr":21.0,"actions":[{"name":"Multiattack","desc":"The solar attacks twice with its holy sword."},{"name":"Holy Sword","desc":"Melee Weapon Attack: +16 to hit, reach 10 ft., one target. Hit: 23 (4d6 + 9) slashing damage plus 21 (6d6) radiant damage."},{"name":"Column of Flame","desc":"Flame erupts in a 10-foot-radius  30-foot-tall cylinder centered on a point the solar can see within 60 feet of it. Each creature in the area makes a DC 21 Dexterity saving throw  taking 21 (6d6) fire damage and 21 (6d6) radiant damage of a failure  or half as much damage on a success."}],"bonus_actions":null,"reactions":[{"name":"Forceful Parry (While Bloodied)","desc":"When a creature misses the solar with a melee attack, the solars parrying sword sparks with energy. The attacker takes 21 (6d6) lightning damage and makes a DC 24 Constitution saving throw. On a failure, it is pushed 10 feet away and falls prone."}],"legendary_desc":"","legendary_actions":[{"name":"The solar can take 3 legendary actions","desc":"Only one legendary action can be used at a time and only at the end of another creatures turn. The solar regains spent legendary actions at the start of its turn."},{"name":"Teleport","desc":"The solar magically teleports up to 120 feet to an empty space it can see."},{"name":"Heal (3/Day)","desc":"The solar touches a creature other than itself, magically healing 60 hit points of damage and ending any blindness, curse, deafness, disease, or poison on the target."},{"name":"Deafening Command (Costs 2 Actions)","desc":"The solar speaks an echoing command. Each creature of the solars choice within 30 feet that can hear the solar and understands a language makes a DC 24 Charisma saving throw. Each creature that succeeds on the saving throw takes 21 (6d6) thunder damage. Each creature that fails its saving throw immediately takes a certain action, depending on the solars command. This is a magical charm effect."},{"name":"Abase yourself! The creature falls prone","desc":""},{"name":"Approach! The creature must use its reaction","desc":""},{"name":"Flee! The creature must use its reaction","desc":""},{"name":"Surrender! The creature drops anything it is holding","desc":""}],"special_abilities":[{"name":"Champion of Truth","desc":"The solar automatically detects lies. Additionally, it cannot lie."},{"name":"Innate Spellcasting","desc":"The solars spellcasting ability is Charisma (spell save DC 25). The solar can innately cast the following spells, requiring no material components: 1/day each: commune, control weather, resurrection"}],"spell_list":[],"page_no":20,"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_solar/"},{"slug":"unicorn-a5e","desc":"","name":"Unicorn","size":"Large","type":"Celestial","subtype":"","group":null,"alignment":"","armor_class":14,"armor_desc":"","hit_points":85,"hit_dice":"9d10+36","speed":{"walk":80},"strength":20,"dexterity":18,"constitution":18,"intelligence":16,"wisdom":20,"charisma":20,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":null,"skills":{},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"poison","condition_immunities":"charmed, paralyzed, poisoned","senses":"darkvision 60 ft., passive Perception 15","languages":"Celestial, Elvish, Sylvan, telepathy 60 ft.","challenge_rating":"5","cr":5.0,"actions":[{"name":"Multiattack","desc":"The unicorn attacks once with its hooves and once with its horn."},{"name":"Hooves","desc":"Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 9 (1d8 + 5) bludgeoning damage."},{"name":"Horn","desc":"Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 9 (1d8 + 5) piercing damage plus 10 (3d6) radiant damage. If the target is a creature and the unicorn moves at least 20 feet straight towards the target before the attack  the target takes an extra 9 (2d8) bludgeoning damage and makes a DC 16 Strength saving throw  falling prone on a failure."},{"name":"Grant Boon (3/Day)","desc":"The unicorn touches a willing creature  including itself  with its horn and grants one of the following boons:"},{"name":"Healing: The creature magically regains 21 (6d6) hit points","desc":"It is cured of all diseases  and poisons affecting it are neutralized."},{"name":"Luck: During the next 24 hours, the creature can roll a d12 and add the result to one ability check, attack roll, or saving throw after seeing the result","desc":""},{"name":"Protection: A glowing mote of light orbits the creatures head","desc":"The mote lasts 24 hours. When the creature fails a saving throw  it can use its reaction to expend the mote and succeed on the saving throw."},{"name":"Resolution: The creature is immune to being charmed or frightened for 24 hours","desc":""}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Good","desc":"The unicorn radiates a Good aura."},{"name":"Innate Spellcasting","desc":"The unicorns innate spellcasting ability is Charisma (spell save DC 16). It can innately cast the following spells, requiring no material components: At will: animal messenger, detect evil and good, druidcraft, pass without trace, scrying (locations within its domain only), 1/day: calm emotions, dispel evil and good, teleport (between locations within its domain only)"}],"spell_list":[],"page_no":415,"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_unicorn/"},{"slug":"ancient-titan","desc":"_Radiating a powerful presence, this towering humanoid has sharp-edged features that seem hewn from ancient stone._  \n**Children of the Gods.** Ancient titans are the surviving immortal children of an early primordial god. They fled to the wilds after a divine war, where they founded an empire that lasted thousands of years before plague brought about its collapse.  \n**Sea God’s Servants.** A few ancient titans still dwell in the ocean realm, spared by the sea god in exchange for eternal servitude. Ancient titans have long, glossy hair, usually black, red, or silver, and they stand 60 feet tall and weigh over 20 tons.  \n**Friends to Dragons.** Ancient titans have a strong rapport with wind and sea dragons, as well as gold, silver, and mithral dragons.","name":"Ancient Titan","size":"Gargantuan","type":"Celestial","subtype":"titan","group":null,"alignment":"neutral good","armor_class":15,"armor_desc":"breastplate","hit_points":198,"hit_dice":"12d20+72","speed":{"walk":50},"strength":27,"dexterity":13,"constitution":22,"intelligence":16,"wisdom":16,"charisma":20,"strength_save":null,"dexterity_save":null,"constitution_save":10,"intelligence_save":null,"wisdom_save":7,"charisma_save":9,"perception":7,"skills":{"athletics":14,"intimidation":9,"perception":7},"damage_vulnerabilities":"","damage_resistances":"bludgeoning, piercing, and slashing from nonmagical attacks","damage_immunities":"","condition_immunities":"","senses":"darkvision 120 ft., passive Perception 17","languages":"Common, Giant, Primordial, Titan, telepathy 120 ft.","challenge_rating":"12","cr":12.0,"actions":[{"name":"Multiattack","desc":"The ancient titan makes two greatsword attacks or two longbow attacks"},{"name":"Greatsword","desc":"Melee Weapon Attack: +12 to hit, reach 10 ft., one target. Hit: 38 (8d6 + 8) slashing damage.","attack_bonus":12,"damage_dice":"8d6"},{"name":"Longbow","desc":"Ranged Weapon Attack: +5 to hit, range 150/640 ft., one target. Hit: 19 (4d8 + 1) piercing damage.","attack_bonus":5,"damage_dice":"4d8"},{"name":"Eldritch Singularity (Recharge 5-6)","desc":"The ancient titan opens a momentary rupture in the eldritch source that fuels its words of power. This rupture appears at a spot designated by the titan within 100 feet. Any creature within 60 feet of the spot must make a DC 17 Constitution saving throw. On a failure, the creature takes 28 (8d6) force damage, falls prone, and is pulled 1d6 x 10 feet toward the eldritch singularity, taking an additional 3 (1d6) bludgeoning damage per 10 feet they were dragged. If the saving throw succeeds, the target takes half as much force damage and isn't knocked prone or pulled. The spot where the rupture occurs becomes the center of a 60-foot-radius antimagic field until the end of the ancient titan's next turn. The titan's spells are not affected by this antimagic field."}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Magic Resistance","desc":"The ancient titan has advantage on saving throws against spells and other magical effects."},{"name":"Innate Spellcasting","desc":"the ancient titan's spellcasting ability is Charisma (spell save DC 17). The ancient titan can innately cast the following spells, requiring no material components:\n\n3/day: power word stun\n\n1/day: power word kill"}],"spell_list":[],"page_no":380,"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_ancient-titan/"},{"slug":"andrenjinyi","desc":"_A gigantic, black-headed snake is over 60 feet long and sheathed in brilliant scales, each andrenjinyi is splashed with vibrant patterns of every imaginable color. The air around these serpents is heavy, redolent of the quenched red desert after a torrential thunderstorm._  \nAndrenjinyi are the descendants of the Rainbow Serpent, the first and greatest spirit of the world’s beginning.The Rainbow Serpent’s children are dichotomous nature spirits of land and sky, sun and rain, male and female, and birth and destruction.  \n**Last of their Kind.** The Rainbow Serpent shed andrenjinyi like cast-off scales during her primordial wanderings, but she has created no more since she ascended to the stars. While andrenjinyi are ageless fertility spirits, they cannot themselves reproduce; each one is an irreplaceable link to primeval creation.  \n**Hunt and Transform.** Andrenjinyi are naturally aquatic, preferring to live in deep, fresh, life- giving rivers and lakes.The serpents usually attack intruders unless they approach with the correct rites or offerings, which require a successful DC 20 Intelligence (Religion) check.  \nAndrenjinyi hunt as other animals do, but they transform devoured prey into unique species with their Transmuting Gullet ability, creating mixed gender pairs. An andrenjinyi’s sacred pool and surroundings often shelters a menagerie of strange and beautiful animals.  \n**Demand Obedience and Ritual.** When offered rituals and obedience, andrenjinyi sometimes protect nearby communities with drought-breaking rains, cures for afflictions, or the destruction of rivals. Revered andrenjinyi take offense when their petitioners break fertility and familial edicts, such as prohibitions on incest, rape, and matricide, but also obscure obligations including soothing crying infants and the ritual sacrifice of menstrual blood. Punishments are malevolently disproportionate, often inflicted on the whole community and including baking drought, flooding rains, petrification, pestilence, and animalistic violence.Thus, tying a community’s well-being to an andrenjinyi is a double-edged sword.","name":"Andrenjinyi","size":"Gargantuan","type":"Celestial","subtype":"","group":null,"alignment":"neutral","armor_class":18,"armor_desc":"natural armor","hit_points":228,"hit_dice":"13d20+91","speed":{"walk":60,"burrow":20,"climb":20,"swim":60},"strength":30,"dexterity":17,"constitution":25,"intelligence":10,"wisdom":18,"charisma":23,"strength_save":null,"dexterity_save":null,"constitution_save":12,"intelligence_save":null,"wisdom_save":9,"charisma_save":11,"perception":9,"skills":{"arcana":5,"perception":9,"religion":5},"damage_vulnerabilities":"","damage_resistances":"acid, cold, fire, lightning","damage_immunities":"psychic","condition_immunities":"","senses":"darkvision 60 ft., tremorsense 120 ft., passive Perception 19","languages":"Common, Celestial, Giant, Sylvan","challenge_rating":"15","cr":15.0,"actions":[{"name":"Multiattack","desc":"The andrenjinyi makes two attacks, one with its bite and one with its constriction. If both attacks hit the same target, then the target is Swallowed Whole."},{"name":"Bite","desc":"Melee Weapon Attack: +15 to hit, reach 20 ft., one target. Hit: 36 (4d12 + 10) piercing damage.","attack_bonus":15,"damage_dice":"4d12"},{"name":"Constrict","desc":"Melee Weapon Attack: +15 to hit, reach 5 ft., one target. Hit: 36 (4d12 + 10) bludgeoning damage, and the target is grappled (escape DC 20). Until this grapple ends the target is restrained, and the andrenjinyi can't constrict another target.","attack_bonus":15,"damage_dice":"4d12"},{"name":"Rainbow Arch","desc":"The andrenjinyi can instantaneously teleport between sources of fresh water within 1 mile as an action. It can't move normally or take any other action on the turn when it uses this power. When this power is activated, a rainbow manifests between the origin and destination, lasting for 1 minute."},{"name":"Swallow Whole","desc":"If the bite and constrict attacks hit the same target in one turn, the creature is swallowed whole. The target is blinded and restrained, and has total cover against attacks and other effects outside the andrenjinyi. The target takes no damage inside the andrenjinyi. The andrenjinyi can have three Medium-sized creatures or four Small-sized creatures swallowed at a time. If the andrenjinyi takes 20 damage or more in a single turn from a swallowed creature, the andrenjinyi must succeed on a DC 18 Constitution saving throw at the end of that turn or regurgitate all swallowed creatures, which fall prone in a space within 5 feet of the andrenjinyi. If the andrenjinyi is slain, a swallowed creature is no longer restrained by it and can escape from the andrenjinyi by using 15 feet of movement, exiting prone. The andrenjinyi can regurgitate swallowed creatures as a free action."},{"name":"Transmuting Gullet","desc":"When a creature is swallowed by an andrenjinyi, it must make a successful DC 19 Wisdom saving throw each round at the end of its turn or be affected by true polymorph into a new form chosen by the andrenjinyi. The effect is permanent until dispelled or ended with a wish or comparable magic."}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Amphibious","desc":"The andrenjinyi can breathe air and water."},{"name":"Innate Spellcasting","desc":"the andrenjinyi's spellcasting ability is Charisma (spell save DC 19, +11 to hit with spell attacks). It can innately cast the following spells, requiring only verbal components:\n\nat will: create water, speak with animals, stoneshape\n\n3/day each: control weather, dispel magic, reincarnate\n\n1/day each: blight, commune with nature, contagion, flesh to stone, plant growth"},{"name":"Magic Resistance","desc":"The andrenjinyi has advantage on saving throws against spells and other magical effects."},{"name":"Magic Weapons","desc":"The andrenjinyi's weapon attacks are magical."}],"spell_list":[],"page_no":18,"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_andrenjinyi/"},{"slug":"angel-chained","desc":"_Their wings are still feathered, but their soulless eyes betray a great rage and thirst for blood. They invariably wear chains, shackles, barbed flesh hooks, or manacles to show their captive state. Some have heavy chain leashes held by arch-devils or major demons. All chained angels have halos of pure black, and many have been flayed of their skin along one or more limbs._  \n**Broken and Chained.** These angels have been captured by fiends, tortured, and turned to serve darkness. A pack of chained angels is considered a status symbol among the servants of evil. A chained angel fights for the forces of evil as long as they remain chained, and this amuses demons and devils greatly.  \n**Chance at Redemption.