{"count":3207,"next":"https://api-beta.open5e.com/v1/monsters/?format=json&ordering=type&page=37","previous":"https://api-beta.open5e.com/v1/monsters/?format=json&ordering=type&page=35","results":[{"slug":"orobasdevil-tob1-2023","desc":"False","name":"Orobas Devil","size":"Large","type":"Fiend","subtype":"","group":"null","alignment":"Lawful Evil","armor_class":19,"armor_desc":"natural armor, shield","hit_points":203,"hit_dice":"14d10 + 126","speed":{"walk":40},"strength":26,"dexterity":14,"constitution":28,"intelligence":23,"wisdom":26,"charisma":21,"strength_save":13,"dexterity_save":7,"constitution_save":14,"intelligence_save":null,"wisdom_save":13,"charisma_save":null,"perception":23,"skills":{"Deception":10,"History":11,"Insight":13,"Perception":13,"Persuasion":10},"damage_vulnerabilities":"False","damage_resistances":"acid, cold; bludgeoning, piercing, and slashing from nonmagical attacks not made with silvered weapons","damage_immunities":"fire, poison","condition_immunities":"poisoned","senses":"truesight 90 ft., passive Perception 23","languages":"Celestial, Infernal, telepathy 100 ft.","challenge_rating":"14","cr":14.0,"actions":[{"name":"Multiattack","desc":"The orobas makes one Bite attack, one Flail attack, and one Stomp attack, or it makes four Hurl Flame attacks."},{"name":"Bite","desc":"Melee Weapon Attack: +13 to hit, reach 5 ft., one target. Hit: 15 (2d6 + 8) piercing damage plus 13 (3d8) fire damage and 10 (3d6) poison damage, and the target must succeed on a DC 18 Constitution saving throw or become poisoned for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success."},{"name":"Flail","desc":"Melee Weapon Attack: +13 to hit, reach 10 ft., one target. Hit: 17 (2d8 + 8) bludgeoning damage plus 13 (3d8) fire damage."},{"name":"Stomp","desc":"Melee Weapon Attack: +13 to hit, reach 5 ft., one target. Hit: 11 (1d6 + 8) bludgeoning damage plus 13 (3d8) fire damage."},{"name":"Hurl Flame","desc":"Ranged Spell Attack: +10 to hit, range 120 ft., one target. Hit: 23 (4d8 + 5) fire damage."},{"name":"Teleport","desc":"The orobas magically teleports, along with any equipment, up to 120 feet to an unoccupied space it can see."},{"name":"Spellcasting","desc":"The orobas casts one of the following spells, requiring no material components and using Charisma as the spellcasting ability (spell save DC 18):\nAt will: augury, detect thoughts, guidance\n3/day each: locate creature, nondetection\n1/day each: contact other plane (as an action), legend lore (as an action)"}],"bonus_actions":[],"reactions":[{"name":"Prediction (3/Day)","desc":"When the orobas makes an ability check or attack, it can choose to have advantage on the roll."}],"legendary_desc":null,"legendary_actions":[],"special_abilities":[{"name":"Deceptive Advice","desc":"When the orobas casts a spell of the divination school, it has advantage on Charisma (Deception) checks for 1 minute."},{"name":"Hellish Weapons","desc":"The orobas's weapon attacks are magical. When the orobas hits with any weapon, the weapon deals an extra 3d8 fire damage (included in the attack)."},{"name":"Magic Resistance","desc":"The orobas has advantage on saving throws against spells and other magical effects."},{"name":"Sense Consecrated","desc":"The orobas can pinpoint the location of Celestials, consecrated places or objects, and creatures wielding divine or celestial power, such as clerics, paladins, or aasimars, within 60 feet of it."}],"spell_list":[],"page_no":99,"environments":[],"img_main":"http://api-beta.open5e.com/","document__slug":"tob-2023","document__title":"Tome of Beasts 2023","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/tome-of-beasts-1-2023-edition/","v2_converted_path":"/v2/creatures/tob-2023_orobas-devil/"},{"slug":"psoglav-tob1-2023","desc":"False","name":"Psoglav","size":"Large","type":"Fiend","subtype":"","group":"null","alignment":"Chaotic Evil","armor_class":17,"armor_desc":"natural armor","hit_points":115,"hit_dice":"11d10 + 55","speed":{"walk":60,"fly":40},"strength":21,"dexterity":23,"constitution":20,"intelligence":16,"wisdom":19,"charisma":18,"strength_save":null,"dexterity_save":9,"constitution_save":8,"intelligence_save":null,"wisdom_save":7,"charisma_save":7,"perception":17,"skills":{"Acrobatics":9,"Perception":7,"Intimidation":7,"Stealth":9},"damage_vulnerabilities":"False","damage_resistances":"cold, fire, lightning","damage_immunities":"poison","condition_immunities":"poisoned","senses":"blindsight 30 ft., darkvision 60 ft., passive Perception 17","languages":"Abyssal, Common, telepathy 60 ft.","challenge_rating":"7","cr":7.0,"actions":[{"name":"Multiattack","desc":"The psoglav makes three Bite attacks."},{"name":"Bite","desc":"Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 18 (2d12 + 5) piercing damage."},{"name":"Invisibility","desc":"The psoglav magically turns invisible until it attacks or uses Shadow-Stealing Ray, or until its concentration ends (as if concentrating on a spell). Any equipment the psoglav wears or carries is invisible with it."},{"name":"Shadow-Stealing Ray (Recharge 5-6)","desc":"The psoglav emits a beam from its single eye at one creature it can see within 60 feet of it. The target must make a DC 15 Constitution saving throw. On a failure, the target is pushed up to 20 feet away from the psoglav, and its shadow becomes a creature under the psoglav's control for 24 hours or until the shadow is reduced to 0 hp. On a success, the target is pushed up to 10 feet away from the psoglav and its shadow isn't stolen. Each controlled shadow uses the statistics of a shadow, except it can't create shadows from killing Humanoids. The psoglav can have no more than five shadows under its control at a time. The shadow becomes permanently under the psoglav's control if the shadow's original owner dies."}],"bonus_actions":[{"name":"Shadow Jump (3/Day)","desc":"While in shadows, dim light, or darkness, the psoglav disappears into the darkness and reappears in an unoccupied space it can see within 60 feet."}],"reactions":[],"legendary_desc":null,"legendary_actions":[],"special_abilities":[{"name":"Magic Resistance","desc":"The psoglav has advantage on saving throws against spells and other magical effects."},{"name":"Magic Weapons","desc":"The psoglav's weapon attacks are magical."}],"spell_list":[],"page_no":86,"environments":[],"img_main":"http://api-beta.open5e.com/","document__slug":"tob-2023","document__title":"Tome of Beasts 2023","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/tome-of-beasts-1-2023-edition/","v2_converted_path":"/v2/creatures/tob-2023_psoglav/"},{"slug":"qorgeth-tob1-2023","desc":"False","name":"Qorgeth","size":"Gargantuan","type":"Fiend","subtype":"","group":"null","alignment":"Chaotic Evil","armor_class":21,"armor_desc":"natural armor","hit_points":370,"hit_dice":"20d20 + 160","speed":{"walk":30,"burrow":50},"strength":29,"dexterity":6,"constitution":26,"intelligence":9,"wisdom":22,"charisma":18,"strength_save":null,"dexterity_save":5,"constitution_save":15,"intelligence_save":null,"wisdom_save":13,"charisma_save":11,"perception":23,"skills":{"Perception":13},"damage_vulnerabilities":"False","damage_resistances":"cold, fire, lightning","damage_immunities":"poison; bludgeoning, piercing, and slashing from nonmagical attacks","condition_immunities":"blinded, charmed, exhaustion, frightened, poisoned","senses":"blindsight 120 ft., tremorsense 120 ft., passive Perception 23","languages":"all, telepathy 120 ft.","challenge_rating":"23","cr":23.0,"actions":[{"name":"Multiattack","desc":"Qorgeth makes one Bite attack, two Crush attacks, and one Stinger attack."},{"name":"Bite","desc":"Melee Weapon Attack: +16 to hit, reach 10 ft., one target. Hit: 22 (2d12 + 9) piercing damage. If the target is a Large or smaller creature, it must succeed on a DC 21 Dexterity saving throw or be swallowed by Qorgeth. A swallowed creature is blinded and restrained, it has total cover against attacks and other effects outside the worm, and it takes 16 (3d10) necrotic damage at the start of each of Qorgeth's turns."},{"name":"Crush","desc":"Melee Weapon Attack: +16 to hit, reach 10 ft., one target. Hit: 20 (2d10 + 9) bludgeoning damage, and if the target is a Large or smaller creature, it is restrained until Qorgeth moves. A creature, including the restrained creature, can use an action to free the restrained creature by succeeding on a DC 21 Strength check."},{"name":"Stinger","desc":"Melee Weapon Attack: +16 to hit, reach 15 ft., one target. Hit: 23 (4d6 + 9) piercing damage, and the target must make a DC 21 Constitution saving throw. On a failure, the target takes 33 (6d10) poison damage and is poisoned for 1 hour. On a success, the target takes half the damage and isn't poisoned. A creature that fails the saving throw by 10 or more is also paralyzed while poisoned in this way."},{"name":"Spellcasting","desc":"Qorgeth casts one of the following spells, requiring no material or somatic components and using Charisma as the spellcasting ability (spell save DC 19):\nAt will: black tentacles, detect magic\n3/day each: dispel magic, insect plague (biting worms)\n1/day each: earthquake, teleport (self only)"}],"bonus_actions":[],"reactions":[],"legendary_desc":"Qorgeth can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. Qorgeth regains spent legendary actions at the start of its turn.","legendary_actions":[{"name":"Shriek","desc":"Each creature within 60 feet of Qorgeth and that can hear the demon must succeed on a DC 21 Wisdom saving throw or be frightened for 1 minute. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success."},{"name":"Death Roll (Costs 2 Actions)","desc":"Qorgeth moves up to half its speed straight toward a creature and makes one Crush attack against the creature. Each object and structure between Qorgeth and the target takes 33 (6d10) bludgeoning damage."},{"name":"Devour (Costs 3 Actions)","desc":"Qorgeth makes one Bite attack."}],"special_abilities":[{"name":"Legendary Resistance (3/Day)","desc":"If Qorgeth fails a saving throw, it can choose to succeed instead."},{"name":"Magic Resistance","desc":"Qorgeth has advantage on saving throws against spells and other magical effects."},{"name":"Magic Weapons","desc":"Qorgeth's weapon attacks are magical."},{"name":"Tunneler","desc":"Qorgeth can burrow through solid rock and leaves a 15-foot-diameter tunnel in its wake."}],"spell_list":[],"page_no":80,"environments":[],"img_main":"http://api-beta.open5e.com/","document__slug":"tob-2023","document__title":"Tome of Beasts 2023","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/tome-of-beasts-1-2023-edition/","v2_converted_path":"/v2/creatures/tob-2023_qorgeth/"},{"slug":"rubezahl-tob1-2023","desc":"False","name":"Rubezahl","size":"Medium","type":"Fiend","subtype":"","group":"null","alignment":"Chaotic Evil","armor_class":15,"armor_desc":"natural armor","hit_points":136,"hit_dice":"21d8 + 42","speed":{"walk":50},"strength":20,"dexterity":15,"constitution":14,"intelligence":11,"wisdom":12,"charisma":18,"strength_save":null,"dexterity_save":6,"constitution_save":6,"intelligence_save":null,"wisdom_save":5,"charisma_save":null,"perception":15,"skills":{"Deception":8,"Perception":5,"Survival":5},"damage_vulnerabilities":"False","damage_resistances":"cold, fire; bludgeoning, piercing, and slashing from nonmagical attacks","damage_immunities":"lightning, thunder, poison","condition_immunities":"poisoned, stunned","senses":"blindsight 10 ft., darkvision 120 ft., passive Perception 15","languages":"Abyssal, Common, telepathy 120 ft.","challenge_rating":"10","cr":10.0,"actions":[{"name":"Multiattack","desc":"The rubezahl makes one Gore attack and two Claw attacks."},{"name":"Claw","desc":"Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 15 (3d6 + 5) slashing damage plus 7 (2d6) lightning damage."},{"name":"Gore","desc":"Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 18 (3d8 + 5) piercing damage, and the target creature must succeed on a DC 16 Strength saving throw or be knocked prone."},{"name":"Thunderstrike (Recharge 5-6)","desc":"The rubezahl calls a sizzling bolt of lightning out of the sky, or from the air if underground or indoors, to strike a point the rubezahl can see within 150 feet of it. Each creature within 20 feet of that point must make a DC 16 Dexterity saving throw. On a failure, the creature takes 36 (8d8) lightning damage and is stunned until the end of its next turn. On a success, the creature takes half the damage and isn't stunned."},{"name":"Spellcasting","desc":"The rubezahl casts one of the following spells, requiring no material components and using Charisma as the spellcasting ability (spell save DC 16):\nAt will: disguise self, fog cloud\n3/day each: gust of wind, sleet storm\n1/day: control weather (as an action)"}],"bonus_actions":[],"reactions":[],"legendary_desc":null,"legendary_actions":[],"special_abilities":[{"name":"Counting Compulsion","desc":"If a creature uses an action to point out an ordered group of objects that the rubezahl can see, such as a pile of gravel, the demon is compelled to count the entire group. Until the end of its next turn, the rubezahl has disadvantage on attack rolls and ability checks, and it can't take reactions. Once it has counted a given group of objects, it can't be compelled to count those objects again."},{"name":"False Tongue","desc":"The rubezahl has advantage on Charisma (Deception) checks. In addition, magical attempts to discern lies always report that the rubezahl's words are true, and it can't be magically forced to tell the truth."},{"name":"Magic Resistance","desc":"The rubezahl has advantage on saving throws against spells and other magical effects."}],"spell_list":[],"page_no":87,"environments":[],"img_main":"http://api-beta.open5e.com/","document__slug":"tob-2023","document__title":"Tome of Beasts 2023","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/tome-of-beasts-1-2023-edition/","v2_converted_path":"/v2/creatures/tob-2023_rubezahl/"},{"slug":"saltdevil-tob1-2023","desc":"False","name":"Salt Devil","size":"Medium","type":"Fiend","subtype":"","group":"null","alignment":"Lawful Evil","armor_class":13,"armor_desc":"natural armor","hit_points":93,"hit_dice":"11d8 + 44","speed":{"walk":30},"strength":18,"dexterity":13,"constitution":18,"intelligence":13,"wisdom":14,"charisma":15,"strength_save":null,"dexterity_save":4,"constitution_save":7,"intelligence_save":null,"wisdom_save":null,"charisma_save":5,"perception":15,"skills":{"Perception":5,"Stealth":4},"damage_vulnerabilities":"False","damage_resistances":"acid, cold; bludgeoning, piercing, and slashing from nonmagical attacks not made with silvered weapons","damage_immunities":"fire, poison","condition_immunities":"poisoned","senses":"darkvision 120 ft., passive Perception 15","languages":"Common, Gnoll, Infernal, telepathy 120 ft.","challenge_rating":"6","cr":6.0,"actions":[{"name":"Multiattack","desc":"The salt devil makes two Scimitar attacks and one Water-Draining Claw attack."},{"name":"Scimitar","desc":"Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) slashing damage."},{"name":"Water-Draining Claw","desc":"Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 6 (1d4 + 4) slashing damage. If the target is a creature that isn't a Construct or Undead, it must make a DC 15 Constitution saving throw, taking 14 (4d6) necrotic damage on a failed save, or half as much damage on a successful one. Plants, Oozes, and creatures with the Amphibious, Water Breathing, or Water Form traits have disadvantage on this saving throw. If the saving throw fails by 5 or more, the target also suffers one level of exhaustion."},{"name":"Teleport (3/Day)","desc":"The salt devil magically teleports, along with any equipment it is wearing or carrying, up to 120 feet to an unoccupied space it can see."},{"name":"Summon Devil (1/Day)","desc":"The salt devil magically calls 1d4 gnolls that are Fiends with the salt devil's damage resistances and immunities. The salt devil has a 25 percent chance of calling one salt devil instead. The called creatures arrive in 1d4 rounds, acting as allies of the devil and obeying its telepathic commands. The creatures remain for 1 hour, until the devil dies, or until the devil dismisses them as a bonus action."}],"bonus_actions":[],"reactions":[],"legendary_desc":null,"legendary_actions":[],"special_abilities":[{"name":"Devil's Sight","desc":"Magical darkness doesn't impede the salt devil's darkvision."},{"name":"Magic Resistance","desc":"The salt devil has advantage on saving throws against spells and other magical effects."},{"name":"Salt-Encrusted Hide","desc":"A creature that touches the salt devil or hits it with a melee attack while within 5 feet of it takes 3 (1d6) slashing damage."}],"spell_list":[],"page_no":100,"environments":[],"img_main":"http://api-beta.open5e.com/","document__slug":"tob-2023","document__title":"Tome of Beasts 2023","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/tome-of-beasts-1-2023-edition/","v2_converted_path":"/v2/creatures/tob-2023_salt-devil/"},{"slug":"souleater-tob1-2023","desc":"False","name":"Soul Eater","size":"Medium","type":"Fiend","subtype":"","group":"null","alignment":"Neutral Evil","armor_class":16,"armor_desc":"","hit_points":105,"hit_dice":"14d8 + 42","speed":{"walk":60,"fly":30},"strength":13,"dexterity":22,"constitution":17,"intelligence":12,"wisdom":11,"charisma":11,"strength_save":null,"dexterity_save":9,"constitution_save":5,"intelligence_save":null,"wisdom_save":null,"charisma_save":3,"perception":13,"skills":{"Intimidation":3,"Perception":3,"Stealth":9},"damage_vulnerabilities":"False","damage_resistances":"cold, fire, lightning; bludgeoning, piercing, and slashing from nonmagical attacks","damage_immunities":"poison","condition_immunities":"paralyzed, poisoned, prone, stunned, unconscious","senses":"darkvision 60 ft., passive Perception 13","languages":"Abyssal, Infernal, telepathy 60 ft.","challenge_rating":"7","cr":7.0,"actions":[{"name":"Multiattack","desc":"The soul eater makes two Claw attacks."},{"name":"Claw","desc":"Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 13 (2d6 + 6) slashing damage plus 10 (3d6) psychic damage."},{"name":"Hasten Consumption (Recharge 5-6)","desc":"The soul eater emits a wave of psychic energy to hasten the demise of nearby creatures, bringing them one step closer to having their souls consumed. Each creature within 20 feet of the soul eater must make a DC 14 Charisma saving throw, taking 31 (9d6) psychic damage on a failed save, or half as much damage on a successful one. A creature reduced to below half its hp maximum by this effect has disadvantage on the saving throw against the soul eater's Soul Drain for 1 minute."}],"bonus_actions":[],"reactions":[{"name":"Soul Drain","desc":"When the soul eater reduces a target to 0 hp, the soul eater consumes that creature's soul. The victim must succeed on a DC 14 Constitution saving throw or immediately die as the soul eater consumes its soul. A creature killed in this way can be restored to life only by means of a true resurrection or a wish spell. If the soul eater is killed within 120 feet of the body of a soul it consumed and the victim has been dead for no longer than 1 minute, the victim's soul returns to the body and returns to life, unconscious and stable with 0 hp."}],"legendary_desc":null,"legendary_actions":[],"special_abilities":[{"name":"Magic Resistance","desc":"The soul eater has advantage on saving throws against spells and other magical effects."},{"name":"Soul Sense","desc":"The soul eater can pinpoint the location of creatures that have souls within 60 feet of it and can sense the general direction of such creatures within 1 mile of it."}],"spell_list":[],"page_no":336,"environments":[],"img_main":"http://api-beta.open5e.com/","document__slug":"tob-2023","document__title":"Tome of Beasts 2023","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/tome-of-beasts-1-2023-edition/","v2_converted_path":"/v2/creatures/tob-2023_soul-eater/"},{"slug":"spawnofakyishigal-tob1-2023","desc":"False","name":"Spawn of Akyishigal","size":"Medium","type":"Fiend","subtype":"","group":"null","alignment":"Chaotic Evil","armor_class":15,"armor_desc":"natural armor","hit_points":119,"hit_dice":"14d8 + 56","speed":{"walk":30},"strength":15,"dexterity":13,"constitution":19,"intelligence":10,"wisdom":11,"charisma":12,"strength_save":null,"dexterity_save":4,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":10,"skills":{},"damage_vulnerabilities":"False","damage_resistances":"cold, fire, lightning","damage_immunities":"poison","condition_immunities":"poisoned","senses":"darkvision 60 ft., passive Perception 10","languages":"Abyssal","challenge_rating":"5","cr":5.0,"actions":[{"name":"Multiattack","desc":"The spawn makes one Bite attack and two Sting attacks. It can replace its Bite attack with a use of Swarming Cough, if available."