{"count":3207,"next":"https://api-beta.open5e.com/v1/monsters/?format=json&ordering=type&page=53","previous":"https://api-beta.open5e.com/v1/monsters/?format=json&ordering=type&page=51","results":[{"slug":"sand-worm-a5e","desc":"","name":"Sand Worm","size":"Gargantuan","type":"Monstrosity","subtype":"","group":null,"alignment":"","armor_class":18,"armor_desc":"","hit_points":247,"hit_dice":"15d20+90","speed":{"walk":50,"burrow":20},"strength":28,"dexterity":8,"constitution":22,"intelligence":2,"wisdom":10,"charisma":4,"strength_save":14,"dexterity_save":null,"constitution_save":11,"intelligence_save":1,"wisdom_save":5,"charisma_save":2,"perception":null,"skills":{"stealth":5},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"","condition_immunities":"","senses":"blindsight 30 ft., tremorsense 60 ft., passive Perception 15","languages":"","challenge_rating":"15","cr":15.0,"actions":[{"name":"Multiattack","desc":"The worm attacks two different targets with its bite and its tail stinger."},{"name":"Bite","desc":"Melee Weapon Attack: +14 to hit, reach 10 ft., one target. Hit: 25 (3d10 + 9) piercing damage. If the target is a Large or smaller creature  it makes a DC 19 Dexterity saving throw. On a failure  the target is swallowed. A swallowed creature is blinded and restrained  it has total cover from attacks from outside the worm  and it takes 24 (7d6) acid damage at the start of each of the worms turns."},{"name":"If a swallowed creature deals 35 or more damage to the worm in a single turn, or if the worm dies, the worm vomits up all swallowed creatures","desc":""},{"name":"Tail Stinger","desc":"Melee Weapon Attack: +14 to hit, reach 10 ft., one creature. Hit: 19 (3d6 + 9) piercing damage  and the target makes a DC 19 Constitution saving throw  taking 42 (12d6) poison damage on a failed save or half damage on a success."}],"bonus_actions":null,"reactions":[{"name":"Fighting Retreat","desc":"When a creature makes an opportunity attack on the worm, the worm attacks with either its bite or its tail stinger."}],"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Tunneler","desc":"The worm can tunnel through earth and solid rock, leaving behind a 10-foot-diameter tunnel."},{"name":"Sand Cascade","desc":"When the worm emerges from under sand, each creature within 30 feet makes a DC 24 Constitution saving throw, falling prone on a failure."}],"spell_list":[],"page_no":365,"environments":[],"img_main":null,"document__slug":"menagerie","document__title":"Level Up Advanced 5e Monstrous Menagerie","document__license_url":"http://open5e.com/legal","document__url":"https://www.levelup5e.com","v2_converted_path":"/v2/creatures/a5e-mm_sand-worm/"},{"slug":"scorpionfolk-a5e","desc":"","name":"Scorpionfolk","size":"Large","type":"Monstrosity","subtype":"","group":null,"alignment":"","armor_class":15,"armor_desc":"","hit_points":52,"hit_dice":"7d10+14","speed":{"walk":40},"strength":14,"dexterity":12,"constitution":14,"intelligence":10,"wisdom":10,"charisma":10,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":null,"skills":{"perception":2,"stealth":3,"survival":2},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"","condition_immunities":"","senses":"passive Perception 12","languages":"Common, Scorpionfolk","challenge_rating":"3","cr":3.0,"actions":[{"name":"Claw","desc":"Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) bludgeoning damage  and the target is grappled (escape DC 12). Until this grapple ends  the scorpionfolk can't attack a different target with its claws."},{"name":"Javelin","desc":"Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 30/120 ft., one target. Hit: 5 (1d6 + 2) piercing damage."}],"bonus_actions":[{"name":"Sting","desc":"Melee Weapon Attack: +4 to hit, reach 10 ft., one creature. Hit: 5 (1d6 + 2) piercing damage, and the target makes a DC 12 Constitution saving throw, taking 16 (3d10) poison damage on a failure or half damage on a success."}],"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":null,"spell_list":[],"page_no":385,"environments":[],"img_main":null,"document__slug":"menagerie","document__title":"Level Up Advanced 5e Monstrous Menagerie","document__license_url":"http://open5e.com/legal","document__url":"https://www.levelup5e.com","v2_converted_path":"/v2/creatures/a5e-mm_scorpionfolk/"},{"slug":"scorpionfolk-imperator-a5e","desc":"","name":"Scorpionfolk Imperator","size":"Large","type":"Monstrosity","subtype":"","group":null,"alignment":"","armor_class":15,"armor_desc":"","hit_points":52,"hit_dice":"7d10+14","speed":{"walk":40},"strength":14,"dexterity":12,"constitution":14,"intelligence":18,"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":{"perception":2,"stealth":3,"survival":2,"arcana":2,"history":2,"religion":2},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"","condition_immunities":"","senses":"passive Perception 12","languages":"Common, Scorpionfolk","challenge_rating":"5","cr":5.0,"actions":[{"name":"Claw","desc":"Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) bludgeoning damage  and the target is grappled (escape DC 12). Until this grapple ends  the scorpionfolk can't attack a different target with its claws."},{"name":"Javelin","desc":"Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 30/120 ft., one target. Hit: 5 (1d6 + 2) piercing damage."},{"name":"Sacred Flame (Cantrip; V, S)","desc":"One creature the imperator can see within 60 feet makes a DC 14 Dexterity saving throw  taking 9 (2d8) radiant damage on a failure. This spell ignores cover."},{"name":"Cure Wounds (1st-Level; V, S)","desc":"The imperator touches a willing living creature  restoring 8 (1d8 + 4) hit points to it."},{"name":"Burning Gust of Wind (2nd-Level: V, S, M)","desc":"A hot blast of wind erupts from the imperators claw in a line 10 feet wide and 60 feet long. It extinguishes small fires and disperses vapors. For 1 minute or until the imperators concentration is broken  each creature that starts its turn in the area or moves into the area must succeed on a DC 14 Strength saving throw or be pushed 15 feet directly away and take 7 (2d6) fire damage. A creature in the area must spend 2 feet of movement for every foot moved towards the imperator. The imperator can change the direction of the gust with a bonus action."},{"name":"Venomous Fireball (3rd-Level; V, S, M)","desc":"Green fire streaks from the imperator to a point within 120 feet and explodes in a 20-foot radius  spreading around corners. Each creature in the area makes a DC 14 Dexterity saving throw  taking 21 (6d6) poison damage on a failed save or half damage on a success. A creature that fails the save is also poisoned until the end of its next turn."}],"bonus_actions":[{"name":"Sting","desc":"Melee Weapon Attack: +4 to hit, reach 10 ft., one creature. Hit: 5 (1d6 + 2) piercing damage, and the target makes a DC 12 Constitution saving throw, taking 16 (3d10) poison damage on a failure or half damage on a success."}],"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Spellcasting","desc":"The imperator is a 5th level spellcaster. Its spellcasting ability is Intelligence (spell save DC 14\n +6 to hit with spell attacks). It has the following cleric and wizard spells prepared:\n Cantrips (at will): light\n sacred flame\n 1st-level (4 slots): create or destroy water\n healing word\n 2nd-level (3 slots): burning gust of wind\n lesser restoration\n 3rd-level (2 slots): major image\n venomous fireball"}],"spell_list":[],"page_no":385,"environments":[],"img_main":null,"document__slug":"menagerie","document__title":"Level Up Advanced 5e Monstrous Menagerie","document__license_url":"http://open5e.com/legal","document__url":"https://www.levelup5e.com","v2_converted_path":"/v2/creatures/a5e-mm_scorpionfolk-imperator/"},{"slug":"sea-serpent-a5e","desc":"","name":"Sea Serpent","size":"Gargantuan","type":"Monstrosity","subtype":"","group":null,"alignment":"","armor_class":17,"armor_desc":"","hit_points":247,"hit_dice":"15d20+90","speed":{"walk":10,"swim":50},"strength":28,"dexterity":10,"constitution":22,"intelligence":4,"wisdom":14,"charisma":8,"strength_save":null,"dexterity_save":5,"constitution_save":11,"intelligence_save":2,"wisdom_save":7,"charisma_save":4,"perception":null,"skills":{},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"","condition_immunities":"","senses":"darkvision 60 ft., passive Perception 12","languages":"","challenge_rating":"16","cr":16.0,"actions":[{"name":"Coils","desc":"Melee Weapon Attack: +14 to hit, reach 5 ft., one Large or larger target in its space. Hit: 51 (4d20 + 9) bludgeoning damage. If the target is a creature  it is grappled (escape DC 22). If the target is an object  it is held. Until the grapple or hold ends  the targets speed is reduced to 0  and the sea serpents coils attack automatically hits the target. If an attacker subjects the serpent to a critical hit  this grapple or hold ends."},{"name":"Tail","desc":"Melee Weapon Attack: +14 to hit, reach 15 ft., one target. Hit: 27 (4d8 + 9) bludgeoning damage. If the target is a creature  it makes a DC 22 Strength saving throw. On a failure  it is pushed up to 15 feet away from the serpent and knocked prone."},{"name":"Bite","desc":"Melee Weapon Attack: +14 to hit, reach 15 ft., one target. Hit: 31 (4d10 + 9) piercing damage."},{"name":"Thrash (While Bloodied)","desc":"The serpent moves up to its speed and then attacks with its tail and its bite."},{"name":"Recover (1/Day, While Bloodied)","desc":"The serpent ends one condition or effect on itself."}],"bonus_actions":null,"reactions":[{"name":"Reactive Bite","desc":"If the serpent takes 15 damage or more from a melee attack made by a creature it can see, it bites the attacker."},{"name":"Reactive Tail","desc":"If the serpent takes 15 damage or more from an attack made by a creature or object it can see, it makes a tail attack against the attacker."}],"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Amphibious","desc":"The serpent can breathe air and water."},{"name":"Reactive","desc":"The serpent can take two reactions per round, one with its tail and one with its bite. It can't take two reactions on the same turn."},{"name":"Sinuous","desc":"The serpent can share the space of other creatures and objects."}],"spell_list":[],"page_no":386,"environments":[],"img_main":null,"document__slug":"menagerie","document__title":"Level Up Advanced 5e Monstrous Menagerie","document__license_url":"http://open5e.com/legal","document__url":"https://www.levelup5e.com","v2_converted_path":"/v2/creatures/a5e-mm_sea-serpent/"},{"slug":"shadow-elf-spellcaster-drider-a5e","desc":"","name":"Shadow Elf Spellcaster Drider","size":"Large","type":"Monstrosity","subtype":"","group":null,"alignment":"","armor_class":17,"armor_desc":"","hit_points":114,"hit_dice":"12d10+48","speed":{"walk":30,"climb":30},"strength":18,"dexterity":16,"constitution":18,"intelligence":10,"wisdom":16,"charisma":12,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":null,"skills":{"perception":6,"stealth":6,"survival":6},"damage_vulnerabilities":"","damage_resistances":"poison","damage_immunities":"","condition_immunities":"","senses":"darkvision 120 ft., passive Perception 16","languages":"Undercommon, Elvish, one more","challenge_rating":"6","cr":6.0,"actions":[{"name":"Multiattack","desc":"The drider makes a claws attack and then either a bite or longsword attack. Alternatively  it makes two longbow attacks."},{"name":"Claws","desc":"Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 15 (2d10 + 4) piercing damage  and the target is grappled (escape DC 15). While grappling a target  the drider can't attack a different target with its claws."},{"name":"Bite","desc":"Melee Weapon Attack: +6 to hit, reach 5 ft., one grappled creature. Hit: 2 (1d4) piercing damage plus 13 (3d8) poison damage."},{"name":"Longsword (wielded two-handed)","desc":"Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 9 (1d10 + 4) slashing damage."},{"name":"Longbow","desc":"Melee Weapon Attack: +6 to hit, range 120/600 ft., one target. Hit: 7 (1d8 + 3) piercing damage plus 7 (2d6) poison damage."},{"name":"Darkness (2nd-Level; V, S, Concentration)","desc":"Magical darkness spreads from a point within 30 feet  filling a 15-foot-radius sphere and spreading around corners. It remains for 1 minute. A creature with darkvision can't see through this darkness and nonmagical light can't illuminate it."},{"name":"Web (2nd-Level; V, S, Concentration)","desc":"Thick  sticky webs fill a 20-foot cube within 60 feet  lightly obscuring it and making it difficult terrain. The webs must either be anchored between two solid masses (such as walls) or layered 5 feet deep over a flat surface. Each creature that starts its turn in the webs or that enters them during its turn makes a DC 14 Dexterity saving throw. On a failure  it is restrained. A creature can escape by using an action to make a DC 14 Strength check. Any 5-foot cube of webs exposed to fire burns away in 1 round  dealing 5 (2d4) fire damage to any creature that starts its turn in the fire. The webs remain for 1 minute."}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Spider Climb","desc":"The drider can use its climb speed even on difficult surfaces and upside down on ceilings."},{"name":"Sunlight Sensitivity","desc":"While in sunlight, the drider has disadvantage on attack rolls, as well as on Perception checks that rely on sight."},{"name":"Web Walker","desc":"The drider ignores movement restrictions imposed by webs."},{"name":"Fey Ancestry","desc":"The drider gains an expertise die on saving throws against being charmed, and magic can't put it to sleep."},{"name":"Innate Spellcasting","desc":"The driders innate spellcasting ability is Wisdom (spell save DC 14). The drider can innately cast the following spells, requiring no material components: At will: dancing lights, 1/day each: darkness, web"}],"spell_list":[],"page_no":187,"environments":[],"img_main":null,"document__slug":"menagerie","document__title":"Level Up Advanced 5e Monstrous Menagerie","document__license_url":"http://open5e.com/legal","document__url":"https://www.levelup5e.com","v2_converted_path":"/v2/creatures/a5e-mm_shadow-elf-spellcaster-drider/"},{"slug":"siren-a5e","desc":"","name":"Siren","size":"Medium","type":"Monstrosity","subtype":"","group":null,"alignment":"","armor_class":11,"armor_desc":"","hit_points":38,"hit_dice":"7d8+7","speed":{"walk":20,"swim":40},"strength":12,"dexterity":12,"constitution":12,"intelligence":10,"wisdom":10,"charisma":14,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":2,"charisma_save":null,"perception":null,"skills":{},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"","condition_immunities":"","senses":"passive Perception 10","languages":"Common","challenge_rating":"1","cr":1.0,"actions":[{"name":"Multiattack","desc":"The harpy attacks twice with its claw."},{"name":"Claw","desc":"Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 (1d6 + 1) slashing damage."}],"bonus_actions":[{"name":"Luring Song","desc":"The harpy sings a magical song. Each humanoid and giant within 300 feet that can hear it makes a DC 12 Wisdom saving throw. On a failure, a creature becomes charmed until the harpy fails to use its bonus action to continue the song. While charmed by the harpy, a creature is incapacitated and ignores other harpy songs. On each of its turns, the creature moves towards the harpy by the most direct route, not avoiding opportunity attacks or hazards. The creature repeats its saving throw whenever it is damaged and before it enters damaging terrain such as lava. If a saving throw is successful or the effect ends on it, it is immune to any harpys song for the next 24 hours."}],"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Amphibious","desc":"The sirencan breathe and sing both in air and underwater."}],"spell_list":[],"page_no":276,"environments":[],"img_main":null,"document__slug":"menagerie","document__title":"Level Up Advanced 5e Monstrous Menagerie","document__license_url":"http://open5e.com/legal","document__url":"https://www.levelup5e.com","v2_converted_path":"/v2/creatures/a5e-mm_siren/"},{"slug":"snake-lamia-a5e","desc":"","name":"Snake Lamia","size":"Large","type":"Monstrosity","subtype":"","group":null,"alignment":"","armor_class":13,"armor_desc":"","hit_points":85,"hit_dice":"10d10+30","speed":{"walk":30},"strength":16,"dexterity":16,"constitution":16,"intelligence":14,"wisdom":16,"charisma":18,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":null,"skills":{"deception":6,"perception":5,"stealth":5},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"","condition_immunities":"","senses":"darkvision 60 ft., passive Perception 15","languages":"Abyssal, Common","challenge_rating":"4","cr":4.0,"actions":[{"name":"Dizzying Touch","desc":"Melee Spell Attack: +6 to hit, reach 5 ft., one creature. Hit: The target is magically charmed for 1 hour or until it takes damage. While charmed in this way  it has disadvantage on Wisdom saving throws and ability checks."},{"name":"Constrict","desc":"Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) bludgeoning damage  and the target is grappled (escape DC 13). Until this grapple ends  the lamia can't constrict a different target."},{"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  and the target makes a DC 13 Constitution saving throw. On a failure  the target takes 10 (3d6) poison damage and is poisoned for 1 hour."},{"name":"Hypnotic Pattern (3rd-Level; S, Concentration)","desc":"A swirling pattern of light appears at a point within 120 feet. Each creature within 10 feet of the pattern that can see it makes a DC 14 Wisdom saving throw. On a failure  the creature is charmed for 1 minute. While charmed  the creature is incapacitated and its Speed is 0. The effect ends on a creature if it takes damage or if another creature uses an action to shake it out of its daze."