** However, while their souls are tainted with the blood of innocents, in their hearts chained angels still hope to be redeemed, or at least to be given the solace of extinction. Any creature that kills a chained angel is given a gift of gratitude for the release of death, in the form of all the effects of a heroes' feast spell. If it cannot be redeemed, a chained angel is a storm of destruction.","name":"Angel, Chained","size":"Medium","type":"Celestial","subtype":"","group":null,"alignment":"neutral evil","armor_class":16,"armor_desc":"natural armor","hit_points":88,"hit_dice":"16d8+16","speed":{"walk":30,"fly":60},"strength":18,"dexterity":16,"constitution":12,"intelligence":12,"wisdom":18,"charisma":20,"strength_save":null,"dexterity_save":6,"constitution_save":null,"intelligence_save":null,"wisdom_save":7,"charisma_save":8,"perception":7,"skills":{"perception":7},"damage_vulnerabilities":"","damage_resistances":"piercing","damage_immunities":"fire, radiant","condition_immunities":"","senses":"darkvision 200 ft., passive Perception 17","languages":"Common, Celestial, Infernal","challenge_rating":"8","cr":8.0,"actions":[{"name":"Multiattack","desc":"The chained angel makes two fiery greatsword attacks."},{"name":"Fiery Greatsword","desc":"Melee Weapon Attack. +7 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) slashing damage plus 16 (3d10) fire damage."},{"name":"Fallen Glory (Recharge 5-6)","desc":"All creatures within 50 feet of the chained angel and in its line of sight take 19 (3d12) radiant damage and are knocked prone, or take half damage and aren't knocked prone with a successful DC 15 Strength saving throw."}],"bonus_actions":null,"reactions":[{"name":"Fiendish Cunning","desc":"When a creature within 60 feet casts a divine spell, the chained angel can counter the spell if it succeeds on a Charisma check against a DC of 10 + the spell's level."}],"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Redemption","desc":"Any caster brave enough to cast a knock spell on a chained angel can remove the creature's shackles, but this always exposes the caster to a blast of unholy flame as a reaction. The caster takes 16 (3d10) fire damage and 16 (3d10) radiant damage, or half as much with a successful DC 16 Dexterity saving throw. If the caster survives, the angel makes an immediate DC 20 Wisdom saving throw; if it succeeds, the angel's chains fall away and it is restored to its senses and to a Good alignment. If the saving throw fails, any further attempts to cast knock on the angel's chains fail automatically for one week."}],"spell_list":[],"page_no":20,"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_angel-chained/"},{"slug":"buraq","desc":"_An aura of holiness surrounds this handsome human-headed equine with its short but strong feathered wings._  \n**Only the Worthy.** A buraq possesses astounding speed, determination, and resilience, among a host of noble qualities, but only pure-hearted humanoids can obtain a service from such a righteous and honorable creature.  \n**Angel Marked.** Every buraq wears a gilded band around its head or neck. These are said to be angelic seals or wardings, each different. The hide of every buraq is white, though their beards, lashes, manes, and tails vary from silver and dusty tan to deep brown or glossy black.  \n**Heavenly Steeds.** A buraq is smaller than a mule but bigger than a donkey, though their carrying capacity belies their size and apparent strength. Nevertheless, a buraq is the ultimate courier and a heavenly steed. Paladins and good-aligned clerics are the most likely candidates to ride a buraq, but other virtuous characters have had this privilege.","name":"Buraq","size":"Medium","type":"Celestial","subtype":"","group":null,"alignment":"lawful good","armor_class":17,"armor_desc":"","hit_points":152,"hit_dice":"16d8+80","speed":{"walk":60,"fly":90},"strength":15,"dexterity":18,"constitution":20,"intelligence":18,"wisdom":18,"charisma":20,"strength_save":null,"dexterity_save":null,"constitution_save":9,"intelligence_save":null,"wisdom_save":8,"charisma_save":9,"perception":null,"skills":{"history":8,"religion":8},"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 14","languages":"Celestial, Common, Primordial, telepathy 120 ft.","challenge_rating":"11","cr":11.0,"actions":[{"name":"Multiattack","desc":"The buraq makes two attacks with its hooves."},{"name":"Hooves","desc":"Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) bludgeoning damage plus 18 (4d8) radiant damage.","attack_bonus":8,"damage_dice":"2d6"},{"name":"Teleport (1/Day)","desc":"The buraq magically teleports itself and its rider, along with any equipment it is wearing or carrying, to a location the buraq is familiar with, up to 1 mile away."}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Angelic Weapons","desc":"The buraq's attacks are magical. When the buraq hits with its hooves, it deals an extra 4d8 radiant damage (included in the attack)."},{"name":"Innate Spellcasting","desc":"the buraq's innate spellcasting ability is Charisma (spell save DC 17). The buraq can innately cast the following spells, requiring no components:\n\nat will: comprehend languages, detect evil and good, holy aura, pass without trace\n\n3/day each: haste, longstrider\n\n1/day each: plane shift, wind walk"},{"name":"Magic Resistance","desc":"The buraq has advantage on saving throws against spells and other magical effects."},{"name":"Night Journey","desc":"When outdoors at night, a buraq's vision is not limited by nonmagical darkness. Once per month, the buraq can declare it is on a night journey; for the next 24 hours, it can use its Teleport once per round. Its destination must always be in an area of nonmagical darkness within its line of sight. At any point during the night journey, as a bonus action, the buraq can return itself and its rider to the location where it began the night journey."}],"spell_list":[],"page_no":48,"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_buraq/"},{"slug":"fidele-angel","desc":"","name":"Fidele Angel","size":"Medium","type":"Celestial","subtype":"","group":null,"alignment":"lawful good","armor_class":16,"armor_desc":"natural armor","hit_points":104,"hit_dice":"16d8+32","speed":{"walk":40,"fly":40},"strength":20,"dexterity":18,"constitution":14,"intelligence":14,"wisdom":16,"charisma":18,"strength_save":null,"dexterity_save":7,"constitution_save":5,"intelligence_save":5,"wisdom_save":6,"charisma_save":7,"perception":6,"skills":{"insight":6,"perception":6},"damage_vulnerabilities":"","damage_resistances":"fire, lightning, poison; bludgeoning, piercing, and slashing from nonmagical attacks","damage_immunities":"acid, cold","condition_immunities":"charmed, petrified, poisoned","senses":"darkvision 60 ft., passive Perception 16","languages":"Common, Celestial, Infernal","challenge_rating":"5","cr":5.0,"actions":[{"name":"Multiattack","desc":"The angel makes two longsword attacks or two longbow attacks; in eagle form, it instead makes two talon attacks and one beak attack."},{"name":"+1 Longsword (Mortal or Angel Form Only)","desc":"Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 10 (1d8 + 6) slashing damage or 11 (1d10 + 6) slashing damage if used with two hands.","attack_bonus":9,"damage_dice":"1d8+6"},{"name":"+1 Longbow (Mortal or Angel Form Only)","desc":"Ranged Weapon Attack: +8 to hit, range 150/600 ft., one target. Hit: 9 (1d8 + 5) piercing damage.","attack_bonus":8,"damage_dice":"1d8+5"},{"name":"Beak (Eagle Form Only)","desc":"Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 9 (1d8 + 5) piercing damage.","attack_bonus":8,"damage_dice":"1d8+5"},{"name":"Talons (Eagle Form Only)","desc":"Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 12 (2d6 + 5) slashing damage.","attack_bonus":8,"damage_dice":"2d6+5"}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Shapechange","desc":"The angel can change between winged celestial form, its original mortal form, and that of a Medium-sized eagle. Its statistics are the same in each form, with the exception of its attacks in eagle form."},{"name":"Ever Touching","desc":"Fidele angels maintain awareness of their mate's disposition and health. Damage taken by one is split evenly between both, with the original target of the attack taking the extra point when damage doesn't divide evenly. Any other baneful effect, such as ability damage, affects both equally."},{"name":"Innate Spellcasting","desc":"the angel's innate spellcasting ability is Wisdom (spell save DC 14, +6 to hit with spell attacks). It can innately cast the following spells, requiring no material components:\n\nat will: guidance, light, purify food and drink, spare the dying\n\n3/day: cure wounds, scorching ray (5 rays)\n\n1/day: bless, daylight, detect evil and good, enhance ability, hallow, protection from evil and good"},{"name":"Magic Resistance","desc":"The angel has advantage on saving throws against spells and other magical effects."},{"name":"Magic Weapons","desc":"The angel's weapon attacks are magical while it is in eagle form."},{"name":"To My Lover's Side","desc":"If separated from its mate, each fidele angel can use both plane shift and teleport 1/day to reunite."},{"name":"Unshakeable Fidelity","desc":"Fidele angels are never voluntarily without their partners. No magical effect or power can cause a fidele angel to act against its mate, and no charm or domination effect can cause them to leave their side or to change their feelings of love and loyalty toward each other."}],"spell_list":[],"page_no":21,"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_fidele-angel/"},{"slug":"firebird","desc":"_This proud bird struts like a peacock, made all the more majestic by its flaming fan of feathers, which shift through the color spectrum._  \n**Guides and Helpers.** Firebirds are welcome sights to those in need of warmth and safety. They primarily work at night or in underground areas, where their abilities are most needed. Friendly to all creatures, they become aggressive only upon witnessing obviously evil acts.  \nFirebirds enjoy working with good adventuring parties, providing light and healing, though their wanderlust prevents them from staying for long. Well-traveled parties may encounter the same firebird more than once, however.  \n**Redeemers.** Firebirds enjoy acting as reformers. They find mercenary creatures they perceive as potential “light bringers” to whom they grant boons in exchange for a geas to perform a specific good deed, in the hope such acts will redeem them.  \n**Magical Feathers.** Firebird feathers are prized throughout the mortal world; occasionally, the creatures bestow feathers upon those they favor. Firebirds also seed hidden locations with specialized feathers, which burst into full-grown firebirds after a year. As the creatures age, their feathers’ light dims, but this occurs gradually, as the creatures live over 100 years. Firebirds stand three feet tall and weigh 20 lb.","name":"Firebird","size":"Small","type":"Celestial","subtype":"","group":null,"alignment":"neutral good","armor_class":16,"armor_desc":"natural armor","hit_points":99,"hit_dice":"18d6+36","speed":{"walk":20,"fly":100},"strength":12,"dexterity":19,"constitution":14,"intelligence":16,"wisdom":15,"charisma":21,"strength_save":null,"dexterity_save":6,"constitution_save":4,"intelligence_save":5,"wisdom_save":4,"charisma_save":7,"perception":7,"skills":{"acrobatics":6,"arcana":5,"insight":4,"medicine":4,"nature":5,"perception":7,"religion":5},"damage_vulnerabilities":"","damage_resistances":"lightning; bludgeoning, piercing, and slashing from nonmagical attacks","damage_immunities":"fire","condition_immunities":"charmed, frightened, invisible","senses":"truesight 60 ft., passive Perception 17","languages":"Celestial, Common, Elvish, Primordial, Sylvan","challenge_rating":"4","cr":4.0,"actions":[{"name":"Multiattack","desc":"The firebird makes one bite attack and two claw attacks."},{"name":"Bite","desc":"Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 5 (1d8 + 4) piercing damage.","attack_bonus":6,"damage_dice":"1d8"},{"name":"Claw","desc":"Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 10 (2d8 + 4) slashing damage.","attack_bonus":6,"damage_dice":"2d8"},{"name":"Blinding Ray (Recharge 5-6)","desc":"The firebird can fire a burning ray of light from its tail feathers in a line 5 feet wide and up to 50 feet long. Targets in the line must succeed on a DC 15 Dexterity saving throw or take 24 (7d6) fire damage and become blinded for 1d4 rounds. A successful saving throw negates the blindness and reduces the damage by half."}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Innate Spellcasting","desc":"the firebird's innate spellcasting ability is Charisma (spell save DC 15). It can innately cast the following spells, requiring no material components:\n\nat will: guidance, purify food and drink, speak with animals\n\n3/day each: charm person, cure wounds (2d8 + 5), daylight, faerie fire, heat metal, hypnotic pattern, tongues\n\n1/day each: geas, heal, reincarnate"},{"name":"Light of the World","desc":"The firebird's feathers glow with a warm light. The creature sheds light as dim as a candle or as bright as a lantern. It always sheds light, and any feathers plucked from the creature continue to shed light as a torch."},{"name":"Warming Presence","desc":"The firebird and any creatures within a 5-foot radius are immune to the effects of natural, environmental cold. Invited into a home or building, a firebird can expand this warming presence to its inhabitants no matter how close they are to the creature."}],"spell_list":[],"page_no":201,"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_firebird/"},{"slug":"hundun","desc":"_A toothless mouth adorns the headless shoulders of this oversized, four-armed, doughy humanoid. Colors and half-formed phantasmal shapes appear and vanish around it, to the creature’s obvious delight._  \n**Creative Chaos.** Wise yet child-like creatures of chaos, hunduns are four-armed, headless humanoids that embody spontaneous creation and the confusion that precedes enlightenment. Taking delight in creation of all kinds, they bring change to the staid and stagnant, spin revelation from confusion, and inspire moments of great creation—from works of art to new nations and faiths, and even the formation of planets and planes.  \n**Nonsense Speech.** Although not mindless, hunduns rarely seem to act out of conscious thought, yet their actions seem wise and usually benevolent. They communicate only in nonsense words, but have no trouble communicating among themselves or acting in coordination with other hunduns.  \n**Flesh of Creation.** Hundun blood is a powerful catalyst, and their spittle a potent drug. Each hundun’s heart is an Egg of Worlds—an artifact that can give birth to new concepts, powers, or even worlds. Obviously, the hundun must die for its heart to be used this way, but this is a sacrifice one might make willingly under the right circumstances.","name":"Hundun","size":"Large","type":"Celestial","subtype":"","group":null,"alignment":"chaotic good","armor_class":18,"armor_desc":"natural armor","hit_points":153,"hit_dice":"18d10+54","speed":{"walk":40,"fly":40},"strength":20,"dexterity":14,"constitution":16,"intelligence":4,"wisdom":20,"charisma":18,"strength_save":null,"dexterity_save":null,"constitution_save":7,"intelligence_save":null,"wisdom_save":9,"charisma_save":8,"perception":9,"skills":{"athletics":9,"insight":9,"perception":9},"damage_vulnerabilities":"","damage_resistances":"lightning, thunder; bludgeoning, piercing, and slashing from nonmagical attacks","damage_immunities":"acid, psychic","condition_immunities":"blinded, charmed, deafened, exhaustion, frightened, stunned, unconscious","senses":"blindsight 60 ft., passive Perception 20","languages":"understands Celestial and Primordial, but cannot speak intelligibly","challenge_rating":"10","cr":10.0,"actions":[{"name":"Multiattack","desc":"The hundun makes four slam attacks."