},{"name":"Bite","desc":"Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d10 + 2) piercing damage."},{"name":"Sting","desc":"Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 11 (2d8 + 2) piercing damage plus 3 (1d6) poison damage, and the target must succeed on a DC 15 Constitution saving throw or become poisoned until the end of its next turn."},{"name":"Swarming Cough (3/Day)","desc":"The spawn belches forth a swarm of insects. The swarm is an ally of the spawn, obeys its spoken commands, and takes its turn immediately after the spawn's. The swarm remains for 1 minute, until the spawn dies, or until the spawn dismisses it as a bonus action. The spawn can have no more than two swarms under its control at a time."}],"bonus_actions":[],"reactions":[],"legendary_desc":null,"legendary_actions":[],"special_abilities":[{"name":"Command Vermin","desc":"The spawn of Akyishigal can command any Beast with an Intelligence of 2 or lower within 30 feet of it that isn't under the magical control of another creature, provided the Beast is insectoid and doesn't have a Challenge Rating higher than the spawn's. The Beast obeys the spawn's commands to the best of its ability, heedless of its own safety."},{"name":"Magic Resistance","desc":"The spawn of Akyishigal has advantage on saving throws against spells and other magical effects."}],"spell_list":[],"page_no":190,"environments":[],"img_main":"http://api-beta.open5e.com/","document__slug":"tob-2023","document__title":"Tome of Beasts 2023","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/tome-of-beasts-1-2023-edition/","v2_converted_path":"/v2/creatures/tob-2023_spawn-of-akyishigal/"},{"slug":"spawnofarbeyach-tob1-2023","desc":"False","name":"Spawn of Arbeyach","size":"Medium","type":"Fiend","subtype":"","group":"null","alignment":"Lawful Evil","armor_class":17,"armor_desc":"natural armor","hit_points":78,"hit_dice":"12d8 + 24","speed":{"walk":20},"strength":18,"dexterity":15,"constitution":15,"intelligence":10,"wisdom":13,"charisma":12,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":4,"charisma_save":null,"perception":14,"skills":{"Perception":4,"Stealth":5},"damage_vulnerabilities":"False","damage_resistances":"cold; bludgeoning, piercing, and slashing from nonmagical attacks not made with silvered weapons","damage_immunities":"fire, poison","condition_immunities":"poisoned","senses":"darkvision 60 ft., tremorsense 60 ft., passive Perception 14","languages":"Infernal","challenge_rating":"5","cr":5.0,"actions":[{"name":"Multiattack","desc":"The spawn of Arbeyach makes one Bite attack and one Stinger attack."},{"name":"Bite","desc":"Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) piercing damage plus 4 (1d8) poison damage."},{"name":"Stinger","desc":"Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 6 (1d4 + 4) piercing damage plus 13 (3d8) poison damage. If the target is a creature, it must succeed on a DC 13 Constitution saving throw or be poisoned for 1 minute. A poisoned creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success."},{"name":"Children of Arbeyach (1/Day)","desc":"The spawn of Arbeyach magically calls 1d4 swarms of insects. The called creatures arrive in 1d4 rounds, acting as allies of the spawn and obeying its spoken commands. The insects remain for 1 hour, until the spawn dies, or until the spawn dismisses them as a bonus action."}],"bonus_actions":[],"reactions":[],"legendary_desc":null,"legendary_actions":[],"special_abilities":[{"name":"Devil's Sight","desc":"Magical darkness doesn't impede the spawn's darkvision."},{"name":"Hive Bond","desc":"While the spawn is within 60 feet of at least one member of its hive, it has advantage on initiative rolls and on Wisdom (Perception) checks. The spawn can't be surprised if at least one other member is aware of the danger and within 300 feet of it."},{"name":"Magic Resistance","desc":"The spawn has advantage on saving throws against spells and other magical effects."},{"name":"Speak with Insects","desc":"The spawn can communicate with insects as if they shared a language."}],"spell_list":[],"page_no":356,"environments":[],"img_main":"http://api-beta.open5e.com/","document__slug":"tob-2023","document__title":"Tome of Beasts 2023","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/tome-of-beasts-1-2023-edition/","v2_converted_path":"/v2/creatures/tob-2023_spawn-of-arbeyach/"},{"slug":"starspawnofcthulhu-tob1-2023","desc":"False","name":"Star Spawn of Cthulhu","size":"Large","type":"Fiend","subtype":"","group":"null","alignment":"Chaotic Evil","armor_class":17,"armor_desc":"natural armor","hit_points":212,"hit_dice":"17d10 + 119","speed":{"walk":50,"fly":30},"strength":25,"dexterity":15,"constitution":24,"intelligence":30,"wisdom":18,"charisma":23,"strength_save":12,"dexterity_save":null,"constitution_save":12,"intelligence_save":null,"wisdom_save":9,"charisma_save":null,"perception":24,"skills":{"Arcana":15,"Perception":14},"damage_vulnerabilities":"False","damage_resistances":"bludgeoning, piercing, slashing","damage_immunities":"cold, fire, lightning, poison, psychic","condition_immunities":"exhaustion, frightened, paralyzed, petrified, poisoned","senses":"darkvision 300 ft., passive Perception 24","languages":"Abyssal, Common, Void Speech","challenge_rating":"15","cr":15.0,"actions":[{"name":"Multiattack","desc":"The star spawn of Cthulhu makes two Crushing Claws attacks and one Dimensional Stomp attack, or it makes three Void Bolt attacks. It can replace one attack with a use of Disintegrating Gaze, if available."},{"name":"Crushing Claws","desc":"Melee Weapon Attack: +12 to hit, reach 10 ft., one target. Hit: 20 (2d12 + 7) bludgeoning damage plus 13 (3d8) necrotic damage."},{"name":"Dimensional Stomp","desc":"Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 18 (2d20 + 7) bludgeoning damage plus 13 (3d8) necrotic damage, and the target must succeed on a DC 19 Charisma saving throw or be teleported to an unoccupied space the star spawn can see within 30 feet of it."},{"name":"Void Bolt","desc":"Ranged Spell Attack: +15 to hit, range 120 ft., one target. Hit: 32 (5d8 + 10) necrotic damage."},{"name":"Disintegrating Gaze (Recharge 5-6)","desc":"One creature the star spawn can see within 60 feet of it must succeed on a DC 19 Constitution saving throw or take 27 (6d8) necrotic damage and be transformed into a misty cloud for 1 minute. The transformed creature's only method of movement is a flying speed of 10 feet, and it can enter and occupy the space of another creature. In addition, the transformed target can't talk, attack, cast spells, or manipulate objects, and any objects it was carrying or holding can't be dropped, used, or otherwise interacted with. The transformed target can repeat the saving throw at the end of each of its turns, taking 13 (3d8) necrotic damage on a failed save, or ending the effect on itself on a successful one. A creature killed by this effect can be restored to life only by means of a true resurrection or a wish spell."}],"bonus_actions":[{"name":"Interdimensional Step","desc":"The star spawn of Cthulhu teleports, along with any equipment it is wearing or carrying, up to 30 feet to an unoccupied space it can see. Small tears in reality appear at the origin and destination when it uses this bonus action."}],"reactions":[],"legendary_desc":null,"legendary_actions":[],"special_abilities":[{"name":"Psychic Absorption","desc":"Whenever the star spawn is subjected to psychic damage, it takes no damage and instead regains a number of hp equal to the psychic damage dealt."},{"name":"Void Traveler","desc":"The star spawn of Cthulhu doesn't require air, food, drink, sleep, or ambient pressure."}],"spell_list":[],"page_no":348,"environments":[],"img_main":"http://api-beta.open5e.com/","document__slug":"tob-2023","document__title":"Tome of Beasts 2023","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/tome-of-beasts-1-2023-edition/","v2_converted_path":"/v2/creatures/tob-2023_star-spawn-of-cthulhu/"},{"slug":"stuhac-tob1-2023","desc":"False","name":"Stuhac","size":"Medium","type":"Fiend","subtype":"","group":"null","alignment":"Neutral Evil","armor_class":18,"armor_desc":"natural armor","hit_points":209,"hit_dice":"22d8 + 110","speed":{"walk":40},"strength":22,"dexterity":18,"constitution":20,"intelligence":12,"wisdom":16,"charisma":15,"strength_save":11,"dexterity_save":9,"constitution_save":10,"intelligence_save":null,"wisdom_save":null,"charisma_save":7,"perception":13,"skills":{"Deception":12},"damage_vulnerabilities":"False","damage_resistances":"acid, fire, lightning; bludgeoning and piercing from nonmagical attacks","damage_immunities":"cold, poison","condition_immunities":"poisoned","senses":"darkvision 60 ft., passive Perception 13","languages":"Abyssal, Common, Infernal, telepathy 120 ft.","challenge_rating":"13","cr":13.0,"actions":[{"name":"Multiattack","desc":"The stuhac can use Hobble. It then makes one Bite attack and two Claw attacks."},{"name":"Bite","desc":"Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 20 (4d6 + 6) piercing damage."},{"name":"Claw","desc":"Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 28 (5d8 + 6) slashing damage."},{"name":"Hobble","desc":"The stuhac telekinetically tears the tendons and ligaments of one creature it can see within 60 feet of it. The target must succeed on a DC 18 Constitution saving throw or take 13 (3d8) force damage and its speed is reduced by 10 feet. The stuhac can't reduce a creature's speed below 0 feet with this action. This reduction lasts until the creature finishes a long rest or until removed by the greater restoration spell or similar magic."},{"name":"Illusory Appearance","desc":"The stuhac covers itself and anything it is wearing or carrying with a magical illusion that makes it look like another creature of its general size and Humanoid shape. The illusion ends if the stuhac takes a bonus action to end it or if the stuhac dies."}],"bonus_actions":[],"reactions":[],"legendary_desc":null,"legendary_actions":[],"special_abilities":[{"name":"Mountain Walk","desc":"The stuhac can move across and climb rocky surfaces without needing to make an ability check. Additionally, difficult terrain composed of rocks or rocky debris doesn't cost it extra movement."},{"name":"Standing Leap","desc":"The stuhac's long jump is up to 30 feet and tis high jump is up to 15 feet, with or without a running start."}],"spell_list":[],"page_no":351,"environments":[],"img_main":"http://api-beta.open5e.com/","document__slug":"tob-2023","document__title":"Tome of Beasts 2023","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/tome-of-beasts-1-2023-edition/","v2_converted_path":"/v2/creatures/tob-2023_stuhac/"},{"slug":"volguloth-tob1-2023","desc":"False","name":"Volguloth","size":"Medium","type":"Fiend","subtype":"","group":"null","alignment":"Neutral Evil","armor_class":14,"armor_desc":"natural armor","hit_points":78,"hit_dice":"12d8 + 24","speed":{"walk":30},"strength":16,"dexterity":15,"constitution":14,"intelligence":12,"wisdom":13,"charisma":11,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":13,"skills":{"Perception":3,"Stealth":6},"damage_vulnerabilities":"False","damage_resistances":"cold, fire, lightning; bludgeoning, piercing, and slashing from nonmagical attacks","damage_immunities":"acid, poison","condition_immunities":"poisoned","senses":"blindsight 30 ft., darkvision 60 ft., passive Perception 13","languages":"Abyssal, Infernal, telepathy 60 ft.","challenge_rating":"4","cr":4.0,"actions":[{"name":"Multiattack","desc":"The volguloth makes two Claw attacks. If both Claw attacks hit a Medium or smaller target, the target is grappled (escape DC 13), and the volguloth uses its Enshroud on the target."},{"name":"Claw","desc":"Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 8 (2d4 + 3) slashing damage plus 7 (2d6) poison damage."},{"name":"Enshroud","desc":"The volguloth enshrouds a Medium or smaller target grappled by it. The enshrouded target is blinded, restrained, and unable to breathe or speak until the grapple ends. If the volguloth moves, the enshrouded target moves with it. The volguloth can have only one creature enshrouded at a time, and it can't use its Glide trait while enshrouding a creature."}],"bonus_actions":[{"name":"Strangle","desc":"A creature enshrouded by the volguloth must succeed on a DC 13 Strength saving throw or take 10 (3d6) bludgeoning damage and begin suffocating, as the air is squeezed from its lungs."}],"reactions":[],"legendary_desc":null,"legendary_actions":[],"special_abilities":[{"name":"Glide","desc":"The volguloth has draping skin that it can expand while falling to slow its rate of descent to 60 feet per round, landing on its feet and taking no falling damage. It can move up to 5 feet horizontally for every 1 foot it falls. The volguloth can't gain height with its expanded skin alone. If subjected to a strong wind or lift of any kind, it can use the updraft to glide farther."},{"name":"Magic Resistance","desc":"The volguloth has advantage on saving throws against spells and other magical effects."},{"name":"Poisoned Weapons","desc":"The volguloth's weapons are coated with a magical poison. When the volguloth hits with any weapon, the weapon deals an extra 2d6 poison damage (included in the attack)."}],"spell_list":[],"page_no":391,"environments":[],"img_main":"http://api-beta.open5e.com/","document__slug":"tob-2023","document__title":"Tome of Beasts 2023","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/tome-of-beasts-1-2023-edition/","v2_converted_path":"/v2/creatures/tob-2023_volguloth/"},{"slug":"balor","desc":"","name":"Balor","size":"Huge","type":"Fiend","subtype":"demon","group":"Demons","alignment":"chaotic evil","armor_class":19,"armor_desc":"natural armor","hit_points":262,"hit_dice":"21d12+126","speed":{"walk":40,"fly":80},"strength":26,"dexterity":15,"constitution":22,"intelligence":20,"wisdom":16,"charisma":22,"strength_save":14,"dexterity_save":null,"constitution_save":12,"intelligence_save":null,"wisdom_save":9,"charisma_save":12,"perception":null,"skills":{},"damage_vulnerabilities":"","damage_resistances":"cold, lightning; bludgeoning, piercing, and slashing from nonmagical attacks","damage_immunities":"fire, poison","condition_immunities":"poisoned","senses":"truesight 120 ft., passive Perception 13","languages":"Abyssal, telepathy 120 ft.","challenge_rating":"19","cr":19.0,"actions":[{"name":"Multiattack","desc":"The balor makes two attacks: one with its longsword and one with its whip."},{"name":"Longsword","desc":"Melee Weapon Attack: +14 to hit, reach 10 ft., one target. Hit: 21 (3d8 + 8) slashing damage plus 13 (3d8) lightning damage. If the balor scores a critical hit, it rolls damage dice three times, instead of twice.","attack_bonus":14,"damage_dice":"3d8+3d8","damage_bonus":8},{"name":"Whip","desc":"Melee Weapon Attack: +14 to hit, reach 30 ft., one target. Hit: 15 (2d6 + 8) slashing damage plus 10 (3d6) fire damage, and the target must succeed on a DC 20 Strength saving throw or be pulled up to 25 feet toward the balor.","attack_bonus":14,"damage_dice":"2d6+3d6","damage_bonus":8},{"name":"Teleport","desc":"The balor magically teleports, along with any equipment it is wearing or carrying, up to 120 feet to an unoccupied space it can see."},{"name":"Variant: Summon Demon (1/Day)","desc":"The demon chooses what to summon and attempts a magical summoning.\nA balor has a 50 percent chance of summoning 1d8 vrocks, 1d6 hezrous, 1d4 glabrezus, 1d3 nalfeshnees, 1d2 mariliths, or one goristro.\nA summoned demon appears in an unoccupied space within 60 feet of its summoner, acts as an ally of its summoner, and can't summon other demons. It remains for 1 minute, until it or its summoner dies, or until its summoner dismisses it as an action."}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Death Throes","desc":"When the balor dies, it explodes, and each creature within 30 feet of it must make a DC 20 Dexterity saving throw, taking 70 (20d6) fire damage on a failed save, or half as much damage on a successful one. The explosion ignites flammable objects in that area that aren't being worn or carried, and it destroys the balor's weapons.","attack_bonus":0,"damage_dice":"20d6"},{"name":"Fire Aura","desc":"At the start of each of the balor's turns, each creature within 5 feet of it takes 10 (3d6) fire damage, and flammable objects in the aura that aren't being worn or carried ignite. A creature that touches the balor or hits it with a melee attack while within 5 feet of it takes 10 (3d6) fire damage.","attack_bonus":0,"damage_dice":"3d6"},{"name":"Magic Resistance","desc":"The balor has advantage on saving throws against spells and other magical effects."},{"name":"Magic Weapons","desc":"The balor's weapon attacks are magical."}],"spell_list":[],"page_no":270,"environments":["Abyss"],"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_balor/"},{"slug":"barbed-devil","desc":"","name":"Barbed Devil","size":"Medium","type":"Fiend","subtype":"devil","group":"Devils","alignment":"lawful evil","armor_class":15,"armor_desc":"natural armor","hit_points":110,"hit_dice":"13d8+52","speed":{"walk":30},"strength":16,"dexterity":17,"constitution":18,"intelligence":12,"wisdom":14,"charisma":14,"strength_save":6,"dexterity_save":null,"constitution_save":7,"intelligence_save":null,"wisdom_save":5,"charisma_save":5,"perception":8,"skills":{"deception":5,"insight":5,"perception":8},"damage_vulnerabilities":"","damage_resistances":"cold; bludgeoning, piercing, and slashing from nonmagical attacks not made with silvered weapons","damage_immunities":"fire, poison","condition_immunities":"poisoned","senses":"darkvision 120 ft., passive Perception 18","languages":"Infernal, telepathy 120 ft.","challenge_rating":"5","cr":5.0,"actions":[{"name":"Multiattack","desc":"The devil makes three melee attacks: one with its tail and two with its claws. Alternatively, it can use Hurl Flame twice."},{"name":"Claw","desc":"Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) piercing damage.","attack_bonus":6,"damage_dice":"1d6","damage_bonus":3},{"name":"Tail","desc":"Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) piercing damage.","attack_bonus":6,"damage_dice":"2d6","damage_bonus":3},{"name":"Hurl Flame","desc":"Ranged Spell Attack: +5 to hit, range 150 ft., one target. Hit: 10 (3d6) fire damage. If the target is a flammable object that isn't being worn or carried, it also catches fire.","attack_bonus":5,"damage_dice":"3d6"}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Barbed Hide","desc":"At the start of each of its turns, the barbed devil deals 5 (1d10) piercing damage to any creature grappling it.","attack_bonus":0,"damage_dice":"1d10"},{"name":"Devil's Sight","desc":"Magical darkness doesn't impede the devil's darkvision."},{"name":"Magic Resistance","desc":"The devil has advantage on saving throws against spells and other magical effects."}],"spell_list":[],"page_no":274,"environments":["Hell"],"img_main":null,"document__slug":"wotc-srd","document__title":"5e Core Rules","document__license_url":"http://open5e.com/legal","document__url":"http://dnd.wizards.com/articles/features/systems-reference-document-srd","v2_converted_path":"/v2/creatures/srd_barbed-devil/"},{"slug":"bearded-devil","desc":"","name":"Bearded Devil","size":"Medium","type":"Fiend","subtype":"devil","group":"Devils","alignment":"lawful evil","armor_class":13,"armor_desc":"natural armor","hit_points":52,"hit_dice":"8d8+16","speed":{"walk":30},"strength":16,"dexterity":15,"constitution":15,"intelligence":9,"wisdom":11,"charisma":11,"strength_save":5,"dexterity_save":null,"constitution_save":4,"intelligence_save":null,"wisdom_save":2,"charisma_save":null,"perception":null,"skills":{},"damage_vulnerabilities":"","damage_resistances":"cold; bludgeoning, piercing, and slashing from nonmagical attacks not made with silvered weapons","damage_immunities":"fire, poison","condition_immunities":"poisoned","senses":"darkvision 120 ft., passive Perception 10","languages":"Infernal, telepathy 120 ft.","challenge_rating":"3","cr":3.0,"actions":[{"name":"Multiattack","desc":"The devil makes two attacks: one with its beard and one with its glaive."