}],"bonus_actions":[{"name":"Misty Step (2nd-Level; V)","desc":"The lamia teleports to an unoccupied space it can see within 30 feet. The lamia can't cast this spell and a 1st-level or higher spell on the same turn."}],"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Chaotic Evil","desc":"The lamia radiates a Chaotic and Evil aura."},{"name":"Innate Spellcasting","desc":"The lamias innate spellcasting ability is Charisma (spell save DC 14). It can innately cast the following spells, requiring no material components. At will: charm person, disguise self (humanoid form), major image, misty step, 1/day each: geas, hallucinatory terrain, hypnotic pattern, scrying"}],"spell_list":[],"page_no":303,"environments":[],"img_main":null,"document__slug":"menagerie","document__title":"Level Up Advanced 5e Monstrous Menagerie","document__license_url":"http://open5e.com/legal","document__url":"https://www.levelup5e.com","v2_converted_path":"/v2/creatures/a5e-mm_snake-lamia/"},{"slug":"sphinx-a5e","desc":"","name":"Sphinx","size":"Large","type":"Monstrosity","subtype":"","group":null,"alignment":"","armor_class":20,"armor_desc":"","hit_points":142,"hit_dice":"15d10+60","speed":{"walk":40,"fly":60},"strength":22,"dexterity":14,"constitution":18,"intelligence":18,"wisdom":22,"charisma":20,"strength_save":null,"dexterity_save":6,"constitution_save":8,"intelligence_save":8,"wisdom_save":10,"charisma_save":null,"perception":null,"skills":{"arcana":8,"history":8,"perception":10,"religion":8},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"psychic; damage from nonmagical weapons","condition_immunities":"charmed, frightened, paralyzed, stunned","senses":"truesight 120 ft., passive Perception 20","languages":"Celestial, Common, telepathy 120 ft.","challenge_rating":"11","cr":11.0,"actions":[{"name":"Multiattack","desc":"The sphinx attacks twice with its claw."},{"name":"Claw","desc":"Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 17 (2d10 + 6) slashing damage."},{"name":"Dispel Magic (3rd-Level; V, S)","desc":"The sphinx scours the magic from one creature  object  or magical effect within 120 feet that it can see. A spell ends if it was cast with a 3rd-level or lower spell slot. For spells using a 4th-level or higher spell slot  the sphinx makes a Wisdom ability check (DC 10 + the spells level) for each one  ending the effect on a success."},{"name":"Flame Strike (5th-Level; V, S)","desc":"A column of divine flame fills a 10-foot-radius  40-foot-high cylinder within 60 feet. Creatures in the area make a DC 18 Dexterity saving throw  taking 14 (4d6) fire damage and 14 (4d6) radiant damage on a failure or half damage on a success."}],"bonus_actions":[{"name":"Speed Time (1/Day","desc":"For 1 minute, the sphinxs Speed and flying speed are doubled, opportunity attacks against it are made with disadvantage, and it can attack three times with its claw (instead of twice) when it uses Multiattack."},{"name":"Planar Jaunt (1/Day)","desc":"The sphinx targets up to eight willing creatures it can see within 300 feet. The targets are magically transported to a different place, plane of existence, demiplane, or time. This effect ends after 24 hours or when the sphinx takes a bonus action to end it. When the effect ends, the creatures reappear in their original locations, along with any items they acquired on their jaunt. While the effect lasts, the sphinx can communicate telepathically with the targets. The sphinx chooses one of the following destinations:"},{"name":"Different Location or Plane of Existence","desc":"The creatures appear in empty spaces of the sphinxs choice anywhere on the Material Plane or on a different plane altogether."},{"name":"Demiplane","desc":"The creatures appear in empty spaces of the sphinxs choice on a demiplane. The demiplane can be up to one square mile in size. The demiplane can appear to be inside, outside, or underground, and can contain terrain, nonmagical objects, and magical effects of the sphinxs choosing. The sphinx may populate it with creatures and hazards with a total Challenge Rating equal to or less than the sphinxs Challenge Rating."},{"name":"Time","desc":"The creatures appear in empty spaces of the sphinxs choosing anywhere on the Material Plane, at any time from 1,000 years in the past to 1,000 years in the future. At the Narrators discretion, changes made in the past may alter the present."}],"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Inscrutable","desc":"The sphinx is immune to divination and to any effect that would sense its emotions or read its thoughts. Insight checks made to determine the sphinxs intentions are made with disadvantage."},{"name":"Innate Spellcasting","desc":"The sphinxs spellcasting ability is Wisdom (spell save DC 18). It can cast the following spells, requiring no material components: At will: detect evil and good, detect magic, minor illusion, spare the dying, 3/day each: dispel magic, identify, lesser restoration, remove curse, scrying, tongues, zone of truth, 1/day each: contact other plane, flame strike, freedom of movement, greater restoration, legend lore, heroes feast"}],"spell_list":[],"page_no":398,"environments":[],"img_main":null,"document__slug":"menagerie","document__title":"Level Up Advanced 5e Monstrous Menagerie","document__license_url":"http://open5e.com/legal","document__url":"https://www.levelup5e.com","v2_converted_path":"/v2/creatures/a5e-mm_sphinx/"},{"slug":"spirit-naga-a5e","desc":"","name":"Spirit Naga","size":"Large","type":"Monstrosity","subtype":"","group":null,"alignment":"","armor_class":16,"armor_desc":"","hit_points":85,"hit_dice":"10d10+30","speed":{"walk":40,"swim":40},"strength":16,"dexterity":16,"constitution":16,"intelligence":16,"wisdom":14,"charisma":16,"strength_save":null,"dexterity_save":6,"constitution_save":6,"intelligence_save":null,"wisdom_save":5,"charisma_save":6,"perception":null,"skills":{},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"poison","condition_immunities":"charmed, poisoned","senses":"darkvision 60 ft., passive Perception 12","languages":"Abyssal, Celestial, Common","challenge_rating":"6","cr":6.0,"actions":[{"name":"Bite","desc":"Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) piercing damage. The target makes a DC 15 Constitution saving throw  taking 28 (8d6) poison damage on a failure or half damage on a success."},{"name":"Hypnotic Pattern (3rd-Level; V, Concentration)","desc":"A swirling pattern of light appears at a point within 120 feet of the naga. Each creature within 10 feet of the pattern that can see it makes a DC 14 Wisdom saving throw. On a failure  the creature is charmed for 1 minute. While charmed  the creature is incapacitated and its Speed is 0. The effect ends on a creature if it takes damage or if another creature uses an action to shake it out of its daze."},{"name":"Lightning Bolt (3rd-Level; V)","desc":"A bolt of lightning 5 feet wide and 100 feet long arcs from the naga. Each creature in the area makes a DC 14 Dexterity saving throw  taking 28 (8d6) lightning damage on a failure or half damage on a success."},{"name":"Blight (4th-Level; V, Concentration)","desc":"The naga targets a living creature or plant within 30 feet  draining moisture and vitality from it. The target makes a DC 14 Constitution saving throw  taking 36 (8d8) necrotic damage on a failure or half damage on a success. Plant creatures have disadvantage on their saving throw and take maximum damage. A nonmagical plant dies."}],"bonus_actions":null,"reactions":[{"name":"Shield (1st-Level; V)","desc":"When the naga is hit by an attack or targeted by magic missile, it gains a +5 bonus to AC (including against the triggering attack) and immunity to magic missile. These benefits last until the beginning of its next turn."}],"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Amphibious","desc":"The naga can breathe air and water."},{"name":"Rejuvenation","desc":"If it dies, the naga gains a new body in 1d6 days, regaining all its hit points. This trait can be removed with a wish spell."},{"name":"Spellcasting","desc":"The naga is a 9th level spellcaster. Its spellcasting ability is Intelligence (spell save DC 14). The naga has the following wizard spells prepared\n which it can cast with only vocalized components:\n Cantrips (at will): mage hand\n minor illusion\n 1st-level (4 slots): charm person\n shield\n 2nd-level (3 slots): detect thoughts\n levitate\n 3rd-level (3 slots) hypnotic pattern\n lightning bolt\n 4th-level (3 slots): arcane eye\n blight\n 5th-level (1 slots): dominate person"}],"spell_list":[],"page_no":343,"environments":[],"img_main":null,"document__slug":"menagerie","document__title":"Level Up Advanced 5e Monstrous Menagerie","document__license_url":"http://open5e.com/legal","document__url":"https://www.levelup5e.com","v2_converted_path":"/v2/creatures/a5e-mm_spirit-naga/"},{"slug":"tarrasque-a5e","desc":"","name":"Tarrasque","size":"Titanic","type":"Monstrosity","subtype":"","group":null,"alignment":"","armor_class":25,"armor_desc":"","hit_points":1230,"hit_dice":"60d20+600","speed":{"walk":60,"burrow":30},"strength":30,"dexterity":12,"constitution":30,"intelligence":4,"wisdom":14,"charisma":14,"strength_save":19,"dexterity_save":10,"constitution_save":19,"intelligence_save":6,"wisdom_save":11,"charisma_save":11,"perception":null,"skills":{},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"fire, poison; damage from nonmagical weapons","condition_immunities":"charmed, frightened, paralyzed, petrified, poisoned","senses":"blindsight 120 ft., tremorsense 60 ft., passive Perception 12","languages":"","challenge_rating":"30","cr":30.0,"actions":[{"name":"Multiattack","desc":"The tarrasque attacks with its bite  claw  horns  and tail. It can use Swallow instead of its bite. If its bloodied  it also recharges and then uses Radiant Breath."},{"name":"Bite","desc":"Melee Weapon Attack: +19 to hit, reach 10 ft., one target. Hit: 42 (5d12 + 10) piercing damage. If the target is a creature  it is grappled (escape DC 27). Until this grapple ends  the target is restrained and the tarrasque can't bite a different creature."},{"name":"Claw","desc":"Melee Weapon Attack: +19 to hit, reach 15 ft., one target. Hit: 32 (5d8 + 10) slashing damage."},{"name":"Horns","desc":"Melee Weapon Attack: +19 to hit, reach 10 ft., one target. Hit: 37 (5d10 + 10) piercing damage."},{"name":"Tail","desc":"Melee Weapon Attack: +19 to hit, reach 20 ft., one target. Hit: 27 (5d6 + 10) bludgeoning damage. If the target is a Huge or smaller creature  it falls prone."},{"name":"Swallow","desc":"The tarrasque makes a bite attack against a Large or smaller creature it is grappling. If the attack hits  the target is swallowed and the grapple ends. A swallowed creature has total cover from attacks from outside the tarrasque  it is blinded and restrained  and it takes 35 (10d6) acid damage and 35 (10d6) bludgeoning damage at the start of each of the tarrasques turns."},{"name":"If a swallowed creature deals 70 or more damage to the tarrasque in a single turn, or if the tarrasque dies, the tarrasque vomits up all swallowed creatures","desc":""},{"name":"Radiant Breath (Recharge 5-6)","desc":"The tarrasque exhales radiant energy in a 90-foot cone. Each creature in that area makes a DC 27 Constitution saving throw  taking 105 (30d6) radiant damage on a failed save or half damage on a success."}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":[{"name":"The tarrasque can take 3 legendary actions","desc":"Only one legendary action can be used at a time and only at the end of another creatures turn. It regains spent legendary actions at the start of its turn."},{"name":"Attack","desc":"The tarrasque attacks with its claw or tail."},{"name":"Move","desc":"The tarrasque moves up to half its Speed."},{"name":"Roar","desc":"Each creature of the tarrasques choice within 120 feet makes a DC 19 Charisma saving throw. On a failure, it is frightened for 1 minute. A creature repeats the saving throw at the end of its turns, with disadvantage if the tarrasque is in line of sight, ending the effect on itself on a success. If it succeeds on a saving throw or the effect ends on it, it is immune to the tarrasques Roar for 24 hours."},{"name":"Elite Recovery (While Bloodied)","desc":"The tarrasque ends one negative effect currently affecting it. It can use this action as long as it has at least 1 hit point, even while unconscious or incapacitated."},{"name":"Chomp (Costs 2 Actions)","desc":"The tarrasque makes a bite attack or uses Swallow."},{"name":"Inescapable Earth (Costs 3 Actions)","desc":"Each flying creature or object within 300 feet falls and its flying speed is reduced to 0 until the start of the tarrasques next turn."}],"special_abilities":[{"name":"Astounding Leap","desc":"The tarrasques high jump distance is equal to its Speed."},{"name":"Bloodied Regeneration","desc":"While the tarrasque is bloodied, it regains 50 hit points at the start of each of its turns. A wish spell can suppress this trait for 24 hours. The tarrasque dies only if it starts its turn with 0 hit points and doesnt regenerate."},{"name":"Immortal Nature","desc":"The tarrasque doesnt require air, sustenance, or sleep."},{"name":"Legendary Resistance (3/Day)","desc":"If the tarrasque fails a saving throw, it can choose to succeed instead."},{"name":"Magic Resistance","desc":"The tarrasque has advantage on saving throws against spells and magical effects."},{"name":"Reflective Carapace","desc":"When the tarrasque is targeted by a magic missile spell, a line spell, or a spell that requires a ranged attack roll, roll a d6. On a 1 to 3, the tarrasque is unaffected. On a 4 to 6, the tarrasque is unaffected, and the spell is reflected back, targeting the caster as if it originated from the tarrasque."},{"name":"Siege Monster","desc":"The tarrasque deals double damage to objects and structures."}],"spell_list":[],"page_no":401,"environments":[],"img_main":null,"document__slug":"menagerie","document__title":"Level Up Advanced 5e Monstrous Menagerie","document__license_url":"http://open5e.com/legal","document__url":"https://www.levelup5e.com","v2_converted_path":"/v2/creatures/a5e-mm_tarrasque/"},{"slug":"thunderbird-a5e","desc":"","name":"Thunderbird","size":"Large","type":"Monstrosity","subtype":"","group":null,"alignment":"","armor_class":12,"armor_desc":"","hit_points":57,"hit_dice":"6d10+24","speed":{"walk":30,"fly":80},"strength":18,"dexterity":14,"constitution":18,"intelligence":2,"wisdom":16,"charisma":8,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":null,"skills":{"perception":5},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"","condition_immunities":"","senses":"passive Perception 15","languages":"","challenge_rating":"3","cr":3.0,"actions":[{"name":"Multiattack","desc":"The griffon attacks once with its beak and once with its talons."},{"name":"Beak","desc":"Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 9 (2d4 + 4) piercing damage."},{"name":"Talons","desc":"Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) slashing damage  or 11 (2d6 + 4) slashing damage if the griffon started its turn at least 20 feet above the target  and the target is grappled (escape DC 14). Until this grapple ends  the griffon can't attack a different target with its talons."},{"name":"Lightning Strike (Recharge 6)","desc":"The thunderbird exhales a blast of lightning at one target within 60 feet. The target makes a DC 12 Dexterity saving throw  taking 28 (8d6) lightning damage on a failure or half the damage on a success."}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Keen Sight","desc":"The griffon has advantage on Perception checks that rely on sight."},{"name":"Storm Sight","desc":"A thunderbirds vision is not limited by weather."}],"spell_list":[],"page_no":null,"environments":[],"img_main":null,"document__slug":"menagerie","document__title":"Level Up Advanced 5e Monstrous Menagerie","document__license_url":"http://open5e.com/legal","document__url":"https://www.levelup5e.com","v2_converted_path":"/v2/creatures/a5e-mm_thunderbird/"},{"slug":"titanic-kraken-a5e","desc":"","name":"Titanic Kraken","size":"Titanic","type":"Monstrosity","subtype":"","group":null,"alignment":"","armor_class":20,"armor_desc":"","hit_points":888,"hit_dice":"48d20+384","speed":{"walk":20,"swim":60},"strength":30,"dexterity":10,"constitution":26,"intelligence":22,"wisdom":18,"charisma":18,"strength_save":18,"dexterity_save":8,"constitution_save":16,"intelligence_save":14,"wisdom_save":12,"charisma_save":null,"perception":null,"skills":{},"damage_vulnerabilities":"","damage_resistances":"cold, fire, thunder","damage_immunities":"lightning; damage from nonmagical weapons","condition_immunities":"","senses":"truesight 120 ft., passive Perception 14","languages":"understands Primordial but can't speak, telepathy 120 ft.","challenge_rating":"25","cr":25.0,"actions":[{"name":"Bite","desc":"Melee Weapon Attack: +18 to hit, reach 5 ft., one target. Hit: 36 (4d12 + 10) piercing damage. If the target is a Huge or smaller creature grappled by the kraken  the target is swallowed. A swallowed creature is blinded and restrained  its Speed is 0  it has total cover from attacks from outside the kraken  and it takes 42 (12d6) acid damage at the start of each of the krakens turns."