},{"name":"Slam","desc":"Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 15 (3d6 + 5) bludgeoning damage.","attack_bonus":9,"damage_dice":"3d6"}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Brainless","desc":"Hunduns are immune to any spell or effect that allows an Intelligence, Wisdom, or Charisma saving throw. Trying to contact or read a Hundun's mind confuses the caster as the spell for 1 round."},{"name":"Dance of Creation","desc":"Hunduns can perform an act of magical creation almost unlimited in scope every 1d8 days. The effect is equivalent to a wish spell, but it must create something."},{"name":"Enlightening Befuddlement","desc":"when a hundun's confusion spell affects a target, it can elect to use the following table rather than the standard one:\n\n1d100 Result"},{"name":"01-10 Inspired:","desc":"Advantage on attack rolls, ability checks, and saving throws"},{"name":"11-20 Distracted:","desc":"Disadvantage on attack rolls, ability checks, and saving throws"},{"name":"21-50 Incoherent:","desc":"The target does nothing but babble or scribble incoherent notes on a new idea"},{"name":"51-75 Obsessed:","desc":"Target is recipient of geas to create a quality magical object"},{"name":"76-100 Suggestible:","desc":"Target receives a suggestion from the hundun"},{"name":"Innate Spellcasting","desc":"the hundun's innate spellcasting ability is Wisdom (spell save DC 17). It can cast the following spells, requiring no material components:\n\nconstant: confusion (always centered on the hundun), detect thoughts\n\nat will: create or destroy water, dancing lights, mending, prestidigitation\n\n3/day each: compulsion, dimension door, black tentacles, irresistible dance\n\n1/day each: awaken, creation, heroes' feast, magnificent mansion, plant growth, reincarnate, stone shape"},{"name":"Magic Weapons","desc":"The hundun's weapon attacks are magical."}],"spell_list":[],"page_no":253,"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_hundun/"},{"slug":"ratatosk","desc":"_Chattering creatures with a superficial similarity to squirrels, the ratatosk have tiny tusks and fur that shimmers in a way that defies the surrounding light._  \n**Sleek-furred Celestials.** The ratatosk is a celestial being that is very much convinced of its own indispensable place in the multiverse. Its fur is sleek, and it takes great pride in the cleaning and maintaining of its tusks.  \n**Planar Messengers.** Ratatosks were created to carry messages across the planes, bearing word between gods and their servants. Somewhere across the vast march of ages, their nature twisted away from that purpose. Much speculation as to the exact cause of this change continues to occupy sages.  \n**Maddening Gossips.** Ratatosk are insatiable tricksters. Their constant chatter is not the mere nattering of their animal counterparts, it is a never-ending celestial gossip network. Ratatosk delight in learning secrets, and spreading those secrets in mischievous ways. It’s common for two listeners to hear vastly different words when a ratatosk speaks, and for that misunderstanding to lead to blows.","name":"Ratatosk","size":"Tiny","type":"Celestial","subtype":"","group":null,"alignment":"chaotic neutral","armor_class":14,"armor_desc":"","hit_points":42,"hit_dice":"12d4+12","speed":{"walk":20,"climb":20},"strength":4,"dexterity":18,"constitution":12,"intelligence":17,"wisdom":10,"charisma":18,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":4,"charisma_save":4,"perception":null,"skills":{"deception":6,"persuasion":6,"stealth":6},"damage_vulnerabilities":"","damage_resistances":"bludgeoning, piercing, and slashing from nonmagical attacks","damage_immunities":"","condition_immunities":"","senses":"darkvision 60 ft., passive Perception 10","languages":"Celestial, Common; telepathy 100 ft.","challenge_rating":"4","cr":4.0,"actions":[{"name":"Gore","desc":"Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 1 piercing damage plus 14 (4d6) psychic damage and the target must make a successful DC 14 Wisdom saving throw or be charmed for 1 round. While charmed in this way, the creature regards one randomly determined ally as a foe.","attack_bonus":6,"damage_dice":"4d6"},{"name":"Divisive Chatter (recharge 5-6)","desc":"Up to six creatures within 30 feet that can hear the ratatosk must make DC 14 Charisma saving throws. On a failure, the creature is affected as if by a confusion spell for 1 minute. An affected creature repeats the saving throw at the end of each of its turns, ending the effect on itself on a success."}],"bonus_actions":null,"reactions":[{"name":"Desperate Lies","desc":"A creature that can hear the ratatosk must make a DC 14 Wisdom saving throw when it attacks the ratatosk. If the saving throw fails, the creature still attacks, but it must choose a different target creature. An ally must be chosen if no other enemies are within the attack's reach or range. If no other target is in the attack's range or reach, the attack is still made (and ammunition or a spell slot is expended, if appropriate) but it automatically misses and has no effect."}],"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Innate Spellcasting","desc":"the ratatosk's spellcasting attribute is Charisma (save DC 14). It can innately cast the following spells without requiring material or somatic components:\n\nat will: animal messenger, message, vicious mockery\n\n1/day each: commune, mirror image\n\n3/day each: sending, suggestion"},{"name":"Skitter","desc":"The ratatosk can take the Dash, Disengage, or Hide action as a bonus action on each of its turns."}],"spell_list":[],"page_no":319,"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_ratatosk/"},{"slug":"sandman","desc":"_Stick-thin and moon-faced with a raptor’s eyes and a mane of hawk feathers, this grinning humanoid pirouettes as nimbly as a dancer. Between its long, taloned fingers trickles sand that gleams with the cold light of stars._  \n**Bringers of Nightmares.** Sandmen are sinister-looking bringers of sleep and dreams. Visiting the mortal world each night, sandmen ensure that their targets slumber deeply and experience vivid dreams that swell the dream realm’s power. Some sandmen develop a talent for a specific flavor of dream; fantasies of lost love or childhood, prophecies and religious visions, or terrible nightmares.  \n**Abduct Dreamers.** Powerful dreamers attract both the attention and the protection of sandmen: children, madmen, would-be tyrants, and heroes. They protect such charges fiercely but have also been known to abduct them, taking them on wild adventures to inspire yet greater dreams. To them, all dreams are vital and good, be they uplifting or terrifying. Although they bring horrific nightmares as well as idyllic dreams, sandmen are not specifically baneful. Their actions are motivated by their connection to the dream realm, not by concerns over good and evil.  \n**Ethereal Dreamscapes.** When not on the Material Plane, sandmen ride bubble-like dreamscapes through the Ethereal Plane, breaching the Sea of Possibilities, nurturing and harvesting its contents. Sandmen are a common and welcome sight in markets across the Fey Realms, elemental planes, and even in Hell—anywhere that dreams or nightmares are a valuable commodity. They are merciless to any who threaten the sanctity of dreams, but especially dream eaters.","name":"Sandman","size":"Medium","type":"Celestial","subtype":"","group":null,"alignment":"chaotic neutral","armor_class":14,"armor_desc":"","hit_points":82,"hit_dice":"11d8+33","speed":{"walk":40},"strength":11,"dexterity":19,"constitution":16,"intelligence":13,"wisdom":14,"charisma":19,"strength_save":null,"dexterity_save":null,"constitution_save":7,"intelligence_save":null,"wisdom_save":null,"charisma_save":7,"perception":null,"skills":{},"damage_vulnerabilities":"","damage_resistances":"cold, fire, lightning; bludgeoning, piercing, and slashing from nonmagical attacks","damage_immunities":"poison, psychic","condition_immunities":"charmed, exhaustion, frightened, poisoned, unconscious","senses":"truesight 60 ft., passive Perception 12","languages":"Common, Celestial, Giant, Infernal, Umbral","challenge_rating":"5","cr":5.0,"actions":[{"name":"Multiattack","desc":"The sandman makes two claw attacks."},{"name":"Claw","desc":"Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) slashing damage.","attack_bonus":7,"damage_dice":"2d6"}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Eye-Closer's Curse","desc":"If a sandman obtains a critical hit or successful surprise attack against an opponent, its talons scratch a rune onto the target's eyeballs that snaps their eyelids shut, leaving them blinded. This effect can be ended with greater restoration, remove curse, or comparable magic."},{"name":"Innate Spellcasting","desc":"the sandman's innate spellcasting ability is Charisma (spell save DC 15). It can innately cast the following spells, requiring no material components:\n\nat will: darkness, minor illusion, plane shift (at night only), phantom steed, prestidigitation, sleep (11d8)\n\n3/day each: hypnotic pattern, major image\n\n1/day each: dream, phantasmal killer (5d10)"},{"name":"Stuff of Dreams","desc":"Made partially from dreams and imagination, a sandman takes only half damage from critical hits and from sneak attacks. All of the attack's damage is halved, not just bonus damage."},{"name":"Surprise Attack","desc":"If the sandman hits a surprised creature during the first round of combat, the target takes 14 (4d6) extra damage from the attack."}],"spell_list":[],"page_no":333,"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_sandman/"},{"slug":"skein-witch","desc":"_Skein witches are androgynous humanoids mummified in writhing diamond thread. Their skin is translucent, and suspended inside their bodies are dozens of quivering hourglasses in place of organs._  \n**Shepherd Destiny.** Skein witches are curators of destiny and enforcers of what must be. They voyage across the planes, weaving the strands of fate at the behest of their goddess-creator. Although they carry out their charge without regard to petty mortal concerns, they can be persuaded to bend fate for powerful petitioners whose interests align with those of their goddess.  \n**Surrounded by Guardians.** Despite their supernatural abilities, a skein witch’s physical body is frail. Because of that, they tend to surround themselves with undead, constructs, or other brutish, soulless guardians cut free from the thread of fate.  \n**Fear All Cards.** If a deck of many things is brought within 30 feet of a skein witch, she emits a psychic wail and disintegrates.","name":"Skein Witch","size":"Medium","type":"Celestial","subtype":"","group":null,"alignment":"neutral","armor_class":20,"armor_desc":"natural armor","hit_points":162,"hit_dice":"25d8+50","speed":{"walk":30,"fly":30},"strength":6,"dexterity":12,"constitution":14,"intelligence":16,"wisdom":20,"charisma":20,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":8,"wisdom_save":10,"charisma_save":10,"perception":15,"skills":{"history":8,"insight":15,"perception":15},"damage_vulnerabilities":"","damage_resistances":"radiant","damage_immunities":"fire, lightning, psychic","condition_immunities":"","senses":"truesight 60 ft., passive Perception 25","languages":"Celestial, telepathy (100 ft.)","challenge_rating":"12","cr":12.0,"actions":[{"name":"Multiattack","desc":"The skein witch makes two Inexorable Thread attacks."},{"name":"Inexorable Threads","desc":"Melee Weapon Attack: +9 to hit, reach 30 ft., one target. Hit: 27 (5d8 + 5) radiant damage, and the target is \"one step closer to death.\"If the target is reduced to 0 hit points, it's treated as if it's already failed one death saving throw. This effect is cumulative; each inexorable threads hit adds one unsuccessful death saving throw. If a character who's been hit three or more times by inexorable threads is reduced to 0 hit points, he or she dies immediately. This effect lasts until the character completes a long rest.","attack_bonus":9,"damage_dice":"5d8"},{"name":"Bind Fates (1/Day)","desc":"One target within 60 feet of the skein witch must make a DC 18 Wisdom saving throw. On a failed save, the target's fate is bound to one random ally of the target. Any damage or condition the target suffers is inflicted on the individual to which they are bound instead, and vice versa. A creature can be bound to only one other creature at a time. This effect lasts until either of the affected creatures gains a level, or until a heal or heroes' feast lifts this binding."},{"name":"Destiny Distortion Wave (Recharge 5-6)","desc":"The skein witch projects a 60-foot cone of distortion that frays the strands of fate. All targets in the cone take 55 (10d10) force damage, or half damage with a successful DC 18 Wisdom saving throw. In addition, if more than one target that failed its saving throw is affected by a condition, those conditions are randomly redistributed among the targets with failed saving throws."}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Bend Fate (3/day)","desc":"If the skein witch fails a saving throw, she may choose to succeed instead and reflect the effect of the failed saving throw onto one enemy within 30 feet. The skein witch still suffers the effect of a successful saving throw, if any. The new target is entitled to a saving throw as if it were the original target of the attack, but with disadvantage."},{"name":"Fear All Cards","desc":"If a deck of many things is brought within 30 feet of a skein witch, she emits a psychic wail and disintegrates."},{"name":"Magic Resistance","desc":"The skein witch has advantage on saving throws against spells and other magical effects."},{"name":"Misty Step (At Will)","desc":"The skein witch can step between places as a bonus action."},{"name":"Sealed Destiny (1/Day)","desc":"The skein witch attunes herself to the threads of the PCs' fates. Ask each player to write down their prediction of how the PC to their left will die, and at what level. Collect the notes without revealing the answers. When one of those PCs dies, reveal the prediction. If the character died in the manner predicted, they fulfill their destiny and are immediately resurrected by the gods as a reward. If they died at or within one level of the prediction, they return to life with some useful insight into the destiny of someone important."}],"spell_list":[],"page_no":349,"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_skein-witch/"},{"slug":"temple-dog","desc":"_Looking like a mix between a large dog and a lion, the creature glares at everyone who passes the threshold of the temple it guards._  \nA temple dog is an imposing guardian used by various deities to protect their temples. They are fiercely loyal and territorial. Often depicted in temple statuary, the creature has a largely canine body, soft but short hair, a thick hairy tail, and a mane like a lion’s around a dog’s face with a short snout.  \n**Divine Colors.** Coloration and other features of the temple dog vary to match the deity who created it; sometimes a temple dog’s coloration is quite fanciful. Greenish bronze temple dogs are known, as are those the color of cinnabar or lapis. Even coats resembling fired ceramic of an orange hue have been seen guarding some temples. These unusual casts make it easy for a temple dog to be mistaken for statuary.  \n**Travel with Priests.** As a temple protector, it rarely leaves the grounds of the temple to which it has been attached, but temple dogs do accompany priests or allies of the temple during travel. The temple dog cannot speak but understands most of what’s said around it, and it can follow moderately complex commands (up to two sentences long) without supervision.  \nTemple dogs are notorious for biting their prey, then shaking the victim senseless in their massive jaws.","name":"Temple Dog","size":"Medium","type":"Celestial","subtype":"","group":null,"alignment":"good","armor_class":15,"armor_desc":"natural armor","hit_points":97,"hit_dice":"15d8+30","speed":{"walk":30},"strength":18,"dexterity":14,"constitution":15,"intelligence":8,"wisdom":14,"charisma":10,"strength_save":7,"dexterity_save":null,"constitution_save":5,"intelligence_save":2,"wisdom_save":5,"charisma_save":null,"perception":5,"skills":{"perception":5},"damage_vulnerabilities":"","damage_resistances":"bludgeoning, piercing, and slashing from nonmagical attacks","damage_immunities":"","condition_immunities":"","senses":"darkvision 60 ft., passive Perception 15","languages":"understands Celestial and Common but can't speak","challenge_rating":"5","cr":5.0,"actions":[{"name":"Bite","desc":"Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 17 (3d8 + 4) piercing damage plus 9 (2d4 + 4) bludgeoning damage, and the target is grappled (escape DC 14). The target must also make a successful DC 15 Constitution saving throw or be stunned until the end of its next turn.","attack_bonus":7,"damage_dice":"3d8"},{"name":"Slam","desc":"Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 14 (3d6 + 4) bludgeoning damage, and the target must succeed on a DC 15 Strength saving throw or be knocked prone and pushed 5 feet. The temple dog can immediately enter the position the target was pushed out of, if it chooses to.","attack_bonus":7,"damage_dice":"3d6+4"}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Magic Resistance","desc":"The temple dog has advantage on saving throws against spells and other magical effects."},{"name":"Protector's Initiative","desc":"If the temple dog is entering combat against a clear threat to its temple, it has advantage on its initiative roll."},{"name":"Rushing Slam","desc":"If the temple dog moves at least 10 feet straight toward a target and then makes a slam attack against that target, it can make an additional slam attack against a second creature within 5 feet of the first target as a bonus action."}],"spell_list":[],"page_no":378,"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_temple-dog/"},{"slug":"uraeus","desc":"_A sleek serpent wends through the air, held aloft on bronze-feathered wings. The flying cobra flares its hood and hisses, hurling a spray of orange sparks from its fanged mouth._  \nA uraeus resembles a vibrantly colored cobra. The serpent’s scales are the rich gold-flecked blue of lapis lazuli and its eyes gleam white, but its most distinguishing feature is a pair of feathery bronze wings. It glides gracefully through the air with a deliberate vigilance that reveals its intelligence. A uraeus grows up to three feet long, and weighs around 5 pounds.  \n**Divine Protectors.** Uraeuses are celestial creatures that carry a spark of divine fire within them, and they thirst for purpose when they arrive on the Material Plane. Whether the creature was deliberately summoned or found its way to the Material Plane through other means, a uraeus is created to protect. Once it finds a worthy charge, it devotes its fiery breath and searing venom to protecting that ward.  \nA uraeus is fanatically loyal to the creature it protects. Only gross mistreatment or vicious evil can drive a uraeus to break its bond and leave.","name":"Uraeus","size":"Tiny","type":"Celestial","subtype":"","group":null,"alignment":"lawful neutral","armor_class":14,"armor_desc":"natural armor","hit_points":40,"hit_dice":"9d4+18","speed":{"walk":30,"fly":60},"strength":6,"dexterity":15,"constitution":14,"intelligence":10,"wisdom":14,"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":"fire; bludgeoning, piercing, and slashing from nonmagical attacks","damage_immunities":"poison","condition_immunities":"poisoned","senses":"blindsight 10 ft., passive Perception 14","languages":"understands Celestial and Common but can't speak","challenge_rating":"2","cr":2.0,"actions":[{"name":"Bite","desc":"Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) piercing damage plus 9 (2d8) poison damage, and the target must make a successful DC 12 Constitution saving throw or be poisoned for 1 minute. While poisoned in this way, the target takes 9 (2d8) fire damage at the start of its turn. A poisoned creature repeats the saving throw at the end of its turn, ending the effect on a success.","attack_bonus":4,"damage_dice":"1d6"},{"name":"Searing Breath (Recharge 5-6)","desc":"The uraeus exhales a 15-foot cone of fire. Creatures in the area take 10 (3d6) fire damage, or half damage with a successful DC 12 Dexterity saving throw."}],"bonus_actions":null,"reactions":[{"name":"Bonded Savior","desc":"When the uraeus' bonded ward takes damage, the uraeus can transfer the damage to itself instead. The uraeus' damage resistance and immunity don't apply to transferred damage."}],"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Flyby","desc":"The uraeus doesn't provoke opportunity attacks when it flies out of an enemy's reach."},{"name":"Ward Bond","desc":"As a bonus action, the uraeus forms a magical bond with a willing creature within 5 feet. Afterward, no matter how great the distance between them, the uraeus knows the distance and direction to its bonded ward and is aware of the creature's general state of health. The bond lasts until the uraeus or the ward dies, or the uraeus ends the bond as an action."}],"spell_list":[],"page_no":392,"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_uraeus/"},{"slug":"valkyrie","desc":"_These warrior women, armed with cruel-looking swords, sit astride massive winged wolves. Each of them is as beautiful, graceful, and fierce as a well-honed war ax._  \n**Choosers of the Slain.** Valkyries are sent by Odin to decide the course of battles and harvest the souls of brave fallen warriors. Riding savage winged wolves (winter wolves with a fly speed of 80 feet), they visit battlefields to do their master’s will, surrounded by crows and ravens. Valkyries remain invisible during these missions, dispensing Open Game License","name":"Valkyrie","size":"Medium","type":"Celestial","subtype":"","group":null,"alignment":"neutral","armor_class":16,"armor_desc":"chain mail) or 18 (chain mail with shield","hit_points":112,"hit_dice":"15d8+45","speed":{"walk":30,"fly":30},"strength":18,"dexterity":18,"constitution":16,"intelligence":12,"wisdom":19,"charisma":18,"strength_save":12,"dexterity_save":12,"constitution_save":11,"intelligence_save":5,"wisdom_save":8,"charisma_save":12,"perception":8,"skills":{"perception":8},"damage_vulnerabilities":"","damage_resistances":"acid, cold, fire, lightning, thunder","damage_immunities":"bludgeoning, piercing, and slashing from nonmagical attacks","condition_immunities":"frightened","senses":"truesight 60 ft., passive Perception 18","languages":"Common, Dwarvish, Giant, and see Gift of Tongues","challenge_rating":"11","cr":11.0,"actions":[{"name":"Longsword","desc":"Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) slashing damage or 9 (1d10 + 4) slashing damage if used with two hands, plus 11 (2d10) radiant damage.","attack_bonus":8,"damage_dice":"1d8"},{"name":"Spear","desc":"Melee or Ranged Weapon Attack: +8 to hit, reach 10 ft. or range 20/60 ft., one target. Hit: 7 (1d6 + 4) piercing damage or 8 (1d8 + 4) piercing damage if used with two hands to make a melee attack, plus 11 (2d10) radiant damage.","attack_bonus":8,"damage_dice":"1d6"}],"bonus_actions":null,"reactions":null,"legendary_desc":"A valkyrie can take 3 legendary actions, choosing from the options below. Only one option can be used at a time and only at the end of another creature's turn. A valkyrie regains spent legendary actions at the start of her turn.","legendary_actions":[{"name":"Cast a Cantrip","desc":"The valkyrie casts one spell from her at-will list."},{"name":"Spear or Longsword Attack","desc":"The valkyrie makes one longsword or spear attack."},{"name":"Harvest the Fallen (Costs 2 Actions)","desc":"A valkyrie can take the soul of a newly dead body and bind it into a weapon or shield. Only one soul can be bound to any object. Individuals whose souls are bound can't be raised by any means short of a wish or comparable magic. A valkyrie can likewise release any soul that has been bound by another valkyrie, or transfer a bound soul from one object to another. Once bound, the soul grants the item a +1 bonus for every 4 character levels of the soul (maximum of +3), and this replaces any other magic on the item. At the DM's discretion, part of this bonus can become an appropriate special quality (a fire giant's soul might create a flaming weapon, for example)."}],"special_abilities":[{"name":"Asgardian Weapons","desc":"The valkyrie's weapon attacks are magical. When she hits with any weapon, it does an extra 11 (2d10) radiant damage (included in attacks listed below)."},{"name":"Cloak of Doom","desc":"Any living creature that starts its turn within 60 feet of a valkyrie senses her unsettling presence and must succeed on a DC 16 Charisma saving throw or be frightened for 1d4 rounds. Those who succeed are immune to the effect for 24 hours. The valkyrie can suppress this aura at will."},{"name":"Gift of Tongues","desc":"Valkyries become fluent in any language they hear spoken for at least 1 minute, and they retain this knowledge forever."},{"name":"Innate Spellcasting","desc":"the valkyrie's innate spellcasting ability is Wisdom (spell save DC 16, +8 to hit with spell attacks). She can innately cast the following spells, requiring no material components:\n\nat will: bane, bless, invisibility, sacred flame, spare the dying, speak with animals, thaumaturgy\n\n5/day each: gentle repose, healing word, warding bond\n\n3/day each: beacon of hope, mass healing word, revivify\n\n1/day each: commune, death ward, freedom of movement, geas"}],"spell_list":[],"page_no":396,"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_valkyrie/"},{"slug":"animated_armor_bf","desc":"","name":"Animated Armor","size":"medium","type":"Construct","subtype":"","group":"Animated Objects","alignment":"","armor_class":18,"armor_desc":"natural armor","hit_points":34,"hit_dice":"","speed":{"walk":25},"strength":18,"dexterity":10,"constitution":12,"intelligence":1,"wisdom":6,"charisma":1,"strength_save":4,"dexterity_save":0,"constitution_save":1,"intelligence_save":-5,"wisdom_save":-2,"charisma_save":-5,"perception":8,"skills":{},"damage_vulnerabilities":"acid","damage_resistances":"slashing","damage_immunities":"blinded,deafened,Construct Resilience","condition_immunities":"","senses":"keensense 60 ft. (can't sense beyond this radius)","languages":"-","challenge_rating":"1","cr":1.0,"actions":[{"name":"Multiattack","desc":"The animated armor makes two Slam attacks."},{"name":"Slam","desc":"_Melee Weapon Attack:_ +4 to hit, reach 5 ft., one target. _Hit:_ 6 (1d8+2) bludgeoning damage."}],"bonus_actions":[{"name":"Helmet Bash (19 HP or Fewer)","desc":"The animated armor slams its helmet into a creature it can sense within 5 feet of it. The target must succeed on a DC 13 STR save or take 5 (2d4) bludgeoning damage and be knocked prone."}],"reactions":[],"legendary_desc":null,"legendary_actions":[],"special_abilities":[{"name":"Antimagic Susceptibility","desc":"The armor is incapacitated while in the area of an antimagic field. If targeted by _dispel magic_, the armor must succeed on a CON save against the caster's spell save DC or fall unconscious for 1 minute."},{"name":"Construct Nature","desc":"The armor doesn't require air, food, drink, or sleep."},{"name":"Construct Resilience","desc":"The armor is immune to poison and psychic damage, and it is immune to exhaustion and the charmed, frightened, paralyzed, petrified, and poisoned conditions."},{"name":"False Appearance","desc":"While the armor remains motionless, it is indistinguishable from a normal suit of armor."}],"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_animated-armor/"},{"slug":"clay_golem_bf","desc":"","name":"Clay Golem","size":"large","type":"Construct","subtype":"","group":"Golems","alignment":"","armor_class":14,"armor_desc":"natural armor","hit_points":163,"hit_dice":"","speed":{"walk":20},"strength":20,"dexterity":8,"constitution":18,"intelligence":2,"wisdom":8,"charisma":1,"strength_save":5,"dexterity_save":-1,"constitution_save":4,"intelligence_save":-4,"wisdom_save":-1,"charisma_save":-5,"perception":9,"skills":{},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"acid,Golem Resilience","condition_immunities":"","senses":"darkvision 60 ft.","languages":"understands the languages of its creator but can't speak","challenge_rating":"9","cr":9.0,"actions":[{"name":"Multiattack","desc":"The golem makes three Slam attacks."},{"name":"Slam","desc":"_Melee Weapon Attack:_ +9 to hit, reach 5 ft., one target. _Hit:_ 21 (3d10+5) bludgeoning, piercing, or slashing damage, as determined by Mold Hand. The target must succeed on a DC 16 STR save or suffer an effect based on the type of damage: knocked prone (bludgeoning), pushed up to 10 feet away from the golem (piercing), or its speed is reduced by 10 feet until the end of its next turn (slashing)."},{"name":"Haste (Recharge 5-6)","desc":"Until the end of its next turn, the golem magically gains a +2 bonus to its AC, has advantage on DEX saves, and can make a Slam attack as a bonus action."}],"bonus_actions":[{"name":"Mold Hand","desc":"The clay golem molds its hand into the shape of a weapon or back into a hand. The golem's Slam attack deals bludgeoning, piercing, or slashing damage, depending on the type of weapon chosen, until the golem uses this bonus action again. For example, a hand shaped like an axe deals slashing damage."}],"reactions":[],"legendary_desc":null,"legendary_actions":[],"special_abilities":[{"name":"Acid Absorption","desc":"Whenever the golem is subjected to acid damage, it takes no damage and instead regains HP equal to the acid damage dealt."},{"name":"Construct Nature","desc":"The golem doesn't require air, food, drink, or sleep."},{"name":"Fire Weakness","desc":"When the clay golem takes fire damage, its body temporarily hardens like baked clay. Until the end of its next turn, the golem's speed is reduced by 10 feet, it can't use Mold Hand, and its AC becomes 18."},{"name":"Golem Resilience","desc":"The golem is immune to poison and psychic damage and to bludgeoning, piercing, and slashing damage from nonmagical attacks. In addition, it is immune to exhaustion and to the charmed, frightened, paralyzed, petrified, and poisoned conditions."},{"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 saves against spells and other magical effects."