},{"name":"Beard","desc":"Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. Hit: 6 (1d8 + 2) piercing damage, and the target must succeed on a DC 12 Constitution saving throw or be poisoned for 1 minute. While poisoned in this way, the target can't regain hit points. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.","attack_bonus":5,"damage_dice":"1d8","damage_bonus":2},{"name":"Glaive","desc":"Melee Weapon Attack: +5 to hit, reach 10 ft., one target. Hit: 8 (1d10 + 3) slashing damage. If the target is a creature other than an undead or a construct, it must succeed on a DC 12 Constitution saving throw or lose 5 (1d10) hit points at the start of each of its turns due to an infernal wound. Each time the devil hits the wounded target with this attack, the damage dealt by the wound increases by 5 (1d10). Any creature can take an action to stanch the wound with a successful DC 12 Wisdom (Medicine) check. The wound also closes if the target receives magical healing.","attack_bonus":5,"damage_dice":"1d10","damage_bonus":3}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Devil's Sight","desc":"Magical darkness doesn't impede the devil's darkvision."},{"name":"Magic Resistance","desc":"The devil has advantage on saving throws against spells and other magical effects."},{"name":"Steadfast","desc":"The devil can't be frightened while it can see an allied creature within 30 feet of it."}],"spell_list":[],"page_no":274,"environments":["Hell"],"img_main":null,"document__slug":"wotc-srd","document__title":"5e Core Rules","document__license_url":"http://open5e.com/legal","document__url":"http://dnd.wizards.com/articles/features/systems-reference-document-srd","v2_converted_path":"/v2/creatures/srd_bearded-devil/"},{"slug":"bone-devil","desc":"","name":"Bone Devil","size":"Large","type":"Fiend","subtype":"devil","group":"Devils","alignment":"lawful evil","armor_class":19,"armor_desc":"natural armor","hit_points":142,"hit_dice":"15d10+60","speed":{"walk":40,"fly":40},"strength":18,"dexterity":16,"constitution":18,"intelligence":13,"wisdom":14,"charisma":16,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":5,"wisdom_save":6,"charisma_save":7,"perception":null,"skills":{"deception":7,"insight":6},"damage_vulnerabilities":"","damage_resistances":"cold; bludgeoning, piercing, and slashing from nonmagical attacks not made with silvered weapons","damage_immunities":"fire, poison","condition_immunities":"poisoned","senses":"darkvision 120 ft., passive Perception 9","languages":"Infernal, telepathy 120 ft.","challenge_rating":"9","cr":9.0,"actions":[{"name":"Multiattack","desc":"The devil makes three attacks: two with its claws and one with its sting."},{"name":"Claw","desc":"Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 8 (1d8 + 4) slashing damage.","attack_bonus":8,"damage_dice":"1d8","damage_bonus":4},{"name":"Sting","desc":"Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 13 (2d8 + 4) piercing damage plus 17 (5d6) poison damage, and the target must succeed on a DC 14 Constitution saving throw or become poisoned for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.","attack_bonus":8,"damage_dice":"2d8","damage_bonus":4}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Devil's Sight","desc":"Magical darkness doesn't impede the devil's darkvision."},{"name":"Magic Resistance","desc":"The devil has advantage on saving throws against spells and other magical effects."}],"spell_list":[],"page_no":275,"environments":["Hell"],"img_main":null,"document__slug":"wotc-srd","document__title":"5e Core Rules","document__license_url":"http://open5e.com/legal","document__url":"http://dnd.wizards.com/articles/features/systems-reference-document-srd","v2_converted_path":"/v2/creatures/srd_bone-devil/"},{"slug":"chain-devil","desc":"","name":"Chain Devil","size":"Medium","type":"Fiend","subtype":"devil","group":"Devils","alignment":"lawful evil","armor_class":16,"armor_desc":"natural armor","hit_points":85,"hit_dice":"10d8+40","speed":{"walk":30},"strength":18,"dexterity":15,"constitution":18,"intelligence":11,"wisdom":12,"charisma":14,"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":"cold; bludgeoning, piercing, and slashing from nonmagical attacks not made with silvered weapons","damage_immunities":"fire, poison","condition_immunities":"poisoned","senses":"darkvision 120 ft., passive Perception 8","languages":"Infernal, telepathy 120 ft.","challenge_rating":"11","cr":11.0,"actions":[{"name":"Multiattack","desc":"The devil makes two attacks with its chains."},{"name":"Chain","desc":"Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 11 (2d6 + 4) slashing damage. The target is grappled (escape DC 14) if the devil isn't already grappling a creature. Until this grapple ends, the target is restrained and takes 7 (2d6) piercing damage at the start of each of its turns.","attack_bonus":8,"damage_dice":"2d6","damage_bonus":4},{"name":"Animate Chains (Recharges after a Short or Long Rest)","desc":"Up to four chains the devil can see within 60 feet of it magically sprout razor-edged barbs and animate under the devil's control, provided that the chains aren't being worn or carried.\nEach animated chain is an object with AC 20, 20 hit points, resistance to piercing damage, and immunity to psychic and thunder damage. When the devil uses Multiattack on its turn, it can use each animated chain to make one additional chain attack. An animated chain can grapple one creature of its own but can't make attacks while grappling. An animated chain reverts to its inanimate state if reduced to 0 hit points or if the devil is incapacitated or dies."}],"bonus_actions":null,"reactions":[{"name":"Unnerving Mask","desc":"When a creature the devil can see starts its turn within 30 feet of the devil, the devil can create the illusion that it looks like one of the creature's departed loved ones or bitter enemies. If the creature can see the devil, it must succeed on a DC 14 Wisdom saving throw or be frightened until the end of its turn."}],"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Devil's Sight","desc":"Magical darkness doesn't impede the devil's darkvision."},{"name":"Magic Resistance","desc":"The devil has advantage on saving throws against spells and other magical effects."}],"spell_list":[],"page_no":275,"environments":["Hell"],"img_main":null,"document__slug":"wotc-srd","document__title":"5e Core Rules","document__license_url":"http://open5e.com/legal","document__url":"http://dnd.wizards.com/articles/features/systems-reference-document-srd","v2_converted_path":"/v2/creatures/srd_chain-devil/"},{"slug":"dretch","desc":"","name":"Dretch","size":"Small","type":"Fiend","subtype":"demon","group":"Demons","alignment":"chaotic evil","armor_class":11,"armor_desc":"natural armor","hit_points":18,"hit_dice":"4d6+4","speed":{"walk":20},"strength":11,"dexterity":11,"constitution":12,"intelligence":5,"wisdom":8,"charisma":3,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":null,"skills":{},"damage_vulnerabilities":"","damage_resistances":"cold, fire, lightning","damage_immunities":"poison","condition_immunities":"poisoned","senses":"darkvision 60 ft., passive Perception 9","languages":"Abyssal, telepathy 60 ft. (works only with creatures that understand Abyssal)","challenge_rating":"1/4","cr":0.25,"actions":[{"name":"Multiattack","desc":"The dretch makes two attacks: one with its bite and one with its claws."},{"name":"Bite","desc":"Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 3 (1d6) piercing damage.","attack_bonus":2,"damage_dice":"1d6"},{"name":"Claws","desc":"Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 5 (2d4) slashing damage.","attack_bonus":2,"damage_dice":"2d4"},{"name":"Fetid Cloud (1/Day)","desc":"A 10-foot radius of disgusting green gas extends out from the dretch. The gas spreads around corners, and its area is lightly obscured. It lasts for 1 minute or until a strong wind disperses it. Any creature that starts its turn in that area must succeed on a DC 11 Constitution saving throw or be poisoned until the start of its next turn. While poisoned in this way, the target can take either an action or a bonus action on its turn, not both, and can't take reactions."}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":null,"spell_list":[],"page_no":270,"environments":["Abyss"],"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_dretch/"},{"slug":"erinyes","desc":"","name":"Erinyes","size":"Medium","type":"Fiend","subtype":"devil","group":"Devils","alignment":"lawful evil","armor_class":18,"armor_desc":"plate","hit_points":153,"hit_dice":"18d8+72","speed":{"walk":30,"fly":60},"strength":18,"dexterity":16,"constitution":18,"intelligence":14,"wisdom":14,"charisma":18,"strength_save":null,"dexterity_save":7,"constitution_save":8,"intelligence_save":null,"wisdom_save":6,"charisma_save":8,"perception":null,"skills":{},"damage_vulnerabilities":"","damage_resistances":"cold; bludgeoning, piercing, and slashing from nonmagical attacks not made with silvered weapons","damage_immunities":"fire, poison","condition_immunities":"poisoned","senses":"truesight 120 ft., passive Perception 12","languages":"Infernal, telepathy 120 ft.","challenge_rating":"12","cr":12.0,"actions":[{"name":"Multiattack","desc":"The erinyes makes three attacks"},{"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 13 (3d8) poison damage.","attack_bonus":8,"damage_dice":"1d8+3d8","damage_bonus":4},{"name":"Longbow","desc":"Ranged Weapon Attack: +7 to hit, range 150/600 ft., one target. Hit: 7 (1d8 + 3) piercing damage plus 13 (3d8) poison damage, and the target must succeed on a DC 14 Constitution saving throw or be poisoned. The poison lasts until it is removed by the lesser restoration spell or similar magic.","attack_bonus":7,"damage_dice":"1d8+3d8","damage_bonus":3},{"name":"Variant: Rope of Entanglement","desc":"Some erinyes carry a rope of entanglement (detailed in the Dungeon Master's Guide). When such an erinyes uses its Multiattack, the erinyes can use the rope in place of two of the attacks."}],"bonus_actions":null,"reactions":[{"name":"Parry","desc":"The erinyes adds 4 to its AC against one melee attack that would hit it. To do so, the erinyes must see the attacker and be wielding a melee weapon."}],"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Hellish Weapons","desc":"The erinyes's weapon attacks are magical and deal an extra 13 (3d8) poison damage on a hit (included in the attacks)."},{"name":"Magic Resistance","desc":"The erinyes has advantage on saving throws against spells and other magical effects."}],"spell_list":[],"page_no":276,"environments":["Hell"],"img_main":null,"document__slug":"wotc-srd","document__title":"5e Core Rules","document__license_url":"http://open5e.com/legal","document__url":"http://dnd.wizards.com/articles/features/systems-reference-document-srd","v2_converted_path":"/v2/creatures/srd_erinyes/"},{"slug":"glabrezu","desc":"","name":"Glabrezu","size":"Large","type":"Fiend","subtype":"demon","group":"Demons","alignment":"chaotic evil","armor_class":17,"armor_desc":"natural armor","hit_points":157,"hit_dice":"15d10+75","speed":{"walk":40},"strength":20,"dexterity":15,"constitution":21,"intelligence":19,"wisdom":17,"charisma":16,"strength_save":9,"dexterity_save":null,"constitution_save":9,"intelligence_save":null,"wisdom_save":7,"charisma_save":7,"perception":null,"skills":{},"damage_vulnerabilities":"","damage_resistances":"cold, fire, lightning; bludgeoning, piercing, and slashing from nonmagical attacks","damage_immunities":"poison","condition_immunities":"poisoned","senses":"truesight 120 ft., passive Perception 13","languages":"Abyssal, telepathy 120 ft.","challenge_rating":"9","cr":9.0,"actions":[{"name":"Multiattack","desc":"The glabrezu makes four attacks: two with its pincers and two with its fists. Alternatively, it makes two attacks with its pincers and casts one spell."},{"name":"Pincer","desc":"Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 16 (2d10 + 5) bludgeoning damage. If the target is a Medium or smaller creature, it is grappled (escape DC 15). The glabrezu has two pincers, each of which can grapple only one target.","attack_bonus":9,"damage_dice":"2d10","damage_bonus":5},{"name":"Fist","desc":"Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 7 (2d4 + 2) bludgeoning damage.","attack_bonus":9,"damage_dice":"2d4","damage_bonus":2},{"name":"Variant: Summon Demon (1/Day)","desc":"The demon chooses what to summon and attempts a magical summoning.\nA glabrezu has a 30 percent chance of summoning 1d3 vrocks, 1d2 hezrous, or one glabrezu.\nA summoned demon appears in an unoccupied space within 60 feet of its summoner, acts as an ally of its summoner, and can't summon other demons. It remains for 1 minute, until it or its summoner dies, or until its summoner dismisses it as an action."}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Innate Spellcasting","desc":"The glabrezu's spellcasting ability is Intelligence (spell save DC 16). The glabrezu can innately cast the following spells, requiring no material components:\nAt will: darkness, detect magic, dispel magic\n1/day each: confusion, fly, power word stun"},{"name":"Magic Resistance","desc":"The glabrezu has advantage on saving throws against spells and other magical effects."}],"spell_list":["https://api-beta.open5e.com/v2/spells/darkness/?format=json","https://api-beta.open5e.com/v2/spells/detect-magic/?format=json","https://api-beta.open5e.com/v2/spells/dispel-magic/?format=json","https://api-beta.open5e.com/v2/spells/confusion/?format=json","https://api-beta.open5e.com/v2/spells/fly/?format=json","https://api-beta.open5e.com/v2/spells/power-word-stun/?format=json"],"page_no":271,"environments":["Abyss"],"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_glabrezu/"},{"slug":"hell-hound","desc":"","name":"Hell Hound","size":"Medium","type":"Fiend","subtype":"","group":null,"alignment":"lawful evil","armor_class":15,"armor_desc":"natural armor","hit_points":45,"hit_dice":"7d8+14","speed":{"walk":50},"strength":17,"dexterity":12,"constitution":14,"intelligence":6,"wisdom":13,"charisma":6,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":5,"skills":{"perception":5},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"fire","condition_immunities":"","senses":"darkvision 60 ft., passive Perception 15","languages":"understands Infernal but can't speak it","challenge_rating":"3","cr":3.0,"actions":[{"name":"Bite","desc":"Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) piercing damage plus 7 (2d6) fire damage.","attack_bonus":5,"damage_dice":"1d8","damage_bonus":3},{"name":"Fire Breath (Recharge 5-6)","desc":"The hound exhales fire in a 15-foot cone. Each creature in that area must make a DC 12 Dexterity saving throw, taking 21 (6d6) fire damage on a failed save, or half as much damage on a successful one.","attack_bonus":0,"damage_dice":"6d6"}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Keen Hearing and Smell","desc":"The hound has advantage on Wisdom (Perception) checks that rely on hearing or smell."},{"name":"Pack Tactics","desc":"The hound has advantage on an attack roll against a creature if at least one of the hound's allies is within 5 ft. of the creature and the ally isn't incapacitated."}],"spell_list":[],"page_no":321,"environments":["Underdark","Desert","Astral Plane","Mountains","Plane Of Fire","Laboratory","Shadowfell","Mountain","Hell"],"img_main":null,"document__slug":"wotc-srd","document__title":"5e Core Rules","document__license_url":"http://open5e.com/legal","document__url":"http://dnd.wizards.com/articles/features/systems-reference-document-srd","v2_converted_path":"/v2/creatures/srd_hell-hound/"},{"slug":"hezrou","desc":"","name":"Hezrou","size":"Large","type":"Fiend","subtype":"demon","group":"Demons","alignment":"chaotic evil","armor_class":16,"armor_desc":"natural armor","hit_points":136,"hit_dice":"13d10+65","speed":{"walk":30},"strength":19,"dexterity":17,"constitution":20,"intelligence":5,"wisdom":12,"charisma":13,"strength_save":7,"dexterity_save":null,"constitution_save":8,"intelligence_save":null,"wisdom_save":4,"charisma_save":null,"perception":null,"skills":{},"damage_vulnerabilities":"","damage_resistances":"cold, fire, lightning; bludgeoning, piercing, and slashing from nonmagical attacks","damage_immunities":"poison","condition_immunities":"poisoned","senses":"darkvision 120 ft., passive Perception 11","languages":"Abyssal, telepathy 120 ft.","challenge_rating":"8","cr":8.0,"actions":[{"name":"Multiattack","desc":"The hezrou makes three attacks: one with its bite and two with its claws."},{"name":"Bite","desc":"Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 15 (2d10 + 4) piercing damage.","attack_bonus":7,"damage_dice":"2d10","damage_bonus":4},{"name":"Claws","desc":"Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) slashing damage.","attack_bonus":7,"damage_dice":"2d6","damage_bonus":4},{"name":"Variant: Summon Demon (1/Day)","desc":"The demon chooses what to summon and attempts a magical summoning.\nA hezrou has a 30 percent chance of summoning 2d6 dretches or one hezrou.\nA summoned demon appears in an unoccupied space within 60 feet of its summoner, acts as an ally of its summoner, and can't summon other demons. It remains for 1 minute, until it or its summoner dies, or until its summoner dismisses it as an action."}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Magic Resistance","desc":"The hezrou has advantage on saving throws against spells and other magical effects."},{"name":"Stench","desc":"Any creature that starts its turn within 10 feet of the hezrou must succeed on a DC 14 Constitution saving throw or be poisoned until the start of its next turn. On a successful saving throw, the creature is immune to the hezrou's stench for 24 hours."}],"spell_list":[],"page_no":271,"environments":["Abyss"],"img_main":"http://api-beta.open5e.com/static/img/object_illustrations/open5e-illustrations/monsters/hezrou.png","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_hezrou/"},{"slug":"horned-devil","desc":"","name":"Horned Devil","size":"Large","type":"Fiend","subtype":"devil","group":"Devils","alignment":"lawful evil","armor_class":18,"armor_desc":"natural armor","hit_points":178,"hit_dice":"17d10+85","speed":{"walk":20,"fly":60},"strength":22,"dexterity":17,"constitution":21,"intelligence":12,"wisdom":16,"charisma":17,"strength_save":10,"dexterity_save":7,"constitution_save":null,"intelligence_save":null,"wisdom_save":7,"charisma_save":7,"perception":null,"skills":{},"damage_vulnerabilities":"","damage_resistances":"cold; bludgeoning, piercing, and slashing from nonmagical attacks not made with silvered weapons","damage_immunities":"fire, poison","condition_immunities":"poisoned","senses":"darkvision 120 ft., passive Perception 13","languages":"Infernal, telepathy 120 ft.","challenge_rating":"11","cr":11.0,"actions":[{"name":"Multiattack","desc":"The devil makes three melee attacks: two with its fork and one with its tail. It can use Hurl Flame in place of any melee attack."},{"name":"Fork","desc":"Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 15 (2d8 + 6) piercing damage.","attack_bonus":10,"damage_dice":"2d8","damage_bonus":6},{"name":"Tail","desc":"Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 10 (1d8 + 6) piercing damage. If the target is a creature other than an undead or a construct, it must succeed on a DC 17 Constitution saving throw or lose 10 (3d6) hit points at the start of each of its turns due to an infernal wound. Each time the devil hits the wounded target with this attack, the damage dealt by the wound increases by 10 (3d6). Any creature can take an action to stanch the wound with a successful DC 12 Wisdom (Medicine) check. The wound also closes if the target receives magical healing.","attack_bonus":10,"damage_dice":"1d8","damage_bonus":6},{"name":"Hurl Flame","desc":"Ranged Spell Attack: +7 to hit, range 150 ft., one target. Hit: 14 (4d6) fire damage. If the target is a flammable object that isn't being worn or carried, it also catches fire.","attack_bonus":7,"damage_dice":"4d6"}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Devil's Sight","desc":"Magical darkness doesn't impede the devil's darkvision."