},{"name":"If a swallowed creature deals 50 or more damage to the kraken in a single turn, or if the kraken dies, the kraken vomits up the creature","desc":""},{"name":"Ink Cloud","desc":"While underwater  the kraken exudes a cloud of ink in a 90-foot-radius sphere. The ink extends around corners  and the area is heavily obscured until the end of the krakens next turn or until a strong current dissipates the cloud. Each non-kraken creature in the area when the cloud appears makes a DC 24 Constitution saving throw. On a failure  it takes 27 (5d10) poison damage and is poisoned for 1 minute. On a success  it takes half damage. A poisoned creature can repeat the saving throw at the end of each of its turns. ending the effect on a success."},{"name":"Summon Storm (1/Day)","desc":"Over the next 10 minutes  storm clouds magically gather. At the end of 10 minutes  a storm rages for 1 hour in a 5-mile radius."},{"name":"Lightning (Recharge 5-6)","desc":"If the kraken is outside and the weather is stormy  three lightning bolts crack down from the sky  each of which strikes a different target within 120 feet of the kraken. A target makes a DC 24 Dexterity saving throw  taking 28 (8d6) lightning damage or half damage on a save."},{"name":"Tentacle","desc":"Melee Weapon Attack: +18 to hit, reach 30 ft., one target. Hit: 28 (4d8 + 10) bludgeoning damage  and the target is grappled (escape DC 26). Until this grapple ends  the target is restrained. A tentacle can be targeted individually by an attack. It shares the krakens hit points  but if 30 damage is dealt to the tentacle  it releases a creature it is grappling. The kraken can grapple up to 10 creatures."},{"name":"Fling","desc":"One Large or smaller object or creature grappled by the kraken is thrown up to 60 feet in a straight line. The target lands prone and takes 21 (6d6) bludgeoning damage. If the kraken throws the target at another creature  that creature makes a DC 26 saving throw  taking the same damage on a failure."}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":[{"name":"The kraken can take 3 legendary actions","desc":"Only one legendary action can be used at a time and only at the end of another creatures turn. It regains spent legendary actions at the start of its turn."},{"name":"Tentacle","desc":"The kraken makes one tentacle attack."},{"name":"Fling","desc":"The kraken uses Fling."},{"name":"Squeeze (Costs 2 Actions)","desc":"The kraken ends any magical effect that is restraining it or reducing its movement and then swims up to half its swim speed without provoking opportunity attacks. During this movement, it can fit through gaps as narrow as 10 feet wide without squeezing."}],"special_abilities":[{"name":"Immortal Nature","desc":"The kraken doesnt require air, sustenance, or sleep."},{"name":"Legendary Resistance (3/Day)","desc":"If the kraken fails a saving throw, it can choose to succeed instead. When it does so, it can use its reaction, if available, to attack with its tentacle."},{"name":"Magic Resistance","desc":"The kraken has advantage on saving throws against spells and magical effects."},{"name":"Siege Monster","desc":"The kraken deals double damage to objects and structures."},{"name":"Bloodied Ichor","desc":"While the Kraken is bloodied and in the water, black ichor leaks from it in a 60-foot radius, spreading around corners but not leaving the water. The area is lightly obscured to all creatures except the Kraken. A creature that starts its turn in the area takes 10 (3d6) acid damage."}],"spell_list":[],"page_no":301,"environments":[],"img_main":null,"document__slug":"menagerie","document__title":"Level Up Advanced 5e Monstrous Menagerie","document__license_url":"http://open5e.com/legal","document__url":"https://www.levelup5e.com","v2_converted_path":"/v2/creatures/a5e-mm_titanic-kraken/"},{"slug":"winter-wolf-a5e","desc":"","name":"Winter Wolf","size":"Large","type":"Monstrosity","subtype":"","group":null,"alignment":"","armor_class":13,"armor_desc":"","hit_points":67,"hit_dice":"9d10+18","speed":{"walk":50},"strength":18,"dexterity":12,"constitution":14,"intelligence":6,"wisdom":12,"charisma":8,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":null,"skills":{"perception":3,"stealth":3},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"cold","condition_immunities":"","senses":"darkvision 30 ft., passive Perception 13","languages":"Common, Giant, Winter Wolf","challenge_rating":"3","cr":3.0,"actions":[{"name":"Bite","desc":"Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 11 (2d6+4) piercing damage. If the target is a creature  it makes a DC 14 Strength saving throw  falling prone on a failure."},{"name":"Cold Breath (Recharge 5-6)","desc":"The wolf exhales frost in a 15-foot cone. Each creature in the area makes a DC 12 Dexterity saving throw  taking 18 (4d8) cold damage on a failure or half damage on a success."}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Keen Hearing and Smell","desc":"The wolf has advantage on Perception checks that rely on hearing and smell."},{"name":"Pack Tactics","desc":"The wolf has advantage on attack rolls against a creature if at least one of the wolfs allies is within 5 feet of the creature and not incapacitated."},{"name":"Camouflage","desc":"The wolf has advantage on Stealth checks made to hide in snow."}],"spell_list":[],"page_no":463,"environments":[],"img_main":null,"document__slug":"menagerie","document__title":"Level Up Advanced 5e Monstrous Menagerie","document__license_url":"http://open5e.com/legal","document__url":"https://www.levelup5e.com","v2_converted_path":"/v2/creatures/a5e-mm_winter-wolf/"},{"slug":"worg-a5e","desc":"","name":"Worg","size":"Large","type":"Monstrosity","subtype":"","group":null,"alignment":"","armor_class":13,"armor_desc":"","hit_points":22,"hit_dice":"4d10","speed":{"walk":50},"strength":14,"dexterity":12,"constitution":10,"intelligence":6,"wisdom":10,"charisma":8,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":null,"skills":{"perception":2,"stealth":3},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"","condition_immunities":"","senses":"darkvision 60 ft., passive Perception 12","languages":"Goblin, Worg","challenge_rating":"1/2","cr":0.5,"actions":[{"name":"Bite","desc":"Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 9 (2d6+2) piercing damage. If the target is a creature  it makes a DC 13 Strength saving throw  falling prone on a failure."}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Keen Hearing and Smell","desc":"The worg has advantage on Perception checks that rely on hearing and smell."}],"spell_list":[],"page_no":463,"environments":[],"img_main":null,"document__slug":"menagerie","document__title":"Level Up Advanced 5e Monstrous Menagerie","document__license_url":"http://open5e.com/legal","document__url":"https://www.levelup5e.com","v2_converted_path":"/v2/creatures/a5e-mm_worg/"},{"slug":"yeti-a5e","desc":"","name":"Yeti","size":"Large","type":"Monstrosity","subtype":"","group":null,"alignment":"","armor_class":12,"armor_desc":"","hit_points":68,"hit_dice":"8d10+24","speed":{"walk":40,"climb":40},"strength":18,"dexterity":12,"constitution":16,"intelligence":8,"wisdom":12,"charisma":16,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":null,"skills":{"perception":3,"stealth":3},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"cold","condition_immunities":"","senses":"passive Perception 13","languages":"Yeti","challenge_rating":"4","cr":4.0,"actions":[{"name":"Multiattack","desc":"The yeti uses Chilling Gaze and makes two claw attacks."},{"name":"Claw","desc":"Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 9 (2d4 + 4) slashing damage."},{"name":"Chilling Gaze (Gaze)","desc":"One creature within 30 feet that is not immune to cold damage makes a DC 13 Constitution saving throw. On a failure  the creature takes 10 (3d6) cold damage and is paralyzed for 1 minute. It repeats the saving throw at the end of each of its turns  ending the effect on a success. If a creatures saving throw is successful or the effect ends for it  it is immune to any Chilling Gaze for 24 hours."}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Camouflage","desc":"The yeti has advantage on Stealth checks made to hide in snowy terrain."},{"name":"Fire Fear","desc":"When the yeti takes fire damage, it is rattled until the end of its next turn."},{"name":"Storm Sight","desc":"The yetis vision is not obscured by weather conditions."}],"spell_list":[],"page_no":433,"environments":[],"img_main":null,"document__slug":"menagerie","document__title":"Level Up Advanced 5e Monstrous Menagerie","document__license_url":"http://open5e.com/legal","document__url":"https://www.levelup5e.com","v2_converted_path":"/v2/creatures/a5e-mm_yeti/"},{"slug":"alseid","desc":"_Alseids are the graceful woodland cousins to centaurs, with the slender upper body of an elf and the lower body of a deer. Because they are rarely seen far from the wooded glades they call home, they are sometimes called “grove nymphs,” despite being more closely related to elves than nymphs._  \n**Forest Guardians.** Alseids see the forest as an individual and a friend.They are suspicious of outsiders who do not share this view. Lost travelers who demonstrate deep respect for the forest may spot a distant alseid’s white tail; if they chase after it as it bounds away, the sympathetic alseid may lead it toward a road or trail that can carry them out of the forest. Disrespectful strangers may follow the same tail to their doom. Alseids have no compunction about slaughtering trespassers who burn or cut down their forest.  \n**Antlers Show Status.** Alseids have antlers growing from their foreheads.These antlers grow very slowly, branching every 10 years for the first century of life. Further points only develop with the blessing of the forest. No fourteen-point imperial alseids are known to exist, but many tribes are governed by princes with thirteen points. Because antlers signify status, alseids never use them in combat. Cutting an alseid’s antlers entirely off or just removing points is a humiliating and grave punishment.  \n**White-Tailed Wanderers.** Alseids have a deep connection with forest magic of all kinds, and their leaders favor the druid and ranger classes.","name":"Alseid","size":"Medium","type":"Monstrosity","subtype":"","group":null,"alignment":"chaotic neutral","armor_class":14,"armor_desc":"leather armor","hit_points":49,"hit_dice":"9d8+9","speed":{"walk":40},"strength":13,"dexterity":17,"constitution":12,"intelligence":8,"wisdom":16,"charisma":8,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":5,"skills":{"nature":3,"perception":5,"stealth":5,"survival":5},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"","condition_immunities":"","senses":"darkvision 60 ft., passive Perception 15","languages":"Common, Elvish, Sylvan","challenge_rating":"1/2","cr":0.5,"actions":[{"name":"Spear","desc":"Melee or Ranged Weapon Attack: +3 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 4 (1d6 + 1) piercing damage, or 5 (1d8 + 1) piercing damage if used with two hands to make a melee attack.","attack_bonus":3,"damage_dice":"1d6"},{"name":"Shortbow","desc":"Ranged Weapon Attack: +5 to hit, range 80/320 ft., one target. Hit: 6 (1d6 + 3) piercing damage.","attack_bonus":5,"damage_dice":"1d6+3"}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Woodfriend","desc":"When in a forest, alseid leave no tracks and automatically discern true north."}],"spell_list":[],"page_no":15,"environments":[],"img_main":null,"document__slug":"tob","document__title":"Tome of Beasts","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/tome-of-beasts-for-5th-edition-print/","v2_converted_path":"/v2/creatures/tob_alseid/"},{"slug":"alseid-grovekeeper","desc":"","name":"Alseid Grovekeeper","size":"Medium","type":"Monstrosity","subtype":"","group":null,"alignment":"chaotic neutral","armor_class":15,"armor_desc":"studded leather Armor","hit_points":71,"hit_dice":"13d8+13","speed":{"walk":40},"strength":13,"dexterity":17,"constitution":12,"intelligence":8,"wisdom":16,"charisma":8,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":5,"skills":{"nature":3,"perception":5,"stealth":5,"survival":5},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"","condition_immunities":"","senses":"darkvision 60 ft., passive Perception 15","languages":"Common, Elvish, Sylvan","challenge_rating":"3","cr":3.0,"actions":[{"name":"Quarterstaff","desc":"Melee Weapon Attack: +3 to hit (+5 with shillelagh), reach 5 ft., one creature. Hit: 4 (1d6 + 1) bludgeoning damage or 5 (1d8 + 1) bludgeoning damage if used in two hands, or 7 (1d8 + 3) bludgeoning damage with shillelagh.","attack_bonus":3,"damage_dice":"1d6+1"},{"name":"Shortbow","desc":"Ranged Weapon Attack: +5 to hit, range 80/320 ft., one target. Hit: 6 (1d6 + 3) piercing damage.","attack_bonus":5,"damage_dice":"1d6+3"}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Spellcasting","desc":"the grovekeeper is a 5th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 13, +5 to hit with spell attacks). It has the following druid spells prepared:\n\ncantrips (at will): druidcraft, guidance, produce flame, shillelagh\n\n1st (4 slots): animal friendship, cure wounds, faerie fire\n\n2nd (3 slots): animal messenger, heat metal, lesser restoration\n\n3rd (2 slots): call lightning, dispel magic"},{"name":"Woodfriend","desc":"When in a forest, alseid leave no tracks and automatically discern true north."}],"spell_list":[],"page_no":15,"environments":[],"img_main":null,"document__slug":"tob","document__title":"Tome of Beasts","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/tome-of-beasts-for-5th-edition-print/","v2_converted_path":"/v2/creatures/tob_alseid-grovekeeper/"},{"slug":"angler-worm","desc":"_As patient as a fisherman, the angler worm lights a beacon in the darkness and waits for its next meal._  \n**Silk Snares.** The angler worm burrows into the ceilings of caves and tunnels, where it creates snares from strong silk threads coated with sticky mucus. It then lures prey into its snares while remaining safely hidden itself, emerging only to feed. With dozens of snares, food always comes to the angler worm eventually.","name":"Angler Worm","size":"Huge","type":"Monstrosity","subtype":"","group":null,"alignment":"unaligned","armor_class":14,"armor_desc":"natural armor","hit_points":133,"hit_dice":"14d12+42","speed":{"walk":20,"climb":20},"strength":14,"dexterity":5,"constitution":16,"intelligence":3,"wisdom":14,"charisma":1,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":null,"skills":{},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"poison","condition_immunities":"blinded, charmed, deafened, poisoned, prone","senses":"tremorsense 60 ft., passive Perception 12","languages":"-","challenge_rating":"4","cr":4.0,"actions":[{"name":"Multiattack","desc":"An angler worm makes one bite attack. It also makes one coils attack against every enemy creature restrained by its threads and within reach of its coils-once it has coiled around one creature it stops coil attacks against others."},{"name":"Bite","desc":"Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 9 (2d6 + 2) piercing damage plus 3 (1d6) acid damage.","attack_bonus":4,"damage_dice":"2d6"},{"name":"Coils","desc":"Melee Weapon Attack: +4 to hit, reach 10 ft., one creature. Hit: 13 (3d8) acid damage, and the target creature must make a successful DC 12 Dexterity saving throw or be pulled adjacent to the angler worm (if it wasn't already) and grappled in the angler worm's coils (escape DC 12). While grappled this way, the creature is restrained by the angler worm (but not by its snare lines), it can't breathe, and it takes 22 (5d8) acid damage at the start of each of the angler worm's turns. A creature that escapes from the angler worm's coils may need to make an immediate DC 12 Dexterity saving throw to avoid being restrained again, if it escapes into a space occupied by more snare lines.","attack_bonus":4,"damage_dice":"3d8"},{"name":"Ethereal Lure (Recharge 4-6)","desc":"The angler worm selects a spot within 20 feet of itself; that spot glows with a faint, blue light until the start of the worm's next turn. All other creatures that can see the light at the start of their turn must make a successful DC 12 Wisdom saving throw or be charmed until the start of their next turn. A creature charmed this way must Dash toward the light by the most direct route, automatically fails saving throws against being restrained by snare lines, and treats the angler worm as invisible."}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Spider Climb","desc":"The worm can climb difficult surfaces, including upside down on ceilings and along its snare lines, without needing an ability check. The angler worm is never restrained by its own or other angler worms' snare lines."},{"name":"Keen Touch","desc":"The angler worm has advantage on Wisdom (Perception) checks that rely on vibrations."},{"name":"Transparent Trap","desc":"A successful DC 12 Wisdom (Perception) check must be made to spot angler worm snare lines, and the check is always made with disadvantage unless the searcher has some means of overcoming the snares' invisibility. A creature that enters a space containing angler worm snare lines must make a successful DC 12 Dexterity saving throw or be restrained by the sticky snares (escape DC 14). This saving throw is made with disadvantage if the creature was unaware of the snare lines' presence."}],"spell_list":[],"page_no":22,"environments":[],"img_main":null,"document__slug":"tob","document__title":"Tome of Beasts","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/tome-of-beasts-for-5th-edition-print/","v2_converted_path":"/v2/creatures/tob_angler-worm/"},{"slug":"bastet-temple-cat","desc":"_A slim feline far larger than any house cat slips from the shadows. Its coat glistens like ink as it chirps, and its tail flicks teasingly as its golden eyes observe the doings in its temple._  \n**Bred for Magic.