},{"name":"Magic Weapons","desc":"The golem's weapon attacks are magical."}],"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_clay-golem/"},{"slug":"flesh_golem_bf","desc":"","name":"Flesh Golem","size":"medium","type":"Construct","subtype":"","group":"Golems","alignment":"","armor_class":9,"armor_desc":null,"hit_points":129,"hit_dice":"","speed":{"walk":30},"strength":18,"dexterity":8,"constitution":18,"intelligence":6,"wisdom":10,"charisma":4,"strength_save":4,"dexterity_save":-1,"constitution_save":4,"intelligence_save":-2,"wisdom_save":0,"charisma_save":-3,"perception":13,"skills":{},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"lightning,Flesh Golem Resilience","condition_immunities":"","senses":"darkvision 60 ft.","languages":"understands the languages of its creator but can't speak","challenge_rating":"5","cr":5.0,"actions":[{"name":"Multiattack","desc":"The golem makes two Slam attacks."},{"name":"Slam","desc":"_Melee Weapon Attack:_ +7 to hit, reach 5 ft., one target. _Hit:_ 17 (3d8+4) bludgeoning damage."},{"name":"Creator's Anguish (Recharge 5-6)","desc":"The golem releases a wave of emotional anguish from its core. Each creature within 15 feet of the golem must make a DC 15 WIS save. On a failure, a creature takes 31 (9d6) psychic damage and is incapacitated until the end of its next turn, as its mind fills with memories of its greatest failures. On a success, a creature takes half the damage and isn't incapacitated."}],"bonus_actions":[],"reactions":[],"legendary_desc":null,"legendary_actions":[],"special_abilities":[{"name":"Aversion of Fire","desc":"If the golem takes fire damage, it loses its immunity to the frightened condition and has disadvantage on attack rolls and ability checks until the end of its next turn."},{"name":"Berserk (55 HP or Fewer)","desc":"When the golem starts its turn, roll a d6. On a 6, the golem goes berserk. On each of its turns while berserk, the golem attacks the nearest creature it can see. If no creature is near enough to move to and attack, the golem attacks an object, with preference for an object smaller than itself. Once the golem goes berserk, it continues to do so until it is destroyed or regains all its HP. The golem's creator, if within 60 feet of the berserk golem, can try to calm it by speaking firmly and persuasively. The golem must be able to hear its creator, who must take an action to make a DC 15 CHA (Persuasion) check. If the check succeeds, the golem ceases being berserk. If the golem takes damage while still at 55 HP or fewer, the golem might go berserk again."},{"name":"Construct Nature","desc":"The golem doesn't require air, food, drink, or sleep."},{"name":"Flesh Golem Resilience","desc":"The golem is immune to poison damage and to bludgeoning, piercing, and slashing damage from nonmagical attacks. In addition, it is immune to exhaustion and to the charmed, frightened, paralyzed, petrified, and poisoned conditions."},{"name":"Immutable Form","desc":"The golem is immune to any spell or effect that would alter its form."},{"name":"Lightning Absorption","desc":"Whenever the golem is subjected to lightning damage, it takes no damage and instead regains HP equal to the lightning damage dealt."},{"name":"Magic Resistance","desc":"The golem has advantage on saves against spells and other magical effects."},{"name":"Magic Weapons","desc":"The golem's weapon attacks are magical."}],"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_flesh-golem/"},{"slug":"flying_sword_bf","desc":"","name":"Flying Sword","size":"small","type":"Construct","subtype":"","group":"Animated Objects","alignment":"","armor_class":16,"armor_desc":"natural armor","hit_points":11,"hit_dice":"","speed":{"walk":0,"fly":50},"strength":12,"dexterity":16,"constitution":10,"intelligence":1,"wisdom":4,"charisma":1,"strength_save":1,"dexterity_save":3,"constitution_save":0,"intelligence_save":-5,"wisdom_save":-3,"charisma_save":-5,"perception":7,"skills":{},"damage_vulnerabilities":"acid","damage_resistances":"piercing","damage_immunities":"blinded,deafened,prone,Construct Resilience","condition_immunities":"","senses":"keensense 60 ft. (can't sense beyond this radius)","languages":"-","challenge_rating":"1/4","cr":0.25,"actions":[{"name":"Slash","desc":"_Melee Weapon Attack:_ +3 to hit, reach 5 ft., one target. _Hit:_ 5 (1d8+1) slashing damage."}],"bonus_actions":[{"name":"Whirling Blade (6 HP or Fewer)","desc":"The flying sword makes a Slash attack against a target it can sense within 5 feet of it."}],"reactions":[],"legendary_desc":null,"legendary_actions":[],"special_abilities":[{"name":"Antimagic Susceptibility","desc":"The sword is incapacitated while in the area of an antimagic field. If targeted by _dispel magic_, the sword must succeed on a CON save against the caster's spell save DC or fall unconscious for 1 minute."},{"name":"Construct Nature","desc":"The sword doesn't require air, food, drink, or sleep."},{"name":"Construct Resilience","desc":"The sword is immune to poison and psychic damage, and it is immune to exhaustion and the charmed, frightened, paralyzed, petrified, and poisoned conditions."},{"name":"False Appearance","desc":"While the sword remains motionless and isn't flying, it is indistinguishable from a normal sword."}],"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_flying-sword/"},{"slug":"homunculus_bf","desc":"","name":"Homunculus","size":"tiny","type":"Construct","subtype":"","group":null,"alignment":"","armor_class":13,"armor_desc":null,"hit_points":34,"hit_dice":"","speed":{"walk":20,"fly":40},"strength":4,"dexterity":16,"constitution":10,"intelligence":14,"wisdom":10,"charisma":6,"strength_save":-3,"dexterity_save":3,"constitution_save":0,"intelligence_save":2,"wisdom_save":0,"charisma_save":-2,"perception":12,"skills":{},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"Construct Resilience","condition_immunities":"","senses":"darkvision 60 ft.","languages":"understands the languages of its creator but can't speak","challenge_rating":"1","cr":1.0,"actions":[{"name":"Bite","desc":"_Melee Weapon Attack:_ +5 to hit, reach 5 ft., one creature. _Hit:_ 5 (1d4+3) piercing damage plus 5 (2d4) poison damage, and the target must succeed on a DC 12 CON save or be poisoned for 1 minute. If the save fails by 5 or more, the target is instead poisoned for 5 (1d10) minutes and unconscious while poisoned in this way."}],"bonus_actions":[],"reactions":[],"legendary_desc":null,"legendary_actions":[],"special_abilities":[{"name":"Bound Construct","desc":"The homunculus serves another creature as a familiar, forming a magic, telepathic bond with that willing companion. While the two are bonded and on the same plane of existence, the companion can sense what the homunculus senses and the two can communicate telepathically. While the homunculus is within 100 feet of the companion, it can use a reaction to deliver any spell the companion casts that has a range of touch. If the spell requires an attack roll, the homunculus uses the companion's spell attack modifier for the roll. While the homunculus is within 10 feet of its companion, the companion has advantage on INT (Arcana) and INT (Investigation) checks. At any time and for any reason, the homunculus can end its service as a familiar, ending the telepathic bond."},{"name":"Construct Nature","desc":"The homunculus doesn't require air, food, drink, or sleep."},{"name":"Construct Resilience","desc":"The homunculus is immune to poison and psychic damage, and it is immune to exhaustion and the charmed, frightened, paralyzed, petrified, and poisoned conditions."}],"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_homunculus/"},{"slug":"iron_golem_bf","desc":"","name":"Iron Golem","size":"large","type":"Construct","subtype":"","group":"Golems","alignment":"","armor_class":20,"armor_desc":"natural armor, shield","hit_points":201,"hit_dice":"","speed":{"walk":30},"strength":34,"dexterity":8,"constitution":20,"intelligence":2,"wisdom":10,"charisma":1,"strength_save":12,"dexterity_save":-1,"constitution_save":5,"intelligence_save":-4,"wisdom_save":0,"charisma_save":-5,"perception":15,"skills":{},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"fire,Golem Resilience","condition_immunities":"","senses":"darkvision 120 ft.","languages":"understands the languages of its creator but can't speak","challenge_rating":"16","cr":16.0,"actions":[{"name":"Multiattack","desc":"The golem makes four Spear Arm attacks. It can replace one Spear Arm attack with a Shield Bash attack."},{"name":"Shield Bash","desc":"_Melee Weapon Attack:_ +12 to hit, reach 5 ft., one target. _Hit:_ 29 (4d10+7) bludgeoning damage, and the target must succeed on a DC 18 STR save or be knocked prone."},{"name":"Spear Arm","desc":"_Melee Weapon Attack:_ +12 to hit, reach 10 ft., one target. _Hit:_ 25 (4d8+7) piercing damage."},{"name":"Expel Poisonous Gas (Recharge 5-6)","desc":"The golem vents poisonous gas from small holes across its body. Each creature within 15 feet of the golem must make a DC 18 CON save, taking 54 (12d8) poison damage on a failed save, or half as much damage on a successful one."}],"bonus_actions":[],"reactions":[],"legendary_desc":null,"legendary_actions":[],"special_abilities":[{"name":"Construct Nature","desc":"The golem doesn't require air, food, drink, or sleep."},{"name":"Golem Resilience","desc":"The golem is immune to poison and psychic damage and to bludgeoning, piercing, and slashing damage from nonmagical attacks. In addition, it is immune to exhaustion and to the charmed, frightened, paralyzed, petrified, and poisoned conditions."},{"name":"Fire Absorption","desc":"Whenever the golem is subjected to fire damage, it takes no damage and instead regains HP 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 saves against spells and other magical effects."},{"name":"Magic Weapons","desc":"The golem's weapon attacks are magical."},{"name":"Warrior Stance","desc":"At the start of each of its turns, the iron golem chooses one of the following fighting stances to adopt, which lasts until the start of the golem's next turn.\n- **Retributive.** The next time the golem is hit by a melee weapon attack from a creature within 5 feet of it before the start of its next turn, the golem can slam its shoulder into the attacker as a reaction. The attacker must succeed on a DC 18 STR save or be pushed up to 10 feet away from the golem and knocked prone.\n- **Aggressive.** When the golem uses Multiattack, it can replace one additional Spear Arm attack with a Shield Bash attack. If it does so, its AC is reduced by 2 until the start of its next turn.\n- **Defensive.** The golem's AC increases by 4, but it can't make Shield Bash attacks until the start of its next turn."}],"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_iron-golem/"},{"slug":"living_colossus_bf","desc":"","name":"Living Colossus","size":"gargantuan","type":"Construct","subtype":"","group":null,"alignment":"","armor_class":18,"armor_desc":"natural armor","hit_points":261,"hit_dice":"","speed":{"walk":60},"strength":30,"dexterity":8,"constitution":30,"intelligence":10,"wisdom":14,"charisma":22,"strength_save":10,"dexterity_save":-1,"constitution_save":10,"intelligence_save":0,"wisdom_save":2,"charisma_save":6,"perception":17,"skills":{},"damage_vulnerabilities":"","damage_resistances":"slashing","damage_immunities":"Construct Resilience","condition_immunities":"","senses":"darkvision 120 ft., keensense 30 ft.","languages":"any languages the animating spirit knew in life","challenge_rating":"15","cr":15.0,"actions":[{"name":"Multiattack","desc":"The living colossus makes three Slam attacks, or it makes four Spirit Blast attacks."},{"name":"Slam","desc":"_Melee Weapon Attack:_ +15 to hit, reach 5 ft., one target. _Hit:_ 32 (4d10+10) bludgeoning damage."},{"name":"Spirit Blast","desc":"_Ranged Spell Attack:_ +11 to hit, range 120 ft., one target. _Hit:_ 24 (4d8+6) psychic damage."},{"name":"Thunderous Clap (Recharge 5-6)","desc":"The living colossus slams its hands together, creating a thunderous wave in a 30-foot cone. Each creature in that area must make a DC 18 CON save, taking 59 (17d6) thunder damage on a failed save, or half as much damage on a successful one."}],"bonus_actions":[{"name":"Quake","desc":"The living colossus strikes the ground with its foot. Each creature within 30 feet of the living colossus must succeed on a DC 18 STR save or be knocked prone and have the air knocked from its lungs, if it is a breathing creature, until the start of the living colossus's next turn. A creature with the air knocked from its lungs can't speak or cast spells with verbal components. If a creature fails the save by 5 or more, it is also stunned until the start of the living colossus's next turn."}],"reactions":[{"name":"Bolstering Spirit","desc":"When a friendly creature the living colossus can see within 60 feet of it, other than itself, takes damage, the living colossus can share some of the life force of the spirit animating it with that friendly creature. The target gains 14 (4d6) temporary HP for 1 minute. If the target would take enough damage to reduce it to 0 HP, it instead regains 14 (4d8) HP."}],"legendary_desc":null,"legendary_actions":[],"special_abilities":[{"name":"Construct Nature","desc":"The living colossus doesn't require air, food, drink, or sleep."},{"name":"Construct Resilience","desc":"The living colossus is immune to poison and psychic damage, and it is immune to exhaustion and the charmed, frightened, paralyzed, petrified, and poisoned conditions."},{"name":"False Appearance","desc":"While the living colossus remains motionless, it is indistinguishable from a normal statue or monument of the individual it represents."},{"name":"Immutable Form","desc":"The living colossus is immune to any spell or effect that would alter its form."},{"name":"Siege Monster","desc":"The living colossus deals double damage to objects and structures."}],"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_living-colossus/"},{"slug":"robot_drone_bf","desc":"","name":"Robot Drone","size":"tiny","type":"Construct","subtype":"","group":null,"alignment":"","armor_class":15,"armor_desc":"natural armor","hit_points":21,"hit_dice":"","speed":{"walk":20,"fly":40,"hover":true},"strength":6,"dexterity":16,"constitution":12,"intelligence":4,"wisdom":12,"charisma":6,"strength_save":-2,"dexterity_save":3,"constitution_save":1,"intelligence_save":-3,"wisdom_save":1,"charisma_save":-2,"perception":15,"skills":{},"damage_vulnerabilities":"lightning","damage_resistances":"","damage_immunities":"prone,Construct Resilience","condition_immunities":"","senses":"darkvision 60 ft.","languages":"understands the languages of its creator but can't speak","challenge_rating":"1/2","cr":0.5,"actions":[{"name":"Slam","desc":"_Melee Weapon Attack:_ +5 to hit, reach 5 ft., one target. _Hit:_ 7 (1d8+3) bludgeoning damage."},{"name":"Flame Jet","desc":"_Ranged Weapon Attack:_ +5 to hit, range 20/60 ft., one target. _Hit:_ 8 (2d4+3) fire damage."}],"bonus_actions":[{"name":"Fueled Escape","desc":"The drone takes the Dash or Disengage action, leaving a small cloud of fuel fumes behind it. Each creature within 5 feet must succeed on a DC 13 CON save or be poisoned until the end of its next turn."}],"reactions":[],"legendary_desc":null,"legendary_actions":[],"special_abilities":[{"name":"Construct Nature","desc":"The drone doesn't require air, food, drink, or sleep."