},{"name":"Magic Resistance","desc":"The devil has advantage on saving throws against spells and other magical effects."}],"spell_list":[],"page_no":276,"environments":["Hell"],"img_main":null,"document__slug":"wotc-srd","document__title":"5e Core Rules","document__license_url":"http://open5e.com/legal","document__url":"http://dnd.wizards.com/articles/features/systems-reference-document-srd","v2_converted_path":"/v2/creatures/srd_horned-devil/"},{"slug":"ice-devil","desc":"","name":"Ice Devil","size":"Large","type":"Fiend","subtype":"devil","group":"Devils","alignment":"lawful evil","armor_class":18,"armor_desc":"natural armor","hit_points":180,"hit_dice":"19d10+76","speed":{"walk":40},"strength":21,"dexterity":14,"constitution":18,"intelligence":18,"wisdom":15,"charisma":18,"strength_save":null,"dexterity_save":7,"constitution_save":9,"intelligence_save":null,"wisdom_save":7,"charisma_save":9,"perception":null,"skills":{},"damage_vulnerabilities":"","damage_resistances":"bludgeoning, piercing, and slashing from nonmagical attacks not made with silvered weapons","damage_immunities":"fire, poison","condition_immunities":"poisoned","senses":"blindsight 60 ft., darkvision 120 ft., passive Perception 12","languages":"Infernal, telepathy 120 ft.","challenge_rating":"14","cr":14.0,"actions":[{"name":"Multiattack","desc":"The devil makes three attacks: one with its bite, one with its claws, and one with its tail."},{"name":"Bite","desc":"Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 12 (2d6 + 5) piercing damage plus 10 (3d6) cold damage.","attack_bonus":10,"damage_dice":"2d6+3d6","damage_bonus":5},{"name":"Claws","desc":"Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 10 (2d4 + 5) slashing damage plus 10 (3d6) cold damage.","attack_bonus":10,"damage_dice":"2d4+3d6","damage_bonus":5},{"name":"Tail","desc":"Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 12 (2d6 + 5) bludgeoning damage plus 10 (3d6) cold damage.","attack_bonus":10,"damage_dice":"2d6+3d6","damage_bonus":5},{"name":"Wall of Ice","desc":"The devil magically forms an opaque wall of ice on a solid surface it can see within 60 feet of it. The wall is 1 foot thick and up to 30 feet long and 10 feet high, or it's a hemispherical dome up to 20 feet in diameter.\nWhen the wall appears, each creature in its space is pushed out of it by the shortest route. The creature chooses which side of the wall to end up on, unless the creature is incapacitated. The creature then makes a DC 17 Dexterity saving throw, taking 35 (10d6) cold damage on a failed save, or half as much damage on a successful one.\nThe wall lasts for 1 minute or until the devil is incapacitated or dies. The wall can be damaged and breached; each 10-foot section has AC 5, 30 hit points, vulnerability to fire damage, and immunity to acid, cold, necrotic, poison, and psychic damage. If a section is destroyed, it leaves behind a sheet of frigid air in the space the wall occupied. Whenever a creature finishes moving through the frigid air on a turn, willingly or otherwise, the creature must make a DC 17 Constitution saving throw, taking 17 (5d6) cold damage on a failed save, or half as much damage on a successful one. The frigid air dissipates when the rest of the wall vanishes."}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Devil's Sight","desc":"Magical darkness doesn't impede the devil's darkvision."},{"name":"Magic Resistance","desc":"The devil has advantage on saving throws against spells and other magical effects."}],"spell_list":[],"page_no":277,"environments":["Hell"],"img_main":null,"document__slug":"wotc-srd","document__title":"5e Core Rules","document__license_url":"http://open5e.com/legal","document__url":"http://dnd.wizards.com/articles/features/systems-reference-document-srd","v2_converted_path":"/v2/creatures/srd_ice-devil/"},{"slug":"imp","desc":"","name":"Imp","size":"Tiny","type":"Fiend","subtype":"devil","group":"Devils","alignment":"lawful evil","armor_class":13,"armor_desc":null,"hit_points":10,"hit_dice":"3d4+3","speed":{"walk":20,"fly":40},"strength":6,"dexterity":17,"constitution":13,"intelligence":11,"wisdom":12,"charisma":14,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":null,"skills":{"deception":4,"insight":3,"persuasion":4,"stealth":5},"damage_vulnerabilities":"","damage_resistances":"cold; bludgeoning, piercing, and slashing from nonmagical/nonsilver weapons","damage_immunities":"fire, poison","condition_immunities":"poisoned","senses":"darkvision 120 ft., passive Perception 11","languages":"Infernal, Common","challenge_rating":"1","cr":1.0,"actions":[{"name":"Sting (Bite in Beast Form)","desc":"Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d4 + 3) piercing damage, and the target must make on a DC 11 Constitution saving throw, taking 10 (3d6) poison damage on a failed save, or half as much damage on a successful one.","attack_bonus":5,"damage_dice":"1d4","damage_bonus":3},{"name":"Invisibility","desc":"The imp magically turns invisible until it attacks, or until its concentration ends (as if concentrating on a spell). Any equipment the imp wears or carries is invisible with it."}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Shapechanger","desc":"The imp can use its action to polymorph into a beast form that resembles a rat (speed 20 ft.), a raven (20 ft., fly 60 ft.), or a spider (20 ft., climb 20 ft.), or back into its true form. Its statistics are the same in each form, except for the speed changes noted. Any equipment it is wearing or carrying isn't transformed. It reverts to its true form if it dies."},{"name":"Devil's Sight","desc":"Magical darkness doesn't impede the imp's darkvision."},{"name":"Magic Resistance","desc":"The imp has advantage on saving throws against spells and other magical effects."},{"name":"Variant: Familiar","desc":"The imp can serve another creature as a familiar, forming a telepathic bond with its willing master. While the two are bonded, the master can sense what the imp senses as long as they are within 1 mile of each other. While the imp is within 10 feet of its master, the master shares the imp's Magic Resistance trait. At any time and for any reason, the imp can end its service as a familiar, ending the telepathic bond."}],"spell_list":[],"page_no":277,"environments":["Hell"],"img_main":null,"document__slug":"wotc-srd","document__title":"5e Core Rules","document__license_url":"http://open5e.com/legal","document__url":"http://dnd.wizards.com/articles/features/systems-reference-document-srd","v2_converted_path":"/v2/creatures/srd_imp/"},{"slug":"lemure","desc":"","name":"Lemure","size":"Medium","type":"Fiend","subtype":"devil","group":"Devils","alignment":"lawful evil","armor_class":7,"armor_desc":null,"hit_points":13,"hit_dice":"3d8","speed":{"walk":15},"strength":10,"dexterity":5,"constitution":11,"intelligence":1,"wisdom":11,"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":"cold","damage_immunities":"fire, poison","condition_immunities":"charmed, frightened, poisoned","senses":"darkvision 120 ft., passive Perception 10","languages":"understands infernal but can't speak","challenge_rating":"0","cr":0.0,"actions":[{"name":"Fist","desc":"Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 2 (1d4) bludgeoning damage.","attack_bonus":3,"damage_dice":"1d4"}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Devil's Sight","desc":"Magical darkness doesn't impede the lemure's darkvision."},{"name":"Hellish Rejuvenation","desc":"A lemure that dies in the Nine Hells comes back to life with all its hit points in 1d10 days unless it is killed by a good-aligned creature with a bless spell cast on that creature or its remains are sprinkled with holy water."}],"spell_list":[],"page_no":278,"environments":["Hell"],"img_main":null,"document__slug":"wotc-srd","document__title":"5e Core Rules","document__license_url":"http://open5e.com/legal","document__url":"http://dnd.wizards.com/articles/features/systems-reference-document-srd","v2_converted_path":"/v2/creatures/srd_lemure/"},{"slug":"marilith","desc":"","name":"Marilith","size":"Large","type":"Fiend","subtype":"demon","group":"Demons","alignment":"chaotic evil","armor_class":18,"armor_desc":"natural armor","hit_points":189,"hit_dice":"18d10+90","speed":{"walk":40},"strength":18,"dexterity":20,"constitution":20,"intelligence":18,"wisdom":16,"charisma":20,"strength_save":9,"dexterity_save":null,"constitution_save":10,"intelligence_save":null,"wisdom_save":8,"charisma_save":10,"perception":null,"skills":{},"damage_vulnerabilities":"","damage_resistances":"cold, fire, lightning; bludgeoning, piercing, and slashing from nonmagical attacks","damage_immunities":"poison","condition_immunities":"poisoned","senses":"truesight 120 ft., passive Perception 13","languages":"Abyssal, telepathy 120 ft.","challenge_rating":"16","cr":16.0,"actions":[{"name":"Multiattack","desc":"The marilith can make seven attacks: six with its longswords and one with its tail."},{"name":"Longsword","desc":"Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) slashing damage.","attack_bonus":9,"damage_dice":"2d8","damage_bonus":4},{"name":"Tail","desc":"Melee Weapon Attack: +9 to hit, reach 10 ft., one creature. Hit: 15 (2d10 + 4) bludgeoning damage. If the target is Medium or smaller, it is grappled (escape DC 19). Until this grapple ends, the target is restrained, the marilith can automatically hit the target with its tail, and the marilith can't make tail attacks against other targets.","attack_bonus":9,"damage_dice":"2d10","damage_bonus":4},{"name":"Teleport","desc":"The marilith magically teleports, along with any equipment it is wearing or carrying, up to 120 feet to an unoccupied space it can see."},{"name":"Variant: Summon Demon (1/Day)","desc":"The demon chooses what to summon and attempts a magical summoning.\nA marilith has a 50 percent chance of summoning 1d6 vrocks, 1d4 hezrous, 1d3 glabrezus, 1d2 nalfeshnees, or one marilith.\nA summoned demon appears in an unoccupied space within 60 feet of its summoner, acts as an ally of its summoner, and can't summon other demons. It remains for 1 minute, until it or its summoner dies, or until its summoner dismisses it as an action."}],"bonus_actions":null,"reactions":[{"name":"Parry","desc":"The marilith adds 5 to its AC against one melee attack that would hit it. To do so, the marilith must see the attacker and be wielding a melee weapon."}],"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Magic Resistance","desc":"The marilith has advantage on saving throws against spells and other magical effects."},{"name":"Magic Weapons","desc":"The marilith's weapon attacks are magical."},{"name":"Reactive","desc":"The marilith can take one reaction on every turn in combat."}],"spell_list":[],"page_no":272,"environments":["Abyss"],"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_marilith/"},{"slug":"nalfeshnee","desc":"","name":"Nalfeshnee","size":"Large","type":"Fiend","subtype":"demon","group":"Demons","alignment":"chaotic evil","armor_class":18,"armor_desc":"natural armor","hit_points":184,"hit_dice":"16d10+96","speed":{"walk":20,"fly":30},"strength":21,"dexterity":10,"constitution":22,"intelligence":19,"wisdom":12,"charisma":15,"strength_save":null,"dexterity_save":null,"constitution_save":11,"intelligence_save":9,"wisdom_save":6,"charisma_save":7,"perception":null,"skills":{},"damage_vulnerabilities":"","damage_resistances":"cold, fire, lightning; bludgeoning, piercing, and slashing from nonmagical attacks","damage_immunities":"poison","condition_immunities":"poisoned","senses":"truesight 120 ft., passive Perception 11","languages":"Abyssal, telepathy 120 ft.","challenge_rating":"13","cr":13.0,"actions":[{"name":"Multiattack","desc":"The nalfeshnee uses Horror Nimbus if it can. It then makes three attacks: one with its bite and two with its claws."},{"name":"Bite","desc":"Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 32 (5d10 + 5) piercing damage.","attack_bonus":10,"damage_dice":"5d10","damage_bonus":5},{"name":"Claw","desc":"Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 15 (3d6 + 5) slashing damage.","attack_bonus":10,"damage_dice":"3d6","damage_bonus":5},{"name":"Horror Nimbus (Recharge 5-6)","desc":"The nalfeshnee magically emits scintillating, multicolored light. Each creature within 15 feet of the nalfeshnee that can see the light must succeed on a DC 15 Wisdom saving throw or be frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the nalfeshnee's Horror Nimbus for the next 24 hours."},{"name":"Teleport","desc":"The nalfeshnee magically teleports, along with any equipment it is wearing or carrying, up to 120 feet to an unoccupied space it can see."},{"name":"Variant: Summon Demon (1/Day)","desc":"The demon chooses what to summon and attempts a magical summoning.\nA nalfeshnee has a 50 percent chance of summoning 1d4 vrocks, 1d3 hezrous, 1d2 glabrezus, or one nalfeshnee.\nA summoned demon appears in an unoccupied space within 60 feet of its summoner, acts as an ally of its summoner, and can't summon other demons. It remains for 1 minute, until it or its summoner dies, or until its summoner dismisses it as an action."}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Magic Resistance","desc":"The nalfeshnee has advantage on saving throws against spells and other magical effects."}],"spell_list":[],"page_no":272,"environments":["Abyss"],"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_nalfeshnee/"},{"slug":"night-hag","desc":"","name":"Night Hag","size":"Medium","type":"Fiend","subtype":"","group":"Hags","alignment":"neutral evil","armor_class":17,"armor_desc":"natural armor","hit_points":112,"hit_dice":"15d8+45","speed":{"walk":30},"strength":18,"dexterity":15,"constitution":16,"intelligence":16,"wisdom":14,"charisma":16,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":6,"skills":{"deception":7,"insight":6,"perception":6,"stealth":6},"damage_vulnerabilities":"","damage_resistances":"cold, fire; bludgeoning, piercing, and slashing from nonmagical attacks not made with silvered weapons","damage_immunities":"","condition_immunities":"charmed","senses":"darkvision 120 ft., passive Perception 16","languages":"Abyssal, Common, Infernal, Primordial","challenge_rating":"5","cr":5.0,"actions":[{"name":"Claws (Hag Form Only)","desc":"Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) slashing damage.","attack_bonus":7,"damage_dice":"2d8","damage_bonus":4},{"name":"Change Shape","desc":"The hag magically polymorphs into a Small or Medium female humanoid, or back into her true form. Her statistics are the same in each form. Any equipment she is wearing or carrying isn't transformed. She reverts to her true form if she dies."},{"name":"Etherealness","desc":"The hag magically enters the Ethereal Plane from the Material Plane, or vice versa. To do so, the hag must have a heartstone in her possession."},{"name":"Nightmare Haunting (1/Day)","desc":"While on the Ethereal Plane, the hag magically touches a sleeping humanoid on the Material Plane. A protection from evil and good spell cast on the target prevents this contact, as does a magic circle. As long as the contact persists, the target has dreadful visions. If these visions last for at least 1 hour, the target gains no benefit from its rest, and its hit point maximum is reduced by 5 (1d10). If this effect reduces the target's hit point maximum to 0, the target dies, and if the target was evil, its soul is trapped in the hag's soul bag. The reduction to the target's hit point maximum lasts until removed by the greater restoration spell or similar magic."}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Innate Spellcasting","desc":"The hag's innate spellcasting ability is Charisma (spell save DC 14, +6 to hit with spell attacks). She can innately cast the following spells, requiring no material components:\n\nAt will: detect magic, magic missile\n2/day each: plane shift (self only), ray of enfeeblement, sleep"},{"name":"Magic Resistance","desc":"The hag has advantage on saving throws against spells and other magical effects."},{"name":"Night Hag Items","desc":"A night hag carries two very rare magic items that she must craft for herself If either object is lost, the night hag will go to great lengths to retrieve it, as creating a new tool takes time and effort.\nHeartstone: This lustrous black gem allows a night hag to become ethereal while it is in her possession. The touch of a heartstone also cures any disease. Crafting a heartstone takes 30 days.\nSoul Bag: When an evil humanoid dies as a result of a night hag's Nightmare Haunting, the hag catches the soul in this black sack made of stitched flesh. A soul bag can hold only one evil soul at a time, and only the night hag who crafted the bag can catch a soul with it. Crafting a soul bag takes 7 days and a humanoid sacrifice (whose flesh is used to make the bag)."},{"name":"Hag Coven","desc":"When hags must work together, they form covens, in spite of their selfish natures. A coven is made up of hags of any type, all of whom are equals within the group. However, each of the hags continues to desire more personal power.\nA coven consists of three hags so that any arguments between two hags can be settled by the third. If more than three hags ever come together, as might happen if two covens come into conflict, the result is usually chaos."},{"name":"Shared Spellcasting (Coven Only)","desc":"While all three members of a hag coven are within 30 feet of one another, they can each cast the following spells from the wizard's spell list but must share the spell slots among themselves:\n\n* 1st level (4 slots): identify, ray of sickness\n* 2nd level (3 slots): hold person, locate object\n* 3rd level (3 slots): bestow curse, counterspell, lightning bolt\n* 4th level (3 slots): phantasmal killer, polymorph\n* 5th level (2 slots): contact other plane, scrying\n* 6th level (1 slot): eye bite\n\nFor casting these spells, each hag is a 12th-level spellcaster that uses Intelligence as her spellcasting ability. The spell save DC is 12+the hag's Intelligence modifier, and the spell attack bonus is 4+the hag's Intelligence modifier."},{"name":"Hag Eye (Coven Only)","desc":"A hag coven can craft a magic item called a hag eye, which is made from a real eye coated in varnish and often fitted to a pendant or other wearable item. The hag eye is usually entrusted to a minion for safekeeping and transport. A hag in the coven can take an action to see what the hag eye sees if the hag eye is on the same plane of existence. A hag eye has AC 10, 1 hit point, and darkvision with a radius of 60 feet. If it is destroyed, each coven member takes 3d10 psychic damage and is blinded for 24 hours.\nA hag coven can have only one hag eye at a time, and creating a new one requires all three members of the coven to perform a ritual. The ritual takes 1 hour, and the hags can't perform it while blinded. During the ritual, if the hags take any action other than performing the ritual, they must start over."