** Temple cats of Bastet are thought by some to be celestials, but they are a terrestrial breed, created by the priesthood through generations of enchantment.  \n**Lazy Temple Pets.** By day, temple cats laze about their shrines and porticos, searching out attention from the faithful and occasionally granting boons when it suits then.  \n**Fierce Shrine Guardians.** By night, they serve as guardians in their temples, inciting would-be thieves to come close before viciously mauling them. More than one would-be rogue has met his or her fate at the claws and teeth of these slim, black-furred beasts. Bastet temple cats are fierce enemies of temple dogs.","name":"Bastet Temple Cat","size":"Small","type":"Monstrosity","subtype":"","group":null,"alignment":"chaotic neutral","armor_class":14,"armor_desc":"","hit_points":40,"hit_dice":"9d6+9","speed":{"walk":40,"climb":30},"strength":8,"dexterity":19,"constitution":12,"intelligence":12,"wisdom":16,"charisma":18,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":5,"skills":{"perception":5,"stealth":6},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"","condition_immunities":"","senses":"darkvision 60 ft., passive Perception 15","languages":"Common, Nurian, and Sylvan","challenge_rating":"1","cr":1.0,"actions":[{"name":"Multiattack","desc":"The temple cat makes one bite attack and one claws attack."},{"name":"Bite","desc":"Melee Weapon Attack: +6 to hit, reach 5 ft., one creature. Hit: 6 (1d4 + 4) piercing damage.","attack_bonus":6,"damage_dice":"1d4"},{"name":"Claws","desc":"Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 9 (2d4 + 4) slashing damage.","attack_bonus":6,"damage_dice":"2d4"},{"name":"Fascinating Lure","desc":"The temple cat purrs loudly, targeting a humanoid it can see within 30 feet that can hear the temple cat. The target must succeed on a DC 14 Wisdom saving throw or be charmed. While charmed by the temple cat, the target must move toward the cat at normal speed and try to pet it or pick it up. A charmed target repeats the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful, the creature is immune to the temple cat's Fascinating Lure for the next 24 hours. The temple cat has advantage on attack rolls against any creature petting or holding it."}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Keen Smell","desc":"The temple cat has advantage on Wisdom (Perception) checks that rely on smell."},{"name":"Innate Spellcasting","desc":"the temple cat's innate spellcasting ability is Charisma (spell save DC 14, +6 to hit with spell attacks). The temple cat can innately cast the following spells, requiring no material components:\n\nat will: guidance\n\n3/day each: charm person, cure wounds\n\n1/day: enhance ability (only Cat's Grace)"},{"name":"Priestly Purr","desc":"When a cleric or paladin who worships Bastet spends an hour preparing spells while a Bastet temple cat is within 5 feet, that spellcaster can choose two 1st-level spells and one 2nd-level spell that they are able to cast and imbue them into the temple cat. The temple cat can cast these spells 1/day each without a verbal component. These spells are cast as if they were included in the temple cat's Innate Spellcasting trait."}],"spell_list":[],"page_no":32,"environments":[],"img_main":null,"document__slug":"tob","document__title":"Tome of Beasts","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/tome-of-beasts-for-5th-edition-print/","v2_converted_path":"/v2/creatures/tob_bastet-temple-cat/"},{"slug":"blemmyes","desc":"_This headless giant has a large mouth in its chest, with eyes bulging out on either side of it._  \n**Always Hungry.** Blemmyes are brutes that savor humanoid flesh, and they see all humanoids as potential meals. Some even have the patience to tend groups of humans, goblins, or halflings like unruly herds, farming them for food and fattening them up for maximum succulence.  \n**Cannibals.** So great is their hideous hunger that blemmyes are not above eating their own kind; they cull and consume the weakest specimens of their race when other food is scarce. The most terrible habit of these monsters is that they seldom wait for their food to die, or even for a battle to conclude, before launching into a grisly feast.","name":"Blemmyes","size":"Large","type":"Monstrosity","subtype":"","group":null,"alignment":"chaotic evil","armor_class":15,"armor_desc":"natural armor","hit_points":168,"hit_dice":"16d10+80","speed":{"walk":40},"strength":20,"dexterity":13,"constitution":20,"intelligence":7,"wisdom":12,"charisma":5,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":null,"skills":{"intimidation":3},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"","condition_immunities":"","senses":"darkvision 60 ft., passive Perception 11","languages":"Giant","challenge_rating":"8","cr":8.0,"actions":[{"name":"Multiattack","desc":"The blemmyes makes two slam attacks and one bite attack."},{"name":"Bite","desc":"Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 19 (4d6 + 5) piercing damage. If the target is a Medium or smaller incapacitated creature, that creature is swallowed. While swallowed, the creature is blinded and restrained, it has total cover against attacks and other effects from outside the blemmyes, and it takes 14 (4d6) acid damage at the start of each of the blemmyes' turns. If the blemmyes takes 20 damage or more during a single turn from a creature inside it, the blemmyes 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 5 feet of the blemmyes. The blemmyes can have only one target swallowed at a time. If the blemmyes dies, a swallowed creature is no longer restrained by it and can escape from the corpse using 5 feet of movement, exiting prone.","attack_bonus":8,"damage_dice":"4d6"},{"name":"Slam","desc":"Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 14 (2d8 + 5) bludgeoning damage. If the target is a creature, it must succeed on a DC 16 Wisdom saving throw or be stunned until the end of its next turn.","attack_bonus":8,"damage_dice":"2d8"},{"name":"Rock","desc":"Ranged Weapon Attack: +8 to hit, range 30/120 ft., one target. Hit: 27 (4d10 + 5) bludgeoning damage. If the target is a creature, it must succeed on a DC 16 Wisdom saving throw or be frightened until the end of its next turn.","attack_bonus":8,"damage_dice":"4d10"}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Carnivorous Compulsion","desc":"If it can see an incapacitated creature, the blemmyes must succeed on a DC 11 Wisdom save or be compelled to move toward that creature and attack it."}],"spell_list":[],"page_no":37,"environments":[],"img_main":null,"document__slug":"tob","document__title":"Tome of Beasts","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/tome-of-beasts-for-5th-edition-print/","v2_converted_path":"/v2/creatures/tob_blemmyes/"},{"slug":"bukavac","desc":"_Unleashing a bone-shattering roar, this toad-like monster bears two gnarled horns and wicked claws. It charges from its watery lair on six legs, eager for the kill._  \n**Pond Lurkers.** The placid surfaces of forest lakes and ponds hide many lethal threats, among them the bukavac. While not amphibious, the creature can hold its breath for minutes at a time as it lurks under the surface in wait for fresh meat.  \n**Enormous Roar.** A ravenous bukavac lives to hunt and devour prey, preferring intelligent prey to animals, and usually ambushes its victims. Due to its size, the beast must find deep ponds or lakes to hide in, but it can flatten itself comfortably to rest in two feet of water. It leads with its wicked horns before grabbing hold of its target or another nearby foe and hanging on as it claws its victim to death. The creature relishes the feel of its victim’s struggles to escape its embrace and reserves its roar, which sounds like a cross between a toad’s croak and lion’s roar emanating from a creature the size of a dragon, for organized foes or against overwhelming numbers. If a bukavac’s devastating sonic attack routs its foes, it picks off remaining stragglers; otherwise, it retreats to its underwater hiding spot.  \n**Clamorous Mating.** Solitary hunters by nature, bukavacs pair up briefly in the spring. Male bukavacs travel to a female’s lair and demonstrate their prowess by unleashing their most powerful bellows. Villages ten miles away from the lair often hear these howls for a week and pray that the creatures don’t attack. Once mating has been completed (and groves of trees have been destroyed), the female finds a secluded, shallow lake in which to bury eggs. A bukavac reaches maturity in five years, during which time it and its siblings hunt together. After the bukavacs mature, each finds its own lair.  \nA bukavac is 11 feet long, including its foot-long horns, stands four feet tall, and weighs 4,000 lb. The creature has a natural lifespan of 40 years, but its noise and proclivity to ambush intelligent prey attracts the attention of hunting parties, which considerably shorten its life expectancy.","name":"Bukavac","size":"Large","type":"Monstrosity","subtype":"","group":null,"alignment":"neutral evil","armor_class":16,"armor_desc":"natural armor","hit_points":199,"hit_dice":"21d10+84","speed":{"walk":40,"swim":20},"strength":20,"dexterity":17,"constitution":18,"intelligence":7,"wisdom":15,"charisma":12,"strength_save":null,"dexterity_save":7,"constitution_save":8,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":10,"skills":{"perception":10,"stealth":11},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"thunder","condition_immunities":"","senses":"darkvision 60 ft., passive Perception 20","languages":"Sylvan","challenge_rating":"9","cr":9.0,"actions":[{"name":"Multiattack","desc":"The bukavac makes four claw attacks, or two claw attacks and one bite attack, or two claw attacks and one gore attack, or one bite and one gore attack."},{"name":"Bite","desc":"Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 21 (3d10 + 5) piercing damage.","attack_bonus":9,"damage_dice":"3d10"},{"name":"Claw","desc":"Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 11 (1d12 + 5) slashing damage and grapples (escape DC15). A bukavac can grapple up to 2 Medium size foes.","attack_bonus":9,"damage_dice":"1d12"},{"name":"Gore","desc":"Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 21 (3d10 + 5) piercing damage.","attack_bonus":9,"damage_dice":"3d10"},{"name":"Croaking Blast (Recharge 5-6)","desc":"A bukavac can emit a howling thunderclap that deafens and damages those nearby. Creatures within 15 feet who fail a DC 17 Constitution saving throw take 36 (8d8) thunder damage and are permanently deafened. Those succeeding on the saving throw take half damage and are not deafened. The deafness can be cured with lesser restoration."}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Hold Breath","desc":"The bukavac can hold its breath for up to 20 minutes."},{"name":"Hop","desc":"A bukavac can move its enormous bulk with remarkably quick hop of up to 20 feet, leaping over obstacles and foes. It may also use the hop as part of a withdraw action."}],"spell_list":[],"page_no":47,"environments":[],"img_main":null,"document__slug":"tob","document__title":"Tome of Beasts","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/tome-of-beasts-for-5th-edition-print/","v2_converted_path":"/v2/creatures/tob_bukavac/"},{"slug":"cobbleswarm","desc":"_The paving stones underfoot suddenly lurch and tumble over one another. Thousands of tiny limbs, pincers, and stingers break from the stony surface and frantically scuttle forward._  \nA cobbleswarm is made up of tiny, crablike creatures with smooth, stony shells. Individually they are referred to as cobbles. The creatures vary in size, shape, and color, but all have six segmented legs, a whiplike stinger, and a single eye.  \n**Paving Stone Mimics.** When the eye is closed and the limbs are pulled under the shell, cobbles are nearly indistinguishable from lifeless paving stones. Victims of cobbleswarms are caught unaware when the floor beneath them suddenly writhes and shifts, and dozens of eyes appear where there should be none.  \n**Trap Affinity.** Cobbleswarms have a rudimentary understanding of traps. They often hide in places where their shift and tumble ability can slide intruders into pits or across trapped areas, and kobold tribes prize them highly for this reason.","name":"Cobbleswarm","size":"Medium","type":"Monstrosity","subtype":"Swarm","group":null,"alignment":"unaligned","armor_class":15,"armor_desc":"natural armor","hit_points":36,"hit_dice":"8d8","speed":{"walk":30},"strength":12,"dexterity":11,"constitution":11,"intelligence":5,"wisdom":12,"charisma":5,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":null,"skills":{},"damage_vulnerabilities":"","damage_resistances":"bludgeoning, piercing, slashing","damage_immunities":"","condition_immunities":"charmed, frightened, paralyzed, petrified, prone, stunned","senses":"passive Perception 11","languages":"-","challenge_rating":"2","cr":2.0,"actions":[{"name":"Stings","desc":"Melee Weapon Attack: +3 to hit, reach 0 ft., one target in the swarm's space. Hit: 10 (4d4) piercing damage, or 5 (2d4) piercing damage if the swarm has half its hit points or fewer.","attack_bonus":3,"damage_dice":"4d4"}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"False Appearance","desc":"While the swarm remains motionless, it is indistinguishable from normal stones."},{"name":"Shift and Tumble","desc":"As a bonus action, the swarm can push a prone creature whose space it occupies 5 feet."},{"name":"Shifting Floor","desc":"Whenever the swarm moves into a creature's space or starts its turn in another creature's space, that other creature must make a successful DC 13 Dexterity saving throw or fall prone. A prone creature must make a successful DC 13 Dexterity (Acrobatics) check to stand up in a space occupied by the swarm."},{"name":"Swarm","desc":"The swarm can occupy another creature's space and vice versa, and the swarm can move through any opening large enough for a Tiny stone. The swarm can't regain hit points or gain temporary hit points."}],"spell_list":[],"page_no":68,"environments":[],"img_main":null,"document__slug":"tob","document__title":"Tome of Beasts","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/tome-of-beasts-for-5th-edition-print/","v2_converted_path":"/v2/creatures/tob_cobbleswarm/"},{"slug":"dogmole-juggernaut","desc":"_Hide armor and scraps of mail are nailed onto this scarred and tattooed mole-like beast. A ring of tentacles sprouts above its mouth, which is dominated by spade-like incisors. The beast has no visible ears and only tiny, cataract-filled eyes. Blood and foam fleck from its tentacled maw._  \n**Grown from Chaos.** What the derro have done with certain breeds of dogmole almost defies description, but the secret of their size is a steady diet of chaos fodder, magical foodstuffs and spells that force the creatures to grow and grow.  \n**Scarred and Abused.** Brutalized from birth and hardened by scarification, foul drugs, and warping magic, the dogmole juggernaut is barely recognizable as a relative of its smaller kin. A furless mass of muscle, scar tissue, and barbed piercings clad in haphazard barding, a dogmole juggernaut stands seven feet tall at the shoulder and stretches nine to twelve feet long. Its incisors are the length of shortswords.  \n**Living Siege Engines.** Derro use dogmole juggernauts as mounts and improvised siege engines, smashing through bulwarks and breaking up dwarven battle lines. When not at war, derro enjoy pitting rabid juggernauts against one another in frenzied gladiatorial contests.","name":"Dogmole Juggernaut","size":"Large","type":"Monstrosity","subtype":"","group":null,"alignment":"neutral","armor_class":15,"armor_desc":"chain armor","hit_points":126,"hit_dice":"12d10+60","speed":{"walk":30,"burrow":10,"swim":10},"strength":21,"dexterity":14,"constitution":20,"intelligence":2,"wisdom":10,"charisma":2,"strength_save":null,"dexterity_save":null,"constitution_save":11,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":null,"skills":{},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"","condition_immunities":"","senses":"blindsight 30 ft., passive Perception 10","languages":"-","challenge_rating":"5","cr":5.0,"actions":[{"name":"Multiattack","desc":"The dogmole juggernaut makes one claw attack and one bite attack."},{"name":"Bite","desc":"Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 11 (1d12 + 5) piercing damage.","attack_bonus":8,"damage_dice":"1d12"},{"name":"Claw","desc":"Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 19 (4d6 + 5) slashing damage.","attack_bonus":8,"damage_dice":"4d6"}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Burrow","desc":"Dogmole juggernauts cannot burrow into solid rock, but they can move through softer material like soil or loose rubble, leaving a usable tunnel 10 ft. in diameter."},{"name":"Ferocity (1/Day)","desc":"When the dogmole juggernaut is reduced to 0 hit points, it doesn't die until the end of its next turn."},{"name":"Powerful Build","desc":"A dogmole juggernaut is treated as one size larger if doing so is advantageous to it (such as during grapple checks, pushing attempts, and tripping attempts, but not for the purposes of squeezing or AC). It gains advantage against magical pushing attempts such as gust of wind or Repelling Blast."},{"name":"Wormkiller Rage","desc":"Wild dogmole juggernaut packs are famed for their battles against the monsters of the dark caverns of the world. If a dogmole juggernaut draws blood against vermin, purple worms, or other underground invertebrate, it gains a +4 bonus to Strength and Constitution but suffers a -2 penalty to AC. The wormkiller rage lasts for a number of rounds equal to 1+ its Constitution modifier (minimum 1 round). It cannot end the rage voluntarily while the creatures that sent it into a rage still live."