},{"name":"Construct Resilience","desc":"The drone is immune to poison and psychic damage, and it is immune to exhaustion and the charmed, frightened, paralyzed, petrified, and poisoned conditions."},{"name":"Electrical Malfunction","desc":"Whenever the drone takes lightning damage, it must succeed on a DC 11 WIS save or be incapacitated until the end of its next turn."},{"name":"Point-Blank Shots","desc":"When the drone makes a ranged attack, it doesn't have disadvantage on the attack roll from being within 5 feet of a hostile creature, though it may still have disadvantage from other sources."}],"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_robot-drone/"},{"slug":"rug_of_smothering_bf","desc":"","name":"Rug of Smothering","size":"large","type":"Construct","subtype":"","group":"Animated Objects","alignment":"","armor_class":12,"armor_desc":null,"hit_points":45,"hit_dice":"","speed":{"walk":10,"fly":15,"hover":true},"strength":16,"dexterity":14,"constitution":10,"intelligence":1,"wisdom":2,"charisma":1,"strength_save":3,"dexterity_save":2,"constitution_save":0,"intelligence_save":-5,"wisdom_save":-4,"charisma_save":-5,"perception":8,"skills":{},"damage_vulnerabilities":"fire","damage_resistances":"","damage_immunities":"blinded,deafened,Construct Resilience","condition_immunities":"","senses":"keensense 60 ft. (can't sense beyond this radius)","languages":"-","challenge_rating":"2","cr":2.0,"actions":[{"name":"Smother","desc":"_Melee Weapon Attack:_ +5 to hit, reach 5 ft., one Medium or smaller creature. _Hit:_ 12 (2d8+3) bludgeoning damage, and the target is grappled (escape DC 13). Until this grapple ends, the target is restrained, blinded, and unable to breathe, and the rug can't fly and can't Smother another target."},{"name":"Squeeze Prey","desc":"The rug of smothering tightens around a creature it is grappling. The target must make a DC 13 STR save, taking 18 (4d8) bludgeoning damage on a failed save, or half as much damage on a successful one. A breathing creature that fails this save by 5 or more has the remaining air squeezed from its lungs and begins suffocating."}],"bonus_actions":[{"name":"Rolling Charge (25 HP or Fewer)","desc":"If it isn't grappling a creature, the rug curls up and rolls along the ground up to triple its speed straight toward a creature it can sense. If it stops within 5 feet of the target, it can make one Smother attack against the target."}],"reactions":[],"legendary_desc":null,"legendary_actions":[],"special_abilities":[{"name":"Antimagic Susceptibility","desc":"The rug is incapacitated while in the area of an antimagic field. If targeted by _dispel magic_, the rug must succeed on a CON save against the caster's spell save DC or fall unconscious for 1 minute."},{"name":"Construct Nature","desc":"The rug doesn't require air, food, drink, or sleep."},{"name":"Construct Resilience","desc":"The rug is immune to poison and psychic damage, and it is immune to exhaustion and the charmed, frightened, paralyzed, petrified, and poisoned conditions."},{"name":"Damage Transfer","desc":"While it is grappling a creature, the rug takes only half the damage dealt to it (rounded down), and the creature grappled by the rug takes the other half."},{"name":"False Appearance","desc":"While the rug remains motionless and isn't flying, it is indistinguishable from a normal rug."}],"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_rug-of-smothering/"},{"slug":"shield_guardian_bf","desc":"","name":"Shield Guardian","size":"large","type":"Construct","subtype":"","group":null,"alignment":"","armor_class":17,"armor_desc":"natural armor","hit_points":139,"hit_dice":"","speed":{"walk":30},"strength":18,"dexterity":8,"constitution":18,"intelligence":6,"wisdom":14,"charisma":2,"strength_save":4,"dexterity_save":-1,"constitution_save":4,"intelligence_save":-2,"wisdom_save":2,"charisma_save":-4,"perception":12,"skills":{},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"Construct Resilience","condition_immunities":"","senses":"keensense 10 ft., darkvision 60 ft.","languages":"understands the languages of its creator and the languages of the wearer of its amulet but can't speak","challenge_rating":"7","cr":7.0,"actions":[{"name":"Multiattack","desc":"The shield guardian makes two Runed Fist attacks, or it makes three Rune Bolt attacks."},{"name":"Runed Fist","desc":"_Melee Weapon Attack:_ +7 to hit, reach 5 ft., one target. _Hit:_ 13 (2d8+4) bludgeoning damage plus 14 (4d8) force damage."},{"name":"Rune Bolt","desc":"_Ranged Spell Attack:_ +5 to hit, range 60 ft., one target. _Hit:_ 16 (4d6+2) force damage."}],"bonus_actions":[{"name":"Protective Step","desc":"The guardian teleports up to 60 feet to an unoccupied space it can see within 5 feet of the amulet's wearer."}],"reactions":[{"name":"Shield","desc":"When a creature the guardian can see makes an attack against the amulet's wearer, the guardian grants a +2 bonus to the wearer's AC if the guardian is within 5 feet of the wearer."}],"legendary_desc":null,"legendary_actions":[],"special_abilities":[{"name":"Bound","desc":"The shield guardian is magically bound to an amulet. As long as the guardian and its amulet are on the same plane of existence, the guardian knows the distance and direction to the amulet's wearer, and the amulet's wearer can telepathically call the guardian, teleporting the guardian to an unoccupied space within 5 feet of the wearer after 1 minute. In addition, if the guardian is within 60 feet of the amulet's wearer, half of any damage the wearer takes (rounded up) is taken by the guardian instead."},{"name":"Construct Nature","desc":"The shield guardian doesn't require air, food, drink, or sleep."},{"name":"Construct Resilience","desc":"The shield guardian is immune to poison and psychic damage, and it is immune to exhaustion and the charmed, frightened, paralyzed, petrified, and poisoned conditions."},{"name":"Regeneration","desc":"The shield guardian regains 10 HP at the start of its turn if it has at least 1 HP."},{"name":"Spell Storing","desc":"A spellcaster who wears the shield guardian's amulet can cause the guardian to store one spell of 4th level or lower. To do so, the wearer must cast the spell on the guardian. The spell has no effect but is stored within the guardian. When commanded to do so by the wearer or when a situation arises that was predefined by the spellcaster, the guardian casts the stored spell, using the appropriate action required by the spell, with any parameters set by the original caster, requiring no components. When the spell is cast or a new spell is stored, any previously stored spell is lost."}],"spell_list":[],"page_no":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_shield-guardian/"},{"slug":"stone_golem_bf","desc":"","name":"Stone Golem","size":"large","type":"Construct","subtype":"","group":"Golems","alignment":"","armor_class":17,"armor_desc":"natural armor","hit_points":176,"hit_dice":"","speed":{"walk":30},"strength":20,"dexterity":8,"constitution":28,"intelligence":2,"wisdom":10,"charisma":1,"strength_save":5,"dexterity_save":-1,"constitution_save":9,"intelligence_save":-4,"wisdom_save":0,"charisma_save":-5,"perception":10,"skills":{},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"Golem Resilience","condition_immunities":"","senses":"darkvision 120 ft.","languages":"understands the languages of its creator but can't speak","challenge_rating":"10","cr":10.0,"actions":[{"name":"Multiattack","desc":"The golem makes three Slam attacks."},{"name":"Slam","desc":"_Melee Weapon Attack:_ +9 to hit, reach 5 ft., one target. _Hit:_ 21 (3d10+5) bludgeoning damage."},{"name":"Slow (Recharge 6)","desc":"The golem shares the plodding perception of timeless stone with those nearby, slowing all life to a crawl. Each creature within 10 feet of the golem must make a DC 17 WIS save. On a failure, a creature can't use reactions, its speed is halved, and it can't make more than one attack on its turn. In addition, the creature can take either an action or a bonus action on its turn, not both. These effects last 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."}],"bonus_actions":[{"name":"Rearrange Stone","desc":"The stone golem rearranges some of the stone comprising its body, choosing one of the following arrangements. The arrangement lasts until the golem ends the effect as a bonus action, uses this bonus action again, or until it is incapacitated.\n- **Jagged Stones.** The golem turns several of the stones on its body to point outward. Its AC is reduced by 2, and each time a creature within 5 feet of the golem hits it with a melee attack, the attacker takes 5 (2d4) piercing damage.\n- **Protective Slabs.** The golem slides several flat stones around its body to protect its vulnerable areas. Its speed is reduced by 10 feet, and each time it takes damage, the damage is reduced by 5 (2d4)."}],"reactions":[],"legendary_desc":null,"legendary_actions":[],"special_abilities":[{"name":"Construct Nature","desc":"The golem doesn't require air, food, drink, or sleep."},{"name":"Golem Resilience","desc":"The golem is immune to poison and psychic damage and to bludgeoning, piercing, and slashing damage from nonmagical attacks. In addition, it is immune to exhaustion and to the charmed, frightened, paralyzed, petrified, and poisoned conditions."},{"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 saves against spells and other magical effects."},{"name":"Magic Weapons","desc":"The golem's weapon attacks are magical."}],"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_stone-golem/"},{"slug":"animated-armor","desc":"","name":"Animated Armor","size":"Medium","type":"Construct","subtype":"","group":"Animated Objects","alignment":"unaligned","armor_class":18,"armor_desc":"natural armor","hit_points":33,"hit_dice":"6d8+6","speed":{"walk":25},"strength":14,"dexterity":11,"constitution":13,"intelligence":1,"wisdom":3,"charisma":1,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":null,"skills":{},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"poison, psychic","condition_immunities":"blinded, charmed, deafened, exhaustion, frightened, paralyzed, petrified, poisoned","senses":"blindsight 60 ft. (blind beyond this radius), passive Perception 6","languages":"","challenge_rating":"1","cr":1.0,"actions":[{"name":"Multiattack","desc":"The armor makes two melee attacks."},{"name":"Slam","desc":"Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) bludgeoning damage.","attack_bonus":4,"damage_dice":"1d6","damage_bonus":2}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Antimagic Susceptibility","desc":"The armor is incapacitated while in the area of an antimagic field. If targeted by dispel magic, the armor must succeed on a Constitution saving throw against the caster's spell save DC or fall unconscious for 1 minute."},{"name":"False Appearance","desc":"While the armor remains motionless, it is indistinguishable from a normal suit of armor."}],"spell_list":[],"page_no":263,"environments":["Temple","Ruin","Laboratory"],"img_main":null,"document__slug":"wotc-srd","document__title":"5e Core Rules","document__license_url":"http://open5e.com/legal","document__url":"http://dnd.wizards.com/articles/features/systems-reference-document-srd","v2_converted_path":"/v2/creatures/srd_animated-armor/"},{"slug":"clay-golem","desc":"","name":"Clay Golem","size":"Large","type":"Construct","subtype":"","group":"Golems","alignment":"unaligned","armor_class":14,"armor_desc":"natural armor","hit_points":133,"hit_dice":"14d10+56","speed":{"walk":20},"strength":20,"dexterity":9,"constitution":18,"intelligence":3,"wisdom":8,"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":"acid, 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 9","languages":"understands the languages of its creator but can't speak","challenge_rating":"9","cr":9.0,"actions":[{"name":"Multiattack","desc":"The golem makes two slam attacks."},{"name":"Slam","desc":"Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 16 (2d10 + 5) bludgeoning damage. If the target is a creature, it must succeed on a DC 15 Constitution saving throw or have its hit point maximum reduced by an amount equal to the damage taken. The target dies if this attack reduces its hit point maximum to 0. The reduction lasts until removed by the greater restoration spell or other magic.","attack_bonus":8,"damage_dice":"2d10","damage_bonus":5},{"name":"Haste (Recharge 5-6)","desc":"Until the end of its next turn, the golem magically gains a +2 bonus to its AC, has advantage on Dexterity saving throws, and can use its slam attack as a bonus action."}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Acid Absorption","desc":"Whenever the golem is subjected to acid damage, it takes no damage and instead regains a number of hit points equal to the acid damage dealt."},{"name":"Berserk","desc":"Whenever the golem starts its turn with 60 hit points or fewer, roll a d6. On a 6, the golem goes berserk. On each of its turns while berserk, the golem attacks the nearest creature it can see. If no creature is near enough to move to and attack, the golem attacks an object, with preference for an object smaller than itself. Once the golem goes berserk, it continues to do so until it is destroyed or regains all its hit points."},{"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":315,"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_clay-golem/"},{"slug":"flesh-golem","desc":"","name":"Flesh Golem","size":"Medium","type":"Construct","subtype":"","group":"Golems","alignment":"neutral","armor_class":9,"armor_desc":null,"hit_points":93,"hit_dice":"11d8+44","speed":{"walk":30},"strength":19,"dexterity":9,"constitution":18,"intelligence":6,"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":"lightning, poison; 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 10","languages":"understands the languages of its creator but can't speak","challenge_rating":"5","cr":5.0,"actions":[{"name":"Multiattack","desc":"The golem makes two slam attacks."},{"name":"Slam","desc":"Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) bludgeoning damage.","attack_bonus":7,"damage_dice":"2d8","damage_bonus":4}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Berserk","desc":"Whenever the golem starts its turn with 40 hit points or fewer, roll a d6. On a 6, the golem goes berserk. On each of its turns while berserk, the golem attacks the nearest creature it can see. If no creature is near enough to move to and attack, the golem attacks an object, with preference for an object smaller than itself. Once the golem goes berserk, it continues to do so until it is destroyed or regains all its hit points.\nThe golem's creator, if within 60 feet of the berserk golem, can try to calm it by speaking firmly and persuasively. The golem must be able to hear its creator, who must take an action to make a DC 15 Charisma (Persuasion) check. If the check succeeds, the golem ceases being berserk. If it takes damage while still at 40 hit points or fewer, the golem might go berserk again."},{"name":"Aversion of Fire","desc":"If the golem takes fire damage, it has disadvantage on attack rolls and ability checks until the end of its next turn."},{"name":"Immutable Form","desc":"The golem is immune to any spell or effect that would alter its form."},{"name":"Lightning Absorption","desc":"Whenever the golem is subjected to lightning damage, it takes no damage and instead regains a number of hit points equal to the lightning damage dealt."