}],"spell_list":["https://api-beta.open5e.com/v2/spells/detect-magic/?format=json","https://api-beta.open5e.com/v2/spells/magic-missile/?format=json","https://api-beta.open5e.com/v2/spells/plane-shift/?format=json","https://api-beta.open5e.com/v2/spells/ray-of-enfeeblement/?format=json","https://api-beta.open5e.com/v2/spells/sleep/?format=json","https://api-beta.open5e.com/v2/spells/identify/?format=json","https://api-beta.open5e.com/v2/spells/ray-of-sickness/?format=json","https://api-beta.open5e.com/v2/spells/hold-person/?format=json","https://api-beta.open5e.com/v2/spells/locate-object/?format=json","https://api-beta.open5e.com/v2/spells/bestow-curse/?format=json","https://api-beta.open5e.com/v2/spells/counterspell/?format=json","https://api-beta.open5e.com/v2/spells/lightning-bolt/?format=json","https://api-beta.open5e.com/v2/spells/phantasmal-killer/?format=json","https://api-beta.open5e.com/v2/spells/polymorph/?format=json","https://api-beta.open5e.com/v2/spells/contact-other-plane/?format=json","https://api-beta.open5e.com/v2/spells/scrying/?format=json","https://api-beta.open5e.com/v2/spells/eye-bite/?format=json"],"page_no":319,"environments":["Forest","Ruin","Jungle","Feywild","Shadowfell","Caverns","Swamp","Settlement","Hell"],"img_main":null,"document__slug":"wotc-srd","document__title":"5e Core Rules","document__license_url":"http://open5e.com/legal","document__url":"http://dnd.wizards.com/articles/features/systems-reference-document-srd","v2_converted_path":"/v2/creatures/srd_night-hag/"},{"slug":"nightmare","desc":"","name":"Nightmare","size":"Large","type":"Fiend","subtype":"","group":null,"alignment":"neutral evil","armor_class":13,"armor_desc":"natural armor","hit_points":68,"hit_dice":"8d10+24","speed":{"walk":60,"fly":90},"strength":18,"dexterity":15,"constitution":16,"intelligence":10,"wisdom":13,"charisma":15,"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","condition_immunities":"","senses":"passive Perception 11","languages":"understands Abyssal, Common, and Infernal but can't speak","challenge_rating":"3","cr":3.0,"actions":[{"name":"Hooves","desc":"Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) bludgeoning damage plus 7 (2d6) fire damage.","attack_bonus":6,"damage_dice":"2d8+2d6","damage_bonus":4},{"name":"Ethereal Stride","desc":"The nightmare and up to three willing creatures within 5 feet of it magically enter the Ethereal Plane from the Material Plane, or vice versa."}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Confer Fire Resistance","desc":"The nightmare can grant resistance to fire damage to anyone riding it."},{"name":"Illumination","desc":"The nightmare sheds bright light in a 10-foot radius and dim light for an additional 10 feet."}],"spell_list":[],"page_no":336,"environments":["Abyss","Shadowfell","Hell"],"img_main":null,"document__slug":"wotc-srd","document__title":"5e Core Rules","document__license_url":"http://open5e.com/legal","document__url":"http://dnd.wizards.com/articles/features/systems-reference-document-srd","v2_converted_path":"/v2/creatures/srd_nightmare/"},{"slug":"pit-fiend","desc":"","name":"Pit Fiend","size":"Large","type":"Fiend","subtype":"devil","group":"Devils","alignment":"lawful evil","armor_class":19,"armor_desc":"natural armor","hit_points":300,"hit_dice":"24d10+168","speed":{"walk":30,"fly":60},"strength":26,"dexterity":14,"constitution":24,"intelligence":22,"wisdom":18,"charisma":24,"strength_save":null,"dexterity_save":8,"constitution_save":13,"intelligence_save":null,"wisdom_save":10,"charisma_save":null,"perception":null,"skills":{},"damage_vulnerabilities":"","damage_resistances":"cold; bludgeoning, piercing, and slashing from nonmagical attacks not made with silvered weapons","damage_immunities":"fire, poison","condition_immunities":"poisoned","senses":"truesight 120 ft., passive Perception 14","languages":"Infernal, telepathy 120 ft.","challenge_rating":"20","cr":20.0,"actions":[{"name":"Multiattack","desc":"The pit fiend makes four attacks: one with its bite, one with its claw, one with its mace, and one with its tail."},{"name":"Bite","desc":"Melee Weapon Attack: +14 to hit, reach 5 ft., one target. Hit: 22 (4d6 + 8) piercing damage. The target must succeed on a DC 21 Constitution saving throw or become poisoned. While poisoned in this way, the target can't regain hit points, and it takes 21 (6d6) poison damage at the start of each of its turns. The poisoned target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.","attack_bonus":14,"damage_dice":"4d6","damage_bonus":8},{"name":"Claw","desc":"Melee Weapon Attack: +14 to hit, reach 10 ft., one target. Hit: 17 (2d8 + 8) slashing damage.","attack_bonus":14,"damage_dice":"2d8","damage_bonus":8},{"name":"Mace","desc":"Melee Weapon Attack: +14 to hit, reach 10 ft., one target. Hit: 15 (2d6 + 8) bludgeoning damage plus 21 (6d6) fire damage.","attack_bonus":14,"damage_dice":"2d6","damage_bonus":8},{"name":"Tail","desc":"Melee Weapon Attack: +14 to hit, reach 10 ft., one target. Hit: 24 (3d10 + 8) bludgeoning damage.","attack_bonus":14,"damage_dice":"3d10","damage_bonus":8}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Fear Aura","desc":"Any creature hostile to the pit fiend that starts its turn within 20 feet of the pit fiend must make a DC 21 Wisdom saving throw, unless the pit fiend is incapacitated. On a failed save, the creature is frightened until the start of its next turn. If a creature's saving throw is successful, the creature is immune to the pit fiend's Fear Aura for the next 24 hours."},{"name":"Magic Resistance","desc":"The pit fiend has advantage on saving throws against spells and other magical effects."},{"name":"Magic Weapons","desc":"The pit fiend's weapon attacks are magical."},{"name":"Innate Spellcasting","desc":"The pit fiend's spellcasting ability is Charisma (spell save DC 21). The pit fiend can innately cast the following spells, requiring no material components:\nAt will: detect magic, fireball\n3/day each: hold monster, wall of fire"}],"spell_list":["https://api-beta.open5e.com/v2/spells/detect-magic/?format=json","https://api-beta.open5e.com/v2/spells/fireball/?format=json","https://api-beta.open5e.com/v2/spells/hold-monster/?format=json","https://api-beta.open5e.com/v2/spells/wall-of-fire/?format=json"],"page_no":278,"environments":["Hell"],"img_main":null,"document__slug":"wotc-srd","document__title":"5e Core Rules","document__license_url":"http://open5e.com/legal","document__url":"http://dnd.wizards.com/articles/features/systems-reference-document-srd","v2_converted_path":"/v2/creatures/srd_pit-fiend/"},{"slug":"quasit","desc":"","name":"Quasit","size":"Tiny","type":"Fiend","subtype":"demon","group":"Demons","alignment":"chaotic evil","armor_class":13,"armor_desc":null,"hit_points":7,"hit_dice":"3d4","speed":{"walk":40},"strength":5,"dexterity":17,"constitution":10,"intelligence":7,"wisdom":10,"charisma":10,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":null,"skills":{"stealth":5},"damage_vulnerabilities":"","damage_resistances":"cold, fire, lightning; bludgeoning, piercing, and slashing from nonmagical attacks","damage_immunities":"poison","condition_immunities":"poisoned","senses":"darkvision 120 ft., passive Perception 10","languages":"Abyssal, Common","challenge_rating":"1","cr":1.0,"actions":[{"name":"Claw (Bite in Beast Form)","desc":"Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d4 + 3) piercing damage, and the target must succeed on a DC 10 Constitution saving throw or take 5 (2d4) poison damage and become poisoned for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.","attack_bonus":4,"damage_dice":"1d4","damage_bonus":3},{"name":"Scare (1/day)","desc":"One creature of the quasit's choice within 20 ft. of it must succeed on a DC 10 Wisdom saving throw or be frightened for 1 minute. The target can repeat the saving throw at the end of each of its turns, with disadvantage if the quasit is within line of sight, ending the effect on itself on a success."},{"name":"Invisibility","desc":"The quasit magically turns invisible until it attacks or uses Scare, or until its concentration ends (as if concentrating on a spell). Any equipment the quasit wears or carries is invisible with it."}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Shapechanger","desc":"The quasit can use its action to polymorph into a beast form that resembles a bat (speed 10 ft. fly 40 ft.), a centipede (40 ft., climb 40 ft.), or a toad (40 ft., swim 40 ft.), or back into its true form. Its statistics are the same in each form, except for the speed changes noted. Any equipment it is wearing or carrying isn't transformed. It reverts to its true form if it dies."},{"name":"Magic Resistance","desc":"The quasit has advantage on saving throws against spells and other magical effects."},{"name":"Variant: Familiar","desc":"The quasit can serve another creature as a familiar, forming a telepathic bond with its willing master. While the two are bonded, the master can sense what the quasit senses as long as they are within 1 mile of each other. While the quasit is within 10 feet of its master, the master shares the quasit's Magic Resistance trait. At any time and for any reason, the quasit can end its service as a familiar, ending the telepathic bond."}],"spell_list":[],"page_no":273,"environments":["Abyss"],"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_quasit/"},{"slug":"rakshasa","desc":"","name":"Rakshasa","size":"Medium","type":"Fiend","subtype":"","group":null,"alignment":"lawful evil","armor_class":16,"armor_desc":"natural armor","hit_points":110,"hit_dice":"13d8+52","speed":{"walk":40},"strength":14,"dexterity":17,"constitution":18,"intelligence":13,"wisdom":16,"charisma":20,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":null,"skills":{"deception":10,"insight":8},"damage_vulnerabilities":"piercing from magic weapons wielded by good creatures","damage_resistances":"","damage_immunities":"bludgeoning, piercing, and slashing from nonmagical attacks","condition_immunities":"","senses":"darkvision 60 ft., passive Perception 13","languages":"Common, Infernal","challenge_rating":"13","cr":13.0,"actions":[{"name":"Multiattack","desc":"The rakshasa makes two claw attacks"},{"name":"Claw","desc":"Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 9 (2d6 + 2) slashing damage, and the target is cursed if it is a creature. The magical curse takes effect whenever the target takes a short or long rest, filling the target's thoughts with horrible images and dreams. The cursed target gains no benefit from finishing a short or long rest. The curse lasts until it is lifted by a remove curse spell or similar magic.","attack_bonus":7,"damage_dice":"2d6","damage_bonus":2}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Limited Magic Immunity","desc":"The rakshasa can't be affected or detected by spells of 6th level or lower unless it wishes to be. It has advantage on saving throws against all other spells and magical effects."},{"name":"Innate Spellcasting","desc":"The rakshasa's innate spellcasting ability is Charisma (spell save DC 18, +10 to hit with spell attacks). The rakshasa can innately cast the following spells, requiring no material components:\n\nAt will: detect thoughts, disguise self, mage hand, minor illusion\n3/day each: charm person, detect magic, invisibility, major image, suggestion\n1/day each: dominate person, fly, plane shift, true seeing"}],"spell_list":["https://api-beta.open5e.com/v2/spells/detect-thoughts/?format=json","https://api-beta.open5e.com/v2/spells/disguise-self/?format=json","https://api-beta.open5e.com/v2/spells/mage-hand/?format=json","https://api-beta.open5e.com/v2/spells/minor-illusion/?format=json","https://api-beta.open5e.com/v2/spells/charm-person/?format=json","https://api-beta.open5e.com/v2/spells/detect-magic/?format=json","https://api-beta.open5e.com/v2/spells/invisibility/?format=json","https://api-beta.open5e.com/v2/spells/major-image/?format=json","https://api-beta.open5e.com/v2/spells/suggestion/?format=json","https://api-beta.open5e.com/v2/spells/dominate-person/?format=json","https://api-beta.open5e.com/v2/spells/fly/?format=json","https://api-beta.open5e.com/v2/spells/plane-shift/?format=json","https://api-beta.open5e.com/v2/spells/true-seeing/?format=json"],"page_no":341,"environments":["Urban","Desert","Abyss","Forest","Grassland","Jungle","Hills","Swamp","Settlement","Hell"],"img_main":null,"document__slug":"wotc-srd","document__title":"5e Core Rules","document__license_url":"http://open5e.com/legal","document__url":"http://dnd.wizards.com/articles/features/systems-reference-document-srd","v2_converted_path":"/v2/creatures/srd_rakshasa/"},{"slug":"succubusincubus","desc":"","name":"Succubus/Incubus","size":"Medium","type":"Fiend","subtype":"shapechanger","group":null,"alignment":"neutral evil","armor_class":15,"armor_desc":"natural armor","hit_points":66,"hit_dice":"12d8+12","speed":{"walk":30,"fly":60},"strength":8,"dexterity":17,"constitution":13,"intelligence":15,"wisdom":12,"charisma":20,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":5,"skills":{"deception":9,"insight":5,"perception":5,"persuasion":9,"stealth":7},"damage_vulnerabilities":"","damage_resistances":"cold, fire, lightning, poison; bludgeoning, piercing, and slashing from nonmagical attacks","damage_immunities":"","condition_immunities":"","senses":"darkvision 60 ft., passive Perception 15","languages":"Abyssal, Common, Infernal, telepathy 60 ft.","challenge_rating":"4","cr":4.0,"actions":[{"name":"Claw (Fiend Form Only)","desc":"Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) slashing damage.","attack_bonus":5,"damage_dice":"1d6","damage_bonus":3},{"name":"Charm","desc":"One humanoid the fiend can see within 30 feet of it must succeed on a DC 15 Wisdom saving throw or be magically charmed for 1 day. The charmed target obeys the fiend's verbal or telepathic commands. If the target suffers any harm or receives a suicidal command, it can repeat the saving throw, ending the effect on a success. If the target successfully saves against the effect, or if the effect on it ends, the target is immune to this fiend's Charm for the next 24 hours.\nThe fiend can have only one target charmed at a time. If it charms another, the effect on the previous target ends."},{"name":"Draining Kiss","desc":"The fiend kisses a creature charmed by it or a willing creature. The target must make a DC 15 Constitution saving throw against this magic, taking 32 (5d10 + 5) psychic damage on a failed save, or half as much damage on a successful one. The target's hit point maximum is reduced by an amount equal to the damage taken. This reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hit point maximum to 0.","attack_bonus":0,"damage_dice":"5d10","damage_bonus":5},{"name":"Etherealness","desc":"The fiend magically enters the Ethereal Plane from the Material Plane, or vice versa."}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Telepathic Bond","desc":"The fiend ignores the range restriction on its telepathy when communicating with a creature it has charmed. The two don't even need to be on the same plane of existence."},{"name":"Shapechanger","desc":"The fiend can use its action to polymorph into a Small or Medium humanoid, or back into its true form. Without wings, the fiend loses its flying speed. Other than its size and speed, its statistics are the same in each form. Any equipment it is wearing or carrying isn't transformed. It reverts to its true form if it dies."}],"spell_list":[],"page_no":349,"environments":["Any","Hell"],"img_main":null,"document__slug":"wotc-srd","document__title":"5e Core Rules","document__license_url":"http://open5e.com/legal","document__url":"http://dnd.wizards.com/articles/features/systems-reference-document-srd","v2_converted_path":"/v2/creatures/srd_succubusincubus/"},{"slug":"vrock","desc":"","name":"Vrock","size":"Large","type":"Fiend","subtype":"demon","group":"Demons","alignment":"chaotic evil","armor_class":15,"armor_desc":"natural armor","hit_points":104,"hit_dice":"11d10+44","speed":{"walk":40,"fly":60},"strength":17,"dexterity":15,"constitution":18,"intelligence":8,"wisdom":13,"charisma":8,"strength_save":null,"dexterity_save":5,"constitution_save":null,"intelligence_save":null,"wisdom_save":4,"charisma_save":2,"perception":null,"skills":{},"damage_vulnerabilities":"","damage_resistances":"cold, fire, lightning; bludgeoning, piercing, and slashing from nonmagical attacks","damage_immunities":"poison","condition_immunities":"poisoned","senses":"darkvision 120 ft., passive Perception 11","languages":"Abyssal, telepathy 120 ft.","challenge_rating":"6","cr":6.0,"actions":[{"name":"Multiattack","desc":"The vrock makes two attacks: one with its beak and one with its talons."},{"name":"Beak","desc":"Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) piercing damage.","attack_bonus":6,"damage_dice":"2d6","damage_bonus":3},{"name":"Talons","desc":"Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 14 (2d10 + 3) slashing damage.","attack_bonus":6,"damage_dice":"2d10","damage_bonus":3},{"name":"Spores (Recharge 6)","desc":"A 15-foot-radius cloud of toxic spores extends out from the vrock. The spores spread around corners. Each creature in that area must succeed on a DC 14 Constitution saving throw or become poisoned. While poisoned in this way, a target takes 5 (1d10) poison damage at the start of each of its turns. A target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Emptying a vial of holy water on the target also ends the effect on it."},{"name":"Stunning Screech (1/Day)","desc":"The vrock emits a horrific screech. Each creature within 20 feet of it that can hear it and that isn't a demon must succeed on a DC 14 Constitution saving throw or be stunned until the end of the vrock's next turn."},{"name":"Variant: Summon Demon (1/Day)","desc":"The demon chooses what to summon and attempts a magical summoning.\nA vrock has a 30 percent chance of summoning 2d4 dretches or one vrock.\nA summoned demon appears in an unoccupied space within 60 feet of its summoner, acts as an ally of its summoner, and can't summon other demons. It remains for 1 minute, until it or its summoner dies, or until its summoner dismisses it as an action."}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Magic Resistance","desc":"The vrock has advantage on saving throws against spells and other magical effects."}],"spell_list":[],"page_no":273,"environments":["Abyss"],"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_vrock/"},{"slug":"arachnocrat","desc":"A portly gentleman with slender arms and legs keeps his face and hands carefully concealed._  \nArachnocrats are spider-like fiends who enjoy masquerading as members of high society. They eat haute cuisine and drink fine wine in the company of humans.  \n**Finer Tastes.** Viewing the wealth and standing of their victims as the greatest measure of taste, these devils delight in aristocratic prey, though they most often feed on the liquefied innards of servants of the aristocracy to avoid detection. They use local spiders as spies and informants to get closer to their quarries or discover dark secrets their quarries would rather keep hidden. Ever patient in their schemes of corruption, arachnocrats often court their quarries over months of theatre, dinner parties, and elaborate balls.  \n**Hidden in Plain Sight.** Arachnocrats are adept at disguising themselves as aristocrats. Their most noticeable features are their clawed hands and their spider-like faces, which they cover with gloves, masks, scarves, voluminous robes, and similar attire. The eccentricities of the well-to-do help to cast off any suspicion over their odd coverings.  \n**As Good As Gold.** The arachnocrat’s preferred prey comes at a high price. Blessed by the Arch-Devil of Greed, Mammon, arachnocrats have a second stomach that can turn common rocks into faux gemstones. The fiends vomit up the gemstones after digesting the rocks for a few months, and they use the gemstones to fund their endeavors. The counterfeit nature of the gems is detectable by only true craftsmen.","name":"Arachnocrat","size":"Medium","type":"Fiend","subtype":"devil","group":null,"alignment":"lawful evil","armor_class":15,"armor_desc":"natural armor","hit_points":93,"hit_dice":"17d8+17","speed":{"walk":30,"climb":40},"strength":13,"dexterity":17,"constitution":12,"intelligence":16,"wisdom":14,"charisma":18,"strength_save":null,"dexterity_save":5,"constitution_save":null,"intelligence_save":4,"wisdom_save":null,"charisma_save":6,"perception":null,"skills":{"deception":8,"insight":4,"persuasion":6,"stealth":5},"damage_vulnerabilities":"","damage_resistances":"cold; bludgeoning, piercing, and slashing from nonmagical attacks not made with silvered weapons","damage_immunities":"fire, poison","condition_immunities":"poisoned","senses":"blindsight 10 ft., darkvision 60 ft., passive Perception 12","languages":"Common, Infernal, telepathy 120 ft.","challenge_rating":"5","cr":5.0,"actions":[{"name":"Multiattack","desc":"The arachnocrat makes two claw attacks. If both claws hit a Medium or smaller target, the target is restrained in gilded webbing. As an action, the restrained target can make a DC 13 Strength check, bursting the webbing on a success. The webbing can also be attacked and destroyed (AC 12; hp 8; immunity to bludgeoning, poison, and psychic damage)."