}],"spell_list":[],"page_no":121,"environments":[],"img_main":null,"document__slug":"tob","document__title":"Tome of Beasts","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/tome-of-beasts-for-5th-edition-print/","v2_converted_path":"/v2/creatures/tob_dogmole-juggernaut/"},{"slug":"doppelrat","desc":"_This rat startled the moment it knew it was seen. Within seconds, the one rat became four, and then the four quickly multiplied into sixteen rats._  \nThe result of a Open Game License","name":"Doppelrat","size":"Tiny","type":"Monstrosity","subtype":"","group":null,"alignment":"unaligned","armor_class":13,"armor_desc":"","hit_points":22,"hit_dice":"5d4+10","speed":{"walk":15,"climb":15,"swim":15},"strength":2,"dexterity":17,"constitution":14,"intelligence":2,"wisdom":13,"charisma":2,"strength_save":null,"dexterity_save":5,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":null,"skills":{"stealth":5},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"","condition_immunities":"","senses":"darkvision 60 ft., passive Perception 11","languages":"-","challenge_rating":"2","cr":2.0,"actions":[{"name":"Bite","desc":"Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 1 piercing damage.","attack_bonus":5,"damage_dice":"1"},{"name":"Arcane Doubling (recharges after 10 minutes)","desc":"A doppelrat under duress creates clones of itself at the beginning of its turn. Each round for 4 rounds, the number of live doppelrats quadruples but never exceeds 20. For example, when the doppelrat triggers arcane doubling, 1 rat becomes 4; at the start of the rat's next turn, those 4 become 16; and at the start of the rat's third turn, those 16 become 20, the maximum allowed. If one of the duplicates was destroyed between the original doppelrat's 1st and 2nd turns, then the surviving 3 would become 12, and so on. Each duplicate appears in the same space as any other rat, can either move or take an action the round it appears, and has 4 hit points and AC 13. Any surviving duplicates perish 1 minute (10 rounds) after the first ones were created. If the original doppelrat dies, its clones stop duplicating but the preexisting clones remain until their time expires. A creature can identify the original doppelrat from its duplicates as an action by making a successful DC 15 Intelligence (Nature) or Wisdom (Perception) check."},{"name":"Doppeling Disease","desc":"At the end of a dopplerat encounter, every creature bitten by a doppelrat or its duplicates must succeed on a DC 12 Constitution saving throw or contract the degenerate cloning disease. During each long rest, the diseased creature grows and sloughs off a stillborn clone. The doppeling process leaves the diseased creature incapacitated for 1 hour, unable to move and barely able to speak (spellcasting is impossible in this state). When the incapacitation wears off, the creature makes a DC 12 Constitution saving throw; it recovers from the disease when it makes its second successful save. Humanoid clones created by the disease cannot be brought to life in any manner."}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Keen Smell","desc":"The doppelrat has advantage on Wisdom (Perception) checks that rely on smell."},{"name":"Running Doppelrats","desc":"The hardest part of this monster is the sheer volume of attacks they generate. To model this, run them in groups of 4 for attack purposes and have those groups all use the same +5 to attack and do 1d4 damage. That way you need not roll 20 times for all of them, and you reduce the number of rolls required by a factor of 4."}],"spell_list":[],"page_no":123,"environments":[],"img_main":null,"document__slug":"tob","document__title":"Tome of Beasts","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/tome-of-beasts-for-5th-edition-print/","v2_converted_path":"/v2/creatures/tob_doppelrat/"},{"slug":"dune-mimic","desc":"_When a dune mimic strikes, the sand surges and shifts, a sinkhole opens, and sandy tendrils snatch at nearby creatures._  \n**Enormous Forms.** Though most commonly seen as dunes, a dune mimic can take the form of a date palm grove, a riverbank, an enormous boulder, or other large shapes in the landscape.  \n**A King’s Guardians.** Dune mimics were created by a forgotten king as guardians for his desert tomb. Somewhere, dozens of them guard vast wealth.  \n**Spread by Spores.** Although not intended to reproduce, they began producing spores spontaneously and replicating themselves, so that now they’re spread across the deserts. Luckily for the other inhabitants, dune mimics reproduce just once per century.","name":"Dune Mimic","size":"Huge","type":"Monstrosity","subtype":"shapechanger","group":null,"alignment":"neutral","armor_class":13,"armor_desc":"natural armor","hit_points":168,"hit_dice":"16d12+64","speed":{"walk":10},"strength":20,"dexterity":8,"constitution":18,"intelligence":9,"wisdom":13,"charisma":10,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":4,"skills":{"perception":4},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"acid","condition_immunities":"prone","senses":"darkvision 60 ft., tremorsense 30 ft., passive Perception 14","languages":"-","challenge_rating":"8","cr":8.0,"actions":[{"name":"Multiattack","desc":"The dune mimic makes four pseudopod attacks."},{"name":"Pseudopod","desc":"Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 14 (2d8 + 5) bludgeoning damage. If the dune mimic is in object or terrain form, the target is subjected to the mimic's Adhesive trait.","attack_bonus":8,"damage_dice":"2d8"},{"name":"Engulf","desc":"The dune mimic engulfs all creatures it has grappled. An engulfed creature can't breathe, is restrained, is no longer grappled, has total cover against attacks and other effects outside the dune mimic, and takes 18 (4d8) acid damage at the start of each of the dune mimic's turns. When the dune mimic moves, the engulfed creature moves with it. An engulfed creature can try to escape by taking an action to make a DC 15 Strength check. On a success, the creature escapes and enters a space of its choice within 5 feet of the dune mimic."}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Shapechanger","desc":"The dune mimic can use its action to polymorph into a Huge object or terrain feature (maximum area 25 x 25 feet) or back into its true, amorphous form. Since its coating of dust, sand, and gravel can't be hidden, it usually disguises itself as a terrain feature or eroded ruin. 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."},{"name":"Adhesive (Object or Terrain Form Only)","desc":"The dune mimic adheres to anything that touches it. A creature adhered to the dune mimic is also grappled by it (escape DC 15). Ability checks made to escape this grapple have disadvantage. The dune mimic can harden its outer surface, so only the creatures it chooses are affected by this trait."},{"name":"False Appearance (Object or Terrain Form Only)","desc":"While the dune mimic remains motionless, it is indistinguishable from an ordinary object or terrain feature."},{"name":"Grappler","desc":"The dune mimic has advantage on attack rolls against a creature grappled by it."}],"spell_list":[],"page_no":162,"environments":[],"img_main":null,"document__slug":"tob","document__title":"Tome of Beasts","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/tome-of-beasts-for-5th-edition-print/","v2_converted_path":"/v2/creatures/tob_dune-mimic/"},{"slug":"eala","desc":"_This swanlike creature’s feathers are made of shining metal. When it inhales, the feathers on its chest glow red hot._  \nEala are beautiful but deadly creatures native to the plane of Shadow. They grow feathers like their Material Plane counterparts, but their feathers are made of gleaming, razor‑sharp metal.  \n**Metallic Diet.** Eala plumage displays a stunning mixture of metallic colors, which vary depending on their diet. An eala uses its fire breath to melt metals with low melting points such as gold, silver, lead, copper, and bronze. The eala consumes the molten metal, some of which migrates into the creature’s deadly feathers. Eala that display primarily or entirely a single color are highly prized.","name":"Eala","size":"Small","type":"Monstrosity","subtype":"","group":null,"alignment":"unaligned","armor_class":15,"armor_desc":"natural","hit_points":40,"hit_dice":"9d6+9","speed":{"walk":10,"fly":60},"strength":10,"dexterity":16,"constitution":12,"intelligence":2,"wisdom":12,"charisma":16,"strength_save":null,"dexterity_save":5,"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":"darkvision 60 ft., passive Perception 11","languages":"-","challenge_rating":"2","cr":2.0,"actions":[{"name":"Multiattack","desc":"The eala makes two attacks with its wing blades."},{"name":"Wing Blades","desc":"Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) slashing damage.","attack_bonus":5,"damage_dice":"1d8"},{"name":"Fire Breath (recharge 5-6)","desc":"The eala breathes fire in a 20-foot cone. Every creature in the area must make a DC 11 Dexterity saving throw, taking 10 (3d6) fire damage on a failed save or half as much on a successful one. The eala's fire breath ignites flammable objects and melts soft metals in the area that aren't being worn or carried."}],"bonus_actions":null,"reactions":[{"name":"Swan Song","desc":"When the eala is reduced to 0 hit points, it can use its last breath sing a plaintive and beautiful melody. Creatures within 20 feet that can hear the eala must succeed on a DC 13 Charisma saving throw or be incapacitated for 1 round. A creature incapacitated in this way has its speed reduced to 0."}],"legendary_desc":"","legendary_actions":null,"special_abilities":null,"spell_list":[],"page_no":163,"environments":[],"img_main":null,"document__slug":"tob","document__title":"Tome of Beasts","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/tome-of-beasts-for-5th-edition-print/","v2_converted_path":"/v2/creatures/tob_eala/"},{"slug":"ghostwalk-spider","desc":"","name":"Ghostwalk Spider","size":"Large","type":"Monstrosity","subtype":"","group":null,"alignment":"neutral evil","armor_class":15,"armor_desc":"","hit_points":119,"hit_dice":"14d10+42","speed":{"walk":50,"climb":50},"strength":15,"dexterity":20,"constitution":17,"intelligence":9,"wisdom":14,"charisma":8,"strength_save":null,"dexterity_save":null,"constitution_save":9,"intelligence_save":null,"wisdom_save":null,"charisma_save":3,"perception":6,"skills":{"perception":6},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"poison","condition_immunities":"poisoned","senses":"blindsight 10 ft., darkvision 60 ft., passive Perception 16","languages":"understands Undercommon but can't speak","challenge_rating":"9","cr":9.0,"actions":[{"name":"Multiattack","desc":"The ghostwalk spider makes two bite attacks. It can make a ghostly snare attack in place of one of its bites."},{"name":"Bite","desc":"Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 16 (2d10 + 5) piercing damage plus 13 (3d8) poison damage, or half poison damage with a successful DC 15 Constitution saving throw. If the poison damage reduces the target to 0 hit points, the target is stable but poisoned and paralyzed for 1 hour, even after regaining hit points. While using Ghostwalk, the spider's bite and poison do half damage to targets that aren't affected by Ghostly Snare (see below).","attack_bonus":9,"damage_dice":"2d10"},{"name":"Ghostly Snare (During Ghostwalk Only, Recharge 5-6)","desc":"Ranged Weapon Attack: +9 to hit, range 40/160 ft., one target. Hit: The target is restrained by ghostly webbing. While restrained in this way, the target is invisible to all creatures except ghostwalk spiders, and it has resistance to acid, cold, fire, lightning, and thunder damage. A creature restrained by Ghostly Snare can escape by using an action to make a successful DC 14 Strength check, or the webs can be attacked and destroyed (AC 10; hp 5)."}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Ghostwalk","desc":"As a bonus action, the ghostwalk spider becomes invisible and intangible. Attacking doesn't end this invisibility. While invisible, the ghostwalk spider has advantage on Dexterity (Stealth) checks and gains the following: Damage Resistances acid, cold, fire, lightning, thunder; bludgeoning, piercing, and slashing damage from nonmagical attacks. Condition Immunities paralyzed, petrified, prone, restrained, stunned. The ghostwalk ends when the spider chooses to end it as a bonus action or when the spider dies"},{"name":"Incorporeal Movement (During Ghostwalk Only)","desc":"The ghostwalk spider can move through other creatures and objects as if they were difficult terrain. It takes 5 (1d10) force damage if it ends its turn inside an object."},{"name":"Spider Climb","desc":"The spider can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check."},{"name":"Web Walker","desc":"The spider ignores movement restrictions caused by webbing."}],"spell_list":[],"page_no":361,"environments":[],"img_main":null,"document__slug":"tob","document__title":"Tome of Beasts","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/tome-of-beasts-for-5th-edition-print/","v2_converted_path":"/v2/creatures/tob_ghostwalk-spider/"},{"slug":"goat-man","desc":"_This hunched, man-like figure lurches with a strange, half-hopping gait. Tattered clothing hangs from its muscled shoulders, and its legs are those of a ram, ending in cloven hooves._  \n**Trespassers on the Rites.** The first of the goat-men was the victim of a powerful curse intended to punish him for spying on magical rites exclusive to the women of his tribe. Admiring the grotesque result, the Black Goat of the Woods With a Thousand Young adopted him as its servant, and ensured that all who committed the same taboo fell to the same curse, and thus into the Black Goat’s service.  \n**Bleating Speech.** A goat-man’s head is tusked, adorned with curling ram’s horns, and its beard often drips with gore. Rows of transparent, needle-like teeth fill its mouth; these teeth are malformed and make clear speech impossible for goat-men, though they understand others’ speech perfectly well.  \n**Serve Foul Cults.** Cultists of Shub-Niggurath or the Black Goat in good standing are sometimes granted the services of a goat-man. The creatures guard rituals sites, visit settlements to capture or purchase suitable sacrifices, and perform certain unspeakable acts with cult members to call forth ritual magic.","name":"Goat-Man","size":"Medium","type":"Monstrosity","subtype":"","group":null,"alignment":"chaotic evil","armor_class":14,"armor_desc":"natural armor","hit_points":65,"hit_dice":"10d8+20","speed":{"walk":40},"strength":19,"dexterity":14,"constitution":14,"intelligence":10,"wisdom":13,"charisma":8,"strength_save":null,"dexterity_save":4,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":null,"skills":{"acrobatics":4,"athletics":6,"stealth":6},"damage_vulnerabilities":"","damage_resistances":"bludgeoning, piercing, and slashing from nonmagical attacks not made with silvered weapons","damage_immunities":"","condition_immunities":"charmed, frightened","senses":"darkvision 60 ft., passive Perception 11","languages":"Common, Giant, Trollkin, but cannot speak","challenge_rating":"3","cr":3.0,"actions":[{"name":"Multiattack","desc":"The goat-man makes one bite attack and one slam attack."},{"name":"Bite","desc":"Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) piercing damage.","attack_bonus":6,"damage_dice":"1d6"},{"name":"Slam","desc":"Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) bludgeoning damage.","attack_bonus":6,"damage_dice":"2d8"}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Headbutt","desc":"If the goat-man moves at least 10 feet straight toward a creature and then hits it with a slam attack on the same turn, the target must succeed on a DC 14 Strength saving throw or be knocked prone and stunned for 1 round. If the target is prone, the goat-man can make one bite attack against it immediately as a bonus action."}],"spell_list":[],"page_no":231,"environments":[],"img_main":null,"document__slug":"tob","document__title":"Tome of Beasts","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/tome-of-beasts-for-5th-edition-print/","v2_converted_path":"/v2/creatures/tob_goat-man/"},{"slug":"gypsosphinx","desc":"_With black wings and a body pale as alabaster, the vulture-beaked gypsosphinx is easy to identify. As powerful servants of the gods of death and the desert, their riddles and obsessions all hinge on death and carrion. Their eyes can spot prey miles away, and the distance they climb into the sky hides their enormous size._  \nThe pale gypsosphinx shines in the desert sun and stands out in underground tombs and caverns, yet it can conceal itself when it flies in moonlit clouds. Gypsosphinxes are found anywhere bodies are buried or left to rot, and they harvest corpses from battlefields of warring desert tribes.  \n_**Gossips and Riddlers.**_ Gypsosphinxes converse with intelligent undead, priests of death gods, and with other sphinxes, but they rarely gather among their own kind. They guard their territory jealously, typically claiming a necropolis as the heart of their region.  \nLike all sphinxes, gypsosphinxes enjoy riddles. They rely on magic to solve challenging riddles they can’t solve on their own.  \n_**Night Flyers.**_ Unlike most of their cousins, gypsosphinxes are gifted fliers capable of diving steeply from the night sky to snatch carrion or a sleeping camel. The stroke of midnight has a special but unknown significance for the beasts.  \n_**Foretell Doom.**_ Occasionally, a paranoid noble seeks out a gypsosphinx and entreats the creature to reveal the time and place of his or her death, hoping to cheat fate. A gypsosphinx demands a high price for such a service, including payment in corpses of humans, unusual creatures, or near-extinct species. Even if paid, the gypsosphinx rarely honors its side of the bargain; instead, it turns its death magic against the supplicant, bringing about his or her death then and there.","name":"Gypsosphinx","size":"Large","type":"Monstrosity","subtype":"","group":null,"alignment":"neutral evil","armor_class":17,"armor_desc":"natural armor","hit_points":171,"hit_dice":"18d10+72","speed":{"walk":40,"fly":70},"strength":20,"dexterity":14,"constitution":18,"intelligence":18,"wisdom":18,"charisma":18,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":9,"skills":{"arcana":9,"history":9,"perception":9,"religion":9},"damage_vulnerabilities":"","damage_resistances":"bludgeoning, piercing, and slashing from nonmagical attacks","damage_immunities":"psychic, poison","condition_immunities":"poisoned","senses":"truesight 90 ft., passive Perception 19","languages":"Abyssal, Common, Darakhul, Sphinx","challenge_rating":"14","cr":14.0,"actions":[{"name":"Multiattack","desc":"The sphinx makes one bite attack and two claw attacks."},{"name":"Bite","desc":"Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 21 (3d10 + 5) piercing damage.","attack_bonus":10,"damage_dice":"3d10"},{"name":"Claws","desc":"Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 32 (6d8 + 5) slashing damage.","attack_bonus":10,"damage_dice":"6d8"},{"name":"Rake","desc":"If the sphinx succeeds with both claw attacks, it automatically follows up with a rake attack. If the target fails a DC 17 Dexterity check, it is knocked prone and takes 14 (2d8 + 5) slashing damage."}],"bonus_actions":null,"reactions":null,"legendary_desc":"The sphinx can take 3 legendary actions, choosing from the options below. Only one option can be used at a time and only at the end of another creature's turn. It regains spent legendary actions at the start of its turn.","legendary_actions":[{"name":"Bite Attack","desc":"The sphinx makes one bite attack."},{"name":"Teleport (Costs 2 Actions)","desc":"The sphinx magically teleports, along with any equipment it is wearing or carrying, up to 120 feet to an unoccupied space it can see."},{"name":"Cast a Spell (Costs 3 Actions)","desc":"The sphinx casts a spell from its list of prepared spells, using a spell slot as normal."}],"special_abilities":[{"name":"Inscrutable","desc":"The sphinx is immune to any effect that would sense its emotions or read its thoughts, as well as any divination spell that it refuses. Wisdom (Insight) checks made to ascertain the sphinx's intentions or sincerity have disadvantage."},{"name":"Magic Weapons","desc":"The sphinx's weapon attacks are magical."},{"name":"Mystic Sight","desc":"A gypsosphinx sees death coming and can foretell the manner of a person's death. This ability does not come with any urge to share that information. Gypsosphinxes are notorious for hinting, teasing, and even lying about a creature's death (\"If we fight, I will kill you and eat your heart. I have seen it,\"is a favorite bluff)."},{"name":"Spellcasting","desc":"the sphinx is a 9th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 17, +9 to hit with spell attacks). It requires no material components to cast its spells. The sphinx has the following wizard spells prepared:\n\ncantrips: (at will): mage hand, mending, minor illusion, poison spray\n\n1st level (4 slots): comprehend languages, detect magic, identify\n\n2nd level (3 slots): blur, darkness, locate object\n\n3rd level (3 slots): dispel magic, glyph of warding, major image\n\n4th level (3 slots): blight, greater invisibility\n\n5th level (1 slot): cloudkill"}],"spell_list":[],"page_no":359,"environments":[],"img_main":null,"document__slug":"tob","document__title":"Tome of Beasts","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/tome-of-beasts-for-5th-edition-print/","v2_converted_path":"/v2/creatures/tob_gypsosphinx/"},{"slug":"horakh","desc":"_Resembling a cave cricket the size of a dog, this beast wraps its victim in spiny legs and claws when it attacks. A horakh’s black, chitinous thorax is topped by a translucent digestive sac—often containing half-digested eyeballs of varying sizes, colors, and species._  \n**Leaping Claws.** Insectoid killing machines with a penchant for consuming their victim’s eyes, the bloodthirsty horakhs travel in small packs and make lightning-fast attacks against the weak or vulnerable. Their powerful rear legs enable enormous bounding leaps, while the sharp hooks at the end of their powerful claws help them to climb and latch onto prey. Heads dominated by scooped mandibles that can shoot forward like pistons, shearing meat from bone.  \n**Leaping Screech.** When attacking, a horakh leaps from its hiding spots while making a deafening screech. Horakhs are highly mobile on the battlefield. If threatened, horakhs return to the shadows to attack from a more advantageous position.  \n**Herd the Blinded.** After blinding their prey, horakh often herd the blind like sheep until they are ready to consume them and even use them as bait to capture other creatures. Many an explorer has been ambushed, blinded, and condemned to death in the bowels of the earth by these predators.","name":"Horakh","size":"Medium","type":"Monstrosity","subtype":"","group":null,"alignment":"neutral","armor_class":17,"armor_desc":"natural armor","hit_points":161,"hit_dice":"19d8+76","speed":{"walk":40,"climb":30},"strength":18,"dexterity":19,"constitution":19,"intelligence":8,"wisdom":15,"charisma":10,"strength_save":null,"dexterity_save":12,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":6,"skills":{"athletics":8,"perception":6,"stealth":8},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"","condition_immunities":"","senses":"darkvision 60 ft., tremorsense 30 ft., passive Perception 20","languages":"understands Undercommon","challenge_rating":"9","cr":9.0,"actions":[{"name":"Multiattack","desc":"The horakh makes two claw attacks and one bite attack."},{"name":"Bite","desc":"Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 22 (4d8 + 4) slashing damage. If the bite attack hits a target that's grappled by the horakh, the target must make a successful DC 16 Dexterity saving throw or one of its eyes is bitten out. A creature with just one remaining eye has disadvantage on ranged attack rolls and on Wisdom (Perception) checks that rely on sight. If both (or all) eyes are lost, the target is blinded. The regenerate spell and comparable magic can restore lost eyes. Also see Implant Egg, below.","attack_bonus":8,"damage_dice":"4d8"},{"name":"Claw","desc":"Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 17 (3d8 + 4) piercing damage. If both attacks hit the same Medium or smaller target in a single turn, the target is grappled (escape DC 14).","attack_bonus":8,"damage_dice":"3d8"},{"name":"Implant Egg","desc":"If a horakh's bite attack reduces a grappled creature to 0 hit points, or it bites a target that's already at 0 hit points, it implants an egg in the creature's eye socket. The deposited egg grows for 2 weeks before hatching. If the implanted victim is still alive, it loses 1d2 Constitution every 24 hours and has disadvantage on attack rolls and ability checks. After the first week, the victim is incapacitated and blinded. When the egg hatches after 2 weeks, an immature horakh erupts from the victim's head, causing 1d10 bludgeoning, 1d10 piercing, and 1d10 slashing damage. A lesser restoration spell can kill the egg during its incubation."}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Shadow Stealth","desc":"A horakh can hide as a bonus action if it's in dim light or darkness."},{"name":"Standing Leap","desc":"As part of its movement, the horakh can jump up to 20 feet horizontally and 10 feet vertically, with or without a running start."}],"spell_list":[],"page_no":250,"environments":[],"img_main":null,"document__slug":"tob","document__title":"Tome of Beasts","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/tome-of-beasts-for-5th-edition-print/","v2_converted_path":"/v2/creatures/tob_horakh/"},{"slug":"hound-of-the-night","desc":"_These enormous black hounds are most commonly seen panting in the moonlight, wisps of steam rising from their muzzles, while they accompany a nocturnal hunting party._  \n**Fey Bloodhounds.** Hounds of the night are bred by the shadow fey for use as hunting companions and guardians, and they excel at both tasks. Far more intelligent than other hounds, they are difficult to evade once they are on a quarry’s trail, because they can think their way past problems that would throw their lesser kin off the trail. Their shadow fey masters claim that hounds of the night can smell a shadow on running water and can sniff out a ghost passing through a wall.  \n**Cousins to Winter.** Somewhere in their early existence as a breed, some enterprising hunter interbred them with winter wolves. Every trace of their white fur is long gone, but the cold breath of those dread canines remains.  \n**Dimensional Stepping.** Hounds of night excel at distracting prey while some of their pack uses dimension door to achieve some larger goal, such as dragging off a treasure or overwhelming a spellcaster in the back ranks.","name":"Hound Of The Night","size":"Large","type":"Monstrosity","subtype":"","group":null,"alignment":"unaligned","armor_class":16,"armor_desc":"natural armor","hit_points":112,"hit_dice":"15d10+30","speed":{"walk":30},"strength":20,"dexterity":16,"constitution":14,"intelligence":9,"wisdom":14,"charisma":10,"strength_save":null,"dexterity_save":6,"constitution_save":5,"intelligence_save":null,"wisdom_save":5,"charisma_save":null,"perception":5,"skills":{"intimidation":3,"perception":5,"stealth":6},"damage_vulnerabilities":"fire","damage_resistances":"","damage_immunities":"cold","condition_immunities":"","senses":"darkvision 60 ft., passive Perception 15","languages":"understands Elvish and Umbral but can't speak","challenge_rating":"5","cr":5.0,"actions":[{"name":"Bite","desc":"Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 21 (3d10 + 5) piercing damage, and the target must succeed on a DC 15 Strength saving throw or be knocked prone.","attack_bonus":8,"damage_dice":"3d10"},{"name":"Frost Breath (Recharge 5-6)","desc":"The hound exhales a 15-foot cone of frost. Those in the area of effect take 44 (8d10) cold damage, or half damage with a successful DC 13 Dexterity saving throw."}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Blood Scent","desc":"A hound of the night can follow a scent through phase shifts, ethereal movement, dimension door, and fey steps of any kind. Teleport and plane shift are beyond their ability to follow."},{"name":"Innate Spellcasting","desc":"the hound's innate spellcasting ability is Wisdom (spell save DC 13). It can innately cast the following spells, requiring no material components:\n\nat will: dimension door"}],"spell_list":[],"page_no":251,"environments":[],"img_main":null,"document__slug":"tob","document__title":"Tome of Beasts","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/tome-of-beasts-for-5th-edition-print/","v2_converted_path":"/v2/creatures/tob_hound-of-the-night/"},{"slug":"imy-ut-ushabti","desc":"_These tomb guardians walk their rounds silently, an ornate sword in its hand. Glittering scarabs scurry from under their deformed and yellowed linen wrappings._  \n**Willing Sacrifices.** The undying servants of the god‑kings and queens of ancient times, the imy-ut ushabti guard the tombs of their masters and shepherd them toward their eventual awakening. Generals, trusted advisors, and close allies of their god-king willingly accompanied their dying lords into the afterlife through a horrifying transformation. Still alive, they are tightly bound in linens and sealed within a sarcophagus among a swarm of flesh‑eating scarabs that, over a period of days to weeks, fully consumed their bodies. The servant’s devotion to their task and the anguish of their passing transforms the scarab colony and animates the funerary wrappings to carry on the imy-ut’s duty.  \n**Scarab Mummies.** From a distance, the imy-ut ushabti are indistinguishable from the mummified form of their master, betrayed only by the reserved ornamentation of their lacquered armor and the ripples of movement beneath their wrappings from the mass of scarabs beneath it.  \n**Warding Triads.** Traditionally, imy‑ut ushabti appear only in triads—the warden, charged with ensuring the death sleep of their god‑queen is uninterrupted; the steward, tasked with escorting their master back from the land of the dead; and the herald, proclaiming their lord’s return to the world of the living.","name":"Imy-Ut Ushabti","size":"Medium","type":"Monstrosity","subtype":"","group":null,"alignment":"neutral","armor_class":15,"armor_desc":"chain shirt","hit_points":97,"hit_dice":"15d8+30","speed":{"walk":30},"strength":17,"dexterity":14,"constitution":15,"intelligence":6,"wisdom":10,"charisma":5,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":2,"charisma_save":null,"perception":null,"skills":{},"damage_vulnerabilities":"fire","damage_resistances":"bludgeoning","damage_immunities":"","condition_immunities":"exhaustion, frightened","senses":"darkvision 60 ft., passive Perception 10","languages":"Common (Ancient Nurian)","challenge_rating":"3","cr":3.0,"actions":[{"name":"Ceremonial Greatsword","desc":"Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. Hit: 10 (2d6 + 3) slashing damage, and the target must make a successful DC 13 Constitution saving throw or take 5 (2d4) poison damage at the start of each of its turns. The target repeats the saving throw at the end of each of its turns, ending the effect on itself on a success.","attack_bonus":5,"damage_dice":"2d6"},{"name":"Vomit Swarm (1/Day)","desc":"The imy-ut ushabti parts its wrappings voluntarily and releases a swarm of scarab beetles that follow its mental commands. The statistics of this swarm are identical to a swarm of insects, but with the following attack instead of a swarm of insects' standard bite attack:"},{"name":"Bites","desc":"Melee Weapon Attack: +3 to hit, reach 0 ft., one creature. Hit: 10 (4d4) piercing damage, or 5 (2d4) piercing damage if the swarm has half of its hit points or fewer, and the target must make a successful DC 13 Constitution saving throw or take 5 (2d4) poison damage at the start of each of its turns. A poisoned creature repeats the saving throw at the end of each of its turns, ending the effect on itself on a success.","attack_bonus":3,"damage_dice":"4d4"}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Regeneration","desc":"The imy-ut ushabti regains 5 hit points at the start of its turn if it has at least 1 hit point."},{"name":"Rent wrappings","desc":"A creature that touches or deals slashing or piercing damage to an imy-ut ushabti while within 5 feet of the creature shreds its delicate linen wrappings, releasing a flurry of skittering scarabs. The attacking creature must make a DC 12 Dexterity saving throw to avoid them. On a failure, these beetles flow onto the attacker and deal 3 (1d6) piercing damage to it at the start of each of its turns. A creature can remove beetles from itself or from another affected creature within reach by using an action and making a successful DC 12 Dexterity saving throw. The beetles are also destroyed if the affected creature takes damage from an area effect."}],"spell_list":[],"page_no":256,"environments":[],"img_main":null,"document__slug":"tob","document__title":"Tome of Beasts","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/tome-of-beasts-for-5th-edition-print/","v2_converted_path":"/v2/creatures/tob_imy-ut-ushabti/"},{"slug":"isonade","desc":"_The isonade’s gargantuan thrashing tail is lined with cruelly hooked barbs, and it delights in destruction. When it approaches a coastal village, its tail shoots high into the air from beneath the waves, and it smashes all ships, docks, and nets in its path._  \n**Coastal Destroyer.** The isonade is a beast of destruction, sweeping away entire islands and villages. It wrecks seaside communities with battering winds and carves coastlines with its powerful magic. Though not very intelligent, it singles out a community and tries to lure residents into the waves with its animal messenger ability, sending gulls bearing confused riddles, grand promises, and eerie noises to the townsfolk.  \n**Ocean Sacrifices.** When coastal villagers suffered from a hurricane or tsunami, they fell back on folklore and blamed the stirrings of the dreaded isonade. To some, appeasing a leviathan such as this makes sense. Some say that a degenerate group seeks to draw the beast forth by sailing from sight of land and dumping a long chain of bound and screaming sacrifices into the lightless depths of the sea.  \n**Enormous Age and Size.** The isonade is more than 45 feet long. The beast’s age is unknown, and many coastal bards tell some version of the legend—some believe it is the last of its kind, others believe that a small group of isonade remains.","name":"Isonade","size":"Gargantuan","type":"Monstrosity","subtype":"","group":null,"alignment":"chaotic neutral","armor_class":18,"armor_desc":"natural armor","hit_points":222,"hit_dice":"12d20+96","speed":{"swim":100},"strength":30,"dexterity":14,"constitution":26,"intelligence":6,"wisdom":18,"charisma":8,"strength_save":14,"dexterity_save":null,"constitution_save":12,"intelligence_save":null,"wisdom_save":8,"charisma_save":null,"perception":8,"skills":{"athletics":14,"perception":8},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"ability damage/drain","condition_immunities":"","senses":"darkvision 90 ft., passive Perception 18","languages":"understands Aquan and Elvish, but cannot speak","challenge_rating":"14","cr":14.0,"actions":[{"name":"Multiattack","desc":"The isonade makes one tail slap attack and one bite attack."