},{"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":316,"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_flesh-golem/"},{"slug":"flying-sword","desc":"","name":"Flying Sword","size":"Small","type":"Construct","subtype":"","group":"Animated Objects","alignment":"unaligned","armor_class":17,"armor_desc":"natural armor","hit_points":17,"hit_dice":"5d6","speed":{"hover":true,"walk":0,"fly":50},"strength":12,"dexterity":15,"constitution":11,"intelligence":1,"wisdom":5,"charisma":1,"strength_save":null,"dexterity_save":4,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":null,"skills":{},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"poison, psychic","condition_immunities":"blinded, charmed, deafened, frightened, paralyzed, petrified, poisoned","senses":"blindsight 60 ft. (blind beyond this radius), passive Perception 7","languages":"","challenge_rating":"1/4","cr":0.25,"actions":[{"name":"Longsword","desc":"Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 5 (1d8 + 1) slashing damage.","attack_bonus":3,"damage_dice":"1d8","damage_bonus":1}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Antimagic Susceptibility","desc":"The sword is incapacitated while in the area of an antimagic field. If targeted by dispel magic, the sword must succeed on a Constitution saving throw against the caster's spell save DC or fall unconscious for 1 minute."},{"name":"False Appearance","desc":"While the sword remains motionless and isn't flying, it is indistinguishable from a normal sword."}],"spell_list":[],"page_no":264,"environments":["Ruin","Laboratory"],"img_main":null,"document__slug":"wotc-srd","document__title":"5e Core Rules","document__license_url":"http://open5e.com/legal","document__url":"http://dnd.wizards.com/articles/features/systems-reference-document-srd","v2_converted_path":"/v2/creatures/srd_flying-sword/"},{"slug":"homunculus","desc":"","name":"Homunculus","size":"Tiny","type":"Construct","subtype":"","group":null,"alignment":"neutral","armor_class":13,"armor_desc":"natural armor","hit_points":5,"hit_dice":"2d4","speed":{"walk":20,"fly":40},"strength":4,"dexterity":15,"constitution":11,"intelligence":10,"wisdom":10,"charisma":7,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":null,"skills":{},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"poison","condition_immunities":"charmed, poisoned","senses":"darkvision 60 ft., passive Perception 10","languages":"understands the languages of its creator but can't speak","challenge_rating":"0","cr":0.0,"actions":[{"name":"Bite","desc":"Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 1 piercing damage, and the target must succeed on a DC 10 Constitution saving throw or be poisoned for 1 minute. If the saving throw fails by 5 or more, the target is instead poisoned for 5 (1d10) minutes and unconscious while poisoned in this way.","attack_bonus":4,"damage_bonus":1}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Telepathic Bond","desc":"While the homunculus is on the same plane of existence as its master, it can magically convey what it senses to its master, and the two can communicate telepathically."}],"spell_list":[],"page_no":322,"environments":["Laboratory"],"img_main":null,"document__slug":"wotc-srd","document__title":"5e Core Rules","document__license_url":"http://open5e.com/legal","document__url":"http://dnd.wizards.com/articles/features/systems-reference-document-srd","v2_converted_path":"/v2/creatures/srd_homunculus/"},{"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":"rug-of-smothering","desc":"","name":"Rug of Smothering","size":"Large","type":"Construct","subtype":"","group":"Animated Objects","alignment":"unaligned","armor_class":12,"armor_desc":null,"hit_points":33,"hit_dice":"6d10","speed":{"walk":10},"strength":17,"dexterity":14,"constitution":10,"intelligence":1,"wisdom":3,"charisma":1,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":null,"skills":{},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"poison, psychic","condition_immunities":"blinded, charmed, deafened, frightened, paralyzed, petrified, poisoned","senses":"blindsight 60 ft. (blind beyond this radius), passive Perception 6","languages":"","challenge_rating":"2","cr":2.0,"actions":[{"name":"Smother","desc":"Melee Weapon Attack: +5 to hit, reach 5 ft., one Medium or smaller creature. Hit: The creature is grappled (escape DC 13). Until this grapple ends, the target is restrained, blinded, and at risk of suffocating, and the rug can't smother another target. In addition, at the start of each of the target's turns, the target takes 10 (2d6 + 3) bludgeoning damage.","attack_bonus":0,"damage_dice":"2d6","damage_bonus":3}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Antimagic Susceptibility","desc":"The rug is incapacitated while in the area of an antimagic field. If targeted by dispel magic, the rug must succeed on a Constitution saving throw against the caster's spell save DC or fall unconscious for 1 minute."},{"name":"Damage Transfer","desc":"While it is grappling a creature, the rug takes only half the damage dealt to it, and the creature grappled by the rug takes the other half."},{"name":"False Appearance","desc":"While the rug remains motionless, it is indistinguishable from a normal rug."}],"spell_list":[],"page_no":264,"environments":["Ruin","Laboratory"],"img_main":null,"document__slug":"wotc-srd","document__title":"5e Core Rules","document__license_url":"http://open5e.com/legal","document__url":"http://dnd.wizards.com/articles/features/systems-reference-document-srd","v2_converted_path":"/v2/creatures/srd_rug-of-smothering/"},{"slug":"shield-guardian","desc":"","name":"Shield Guardian","size":"Large","type":"Construct","subtype":"","group":null,"alignment":"unaligned","armor_class":17,"armor_desc":"natural armor","hit_points":142,"hit_dice":"15d10+60","speed":{"walk":30},"strength":18,"dexterity":8,"constitution":18,"intelligence":7,"wisdom":10,"charisma":3,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":null,"skills":{},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"poison","condition_immunities":"charmed, exhaustion, frightened, paralyzed, poisoned","senses":"blindsight 10 ft., darkvision 60 ft., passive Perception 10","languages":"understands commands given in any language but can't speak","challenge_rating":"7","cr":7.0,"actions":[{"name":"Multiattack","desc":"The guardian makes two fist attacks."},{"name":"Fist","desc":"Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) bludgeoning damage.","attack_bonus":7,"damage_dice":"2d6","damage_bonus":4}],"bonus_actions":null,"reactions":[{"name":"Shield","desc":"When a creature makes an attack against the wearer of the guardian's amulet, the guardian grants a +2 bonus to the wearer's AC if the guardian is within 5 feet of the wearer."}],"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Bound","desc":"The shield guardian is magically bound to an amulet. As long as the guardian and its amulet are on the same plane of existence, the amulet's wearer can telepathically call the guardian to travel to it, and the guardian knows the distance and direction to the amulet. If the guardian is within 60 feet of the amulet's wearer, half of any damage the wearer takes (rounded up) is transferred to the guardian."},{"name":"Regeneration","desc":"The shield guardian regains 10 hit points at the start of its turn if it has at least 1 hit. point."},{"name":"Spell Storing","desc":"A spellcaster who wears the shield guardian's amulet can cause the guardian to store one spell of 4th level or lower. To do so, the wearer must cast the spell on the guardian. The spell has no effect but is stored within the guardian. When commanded to do so by the wearer or when a situation arises that was predefined by the spellcaster, the guardian casts the stored spell with any parameters set by the original caster, requiring no components. When the spell is cast or a new spell is stored, any previously stored spell is lost."}],"spell_list":[],"page_no":345,"environments":["Temple","Urban","Ruin","Laboratory","Tomb"],"img_main":null,"document__slug":"wotc-srd","document__title":"5e Core Rules","document__license_url":"http://open5e.com/legal","document__url":"http://dnd.wizards.com/articles/features/systems-reference-document-srd","v2_converted_path":"/v2/creatures/srd_shield-guardian/"},{"slug":"stone-golem","desc":"","name":"Stone Golem","size":"Large","type":"Construct","subtype":"","group":"Golems","alignment":"unaligned","armor_class":17,"armor_desc":"natural armor","hit_points":178,"hit_dice":"17d10+85","speed":{"walk":30},"strength":22,"dexterity":9,"constitution":20,"intelligence":3,"wisdom":11,"charisma":1,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":null,"skills":{},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"poison, psychic; bludgeoning, piercing, and slashing from nonmagical attacks not made with adamantine weapons","condition_immunities":"charmed, exhaustion, frightened, paralyzed, petrified, poisoned","senses":"darkvision 120 ft., passive Perception 10","languages":"understands the languages of its creator but can't speak","challenge_rating":"10","cr":10.0,"actions":[{"name":"Multiattack","desc":"The golem makes two slam attacks."},{"name":"Slam","desc":"Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 19 (3d8 + 6) bludgeoning damage.","attack_bonus":10,"damage_dice":"3d8","damage_bonus":6},{"name":"Slow (Recharge 5-6)","desc":"The golem targets one or more creatures it can see within 10 ft. of it. Each target must make a DC 17 Wisdom saving throw against this magic. On a failed save, a target can't use reactions, its speed is halved, and it can't make more than one attack on its turn. In addition, the target can take either an action or a bonus action on its turn, not both. These effects last for 1 minute. A target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success."}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Immutable Form","desc":"The golem is immune to any spell or effect that would alter its form."},{"name":"Magic Resistance","desc":"The golem has advantage on saving throws against spells and other magical effects."},{"name":"Magic Weapons","desc":"The golem's weapon attacks are magical."}],"spell_list":[],"page_no":317,"environments":["Any"],"img_main":null,"document__slug":"wotc-srd","document__title":"5e Core Rules","document__license_url":"http://open5e.com/legal","document__url":"http://dnd.wizards.com/articles/features/systems-reference-document-srd","v2_converted_path":"/v2/creatures/srd_stone-golem/"},{"slug":"ahu-nixta-mechanon","desc":"","name":"Ahu-Nixta Mechanon","size":"Medium","type":"Construct","subtype":"","group":null,"alignment":"unaligned","armor_class":14,"armor_desc":"natural armor","hit_points":51,"hit_dice":"6d8+24","speed":{"walk":20,"climb":10},"strength":16,"dexterity":12,"constitution":18,"intelligence":5,"wisdom":14,"charisma":3,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":2,"skills":{"perception":2},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"poison, psychic","condition_immunities":"charmed, exhaustion, frightened, paralyzed, petrified, poisoned","senses":"darkvision 60', passive Perception 10","languages":"understands Deep Speech and Void Speech but has limited speech","challenge_rating":"2","cr":2.0,"actions":[{"name":"Multiattack","desc":"Two Utility Arms or one Slam and one Utility Arm."},{"name":"Slam","desc":"Melee Weapon Attack: +5 to hit, 5 ft., one target, 10 (2d6+3) bludgeoning damage."},{"name":"Utility Arm","desc":"Uses one of the following attack options:Grabbing Claw Melee Weapon Attack: +5 to hit, 10 ft., one target, 8 (2d4+3) piercing damage. If target is a creature is grappled by mechanon (escape DC 13). Until grapple ends creature restrained mechanon can't use Claw on another target. Sonic Disruptor Ranged Spell Attack: +4 to hit, 60 ft., one target, 9 (2d6+2) thunder. If target is a creature: DC 12 Con save or incapacitated until end of its next turn.Telekinetic Projector Mechanon fires a ray at a target it can see within 60'. If target is a creature: DC 13 Str save or mechanon moves it up to 30' in any direction. If target is an object weighing 300 pounds or less that isn't being worn or carried it is moved up to 30' in any direction. Mechanon can use projector to manipulate simple tools or open doors and containers."},{"name":"Adapt Appendage","desc":"Swaps its Utility Arm with Utility Arm of any other mechanon within 5 ft. of it."},{"name":"Repair (2/Day)","desc":"Touches an ahu-nixta or a Construct. Target regains 11 (2d8+2) hp."}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Construct Nature","desc":"Doesn't require air food drink or sleep."},{"name":"Critical Malfunction","desc":"Critical hit vs. mechanon: 20% chance of striking its soul chamber casing stunning it until end of its next turn."},{"name":"Soul Reactivation","desc":"Reduced to 0 hp stops functioning becoming inert. For the next hr if a Small or larger creature that isn't a Construct or Undead dies within 30' of a deactivated mechanon a portion of creature's soul is absorbed by mechanon and construct reactivates regaining all its hp + additional hp equal to the dead creature's CR. If it remains inert for 1 hr it is destroyed and can't be reactivated."}],"spell_list":[],"page_no":9,"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_ahu-nixta-mechanon/"},{"slug":"animated-instrument","desc":"","name":"Animated Instrument","size":"Tiny","type":"Construct","subtype":"","group":null,"alignment":"unaligned","armor_class":12,"armor_desc":"natural armor","hit_points":17,"hit_dice":"7d4","speed":{"walk":0,"fly":30},"strength":1,"dexterity":12,"constitution":11,"intelligence":1,"wisdom":5,"charisma":15,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":-3,"skills":{"perception":-3},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"poison, psychic","condition_immunities":"blinded, charmed, deafened, exhaustion, frightened, paralyzed, petrified, poisoned","senses":"blindsight 60' (blind beyond), passive Perception 7","languages":"—","challenge_rating":"1/4","cr":0.25,"actions":[{"name":"Trouble Clef","desc":"Melee Weapon Attack: +3 to hit, 5 ft., one target, 4 (1d4+1) bludgeoning damage."},{"name":"Orchestra Hit","desc":"Ranged Spell Attack: +4 to hit, 60 ft., one target, 5 (1d6+2) thunder."},{"name":"Spirited Solo (Recharge 5-6)","desc":"Improvises a tune to draw listeners into entrancing thought. Each creature within 30' of it that can hear the song: creature is incapacitated until end of its next turn (DC 12 Wis creature has an epiphany and gains advantage on Cha (Performance) checks for 1 day)."},{"name":"Courageous Anthem (1/Day)","desc":"Plays a song that bolsters its allies. Each friendly creature within 30' of the instrument that can hear song has a +1 bonus to attack rolls ability checks and saves until song ends. Instrument must take a bonus action on subsequent turns to continue playing the song. Can stop playing at any time. Song ends if animated instrument is incapacitated. A creature can benefit from only one Courageous Anthem at a time."}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Antimagic Susceptibility","desc":"Incapacitated while in the area of an antimagic field. If targeted by dispel magic instrument must succeed on a Con save vs. caster's spell save DC or fall unconscious for 1 min."},{"name":"Construct Nature","desc":"Doesn't require air food drink or sleep."