},{"name":"Claw","desc":"Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 12 (2d8 + 3) slashing damage.","attack_bonus":6,"damage_dice":"2d8+3"},{"name":"Bite","desc":"Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) piercing damage, and the target must make a DC 14 Constitution saving throw, taking 21 (6d6) poison damage on a failed save, or half as much damage on a successful one. If the poison damage reduces the target to 0 hp, the target is stable but poisoned for 1 hour, even after regaining hp, and is paralyzed while poisoned in this way. The skin of a creature that dies while poisoned takes on a golden hue.","attack_bonus":6,"damage_dice":"1d6+3"}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Aristocratic Disguise","desc":"An arachnocrat in a prepared disguise has advantage on Charisma (Deception) checks made to pass as a humanoid aristocrat."},{"name":"Devil's Sight","desc":"Magical darkness doesn't impede the arachnocrat's darkvision."},{"name":"Magic Resistance","desc":"The arachnocrat has advantage on saving throws against spells and other magical effects."},{"name":"Speak with Spiders","desc":"The arachnocrat can communicate with spiders and other arachnids as if they shared a language."},{"name":"Spider Climb","desc":"The arachnocrat can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check."}],"spell_list":[],"page_no":102,"environments":[],"img_main":null,"document__slug":"tob2","document__title":"Tome of Beasts 2","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/tome-of-beasts-2-for-5th-edition/","v2_converted_path":"/v2/creatures/tob2_arachnocrat/"},{"slug":"baliri-demon","desc":"A muscular humanoid with gray-black skin and the oversized head of a donkey lumbers forward. The monster’s eyes and tongue loll from its head, and its arms end in crimson crab-like pincers that snap together with incredible strength._  \n**Tormented Killers.** A baliri demon is created when a humanoid suffers at the hands of family or peers and turns to one of the demon lords for succor and bloody retribution. The result is both catastrophic and deadly, and the victim of the abuse is often executed for their dark dealings. It is at this moment that the demon lord snatches up the victim’s soul and transforms it into a baliri demon, a savage and remorseless killer that seeks to spread misery in its wake.  \n**Braying Apostles.** A baliri demon is a devout servant of the demon lord that created it, stridently extolling the virtues of its demonic master even as it butchers and defiles anyone who stands in its way. The loud braying prayers and hymns of a baliri demon carry for miles across the blasted Abyssal landscape and fill the hearts of mortals and lesser demons alike with dread. Baliri demons are not picky when it comes to choosing their victims but have a preference for anyone who resembles an aggressor from their previous life.","name":"Baliri Demon","size":"Medium","type":"Fiend","subtype":"demon","group":null,"alignment":"chaotic evil","armor_class":17,"armor_desc":"natural armor","hit_points":190,"hit_dice":"20d8+100","speed":{"walk":30},"strength":22,"dexterity":16,"constitution":20,"intelligence":13,"wisdom":17,"charisma":14,"strength_save":11,"dexterity_save":8,"constitution_save":10,"intelligence_save":null,"wisdom_save":8,"charisma_save":null,"perception":8,"skills":{"perception":8,"persuasion":7,"religion":6,"stealth":8},"damage_vulnerabilities":"","damage_resistances":"cold, fire, lightning; bludgeoning, piercing, and slashing from nonmagical attacks","damage_immunities":"poison","condition_immunities":"poisoned","senses":"darkvision 90 ft., passive Perception 17","languages":"Abyssal, Common, telepathy 120 ft.","challenge_rating":"14","cr":14.0,"actions":[{"name":"Multiattack","desc":"The baliri demon makes three attacks: one with its bite and two with its pincers."},{"name":"Bite","desc":"Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 17 (2d10 + 6) piercing damage plus 10 (3d6) necrotic damage.","attack_bonus":11,"damage_dice":"2d10+6"},{"name":"Pincers","desc":"Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 15 (2d8 + 6) slashing damage. If the baliri demon scores a critical hit against a creature, roll a d6. On a 1-3, it severs the target's arm, and on a 4-6 it severs the target's leg. A creature missing an arm can't wield weapons that require two hands, and if a creature is missing a leg, its speed is halved. Creatures without limbs are unaffected.","attack_bonus":11,"damage_dice":"2d8+6"},{"name":"Blood Bray (Recharge 6)","desc":"The baliri demon unleashes an otherworldly braying that causes the internal organs of nearby creatures to twist and rupture. Each creature within 20 feet of the baliri that can hear it must make a DC 18 Constitution saving throw. On a failure, the creature takes 36 (8d8) necrotic damage and is stunned until the end of its next turn as it doubles over in agony. On a success, the creature takes half the damage and isn't stunned. The bray doesn't affect creatures without internal organs, such as constructs, elementals, and oozes."}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Magic Resistance","desc":"The baliri has advantage on saving throws against spells and other magical effects."},{"name":"Praising Brays","desc":"As a bonus action, the baliri brays praise to the demon lord that saved it from its previous life, channeling the demon lord's might. The baliri chooses up to three demons within 30 feet of it. Each target has advantage on the first ability check or attack roll it makes before the start of the baliri's next turn. In addition, the targets are unaffected by the baliri's Blood Bray."}],"spell_list":[],"page_no":140,"environments":[],"img_main":null,"document__slug":"tob2","document__title":"Tome of Beasts 2","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/tome-of-beasts-2-for-5th-edition/","v2_converted_path":"/v2/creatures/tob2_baliri-demon/"},{"slug":"blood-imp","desc":"Blood drips from the lips of this crimson fiend._  \n**Agents of Death.** Blood imps are the devilish servants of gods of blood, death, and decay. On the Material Plane they are often found hastening the deaths of sacrifices and drinking spilled blood in the names of their masters.  \n**Temple Bane.** Blood imps despise the temples of gods of life and healing. The devils are driven to a mad rage when close to the altar of such a deity and go out of their way to defile or destroy it.","name":"Blood Imp","size":"Tiny","type":"Fiend","subtype":"devil","group":null,"alignment":"lawful evil","armor_class":13,"armor_desc":"natural armor","hit_points":14,"hit_dice":"4d4+4","speed":{"walk":20,"fly":40},"strength":6,"dexterity":14,"constitution":13,"intelligence":12,"wisdom":11,"charisma":14,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":null,"skills":{"persuasion":4,"religion":5,"stealth":4},"damage_vulnerabilities":"","damage_resistances":"cold","damage_immunities":"fire, poison","condition_immunities":"poisoned","senses":"darkvision 120 ft., passive Perception 10","languages":"Common, Infernal","challenge_rating":"1/2","cr":0.5,"actions":[{"name":"Sting","desc":"Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) piercing damage.","attack_bonus":4,"damage_dice":"1d4+2"},{"name":"Spew Blood","desc":"Ranged Spell Attack: +4 to hit, range 20/60 ft., one target. Hit: 5 (2d4) poison damage, and the target must succeed on a DC 10 Constitution saving throw or be poisoned until the end of its next turn.","attack_bonus":4,"damage_dice":"2d4"}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Bleed the Dying","desc":"The imp's sting has greater efficacy against injured creatures. When the imp hits a creature that doesn't have all its hit points with its sting, the sting deals an extra 1d4 poison damage."},{"name":"Devil's Sight","desc":"Magical darkness doesn't impede the imp's darkvision."},{"name":"Magic Resistance","desc":"The imp has advantage on saving throws against spells and other magical effects."}],"spell_list":[],"page_no":103,"environments":[],"img_main":null,"document__slug":"tob2","document__title":"Tome of Beasts 2","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/tome-of-beasts-2-for-5th-edition/","v2_converted_path":"/v2/creatures/tob2_blood-imp/"},{"slug":"chatterlome","desc":"When the oaken box is found on your stoop, run—for the box devil is soon to come._  \nChatterlomes have featureless grey heads with large, round eyes, and their circular mouths are filled with needlelike teeth. They have misshapen torsos and short, bandy legs. Their most notable feature, though, is their four arms, which always wield woodworking tools.  \n**Vengeance Seekers.** Chatterlomes prey on scorned lovers, offering violent revenge for those who have been wronged. When a person calls upon the chatterlome, they soon receive an intricately carved oaken box with an obsidian inlay of a humanoid heart. Upon touching the box, the supplicant immediately knows that the box must be delivered to the home of the person who wronged the supplicant. When the victim opens the box, the chatterlome springs forth, claiming the heart of the victim and fulfilling the supplicant’s request. Whether or not the box is opened, a chatterlome whose box has been delivered knows the location of the victim and tracks the person relentlessly. After the victim dies, the supplicant must then deliver the chatterlome’s box to nine more victims or forfeit their own life. A string of deaths occurring shortly after victims received mysterious boxes is a sure sign that a chatterlome is in the area.  \n**Box Devils.** Chatterlomes are often called “box devils” due to their peculiar ability to magically travel between boxes and other enclosed, wooden objects. Though chatterlomes can travel between boxes, each chatterlome has its original box, created when it was summoned by a supplicant who was scorned. If the chatterlome’s original box is destroyed, the chatterlome returns to the Hells, where it waits for another scorned lover to call it back to the Material Plane.","name":"Chatterlome","size":"Medium","type":"Fiend","subtype":"","group":null,"alignment":"lawful evil","armor_class":16,"armor_desc":"natural armor","hit_points":93,"hit_dice":"11d8+44","speed":{"walk":30},"strength":15,"dexterity":18,"constitution":18,"intelligence":11,"wisdom":14,"charisma":10,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":5,"charisma_save":3,"perception":5,"skills":{"perception":5,"stealth":7},"damage_vulnerabilities":"","damage_resistances":"cold, fire; bludgeoning, piercing, and slashing from nonmagical attacks","damage_immunities":"poison","condition_immunities":"poisoned","senses":"darkvision 120 ft., passive Perception 15","languages":"Abyssal, Common, Infernal, telepathy 60 ft.","challenge_rating":"7","cr":7.0,"actions":[{"name":"Multiattack","desc":"The chatterlome makes four chisel attacks."},{"name":"Chisel","desc":"Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) slashing damage.","attack_bonus":7,"damage_dice":"2d6+4"},{"name":"Box Teleport","desc":"The chatterlome magically teleports up to 120 feet into a box, chest, wardrobe, or other wooden container with a lid or door. The chatterlome can hide inside the container as a bonus action after teleporting. If the chatterlome uses this action while inside a container, it can teleport into another container within range or it can teleport back to the Hells. If it teleports to the Hells, it can't return to the Material Plane until it is summoned."}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Magic Resistance","desc":"The chatterlome has advantage on saving throws against spells and other magical effects."}],"spell_list":[],"page_no":60,"environments":[],"img_main":null,"document__slug":"tob2","document__title":"Tome of Beasts 2","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/tome-of-beasts-2-for-5th-edition/","v2_converted_path":"/v2/creatures/tob2_chatterlome/"},{"slug":"corrupted-pixie","desc":"A wrinkly, purple-skinned pixie with small black horns and bat wings flits about, chanting a violent song about harvesting organs._  \nCorrupted pixies are fey turned fiends who savor violence.  \n**Corrupted by Hags.** Hags sometimes capture pixies and torture them by forcing the tiny fey beings to watch the hags commit acts of depraved violence. These acts combined with the hags’ magic drive the pixies mad, twisting their forms and turning them into corrupt versions of what they once were. The corrupted pixies become fiends that live to serve the hags who created them. Many of these pixies think of their creators as gods who exposed the world’s true joys: murder, torture, and other evil acts.  \n**Mischief Makers.** Hags send corrupted pixies to cause mischief and chaos to punish their enemies, for their own entertainment, or as a distraction from the hags’ more sinister schemes. The pixies delight in these tasks, often using their magic to make people harm one another and remaining invisible as long as they can. Corrupted pixies like to make the pain last as long as possible before their tricks satisfyingly result in another creature’s death.  \n**Destroy Beauty.** Corrupted pixies take a special joy in destroying anything beautiful, be it a work of art, a garden, or the face of a handsome adventurer. The fiends sometimes become distracted from their hag-assigned tasks because the opportunity to mar something perfect is too good to pass up.  \n**Restored by Pixie Dust.** If a corrupted pixie is captured, it can be restored to its fey form. The captured pixie must be showered with pixie dust every day at sunrise for ten consecutive days. On the final day, the pixie reverts to its original form.","name":"Corrupted Pixie","size":"Tiny","type":"Fiend","subtype":"","group":null,"alignment":"chaotic evil","armor_class":15,"armor_desc":null,"hit_points":5,"hit_dice":"2d4","speed":{"walk":10,"fly":30},"strength":2,"dexterity":20,"constitution":10,"intelligence":12,"wisdom":14,"charisma":15,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":4,"skills":{"perception":4,"stealth":7},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"","condition_immunities":"","senses":"darkvision 60 ft., passive Perception 14","languages":"Abyssal, Infernal, Primordial, Sylvan","challenge_rating":"1/2","cr":0.5,"actions":[{"name":"Confusion Touch","desc":"The pixie touches one creature. The target must succeed on a DC 12 Wisdom saving throw or use its reaction to make one melee attack against one of its allies within 5 feet. If it has no allies within 5 feet, the creature attacks itself."},{"name":"Superior Invisibility","desc":"The pixie magically turns invisible until its concentration ends (as if concentrating on a spell). Any equipment the pixie wears or carries is invisible with it."}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Magic Resistance","desc":"The pixie has advantage on saving throws against spells and other magical effects."},{"name":"Innate Spellcasting","desc":"The pixie's innate spellcasting ability is Charisma (spell save DC 12, +4 to hit with spell attacks). It can innately cast the following spells, requiring no material components:\nAt will: vicious mockery\n1/day each: bestow curse, charm person, confusion, detect thoughts, dispel magic, fire bolt, hideous laughter, ray of enfeeblement, suggestion"}],"spell_list":[],"page_no":72,"environments":[],"img_main":null,"document__slug":"tob2","document__title":"Tome of Beasts 2","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/tome-of-beasts-2-for-5th-edition/","v2_converted_path":"/v2/creatures/tob2_corrupted-pixie/"},{"slug":"culicoid","desc":"Filthy rags partially conceal this walking mosquito’s form. The hands poking out of its rags end in needle-like fingers, which resemble the proboscis on the creature’s head._  \n**Abyssal Swamp Dwellers.** Culicoid demons make their home in a fetid layer of the Abyss where they serve demon lords who value insects. When they travel to the Material Plane, they make themselves at home in insect-infested marshes.  \n**Buzzing and Itching.** Though a culicoid’s wings are suitably large for its size, they produce a high-pitched drone. Their wingbeats don’t stand out from regular insects, making them difficult to detect. The culicoid’s filthy proboscis induces an irritating rash that forces its victims to ignore all else to scratch the rash.  \n**Friend to Mosquitos.** The culicoid demon can communicate with mosquitos, stirges, and other similar creatures, such as Open Game License","name":"Culicoid","size":"Large","type":"Fiend","subtype":"demon","group":null,"alignment":"chaotic evil","armor_class":18,"armor_desc":"natural armor","hit_points":190,"hit_dice":"20d10+80","speed":{"fly":60,"hover":true,"walk":30},"strength":20,"dexterity":15,"constitution":18,"intelligence":11,"wisdom":14,"charisma":9,"strength_save":null,"dexterity_save":6,"constitution_save":8,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":6,"skills":{"acrobatics":6,"perception":6,"stealth":6},"damage_vulnerabilities":"","damage_resistances":"cold, fire, lightning; bludgeoning, piercing, and slashing from nonmagical attacks","damage_immunities":"poison","condition_immunities":"poisoned","senses":"darkvision 120 ft., passive Perception 16","languages":"Abyssal, telepathy 60 ft.","challenge_rating":"12","cr":12.0,"actions":[{"name":"Multiattack","desc":"The culicoid makes three attacks: one with its proboscis and two with its needle claws."},{"name":"Needle Claws","desc":"Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 12 (2d6 + 5) piercing damage, and the target is grappled (escape DC 16). Until this grapple ends, the target is restrained, the culicoid can automatically hit the target with its needle claw, and it can't use the same needle claw against other targets. The culicoid has two needle claws, each of which can grapple only one target.","attack_bonus":9,"damage_dice":"2d6+5"},{"name":"Proboscis","desc":"Melee Weapon Attack: +9 to hit, reach 5 ft., one creature. Hit: 14 (2d8 + 5) piercing damage plus 7 (2d6) poison damage. The target must succeed on a DC 16 Constitution saving throw or be poisoned for 1 minute. While poisoned, a creature must succeed on a DC 16 Wisdom saving throw at the start of each of its turns or spend its full turn scratching the rash. A poisoned creature can repeat the Constitution saving throw at the end of each of its turns, ending the poisoned condition on itself on a success.","attack_bonus":9,"damage_dice":"2d8+5"}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Blood Sense","desc":"The culicoid can pinpoint, by scent, the location of creatures that have blood within 60 feet of it."},{"name":"Cloud of Mosquitos","desc":"When the culicoid is reduced to 0 hp, it transforms into a swarm of mosquitos (use the statistics of a swarm of insects). If at least one mosquito from the swarm survives for 24 hours, the culicoid reforms at the following dusk from the remaining mosquitos, regaining all its hp and becoming active again."},{"name":"Magic Resistance","desc":"The culicoid has advantage on saving throws against spells and other magical effects."},{"name":"Mosquito-Proof","desc":"The culicoid can't be subjected to blood drain from mosquitos and mosquito-like creatures."},{"name":"Speak with Mosquitos","desc":"The culicoid can communicate with mosquitos and other mosquito-like creatures as if they shared a language."}],"spell_list":[],"page_no":94,"environments":[],"img_main":null,"document__slug":"tob2","document__title":"Tome of Beasts 2","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/tome-of-beasts-2-for-5th-edition/","v2_converted_path":"/v2/creatures/tob2_culicoid/"},{"slug":"hantu-penanggal","desc":"The head of a beautiful woman flies through the air, trailing tentacle-like entrails while her headless body follows, bearing demonic claws._  \n**Cursed Nature.** Hantu penanggal arise when creatures pledged to fiendish powers break their agreements. They are cursed, becoming fiends hungering for the flesh and blood of the innocent.  \n**Mistaken for Undead.