},{"name":"Bite","desc":"Melee Weapon Attack: +14 to hit, reach 15 ft., one target. Hit: 42 (5d12 + 10) piercing damage and the target is grappled (escape DC 20). If the target was already grappled from a previous bite, it's also swallowed whole (see below).","attack_bonus":14,"damage_dice":"5d12+10"},{"name":"Tail Slap","desc":"Melee Weapon Attack: +14 to hit, reach 15 ft., one target. Hit: 31 (6d6 + 10) bludgeoning damage.","attack_bonus":14,"damage_dice":"6d6"},{"name":"Breach","desc":"The isonade leaps out of the water to crash down onto a target with devastating effect. The isonade must move 30 feet in a straight line toward its target before jumping. When jumping, the isonade travels up to 30 feet through the air before landing. Any creature occupying the space where the isonade lands takes 76 (12d10 + 10) bludgeoning damage and becomes submerged 10 feet below the surface of the water. Targets that make a successful DC 20 Strength saving throw take half damage and are not submerged, but are moved to the nearest unoccupied space. Boats and structures are not immune to this attack."},{"name":"Swallow Whole","desc":"When the isonade's bite attack hits a target grappled from a previous bite attack, the target is also swallowed. The grapple ends, but the target is blinded and restrained, it has total cover against attacks and other effects outside the isonade, and it takes 36 (8d8) acid damage at the start of each of the isonade's turns. An isonade can have two Large, four Medium, or six Small creatures swallowed at a time. If the isonade takes 40 damage or more from a swallowed creature in a single turn, it must succeed on a DC 20 Constitution saving throw or regurgitate all swallowed creatures, which fall prone within 10 feet of the isonade. If the isonade dies, a swallowed creature is no longer restrained by it and can escape by using 20 feet of movement, exiting prone."}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Atmospheric Immunity","desc":"The isonade can comfortably exist at any level of the sea and suffers no penalties at any depth."},{"name":"Magic Resistance","desc":"The isonade has advantage on saving throws against spells and other magical effects."},{"name":"Water Breathing","desc":"The isonade can breathe only underwater."},{"name":"Innate Spellcasting","desc":"the isonade's innate spellcasting ability is Wisdom (spell save DC 16). It can innately cast the following spells, requiring no material components:\n\nat will: animal messenger\n\n3/day each: control water, earthquake\n\n1/day each: control weather, storm of vengeance, tsunami"}],"spell_list":[],"page_no":257,"environments":[],"img_main":null,"document__slug":"tob","document__title":"Tome of Beasts","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/tome-of-beasts-for-5th-edition-print/","v2_converted_path":"/v2/creatures/tob_isonade/"},{"slug":"kot-bayun","desc":"_This oddly colored cat appears at first to be a powerful panther. Its wide mouth pulls into something like a human grin, and its knowing eyes hint at intelligence beyond that of a typical predator._  \nEnemies of elves and blink dogs, kot bayuns are magical hunting cats gifted with eloquent speech and cunning abilities.  \n**Speaking Fey Cats.** These brutal and temperamental creatures get along well with cruel-minded fey. More gentle fey rightfully find the creatures to be a menace. A kot bayun measures six feet long and weighs over 200 lb. They are long-lived, and some stories record the same kot bayun in a region for over 400 years.  \n**Sing to Sleep.** In addition to their stealthy natures and physical prowess, kot bayun have the ability to put prey to sleep with song. They carefully choose victims and stalk them for a time, learning their strengths and weaknesses before making their attack. They lay in wait until their prey is vulnerable and then begin their slumbering song. Those resisting the call to slumber are always the kot bayun’s first victims as they launch from cover and attempt to disembowel their prey. In forests with a thick canopy, a kot bayun stealthily creeps among tree limbs, tracking the movement of its prey below.  \n**Healing Poetry.** If discovered by intelligent prey, a kot bayun opens with a parley instead of claws. In rare cases, a kot bayun finds something in its prey it likes and cold predation turns to a lukewarm association.  \nBefriending a kot bayun has benefits as the creature’s poems, tales, and sagas have the magical ability to heal negative conditions. A kot bayun tells its stories in the form of strange epics and poetry, ranging from simple rhyming folk poems to complex sonnets. This ability is not widely known (a secret the creatures intend to keep), but, as folktales spread, more and more adventurers and sages seek out these elusive beasts.","name":"Kot Bayun","size":"Medium","type":"Monstrosity","subtype":"","group":null,"alignment":"neutral","armor_class":15,"armor_desc":"","hit_points":44,"hit_dice":"8d8+8","speed":{"walk":40,"climb":20},"strength":16,"dexterity":16,"constitution":13,"intelligence":12,"wisdom":16,"charisma":17,"strength_save":null,"dexterity_save":5,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":null,"skills":{},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"","condition_immunities":"","senses":"darkvision 60 ft., passive Perception 13","languages":"Common, Sylvan","challenge_rating":"2","cr":2.0,"actions":[{"name":"Multiattack","desc":"The kot bayun makes one bite attack and one claws attack."},{"name":"Bite","desc":"Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) piercing damage.","attack_bonus":5,"damage_dice":"1d8"},{"name":"Claws","desc":"Melee Weapon Attack: +5 to hit, reach 5ft., one target. Hit: 14 (2d10 + 3) slashing damage.","attack_bonus":5,"damage_dice":"2d10"},{"name":"Slumbering Song","desc":"The kot bayun puts creatures to sleep with its haunting melody. While a kot bayun sings, it can target one hearing creature within a 100-foot radius. This target must succeed on a DC 13 Charisma saving throw or fall asleep. The target repeats the saving throw at the end of each of its turns, ending the effect on itself on a success. Each round the kot bayun maintains its song, it can select a new target. A creature that successfully saves is immune to the effect of that kot bayun's song for 24 hours. The slumbering song even affects elves, but they have advantage on the Charisma saving throw."}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Folk Cure","desc":"A kot bayun's tales have the effect of a lesser restoration spell at will, and once per week it can have the effect of greater restoration. The kot bayun designates one listener to benefit from its ability, and that listener must spend one uninterrupted hour listening to the cat's tales. Kot bayuns are reluctant to share this benefit and must be bargained with or under the effect of domination to grant the boon."},{"name":"Innate Spellcasting","desc":"the kot bayun's innate spellcasting ability is Charisma (spell save DC 13). It can innately cast the following spells, requiring no material components:\n\n3/day each: fog cloud, invisibility (self only)\n\n1/day: blink"}],"spell_list":[],"page_no":268,"environments":[],"img_main":null,"document__slug":"tob","document__title":"Tome of Beasts","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/tome-of-beasts-for-5th-edition-print/","v2_converted_path":"/v2/creatures/tob_kot-bayun/"},{"slug":"krake-spawn","desc":"_This twisted, unnatural beast looks like the unholy union of squid and spider. Its shell-covered core has six small rubbery legs, peculiar antennae, and six tentacles around a squid’s enormous beak. Unlike krakens and giant squid, krake spawn can scuttle onto land._  \n**Demonic Crossbreeds.** Some believe krake spawn are demonic crossbreeds created by the aboleth, fusing kraken blood with demonic souls. Others say that krake spawn are the horrible creation of a long-forgotten meddling god, summoned to the mortal world by deep ones. Certainly krake spawn do respond to summoning magic, and sorcerers do summon krake spawn through blood sacrifices to work evil in the world. However, they do so at considerable peril: unlike demons and devils, krake spawn are seldom bound by pacts of any kind.  \n**Outwit Humans.** Though enormous and carrying an armored green shell on their six spindly legs, krake spawn are surprisingly quick and agile. Worse, they have a malicious and bloodthirsty intellect. A krake spawn is considerably smarter than most humans, who mistake them for dumb beasts—an error that can often prove fatal.  \n**Iceberg Fortresses.** Krake spawn live in remote, icy regions, where they fashion elaborate iceberg fortresses. When they venture into warmer climes in search of magic or slaves, they can preserve their icebergs with ice storms. These fortresses are stocked with frozen creatures (an emergency food supply), the krake spawn’s treasure and library, slaves or prisoners of many races, and a hellish nest filled with the krake spawn’s offspring.  \nA krake spawn measures 40 feet in length and weighs 2,000 lb.","name":"Krake Spawn","size":"Huge","type":"Monstrosity","subtype":"","group":null,"alignment":"neutral evil","armor_class":16,"armor_desc":"natural armor","hit_points":150,"hit_dice":"12d12+72","speed":{"walk":20,"swim":30},"strength":24,"dexterity":12,"constitution":22,"intelligence":17,"wisdom":15,"charisma":18,"strength_save":11,"dexterity_save":null,"constitution_save":10,"intelligence_save":7,"wisdom_save":null,"charisma_save":8,"perception":null,"skills":{},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"cold, poison, psychic","condition_immunities":"charmed, poisoned","senses":"darkvision 60 ft., passive Perception 12","languages":"Common, Infernal, Primordial, Void Speech","challenge_rating":"9","cr":9.0,"actions":[{"name":"Multiattack","desc":"The krake spawn makes eight tentacle attacks and one bite attack. It can substitute one constrict attack for two tentacle attacks if it has a creature grappled at the start of the krake spawn's turn, but it never constricts more than once per turn."},{"name":"Bite","desc":"Melee Weapon Attack: +11 to hit, reach 10 ft., one target. Hit: 12 (1d10 + 7) slashing damage.","attack_bonus":11,"damage_dice":"1d10+7"},{"name":"Tentacle","desc":"Melee Weapon Attack: +11 to hit, reach 15 ft., one target. Hit: 10 (1d6 + 7) necrotic damage. If two tentacle attacks hit the same target in one turn, the target is also grappled (escape DC 17).","attack_bonus":11,"damage_dice":"1d6+7"},{"name":"Constrict","desc":"The constricted creature takes 26 (3d12 + 7) bludgeoning damage and is grappled (escape DC 17) and restrained."},{"name":"Ink Cloud (Recharge 6)","desc":"The krake spawn emits black, venomous ink in a 30-foot cloud as a bonus action while underwater. The cloud affects vision as the darkness spell, and any creature that starts its turn inside the cloud takes 10 (3d6) poison damage, or half damage with a successful DC 18 Constitution saving throw. The krake spawn's darkvision is not impaired by this cloud. The cloud persists for 1 minute, then disperses."},{"name":"Vomit Forth the Deeps (1/Day)","desc":"The krake spawn sprays half-digested food from its maw over a 15-foot cone. This acidic slurry causes 3 (1d6) acid damage and targets must make a successful DC 18 Constitution saving throw or be incapacitated until the end of their next turn."}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Amphibious","desc":"The krake spawn can breathe air and water."},{"name":"Jet","desc":"While underwater, the krake spawn can take the withdraw action to jet backward at a speed of 140 feet. It must move in a straight line while using this ability."},{"name":"Innate Spellcasting","desc":"the krake spawn's innate spellcasting ability is Charisma (spell save DC 16). It can innately cast the following spells, requiring no material components:\n\nat will: protection from energy, ray of frost\n\n1/day each: ice storm, wall of ice"}],"spell_list":[],"page_no":269,"environments":[],"img_main":null,"document__slug":"tob","document__title":"Tome of Beasts","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/tome-of-beasts-for-5th-edition-print/","v2_converted_path":"/v2/creatures/tob_krake-spawn/"},{"slug":"leshy","desc":"_A leshy is a strange man wearing loose scraps of clothing and covered in bark and root-like growths. The hair and beard that frame his piercing green eyes writhe like living vines._  \n**Expanding the Wild.** Solitary leshy tend plants and animals in groves around great forests, and they are the self-proclaimed protectors of the forest outskirts. Leshy have little patience for interlopers and often kill, abduct, or frighten off trailblazers and guides. With their plant growth ability, they sabotage cultivated land, wipe out trails, and create weed walls and thickets to keep civilization at bay. Using speak with plants, they transplant dangerous plant creatures to discourage new settlements. Some have wrangled rabid animals to the same purpose.  \n**Ax Thieves.** Leshy prefer trickery to combat, particularly enjoying leading interlopers astray through use of their mimicry. If challenged, they use their ability to change size to scare intruders away, but they never hesitate to fight to the death in service to the forest if necessary. Leshy hate metal, especially axes, and they go out of their way to steal metal items and lead those who use them astray.  \n**Accept Bribes.** With careful courting and appropriate gifts, it is possible to gain a leshy’s capricious assistance. This can be risky, because leshy love mischief. Still, at times a leshy’s help is essential to a group traversing ancient woodlands.","name":"Leshy","size":"Medium","type":"Monstrosity","subtype":"","group":null,"alignment":"chaotic neutral","armor_class":14,"armor_desc":"natural armor","hit_points":84,"hit_dice":"13d8+26","speed":{"walk":30},"strength":16,"dexterity":12,"constitution":14,"intelligence":14,"wisdom":15,"charisma":16,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":4,"skills":{"deception":5,"perception":4,"stealth":3,"survival":4},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"","condition_immunities":"","senses":"darkvision 60 ft., passive Perception 14","languages":"Common, Elvish, Sylvan","challenge_rating":"1","cr":1.0,"actions":[{"name":"Multiattack","desc":"The leshy makes two club attacks."},{"name":"Change Size","desc":"The leshy appears to change its size, becoming as tall as a massive oak (Gargantuan) or as short as a blade of grass (Tiny). The change is entirely illusory, so the leshy's statistics do not change."},{"name":"Club","desc":"Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) bludgeoning damage.","attack_bonus":5,"damage_dice":"1d6"}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Innate Spellcasting","desc":"the leshy's innate spellcasting ability is Charisma (spell save DC 13). It can innately cast the following spells, requiring no material components:\n\nat will: animal friendship, pass without trace, speak with animals\n\n1/day each: entangle, plant growth, shillelagh, speak with plants, hideous laughter"},{"name":"Camouflage","desc":"A leshy has advantage on Stealth checks if it is at least lightly obscured by foliage."},{"name":"Mimicry","desc":"A leshy can mimic the calls and voices of any creature it has heard. To use this ability, the leshy makes a Charisma (Deception) check. Listeners who succeed on an opposed Wisdom (Insight) or Intelligence (Nature)-DM's choice-realize that something is mimicking the sound. The leshy has advantage on the check if it's mimicking a general type of creature (a crow's call, a bear's roar) and not a specific individual's voice."}],"spell_list":[],"page_no":272,"environments":[],"img_main":null,"document__slug":"tob","document__title":"Tome of Beasts","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/tome-of-beasts-for-5th-edition-print/","v2_converted_path":"/v2/creatures/tob_leshy/"},{"slug":"likho","desc":"_Malformed like a goblin, this creature bears one large, strange eye in the middle of its face. It wears dark and dirty rags, and its spindly claws and arms match its hunched torso._  \n**Ferocious Attitude.** Likho are scrappy fighters; they weaken foes from afar with their magical attacks to curse and enfeeble enemies, then rush forward in a blazing charge and jump onto their foes, shredding them with their claws. Once a likho has leapt onto a creature, it shreds flesh using the claws on both its hands and feet.  \n**Jeers and Insults.** A likho uses its message spells to taunt and jeer its target from a distance during the hunt. In addition, to flinging curses and ill luck, likho frustrate and infuriate their enemies because they are difficult to hit. A likho enjoys stalking intelligent humanoids and tormenting them from hiding until discovered or when it grows tired of the hunt.  \n**Organ Eaters.