},{"name":"False","desc":"[+]Appearance[/+] While motionless and isn't flying indistinguishable from normal musical instrument."}],"spell_list":[],"page_no":34,"environments":[],"img_main":null,"document__slug":"tob3","document__title":"Tome of Beasts 3","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/tome-of-beasts-3-for-5th-edition/","v2_converted_path":"/v2/creatures/tob3_animated-instrument/"},{"slug":"animated-instrument-quartet","desc":"","name":"Animated Instrument, Quartet","size":"Large","type":"Construct","subtype":"","group":null,"alignment":"unaligned","armor_class":14,"armor_desc":"natural armor","hit_points":102,"hit_dice":"12d10+36","speed":{"walk":30,"fly":50},"strength":10,"dexterity":16,"constitution":17,"intelligence":4,"wisdom":5,"charisma":18,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":-3,"skills":{"perception":-3},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"poison, psychic","condition_immunities":"blinded, charmed, deafened, exhaustion, frightened, paralyzed, petrified, poisoned","senses":"blindsight 60' (blind beyond), passive Perception 7","languages":"—","challenge_rating":"4","cr":4.0,"actions":[{"name":"Multiattack","desc":"Two Trouble Clef or Orchestra Hit attacks."},{"name":"Trouble Clef","desc":"Melee Weapon Attack: +5 to hit, 5 ft., one target, 13 (4d4+3) bludgeoning damage."},{"name":"Orchestra Hit","desc":"Ranged Spell Attack: +6 to hit, 60 ft., one target, 18 (4d6+4) thunder."},{"name":"Musical Arrangement","desc":"The quartet plays one of the following songs:Dreadful Dirge. The quartet plays a hair-raising tune that evokes terror. Each hostile creature within 30' of the quartet must make DC 14 Wis save or be frightened until the end of its next turn.Oppressive Overture. The quartet plays a heavy melody that reverberates through nearby creatures. Each hostile creature within 30' of the quartet must make DC 14 Str save or be knocked prone.Seditious Sonata. The quartet plays a song that incites disobedience and rebellion. Each hostile creature within 30' of the quartet must make DC 14 Cha save"}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Antimagic Susceptibility","desc":"The quartet is incapacitated while in the area of an antimagic field. If targeted by dispel magic the quartet must succeed on a Con save vs. the caster's spell save DC or fall unconscious for 1 min."},{"name":"Construct Nature","desc":"The quartet doesn't require air food drink or sleep."},{"name":"False Appearance","desc":"While motionless indistinguishable from group of musical instruments."},{"name":"Four-Part Harmony","desc":"An animated quartet is always composed of four instruments that sit or hover close together acting with singular intent. If an attack deals at least 25 damage to the quartet then one of the instruments falls unconscious causing the quartet to deal one die less of damage with its Trouble Clef and Orchestra Hit actions."}],"spell_list":[],"page_no":34,"environments":[],"img_main":null,"document__slug":"tob3","document__title":"Tome of Beasts 3","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/tome-of-beasts-3-for-5th-edition/","v2_converted_path":"/v2/creatures/tob3_animated-instrument-quartet/"},{"slug":"animated-instrument-symphony","desc":"","name":"Animated Instrument, Symphony","size":"Gargantuan","type":"Construct","subtype":"","group":null,"alignment":"neutral","armor_class":15,"armor_desc":"natural armor","hit_points":201,"hit_dice":"13d20+65","speed":{"walk":30,"fly":30},"strength":12,"dexterity":18,"constitution":20,"intelligence":10,"wisdom":8,"charisma":22,"strength_save":null,"dexterity_save":7,"constitution_save":1,"intelligence_save":null,"wisdom_save":4,"charisma_save":1,"perception":-1,"skills":{"perception":-1},"damage_vulnerabilities":"","damage_resistances":"bludgeoning, piercing, slashing","damage_immunities":"poison, psychic","condition_immunities":"blinded, charmed, deafened, exhaustion, frightened, grappled, paralyzed, petrified, poisoned, prone, restrained, stunned","senses":"blindsight 120' (blind beyond), passive Perception 9","languages":"understands Common but can't speak","challenge_rating":"15","cr":15.0,"actions":[{"name":"Multiattack","desc":"Uses Musical Arrangement. Then two Hammer Note or Pulsating Cacophony attacks."},{"name":"Hammer Note","desc":"Melee Weapon Attack: +9 to hit 5 ft. 1 tgt in the swarm's space. 36 (8d8) bludgeoning damage or 18 (4d8) bludgeoning damage if symphony has half its hp or fewer."},{"name":"Pulsating Cacophony","desc":"Ranged Spell Attack: +11 to hit, 60 ft., one target, 22 (4d10) thunder + 13 (2d12) psychic or 11 (2d10) thunder + 6 (1d12) psychic if the symphony has half its hp or fewer."}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":[{"name":"Move","desc":"Moves up to its speed with o provoking opportunity attacks."},{"name":"Harmonize (2)","desc":"Tunes its worn-out instruments back to working harmony regaining 20 hp and ending one condition affecting it."},{"name":"Orchestral Flourish (2)","desc":"Plays a short fierce melody. Each creature within 10 ft. of symphony including creatures in its space:  10 (3d6) thunder (DC 19 Con half)."},{"name":"Syncopated Melody (3)","desc":"Mimics a spell that was cast since the end of its last turn. It makes a Performance check where the DC is the caster's DC+the level of the spell symphony is trying to mimic. If successful symphony casts the spell using original caster's DC and spell attack bonus."}],"special_abilities":[{"name":"Antimagic Susceptibility","desc":"Incapacitated while in the area of an antimagic field. If targeted by dispel magic instrument must succeed on a Con save vs. caster's spell save DC or fall unconscious for 1 min. Has advantage on this save."},{"name":"Construct Nature","desc":"Doesn't require air food drink or sleep."},{"name":"False","desc":"[+]Appearance[/+] Motionless and not flying: indistinguishable from large musical instrument collection and performance paraphernalia."},{"name":"Grand Composition","desc":"While it occupies another creature's space that creature has disadvantage on Con saves to maintain concentration and creature can't cast spells with verbal components."},{"name":"Legendary Resistance (3/Day)","desc":"Choose to succeed failed save."},{"name":"Magic Resistance","desc":"Advantage: spell/magic effect saves."},{"name":"Swarm","desc":"Can occupy another creature's space and vice versa and symphony can move through any opening large enough for a Small musical instrument. Except for the Harmonize legendary action symphony can't regain hp or gain temp hp."},{"name":"Musical Arrangement","desc":"Plays one of the following:Ballet of Quickening Steps Lilting ballet that picks up pace in startling fashion increasing its movement speed by 10 ft. and allowing it to take the Dodge action as a bonus action on each of its turns. Lasts 1 min or until symphony plays a different song.Harrowing Hymn Foreboding verse. Each creature within 30' of symphony that can hear it: DC 19 Wis save or frightened for 1 min. A creature can re-save at end of each of its turns success ends effect on itself. If creature's save succeeds or effect ends for it creature immune to symphony's Harrowing Hymn for next 24 hrs.Concerto for the Luckless Piece pits nearby listeners vs. their own misfortunes. Each creature within 60' of symphony and can hear it: DC 19 Cha save or be cursed 1 min. While cursed creature can't add its proficiency bonus to attack rolls or ability checks. If cursed creature rolls a 20 on attack roll or ability check curse ends. Curse can be lifted early by remove curse spell or similar magic.Four Winds Canon Trumpets gale force winds in a 90' cone. Each creature in that area: creature is pushed up to 30' away from symphony and knocked prone (DC 19 Str creature is knocked prone but isn't pushed). Winds also disperse gas or vapor and it extinguishes candles torches and similar unprotected flames in the area. It causes protected flames such as those of lanterns to dance wildly and has a 50% chance to extinguish them."}],"spell_list":[],"page_no":34,"environments":[],"img_main":null,"document__slug":"tob3","document__title":"Tome of Beasts 3","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/tome-of-beasts-3-for-5th-edition/","v2_converted_path":"/v2/creatures/tob3_animated-instrument-symphony/"},{"slug":"aphasian-abomination","desc":"","name":"Aphasian Abomination","size":"Large","type":"Construct","subtype":"","group":null,"alignment":"unaligned","armor_class":15,"armor_desc":"","hit_points":170,"hit_dice":"20d10+60","speed":{"walk":0,"fly":60},"strength":1,"dexterity":20,"constitution":16,"intelligence":17,"wisdom":20,"charisma":5,"strength_save":null,"dexterity_save":9,"constitution_save":null,"intelligence_save":7,"wisdom_save":9,"charisma_save":null,"perception":5,"skills":{"perception":5},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"poison, psychic; nonmagic bludgeoning, piercing, and slashing attacks","condition_immunities":"charmed, exhaustion, frightened, paralyzed, petrified, poisoned, prone","senses":"darkvision 120', passive Perception 19","languages":"Common, telepathy 120'","challenge_rating":"10","cr":10.0,"actions":[{"name":"Multiattack","desc":"Three Force Blast attacks."},{"name":"Force Blast","desc":"Melee or Ranged Spell Attack: +9 to hit 5 ft. or range 120' one target 23 (4d8+5) force."}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Amorphous","desc":"Move through space 1ft.+ wide with o squeezing."},{"name":"Aphasic Field","desc":"Generates a field of psychic distortion around itself. Each creature that starts its turn within 60' of abomination: DC 17 Int save or lose ability to speak coherently saying coherent words that make no sense in context instead of what it intends to say. If creature attempts to cast a spell with verbal components it fails taking 9 (2d8) psychic per spell level of spell it attempted to cast and expends spell slot."},{"name":"Construct Nature","desc":"Doesn't require air food drink or sleep."},{"name":"Immutable Form","desc":"Immune: form-altering spells/effects."},{"name":"Made of Magic","desc":"Is formed of magical energy. It temporarily winks out of existence when inside an antimagic field instantly reappearing once space it occupied is no longer within area of effect. If targeted by dispel magic: 21 (6d6) damage + extra 7 (2d6) psychic for each spell level beyond 3rd if spell is cast using a higher spell slot."},{"name":"Magic Resistance","desc":"Advantage: spell/magic effect saves."}],"spell_list":[],"page_no":39,"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_aphasian-abomination/"},{"slug":"arcane-leviathan","desc":"","name":"Arcane Leviathan","size":"Gargantuan","type":"Construct","subtype":"","group":null,"alignment":"unaligned","armor_class":17,"armor_desc":"natural armor","hit_points":279,"hit_dice":"18d20+90","speed":{"walk":10,"swim":60},"strength":26,"dexterity":5,"constitution":21,"intelligence":5,"wisdom":17,"charisma":8,"strength_save":1,"dexterity_save":null,"constitution_save":1,"intelligence_save":2,"wisdom_save":8,"charisma_save":4,"perception":3,"skills":{"perception":3},"damage_vulnerabilities":"","damage_resistances":"acid, thunder; nonmagic B/P/S attacks","damage_immunities":"lightning, poison, psychic","condition_immunities":"blinded, charmed, deafened, exhaustion, frightened, paralyzed, petrified, poisoned","senses":"truesight 120', passive Perception 13","languages":"understands creator's languages but can't speak","challenge_rating":"16","cr":16.0,"actions":[{"name":"Multiattack","desc":"One Slam and two Claws or four Lightning Bolts."},{"name":"Claw","desc":"Melee Weapon Attack: +13 to hit, 15 ft., one target, 26 (4d8+8) slashing damage. If target is Huge or smaller it is grappled (escape DC 19). Leviathan has two claws each of which can grapple only one target."},{"name":"Slam","desc":"Melee Weapon Attack: +13 to hit, 5 ft., one target, 18 (4d4+8) bludgeoning damage and target: DC 19 Str save or be knocked prone."},{"name":"Lightning Bolt","desc":"Ranged Spell Attack: +8 to hit 150/600' one target 17 (4d6+3) lightning."},{"name":"Pylon Discharge (Recharge 5-6)","desc":"Discharges energy surge at a point it can see within 200' of it. Each creature within 30' of that point: 45 (10d8) lightning and is blinded until the end of its next turn (DC 19 Dex half damage not blinded)."}],"bonus_actions":[{"name":"Arcane Barrage","desc":"Sends arcane energy toward a creature it can see within 120' of it. Target begins to glow with arcane energy and at end of target's next turn: 35 (10d6) radiant (DC 19 Con half). Damage is divided evenly between target and all creatures within 10 ft. of it except leviathan."}],"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Construct Nature","desc":"Doesn't require air food drink or sleep."},{"name":"Impregnable","desc":"If subjected to an effect that allows it to make a save to take only half damage it instead takes no damage if it succeeds on the save and only half damage if it fails."},{"name":"Siege Monster","desc":"Double damage to objects/structures."}],"spell_list":[],"page_no":40,"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_arcane-leviathan/"},{"slug":"arcane-scavenger","desc":"","name":"Arcane Scavenger","size":"Large","type":"Construct","subtype":"","group":null,"alignment":"neutral","armor_class":17,"armor_desc":"natural armor","hit_points":127,"hit_dice":"17d10+34","speed":{"walk":10,"fly":40},"strength":19,"dexterity":18,"constitution":14,"intelligence":16,"wisdom":16,"charisma":13,"strength_save":null,"dexterity_save":8,"constitution_save":null,"intelligence_save":null,"wisdom_save":7,"charisma_save":null,"perception":3,"skills":{"perception":3},"damage_vulnerabilities":"","damage_resistances":"nonmagic B/P/S attacks","damage_immunities":"force, poison, psychic","condition_immunities":"blinded, charmed, deafened, exhaustion, frightened, paralyzed, petrified, poisoned","senses":"truesight 60', passive Perception 17","languages":"—","challenge_rating":"9","cr":9.0,"actions":[{"name":"Multiattack","desc":"Three Grabbing Claw or Excavation Beams."},{"name":"Grabbing Claw","desc":"Melee Weapon Attack: +8 to hit, 15 ft., one target, 13 (2d8+4) bludgeoning damage + 7 (2d6) force and target is grappled (escape DC 16). Scavenger has eight claws each of which can grapple only one target."},{"name":"Excavation Beam","desc":"Ranged Spell Attack: +7 to hit, 60 ft., one target, 20 (5d6+3) fire."},{"name":"Spellcasting","desc":"Int (DC 15) no material components: At will: detect magic locate object3/day ea: counterspell dispel magic"}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Construct Nature","desc":"Doesn't require air food drink or sleep."},{"name":"Eldritch Overload","desc":"When reduced to half its max hp or fewer its speed is doubled and it gains additional action each turn. The action must be to Dash Disengage Hide or Use an Object or to make one Grabbing Claws or Excavation Beam attack. Effect lasts for 3 rounds. At end of its third turn the scavenger takes 10 (3d6) fire."},{"name":"Magic Resistance","desc":"Advantage: spell/magic effect saves."},{"name":"Ruinous Detonation","desc":"When it dies it explodes and each creature within 30' of it: 21 (6d6) force is flung up to 40' away from scavenger and is knocked prone (DC 16 Dex half damage and isn't flung or knocked prone)."}],"spell_list":[],"page_no":41,"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_arcane-scavenger/"}]}