** Hantu penanggal are often mistaken for undead and don’t correct this error, finding delight in taking advantage of adventurers ill-prepared for an encounter with a fiend.","name":"Hantu Penanggal","size":"Medium","type":"Fiend","subtype":"","group":null,"alignment":"any evil","armor_class":14,"armor_desc":"natural armor","hit_points":123,"hit_dice":"19d8+38","speed":{"fly":40,"walk":30},"strength":14,"dexterity":16,"constitution":14,"intelligence":11,"wisdom":10,"charisma":18,"strength_save":null,"dexterity_save":6,"constitution_save":null,"intelligence_save":null,"wisdom_save":3,"charisma_save":null,"perception":null,"skills":{"deception":10,"stealth":6},"damage_vulnerabilities":"","damage_resistances":"cold, lightning; bludgeoning, piercing, and slashing from nonmagical attacks","damage_immunities":"fire, poison","condition_immunities":"poisoned","senses":"truesight 60 ft., passive Perception 10","languages":"Abyssal, Common, Infernal","challenge_rating":"8","cr":8.0,"actions":[{"name":"Multiattack","desc":"When detached, the hantu penanggal's head makes one bite attack and one entrails attack, and its body makes two claw attacks. In its whole form, it can make three rapier attacks."},{"name":"Rapier (Whole Form Only)","desc":"Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) piercing damage plus 7 (2d6) necrotic damage.","attack_bonus":6,"damage_dice":"1d8+3"},{"name":"Claw (Body Only)","desc":"Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) slashing damage plus 3 (1d6) necrotic damage.","attack_bonus":6,"damage_dice":"1d8+3"},{"name":"Bite (Head Only)","desc":"Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 12 (2d8 + 3) piercing damage plus 7 (2d6) necrotic damage. The target's hp maximum is reduced by an amount equal to the necrotic damage taken, and the penanggal regains hp equal to that amount. This reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hp maximum to 0. A humanoid slain in this way becomes the new body for the penanggal, if it is detached and its body died. Otherwise, the humanoid rises 24 hours later as a new hantu penanggal.","attack_bonus":6,"damage_dice":"2d8+3"},{"name":"Entrails (Head Only)","desc":"Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 10 (2d6 + 3) bludgeoning damage and the target is grappled (escape DC 15). Until this grapple ends, the target is restrained, and the penanggal can't use its entrails on another target.","attack_bonus":6,"damage_dice":"2d6+3"}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Detachable Head","desc":"As a bonus action, the hantu penanggal detaches its head. The head trails entrails like flexible tentacles. While detached, the head and body act independently from each other on the same initiative, and each has hp equal to half its hp before detaching its head. Its statistics remain the same in both forms, except the body loses its truesight and gains blindsight out to a range of 60 feet.\n\nThe head and body can use the whole form's innate spellcasting trait, expending daily uses as normal. The two forms can rejoin into the fiend's whole form as a bonus action if they are within 5 feet of each other. If the head is destroyed while it is detached, the body also perishes. If the body is destroyed while the head is detached, the head has disadvantage on attack rolls and ability checks until it acquires a new body. A creature within 30 feet of the penanggal and that can see the detachment must succeed on a DC 14 Wisdom saving throw or be frightened for 1 minute. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success."},{"name":"Innate Spellcasting","desc":"The hantu penanggal's innate spellcasting ability is Charisma (spell save DC 15, +7 to hit with spell attacks). It can innately cast the following spells, requiring no material components.\nAt will: darkness, detect evil and good\n2/day each: protection from evil and good, scorching ray\n1/day each: gaseous form"}],"spell_list":[],"page_no":192,"environments":[],"img_main":null,"document__slug":"tob2","document__title":"Tome of Beasts 2","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/tome-of-beasts-2-for-5th-edition/","v2_converted_path":"/v2/creatures/tob2_hantu-penanggal/"},{"slug":"herald-of-slaughter","desc":"The butcher strides down the lane, preaching of threshing the chaff from the wheat. Around it, people tear into each other, blind with rage. All the while, the butcher grows in stature and sprouts wicked horns as it revels in the massacre._  \nHeralds of slaughter are sent by dark gods to foment unrest and agitate mortals into committing barbaric atrocities.  \n**Provokers of Wrath.** Disguised as a trusted craftsman, a herald of slaughter finds a source of anger in a community and feeds it until it grows, all while pretending to understand and offer solutions to the source. A herald of slaughter fuels the anger of the people by instigating mass culling, revolts, and blood sacrifices. As problems escalate, a herald of slaughter reveals its fiendish form to culminate the savagery in a final, chaotic exaltation of the dark gods.  \n**Brutality and Blood.** Once a herald of slaughter has been revealed, it assumes its fiendish appearance and wades fanatically into combat. Wielding a massive meat cleaver and rage-inducing magic, a herald of slaughter seeks to destabilize its opponents by inciting blinding fury and pitting comrades against each other.","name":"Herald of Slaughter","size":"Large","type":"Fiend","subtype":"","group":null,"alignment":"chaotic evil","armor_class":15,"armor_desc":"natural armor","hit_points":133,"hit_dice":"14d10+56","speed":{"walk":40},"strength":18,"dexterity":10,"constitution":19,"intelligence":12,"wisdom":12,"charisma":18,"strength_save":8,"dexterity_save":4,"constitution_save":null,"intelligence_save":null,"wisdom_save":5,"charisma_save":8,"perception":5,"skills":{"athletics":8,"deception":8,"perception":5,"persuasion":8},"damage_vulnerabilities":"","damage_resistances":"cold, fire, lightning, slashing","damage_immunities":"necrotic, poison, psychic","condition_immunities":"charmed, exhaustion, frightened, paralyzed, petrified, poisoned","senses":"darkvision 120 ft., passive Perception 15","languages":"Abyssal, Common, Infernal","challenge_rating":"11","cr":11.0,"actions":[{"name":"Multiattack","desc":"The herald of slaughter makes three attacks: one with its gore and two with its cleaver. Alternatively, it can use Enkindle Hate twice. If it hits one target with Enkindle Hate twice using this action, the target must succeed on a DC 16 Charisma saving throw or use its reaction to immediately move up to half its speed and make one melee attack against a random target within range."},{"name":"Enkindle Hate","desc":"Ranged Spell Attack: +8 to hit, range 120 ft., one target. Hit: 18 (4d8) fire damage, and the target must succeed on a DC 16 Constitution saving throw or be blinded until the end of its next turn.","attack_bonus":8,"damage_dice":"4d8"},{"name":"Gore","desc":"Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 15 (2d10 + 4) piercing damage, and the target must succeed on a DC 16 Strength saving throw or be knocked prone.","attack_bonus":8,"damage_dice":"2d10+4"},{"name":"Cleaver","desc":"Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 15 (2d10 + 4) slashing damage plus 9 (2d8) necrotic damage.","attack_bonus":8,"damage_dice":"2d10+4"}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Corrupting Aura","desc":"The calm emotions spell instantly fails when cast within 60 feet of the herald. In addition, any creature that starts its turn within 30 feet of the herald must succeed on a DC 16 Wisdom saving throw or grow hostile. On its turn, a hostile creature must move to and make one attack against the nearest creature other than the herald. If no other creature is near enough to move to and attack, the hostile creature stalks off in a random direction, seeking a target for its hostility. At the start of each of the herald's turn, it chooses whether this aura is active."},{"name":"Magic Weapons","desc":"The herald's weapon attacks are magical."},{"name":"Shapechanger","desc":"The herald can use its action to polymorph into a Small or Medium humanoid it has seen, or back into its true form. Its statistics, other than its size, are the same in each form. Any equipment it is wearing or carrying isn't transformed. It reverts to its true form if it dies."},{"name":"Innate Spellcasting","desc":"The herald's innate spellcasting ability is Charisma (spell save DC 16). It can innately cast the following spells, requiring no material components:\nAt will: detect thoughts\n3/day: charm person, fear, suggestion\n1/day: modify memory, seeming"}],"spell_list":[],"page_no":198,"environments":[],"img_main":null,"document__slug":"tob2","document__title":"Tome of Beasts 2","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/tome-of-beasts-2-for-5th-edition/","v2_converted_path":"/v2/creatures/tob2_herald-of-slaughter/"},{"slug":"herald-of-the-void","desc":"The herald of the void portends the world’s ruination by means of cold, fire, plague, war, or a magical apocalypse of another kind. It speaks only in the voice of disasters, and it empowers, goads, and encourages the followers of every unspeakable god and the leaders of every profane death cult._  \n**Empty Whispers.** In the days before a herald of the Void visits a territory, ghostly occurrences become more common, especially at night. Strange, luminous forms are seen under rafts, among the trees, and in any dark and empty place.  \n**Creature of Motion.** The herald of the Void always seems stirred by a breeze, even in an airless space. Nothing short of stopping time itself can change this.  \n**Folding Infinite Space.** While the herald of the Void seems corporeal, its body displays a strange ability to fold itself in impossible ways, and sometimes it seems to teleport great distances or to summon objects from afar without effort.","name":"Herald of the Void","size":"Large","type":"Fiend","subtype":"","group":null,"alignment":"chaotic evil","armor_class":17,"armor_desc":"natural armor","hit_points":123,"hit_dice":"13d8+65","speed":{"hover":true,"walk":30,"fly":50},"strength":12,"dexterity":20,"constitution":20,"intelligence":19,"wisdom":15,"charisma":12,"strength_save":null,"dexterity_save":9,"constitution_save":9,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":10,"skills":{"perception":10,"stealth":9},"damage_vulnerabilities":"","damage_resistances":"fire, lightning, poison","damage_immunities":"cold, necrotic, radiant","condition_immunities":"blinded, charmed, deafened, frightened, prone, stunned, unconscious","senses":"truesight 60 ft., passive Perception 20","languages":"Abyssal, Common, Void Speech","challenge_rating":"11","cr":11.0,"actions":[{"name":"Multiattack","desc":"The herald makes two void claw attacks. Alternatively, it can use its Void Ray twice."},{"name":"Void Claw","desc":"Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 18 (3d8 + 5) cold damage plus 4 (1d8) force damage.","attack_bonus":9,"damage_dice":"3d8+5"},{"name":"Void Ray","desc":"Ranged Spell Attack: +8 to hit, range 120 ft., one target. Hit: 9 (2d8) cold damage and 9 (2d8) force damage.","attack_bonus":8,"damage_dice":"2d8"},{"name":"The Final Song (Recharge 5-6)","desc":"The herald utters a melody of cosmic doom in a 30-foot cone. Each creature in that area must make a DC 17 Wisdom saving throw, taking 27 (6d8) psychic damage on a failed save, or half as much damage on a successful one. This melody doesn't affect creatures that understand Void Speech."}],"bonus_actions":null,"reactions":null,"legendary_desc":"The herald of the void can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. The herald regains spent legendary actions at the start of its turn.","legendary_actions":[{"name":"Move","desc":"The herald flies up to half its flying speed without provoking opportunity attacks."},{"name":"Void Claw (Costs 2 Actions)","desc":"The herald makes one void claw attack."},{"name":"Discorporate (Costs 2 Actions)","desc":"The herald chooses up to two creatures it can see within 30 feet of it. Each target must succeed on a DC 17 Constitution saving throw or become intangible until the end of its next turn. While intangible, the creature is incapacitated, drops whatever it's holding, and is unable to interact with physical objects. The creature is still visible and able to speak."},{"name":"Song of Mighty Doom (Costs 3 Actions)","desc":"The herald emits a cacophonous dirge praising the Void. Each creature other than the herald within 30 feet of the herald and that understands Void Speech gains 10 temporary hp."}],"special_abilities":[{"name":"Annihilating Form","desc":"Any object that touches or hits the herald of the Void vaporizes. If the object is being worn or carried by a creature, the creature can make a DC 15 Dexterity saving throw to prevent the object from being vaporized. If the object is magical, the creature has advantage on the saving throw. The herald can choose to not vaporize an object."},{"name":"Legendary Resistance (3/Day)","desc":"If the herald fails a saving throw, it can choose to succeed instead."},{"name":"Zero-Dimensional","desc":"The herald can move through any space without squeezing."}],"spell_list":[],"page_no":199,"environments":[],"img_main":null,"document__slug":"tob2","document__title":"Tome of Beasts 2","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/tome-of-beasts-2-for-5th-edition/","v2_converted_path":"/v2/creatures/tob2_herald-of-the-void/"},{"slug":"infernal-centaur","desc":"This composite creature combines a ruddy-skinned gnome’s upper body and a hell hound’s reddish black body. Stitches and glowing runes where the gnome and hell hound are fused demonstrate the creature’s unnaturalness._  \nInfernal centaurs are a response by various cults to the physical might possessed by the centaurs of the nearby plains. Rather than a melding of human and horse, though, these centaurs combine hell-bound gnomes with hell hounds. The composite creature combines gnome cunning with the speed and fiery breath belonging to hell hounds. The ritual that creates an infernal centaur infuses the creature with a peculiar brutality.  \n**Unnatural.** Infernal centaurs are not naturally occurring. However, as the ritual to create these centaurs improves and spreads among cults, more gnomes who desire hellish power submit to the ritual, increasing the number of these centaurs.","name":"Infernal Centaur","size":"Medium","type":"Fiend","subtype":"","group":null,"alignment":"lawful evil","armor_class":15,"armor_desc":"natural armor","hit_points":60,"hit_dice":"8d8+24","speed":{"walk":40},"strength":17,"dexterity":12,"constitution":16,"intelligence":11,"wisdom":14,"charisma":13,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":4,"skills":{"intimidation":3,"perception":4},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"fire","condition_immunities":"","senses":"darkvision 60 ft., passive Perception 14","languages":"Common, Gnomish, Infernal","challenge_rating":"4","cr":4.0,"actions":[{"name":"Multiattack","desc":"The infernal centaur makes two dagger attacks."},{"name":"Dagger","desc":"Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 5 (1d4 + 3) piercing damage.","attack_bonus":5,"damage_dice":"1d4+3"},{"name":"Fiery Breath (Recharge 5-6)","desc":"The infernal centaur exhales fire in a 15-foot cone. Each creature in that area must make a DC 13 Dexterity saving throw, taking 28 (8d6) fire damage on a failed save, or half as much damage on a successful one."}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Cruelty","desc":"If the infernal centaur scores a critical hit with a melee attack, it can make a second attack against the same target as a bonus action. It has advantage on this attack roll."},{"name":"Hell Hound Affinity","desc":"Hell hounds view infernal centaurs as leaders of their packs. A hell hound refuses to attack an infernal centaur unless the centaur attacks it first. If magically coerced, the hell hound has disadvantage on attack rolls against the centaur. The centaur has advantage on Charisma (Persuasion) checks against hell hounds."},{"name":"Pack Tactics","desc":"The centaur has advantage on attack rolls against a creature if at least one of the centaur's allies is within 5 feet of the creature and the ally isn't incapacitated."}],"spell_list":[],"page_no":214,"environments":[],"img_main":null,"document__slug":"tob2","document__title":"Tome of Beasts 2","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/tome-of-beasts-2-for-5th-edition/","v2_converted_path":"/v2/creatures/tob2_infernal-centaur/"},{"slug":"infernal-swarm","desc":"A towering winged devil looms above, a wicked scimitar in its grasp. Its form shifts subtly, hinting at a deeper secret._  \n**Infernal Insects.** Infernal swarms are found throughout the Hells. Considered a delicacy, these insects can form a hive mind, which they use to shape their swarm into a massive winged devil whenever they are threatened. The individual insects are bat-winged and have bulging eyes, long spindly legs, and a carapace covered in poisonous barbs.  \n**Hellish Poison.** Infernal swarms feed on carrion, injecting the carcasses with a poison that liquifies tissue. This same poison coats their barbs, which painfully dissuades predators.  \n**Sensitive to Sound.** Loud noises disorient the insects and interrupt their coordination, temporarily scattering the individuals. However, it is rare to encounter these silent killers hunting on their own, and if one is spotted, there are certain to be many more to follow.","name":"Infernal Swarm","size":"Huge","type":"Fiend","subtype":"Swarm of Devils","group":null,"alignment":"lawful evil","armor_class":16,"armor_desc":"natural armor","hit_points":150,"hit_dice":"20d12+20","speed":{"hover":true,"walk":25,"fly":40},"strength":18,"dexterity":16,"constitution":13,"intelligence":8,"wisdom":12,"charisma":19,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":null,"skills":{},"damage_vulnerabilities":"thunder","damage_resistances":"bludgeoning, cold, piercing, psychic, slashing","damage_immunities":"fire, poison","condition_immunities":"charmed, frightened, paralyzed, petrified, poisoned, prone, restrained, stunned","senses":"darkvision 120 ft., passive Perception 11","languages":"understands Infernal but can’t speak, telepathy 60 ft.","challenge_rating":"12","cr":12.0,"actions":[{"name":"Multiattack","desc":"In fiend form, the infernal swarm makes three attacks: two with its scimitar and one with its slam, or three with its scimitar. In shapeless form, it makes three attacks with its bites."},{"name":"Bites (Shapeless Form Only)","desc":"Melee Weapon Attack: +9 to hit, reach 0 ft., one target in the swarm's space. Hit: 28 (8d6) piercing damage, or 14 (4d6) piercing damage if the swarm has half its hp or fewer.","attack_bonus":9,"damage_dice":"8d6"},{"name":"Poisonous Barb","desc":"Ranged Weapon Attack: +8 to hit, range 30/120 ft., one target. Hit: 10 (2d6 + 3) piercing damage, and the target must make a DC 17 Constitution saving throw, taking 18 (4d8) poison damage on a failed save, or half as much damage on a successful one.","attack_bonus":8,"damage_dice":"2d6+3"},{"name":"Scimitar (Fiend Form Only)","desc":"Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 14 (3d6 + 4) slashing damage.","attack_bonus":9,"damage_dice":"3d6+4"},{"name":"Slam (Fiend Form Only)","desc":"Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 18 (4d6 + 4) bludgeoning damage, and the target is grappled (escape DC 17). Until this grapple ends, the target is restrained, and the infernal swarm can't slam another target. In addition, at the start of each of the target's turns, the target takes 14 (4d6) piercing damage.","attack_bonus":9,"damage_dice":"4d6+4"}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Devil's Sight","desc":"Magical darkness doesn't impede the infernal swarm's darkvision"},{"name":"Magic Resistance","desc":"The infernal swarm has advantage on saving throws against spells and other magical effects."},{"name":"Shaped Swarm","desc":"As a bonus action, the swarm can shape itself into a Huge fiend or back into a shapeless mass. Its statistics are the same in each form, and it can't regain hp or gain temporary hp. If a creature is more than 10 feet away from the infernal swarm, it must take an action to visually inspect the fiend form and succeed on a DC 25 Intelligence (Investigation) check to discern the Huge fiend is actually a swarm of Small insects. A creature within 10 feet of the swarm immediately discerns the truth.\n\nWhile in fiend form, it can wield weapons and hold, grasp, push, pull, or interact with objects that might otherwise require a more humanoid form to accomplish. If the infernal swarm takes thunder damage while in its fiend form, it immediately changes to its shapeless form.\n\nWhile in shapeless form, it can occupy another creature's space and vice versa and can move through any opening large enough for a Small fiend, but it can't grapple or be grappled."}],"spell_list":[],"page_no":215,"environments":[],"img_main":null,"document__slug":"tob2","document__title":"Tome of Beasts 2","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/tome-of-beasts-2-for-5th-edition/","v2_converted_path":"/v2/creatures/tob2_infernal-swarm/"},{"slug":"nephirron-devil","desc":"This devilish monster has a draconic body covered in thick, greenish-gold scales and the head of a handsome giant with gleaming red eyes. It opens its mouth in a sardonic smile, and the head of a serpent appears between its lips, hissing with malevolent, mirthful relish._  \n**Devilish Infiltrators.** Nephirron devils are powerful fiends with draconic features that are adept at corrupting good-aligned dragons and bending evil dragons to their will. The older and more powerful the dragon, the bigger the challenge in the eyes of the nephirron devil. When two of these devils meet, they typically boast about the number and types of dragons they have manipulated and destroyed. This pride can also be a nephirron devil’s undoing, however, for it often overlooks humanoids attempting to interfere with its plans, and more than one nephirron devil has been brought low by a band of mortal heroes.  \n**Hellish Nobles.** Nephirron devils are treated as lesser nobility in the hells, second only to pit fiends and arch-devils in the infernal pecking order. A nephirron devil is often served by Open Game License","name":"Nephirron Devil","size":"Huge","type":"Fiend","subtype":"devil","group":null,"alignment":"lawful evil","armor_class":19,"armor_desc":"natural armor","hit_points":225,"hit_dice":"18d12+108","speed":{"walk":40,"fly":80},"strength":27,"dexterity":14,"constitution":23,"intelligence":22,"wisdom":19,"charisma":25,"strength_save":null,"dexterity_save":7,"constitution_save":11,"intelligence_save":null,"wisdom_save":9,"charisma_save":null,"perception":9,"skills":{"arcana":11,"deception":12,"insight":9,"intimidation":12,"perception":9,"persuasion":12},"damage_vulnerabilities":"","damage_resistances":"acid, cold; bludgeoning, piercing, and slashing from nonmagical attacks not made with silvered weapons","damage_immunities":"fire, poison","condition_immunities":"frightened, poisoned","senses":"truesight 90 ft., passive Perception 19","languages":"Draconic, Infernal, telepathy 120 ft.","challenge_rating":"16","cr":16.0,"actions":[{"name":"Multiattack","desc":"The nephirron devil makes one bite attack and two claw attacks."},{"name":"Bite","desc":"Melee Weapon Attack: +13 to hit, reach 10 ft., one target. Hit: 26 (4d8 + 8) piercing damage. If the target is a creature, it must succeed on a DC 19 Constitution saving throw or fall unconscious for 1 minute, or until it takes damage or someone uses an action to shake or slap it awake. Dragons and dragon-like creatures, such as dragonborn, have disadvantage on this saving throw.","attack_bonus":13,"damage_dice":"4d8+8"},{"name":"Claw","desc":"Melee Weapon Attack: +13 to hit, reach 5 ft., one target. Hit: 15 (2d6 + 8) slashing damage.","attack_bonus":13,"damage_dice":"2d6+8"}],"bonus_actions":null,"reactions":[{"name":"Sculpt Breath (Recharge 6)","desc":"When the nephirron is in the area of a spell, such as fireball, or a breath weapon, it can create a hole in the spell or breath weapon, protecting itself from the effects. If it does so, the nephirron automatically succeeds on its saving throw against the spell or breath weapon and takes no damage if it would normally take half damage on a successful save."}],"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Devil's Sight","desc":"Magical darkness doesn't impede the nephirron's darkvision."},{"name":"Magic Resistance","desc":"The nephirron has advantage on saving throws against spells and other magical effects."},{"name":"Master Liar","desc":"The nephirron has advantage on Charisma (Deception) checks when telling a lie."},{"name":"Innate Spellcasting","desc":"The nephirron devil's spellcasting ability is Charisma (spell save DC 20). The nephirron can innately cast the following spells, requiring no material components:\nAt will: detect thoughts, protection from evil and good, teleport (self plus 150 pounds only)\n3/day each: flame strike, scrying, wall of ice\n1/day each: confusion, mass suggestion, shapechange (dragon or humanoid form only)"}],"spell_list":[],"page_no":104,"environments":[],"img_main":null,"document__slug":"tob2","document__title":"Tome of Beasts 2","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/tome-of-beasts-2-for-5th-edition/","v2_converted_path":"/v2/creatures/tob2_nephirron-devil/"},{"slug":"scribe-devil","desc":"A fiend with yellow skin covered in Infernal script examines a scroll as its pointed, ink-drenched tail twitches, eager to make corrections._  \nScribe devils are the ill-tempered authors of infernal contracts, which outline deals between mortals and devils.  \n**Masters of Legal Logic.** No fiends better understand the power of bureaucracy and a written contract than scribe devils. Able to draw up a contract for a deal at a moment’s notice, these devils carefully select every letter of a written deal. Typically, their ink-soaked tails craft documents that confuse and misdirect mortals into raw deals. If a fellow fiend gets on a scribe devil’s bad side or in the way, the scribe devil has no qualms about writing a bad contract for the fiend.  \n**Contract Makers.** Scribe devils make their documents from the skins of damned mortals acquired with the fiend’s knife-like claws. Their ink is the blood of Open Game License","name":"Scribe Devil","size":"Medium","type":"Fiend","subtype":"devil","group":null,"alignment":"lawful evil","armor_class":15,"armor_desc":"natural armor","hit_points":82,"hit_dice":"11d8+33","speed":{"walk":30,"fly":30},"strength":14,"dexterity":16,"constitution":16,"intelligence":18,"wisdom":14,"charisma":17,"strength_save":null,"dexterity_save":null,"constitution_save":6,"intelligence_save":7,"wisdom_save":5,"charisma_save":6,"perception":4,"skills":{"deception":6,"insight":5,"perception":4},"damage_vulnerabilities":"","damage_resistances":"cold; bludgeoning, piercing, and slashing damage from nonmagical attacks not made with silvered weapons","damage_immunities":"fire, poison","condition_immunities":"poisoned","senses":"darkvision 120 ft., passive Perception 14","languages":"Common, Infernal, telepathy 120 ft.","challenge_rating":"5","cr":5.0,"actions":[{"name":"Multiattack","desc":"The scribe devil makes two attacks: one with its claws and one with its tail."},{"name":"Claws","desc":"Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) slashing damage.","attack_bonus":6,"damage_dice":"2d6+3"},{"name":"Tail","desc":"Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 8 (2d4 + 3) piercing damage, and if the target is a creature, it must succeed on a DC 14 Constitution saving throw or become blinded as its eyes turn black and fill with infernal ink. The condition can be removed with a greater restoration spell or similar magic. Alternatively, a creature with a healer's kit can drain the ink from a blinded creature's eyes with a successful DC 14 Wisdom (Medicine) check. If this check fails by 5 or more, the attempt to drain the ink instead removes the blinded creature's eyes and the creature takes 21 (6d6) piercing damage.","attack_bonus":6,"damage_dice":"2d4+3"}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Devil's Sight","desc":"Magical darkness doesn't impede the scribe's darkvision."},{"name":"Magic Resistance","desc":"The scribe has advantage on saving throws against spells and other magical effects."},{"name":"Innate Spellcasting","desc":"The scribe devil's spellcasting ability is Intelligence (spell save DC 15). The devil can innately cast the following spells, requiring no material components:\nAt will: detect magic, illusory script\n3/day each: dispel magic, zone of truth\n1/day each: glyph of warding, modify memory"}],"spell_list":[],"page_no":318,"environments":[],"img_main":null,"document__slug":"tob2","document__title":"Tome of Beasts 2","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/tome-of-beasts-2-for-5th-edition/","v2_converted_path":"/v2/creatures/tob2_scribe-devil/"},{"slug":"snow-terror","desc":"A sizeable snowperson with sticks for arms, a carrot nose, and a smile etched across its face slowly turns its head. Closer inspection reveals the smile is disturbingly jagged._  \n**Demonic Snow People.** Snow terrors hail from an icy layer of the Abyss. There, they torment lesser fiends or watch as wind-whipped snow destroys visitors wholly unprepared for it. Such visitors are few and far between, leading snow terrors to travel to the Material Plane for greater chances at entertainment.  \n**Innocuous Disguise.** Snow terrors temper their desire for bloodshed and mayhem with patience. They find heavily trafficked areas and lurk nearby, observing potential prey. When choosing victims, they remain motionless in their guise as ordinary snowpersons, even allowing children to pluck the accoutrements off them.  \n**Sadistic Hunter.** A snow terror picks off lone people first, reveling in communities consequently thrown into chaos. Just before it attacks, it reveals its true form: a leering, shark-toothed snowperson with unholy light glowing in its eye sockets. It chases, catches, and devours its victims, relishing the screams as the acid churning in its guts slowly dissolves its prey. It can take on the appearance of its victims, drawing in concerned family members and neighbors before dissolving the facade to attack.","name":"Snow Terror","size":"Large","type":"Fiend","subtype":"shapechanger","group":null,"alignment":"chaotic evil","armor_class":16,"armor_desc":null,"hit_points":127,"hit_dice":"15d10+45","speed":{"walk":30},"strength":19,"dexterity":22,"constitution":17,"intelligence":12,"wisdom":9,"charisma":16,"strength_save":null,"dexterity_save":null,"constitution_save":6,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":null,"skills":{"deception":6,"stealth":9},"damage_vulnerabilities":"fire","damage_resistances":"bludgeoning, piercing, and slashing from nonmagical attacks","damage_immunities":"acid, cold, poison","condition_immunities":"frightened, poisoned","senses":"darkvision 60 ft., passive Perception 9","languages":"Abyssal, Common","challenge_rating":"8","cr":8.0,"actions":[{"name":"Bite","desc":"Melee Weapon Attack: +7 to hit, reach 5 ft., one creature. Hit: 14 (3d6 + 4) piercing damage plus 14 (4d6) acid damage. If the target is a Medium or smaller creature, it must succeed on a DC 15 Dexterity saving throw or be swallowed by the snow terror. A swallowed creature is blinded and restrained, it has total cover against attacks and other effects outside the snow terror, and it takes 14 (4d6) acid damage at the start of each of the snow terror's turns. The snow terror can have only one creature swallowed at a time.\n\nIf the snow terror takes 15 or more damage on a single turn from the swallowed creature, it must succeed on a DC 16 Constitution saving throw at the end of that turn or regurgitate the swallowed creature, which falls prone in a space within 10 feet of the snow terror. If the snow terror dies, a swallowed creature is no longer restrained by it and can escape from the corpse by using 10 feet of movement, exiting prone.","attack_bonus":7,"damage_dice":"3d6+4"},{"name":"Horrifying Visage","desc":"Each non-undead creature within 60 feet of the snow terror that can see it must succeed on a DC 13 Wisdom saving throw or be frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to this snow terror's Horrifying Visage for the next 24 hours."}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"False Appearance (Snow Person Form Only)","desc":"While the snow terror remains motionless, it is indistinguishable from an ordinary snow person."},{"name":"Shapechanger","desc":"The snow terror can use its action to polymorph into a Large snow person, a snowy likeness of the creature it most recently killed, or back into its true form. Its statistics are the same in each form. Any equipment it is wearing or carrying isn't transformed. It reverts to its true form if it dies.\n\nWhile in the form of the creature it most recently killed, creatures that knew the mimicked creature have disadvantage on their Wisdom saving throws against its Horrifying Visage."}],"spell_list":[],"page_no":334,"environments":[],"img_main":null,"document__slug":"tob2","document__title":"Tome of Beasts 2","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/tome-of-beasts-2-for-5th-edition/","v2_converted_path":"/v2/creatures/tob2_snow-terror/"},{"slug":"spawn-of-alquam","desc":"This large creature exudes darkness and contempt. It has feathery wings, backswept horns set behind its wide eyes, a narrow, vicious-looking beak, and talon-like claws. Its body is thin and sinewy, and its skin is a sickly green._  \n**Demonic Servants.** These demons lurk in darkness, serving and protecting Alquam, the Demon Lord of Night. Alquam is known to send them to aid his cults, and he sometimes utilizes them to assassinate individuals who threaten his followers. Because the spawn are created by Alquam, many of his cults worship them as physical representations of the Demon Lord himself. The cults believe that offerings to the spawn are conveyed directly to their master in his planar abode.  \n**Kinship with Shadow.** When the spawn of Alquam venture to the Material Plane, they take care to move only in places that are cloaked in darkness. While direct light does not harm them, they find it uncomfortable and often flee from it.  \n**Lords of Birds.** Birds instinctively follow the mental commands of the spawn of Alquam, and sudden changes in bird behavior that can signal a spawn is nearby. Swarms of birds attack targets the spawn designates, act as the spawn’s messengers, and enact the spawn’s or Alquam’s will in whatever way either demon dictates.","name":"Spawn of Alquam","size":"Large","type":"Fiend","subtype":"demon","group":null,"alignment":"chaotic evil","armor_class":16,"armor_desc":"natural armor","hit_points":114,"hit_dice":"12d10+48","speed":{"fly":60,"walk":20},"strength":12,"dexterity":17,"constitution":19,"intelligence":14,"wisdom":16,"charisma":13,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":6,"skills":{"deception":4,"perception":6,"stealth":6},"damage_vulnerabilities":"","damage_resistances":"cold, fire, lightning","damage_immunities":"poison","condition_immunities":"charmed, frightened, poisoned","senses":"darkvision 90 ft., passive Perception 16","languages":"Abyssal, telepathy 60 ft.","challenge_rating":"6","cr":6.0,"actions":[{"name":"Multiattack","desc":"The spawn of Alquam makes three attacks: two with its talons and one with its bite. It can use Gloomspittle in place of its bite attack."},{"name":"Bite","desc":"Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 14 (2d10 + 3) piercing damage.","attack_bonus":6,"damage_dice":"2d10+3"},{"name":"Talon","desc":"Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) slashing damage.","attack_bonus":6,"damage_dice":"1d8+3"},{"name":"Gloomspittle","desc":"Ranged Weapon Attack: +6 to hit, range 30 ft., one creature. Hit: 10 (2d6 + 3) necrotic damage, and the target must succeed on a DC 15 Dexterity saving throw or be blinded until the end of its next turn.","attack_bonus":6,"damage_dice":"2d6+3"}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Ambusher","desc":"In the first round of combat, the spawn of Alquam has advantage on attack rolls against any creature it has surprised."},{"name":"Keen Sight","desc":"The spawn of Alquam has advantage on Wisdom (Perception) checks that rely on sight."},{"name":"Shadow Stealth","desc":"While in dim light or darkness, the spawn of Alquam can take the Hide action as a bonus action."},{"name":"Sneak Attack (1/Turn)","desc":"The spawn of Alquam deals an extra 10 (3d6) damage when it hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5 feet of an ally of the spawn that isn't incapacitated and the spawn doesn't have disadvantage on the attack roll."},{"name":"Speak with Birds","desc":"The spawn of Alquam can communicate with birds as if they shared a language."}],"spell_list":[],"page_no":95,"environments":[],"img_main":null,"document__slug":"tob2","document__title":"Tome of Beasts 2","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/tome-of-beasts-2-for-5th-edition/","v2_converted_path":"/v2/creatures/tob2_spawn-of-alquam/"},{"slug":"spawn-of-hriggala","desc":"The enormous worm bursts from the floor, its maw surrounded by writhing tentacles that grab everything edible nearby. An echo of chanting issues from its mouth, as if a hundred evil priests were trapped within its gullet, calling out maledictions._  \nThe spawn of Hriggala resembles a juvenile purple worm with a mouth surrounded by wriggling tendrils and full of razor-sharp teeth. It serves the demon lord on the Material Plane, powered by a steady diet of flesh and stone.  \n**Called by Ritual.** Servants of the undead god of hunger can call up a spawn of Hriggala through ritual and sacrifices. Controlling the hungering spawn once it arrives is another matter.  \n**Underworld Tunnelers.** The spawn of Hriggala are used to create new tunnels for fiends, darakhul, and other monsters of the underworld.  \n**Hungry Demon Nature.** The spawn of Hriggala requires no air or sleep.","name":"Spawn of Hriggala","size":"Huge","type":"Fiend","subtype":"demon","group":null,"alignment":"chaotic evil","armor_class":16,"armor_desc":"natural armor","hit_points":138,"hit_dice":"12d12+60","speed":{"burrow":30,"walk":40},"strength":25,"dexterity":7,"constitution":21,"intelligence":6,"wisdom":8,"charisma":4,"strength_save":null,"dexterity_save":null,"constitution_save":9,"intelligence_save":null,"wisdom_save":3,"charisma_save":null,"perception":null,"skills":{},"damage_vulnerabilities":"","damage_resistances":"cold, fire, lightning; bludgeoning, piercing, and slashing from nonmagical attacks","damage_immunities":"necrotic, poison","condition_immunities":"poisoned","senses":"blindsight 30 ft., tremorsense 60 ft., passive Perception 9","languages":"Common, Darakhul, Void Speech","challenge_rating":"10","cr":10.0,"actions":[{"name":"Multiattack","desc":"The spawn of Hriggala makes two attacks: one with its bite and one with its tendrils."},{"name":"Bite","desc":"Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 20 (3d8 + 7) piercing damage. If the target is a Large or smaller creature, it is grappled (escape DC 17). Until this grapple ends, the target is restrained, and the spawn can't bite another target.","attack_bonus":11,"damage_dice":"3d8+7"},{"name":"Tendrils","desc":"Melee Weapon Attack: +11 to hit, reach 10 ft., one target. Hit: 17 (3d6 + 7) bludgeoning damage plus 14 (4d6) necrotic damage. If the target is a creature, it must succeed on a DC 17 Constitution saving throw or its hp maximum is reduced by an amount equal to the necrotic damage taken. This reduction lasts until the creature finishes a short or long rest. The creature dies if this effect reduces its hp maximum to 0. No physical trace of the creature remains when killed in this way.","attack_bonus":11,"damage_dice":"3d6+7"},{"name":"Escape the Material","desc":"The spawn burrows at least 20 feet through natural rock and opens a portal to the plane of the undead at the end of this movement. The portal remains for 2d4 rounds. The spawn can't have more than one portal open at a time."}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Magic Resistance","desc":"The spawn has advantage on saving throws against spells and other magical effects."},{"name":"Tunneler","desc":"The spawn can move through solid rock at half its burrow speed and leaves a 10-foot-diameter tunnel in its wake."}],"spell_list":[],"page_no":89,"environments":[],"img_main":null,"document__slug":"tob2","document__title":"Tome of Beasts 2","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/tome-of-beasts-2-for-5th-edition/","v2_converted_path":"/v2/creatures/tob2_spawn-of-hriggala/"}]}