** Likho thrive when they drain away luck and aptitude. Once the likho immobilizes a creature, it gnaws at the creature’s abdomen with its jagged teeth, devouring the organs of its still-living prey. A likho consumes only a humanoid’s organs and leaves the rest of the carcass behind.","name":"Likho","size":"Medium","type":"Monstrosity","subtype":"","group":null,"alignment":"chaotic evil","armor_class":15,"armor_desc":"natural armor","hit_points":90,"hit_dice":"12d8+36","speed":{"walk":40},"strength":16,"dexterity":18,"constitution":16,"intelligence":13,"wisdom":16,"charisma":21,"strength_save":null,"dexterity_save":null,"constitution_save":7,"intelligence_save":null,"wisdom_save":null,"charisma_save":8,"perception":6,"skills":{"acrobatics":7,"perception":6,"stealth":10},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"","condition_immunities":"","senses":"darkvision 60 ft., passive Perception 16","languages":"Common, Goblin, Void Speech","challenge_rating":"6","cr":6.0,"actions":[{"name":"Multiattack","desc":"The likho makes two claw attacks."},{"name":"Claw","desc":"Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) slashing damage.","attack_bonus":6,"damage_dice":"2d6"},{"name":"Disruptive Gaze","desc":"As a bonus action, the likho directs its gaze at any single creature it can see and afflicts it with a temporary bout of bad luck. The targeted creature has disadvantage on attack rolls, saving throws, and skill checks until the end of its next turn."}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Pounce","desc":"If the likho moves at least 20 feet straight toward a creature and then hits it with a claw attack on the same turn, that target must succeed on a DC 14 Strength saving throw or be knocked prone. If the target is prone, the likho can use a bonus action to make two additional claw attacks against it."},{"name":"Innate Spellcasting","desc":"the likho's innate spellcasting ability is Charisma (spell save DC 16). It can innately cast the following spells, requiring no material components:\n\nat will: message\n\n3/day each: crown of madness, mirror image, ray of enfeeblement\n\n1/day: bestow curse"},{"name":"Magic Resistance","desc":"The likho has advantage on saving throws against spells and other magical effects."}],"spell_list":[],"page_no":275,"environments":[],"img_main":null,"document__slug":"tob","document__title":"Tome of Beasts","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/tome-of-beasts-for-5th-edition-print/","v2_converted_path":"/v2/creatures/tob_likho/"},{"slug":"loxoda","desc":"_Often called elephant centaurs by humans and gnolls, loxodas are massive creatures that combine the torso of an ogre and the body of an elephant. Hating and fearing all strangers, they live in open plains and scrubland._  \n**Nomadic Families.** Loxodas live in small herds of 2-3 extended families. Several of these communities will usually cluster together, allowing members to move between groups as they get older. They have no permanent settlements, and instead loxoda families travel to new areas when they deplete the available food. Voracious eaters, a family of loxodas will quickly strip trees bare of leaves, or hunt and cook an entire elephant. They devour both meat and vegetation.  \n**Often Underestimated.** Many people assume that loxodas are as dull witted as the ogres they resemble. This is often a fatal mistake, as the elephant centaurs are quite intelligent. Their simple equipment and straightforward living comes not from a lack of skill or knowledge, but their own isolationism and xenophobia. Their immense size and quadruped body makes it difficult for them to mine metal ore, and they violently reject communications and trade with other people. The little metal they can gather is either taken from the bodies of their prey or stolen in raids on dwarven, human, or gnoll settlements.  \n**Vestigial Tusks.** All loxodas have curved tusks. While they are too small for use in even ritual combat, they are often decorated with intricate carvings, inlays or dyed in a pattern developed by their family. Each individual also adapts the patterns with their own individual marks, often inspired by important events in their lives. Some loxodas put golden rings or jewelled bracelets stolen from humanoids onto their tusks as trophies—a loxoda matriarch may have long dangling chains of such ornaments, indicating her high status and long life. They stand 18 feet tall and weigh nearly 20,000 pounds.","name":"Loxoda","size":"Huge","type":"Monstrosity","subtype":"","group":null,"alignment":"neutral evil","armor_class":13,"armor_desc":"natural armor","hit_points":147,"hit_dice":"14d12+56","speed":{"walk":40},"strength":19,"dexterity":12,"constitution":19,"intelligence":12,"wisdom":14,"charisma":10,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":null,"skills":{"survival":5},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"","condition_immunities":"","senses":"passive Perception 12","languages":"Loxodan","challenge_rating":"6","cr":6.0,"actions":[{"name":"Multiattack","desc":"The loxoda makes two attacks, but no more than one of them can be a maul or javelin attack."},{"name":"Maul","desc":"Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 25 (6d6 + 4) bludgeoning damage.","attack_bonus":7,"damage_dice":"6d6"},{"name":"Stomp","desc":"Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 20 (3d10 + 4) bludgeoning damage.","attack_bonus":7,"damage_dice":"3d10"},{"name":"Javelin","desc":"Melee or Ranged Weapon Attack: +7 to hit, reach 5 ft. or range 30/120 ft., one target. Hit: 14 (3d6 + 4) piercing damage.","attack_bonus":7,"damage_dice":"3d6"}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Trampling Charge","desc":"If the loxoda moves at least 20 feet straight toward a Large or smaller creature it then attacks with a stomp, the stomp attack is made with advantage. If the stomp attack hits, the target must also succeed on a DC 15 Strength saving throw or be knocked prone."}],"spell_list":[],"page_no":280,"environments":[],"img_main":null,"document__slug":"tob","document__title":"Tome of Beasts","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/tome-of-beasts-for-5th-edition-print/","v2_converted_path":"/v2/creatures/tob_loxoda/"},{"slug":"mahoru","desc":"_“I saw no more terrible beast on all my journeys north than the mahoru. The white bears had their aloof majesty, the lindwurm serpentine grace, but the monster that gnawed away the pack ice beneath our feet and savaged any who fell into the water was a thing of nightmare. The men it snatched were torn apart, like rags in the mouth of a rabid dog.”_  \nA hybrid of fish and mammal, a mahoru is eight feet long and looks like a small orca with a serpentine neck and seal-like head.  \n**Valuable Teeth and Fur.** Their heavy jaws are filled with triangular, serrated teeth adept at tearing flesh and sundering bone. Their white and black fur is highly prized for its warmth and waterproof qualities. Their pectoral fins feature stubby, claw-tipped paws. Skraeling use the mahoru’s fangs to make arrowheads or tooth-studded clubs, and the mahoru is a totem beast for many northern tribes.  \n**Iceberg Hunters.** Relatives of the bunyip, mahoru prowl northern coasts and estuaries, hunting among the fragmenting pack ice each summer. They lurk beneath the surface, catching swimmers chunks or lurching up onto the ice to break or tilt it and send prey tumbling into the water. When necessary, they stalk beaches and riverbanks in search of carrion or unwary victims.  \n**Work in Pairs and Packs.** Mahoru work together in mated pairs to corral everything from fish and seals to larger prey like kayaking humans and even polar bears. They gnaw at ice bridges and the frozen surface of lakes and rivers to create fragile patches that plunge unwary victims into their waiting jaws.","name":"Mahoru","size":"Large","type":"Monstrosity","subtype":"","group":null,"alignment":"unaligned","armor_class":15,"armor_desc":"natural armor","hit_points":91,"hit_dice":"14d8+28","speed":{"walk":10,"swim":60},"strength":18,"dexterity":19,"constitution":14,"intelligence":3,"wisdom":12,"charisma":7,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":3,"skills":{"perception":3,"stealth":6},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"","condition_immunities":"","senses":"darkvision 60 ft., passive Perception 13","languages":"-","challenge_rating":"3","cr":3.0,"actions":[{"name":"Bite","desc":"Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 20 (3d10 + 4) slashing damage.","attack_bonus":6,"damage_dice":"3d10"},{"name":"Roar","desc":"When a mahoru roars all creatures with hearing within 30 feet of it must succeed on a DC 14 Wisdom saving throw or become frightened until the end of the mahoru's next turn. If the target fails the saving throw by 5 or more, it's also paralyzed for the same duration. A target that succeeds on the saving throw is immune to the Roar of all mahoru for the next 24 hours."},{"name":"Vorpal Bite","desc":"a mahoru's saw-like jaws are excel at dismembering prey. When the mahoru scores a critical hit, the target must succeed on a DC 14 Strength saving throw or lose an appendage. Roll on the following table for the result:\n\n1-2: right hand\n\n3-4: left hand\n\n5-6: right food\n\n7-8: left foot\n\n9: right forearm\n\n10: left forearm\n\n11: right lower leg\n\n12: left lower leg"}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Amphibious","desc":"The mahoru can breathe air and water."},{"name":"Keen Sight and Smell","desc":"The mahoru has advantage on Wisdom (Perception) checks that rely on sight or smell."},{"name":"Pack Tactics","desc":"The mahoru has advantage on attack rolls against a creature if at least one of the mahoru's allies is within 5 feet of the creature and the ally isn't incapacitated."},{"name":"Blood Frenzy","desc":"The mahoru has advantage on melee attack rolls against any creature that isn't at maximum hit points."}],"spell_list":[],"page_no":281,"environments":[],"img_main":null,"document__slug":"tob","document__title":"Tome of Beasts","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/tome-of-beasts-for-5th-edition-print/","v2_converted_path":"/v2/creatures/tob_mahoru/"},{"slug":"millitaur","desc":"_The millitaur is a purplish-black segmented worm the size of a horse, with hundreds of legs, black multifaceted eyes and thick powerful mandibles. They wield crude stone axes._  \n**Mulch Eaters.** Millitaurs roam jungles and woodlands, where dense undergrowth rots beneath the canopy and piles high; leaves and plants provide much of the millitaur diet. Though millitaurs are territorial, they sometimes chase away threats rather than kill intruders. However, they also are good hunters and supplement their diet with squirrel, monkey, and even gnome or goblin.  \n**Poisonous Drool.** As formidable as they appear, millitaurs are the preferred prey of some dragons and jungle giants, and tosculi often hunt them for use as slaves and pack animals. In defense, they’ve developed a mild poison. Millitaur handaxes often drip with this substance, smeared onto them from the beast’s mandibles. They use their axes for breaking up mulch for easier digestion, as well as using them for hunting and self-defense.  \n**Clicking Speech.** Millitaurs communicate via body language, antennae movements, scent, and clicking sounds. Although they have no voice boxes, millitaurs can make sounds by artfully clicking and grinding their mandibles, and they can mimic the sounds of Common in a peculiar popping tone. They can be good sources for local information so long as they are treated with respect and their territory is not encroached.","name":"Millitaur","size":"Large","type":"Monstrosity","subtype":"","group":null,"alignment":"neutral","armor_class":14,"armor_desc":"natural armor","hit_points":85,"hit_dice":"10d10+30","speed":{"walk":40,"burrow":20,"climb":30},"strength":18,"dexterity":14,"constitution":16,"intelligence":8,"wisdom":12,"charisma":10,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":null,"skills":{"acrobatics":4},"damage_vulnerabilities":"","damage_resistances":"poison; bludgeoning and slashing from nonmagical attacks","damage_immunities":"","condition_immunities":"prone","senses":"darkvision 60 ft., tremorsense 30 ft., passive Perception 11","languages":"Common","challenge_rating":"3","cr":3.0,"actions":[{"name":"Multiattack","desc":"The millitaur makes two handaxe attacks."},{"name":"Handaxe","desc":"Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) slashing damage plus 2 (1d4) poison damage.","attack_bonus":6,"damage_dice":"2d6"}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":null,"spell_list":[],"page_no":288,"environments":[],"img_main":null,"document__slug":"tob","document__title":"Tome of Beasts","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/tome-of-beasts-for-5th-edition-print/","v2_converted_path":"/v2/creatures/tob_millitaur/"},{"slug":"nightgarm","desc":"_These humanoid creatures work with their lupine mother and their worg and winter wolf brothers and sisters to destroy human and dwarvish settlements. Their howls are songs of vengeance, and their fangs and jaws seem ready to swallow the world._  \n**Champions of the Northern Packs.** Created in a magical ritual performed over a pregnant worg by her packmates, nightgarms are always female and are always loyal followers of Fenris. They are dedicated to harassing servants of the gods, especially the northern gods of the sky, thunder, or wisdom. Their spawn infiltrate settlements to bring them down—treachery that always ends with a massed attack by wolves.  \n**Carry Off Plunder.** Nightgarms resemble enormous wolves, but up close their wide mouths, hate-filled eyes, and half-formed fingers give them away as something different from—and much worse than— worgs. They can wield items in their front paws and can walk on their hind limbs when necessary, though they are far swifter on four legs.  \n**Impossibly Wide Jaws.** A nightgarm’s jaws can open to swallow corpses, living creatures, and items larger than themselves, a magical trick that happens in a matter of seconds.","name":"Nightgarm","size":"Large","type":"Monstrosity","subtype":"","group":null,"alignment":"chaotic evil","armor_class":15,"armor_desc":"natural armor","hit_points":114,"hit_dice":"12d10+48","speed":{"walk":20},"strength":20,"dexterity":14,"constitution":18,"intelligence":10,"wisdom":15,"charisma":16,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":5,"skills":{"perception":5,"stealth":5},"damage_vulnerabilities":"radiant; silvered weapons","damage_resistances":"lightning, thunder; bludgeoning, piercing, and slashing from nonmagical attacks not made with silvered weapons","damage_immunities":"","condition_immunities":"","senses":"darkvision 60 ft., passive Perception 15","languages":"Common, Giant, Goblin, telepathy 200 ft. (with falsemen only)","challenge_rating":"6","cr":6.0,"actions":[{"name":"Bite","desc":"Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 27 (4d10 + 5) piercing damage, and a Medium or smaller target must succeed on a DC 15 Strength saving throw or be swallowed whole. A swallowed creature is blinded and restrained and has total cover against attacks and other effects outside the nightgarm. It takes 21 (6d6) acid damage at the start of each of the nightgarm's turns. A nightgarm can have only one creature swallowed at a time. If the nightgarm takes 25 damage or more on a single turn from the swallowed creature, the nightgarm must succeed on a DC 14 Constitution saving throw at the end of that turn or regurgitate the creature, which falls prone within 5 feet of the nightgarm. If the nightgarm 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":8,"damage_dice":"4d10+5"}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Spawn Falseman","desc":"If a nightgarm spends an entire round consuming a humanoid corpse, it immediately becomes pregnant. Nine hours later, it gives birth to a duplicate of the devoured creature. Known as a \"falseman,\"this duplicate has all the memories and characteristics of the original but serves its mother loyally, somewhat similar to a familiar's relationship to a wizard. A nightgarm can have up to 14 falsemen under her control at a time. A nightgarm can communicate telepathically with its falsemen at ranges up to 200 feet."},{"name":"Quadruped","desc":"The nightgarm can drop any objects it is holding to run on all fours. When it does so, its speed increases to 40ft."},{"name":"Distending Maw","desc":"Like snakes, nightgarms can open their mouths far wider than other creatures of similar size. This ability grants it a formidable bite and allows it to swallow creatures up to Medium size."},{"name":"Superstitious","desc":"A nightgarm must stay at least 5 feet away from a brandished holy symbol or a burning sprig of wolf's bane, and it cannot touch or make melee attacks against a creature holding one of these items. After 1 round, the nightgarm can make a DC 15 Charisma saving throw at the start of each of its turns; if the save succeeds, the nightgarm temporarily overcomes its superstition and these restrictions are lifted until the start of the nightgarm's next turn."},{"name":"Innate Spellcasting","desc":"the nightgarm's innate spellcasting ability is Charisma (spell save DC 14). It can innately cast the following spells, requiring no material components:\n\n3/day each: darkness, dissonant whispers, hold person\n\n1/day each: conjure woodland beings (wolves only), dimension door, scrying (targets falsemen only)"}],"spell_list":[],"page_no":304,"environments":[],"img_main":null,"document__slug":"tob","document__title":"Tome of Beasts","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/tome-of-beasts-for-5th-edition-print/","v2_converted_path":"/v2/creatures/tob_nightgarm/"},{"slug":"owl-harpy","desc":"_This winged woman’s face is wreathed in a headdress of feathers; her luminous eyes and aquiline nose lend beauty to her feral demeanor. Her sharp, taloned feet seem even more inhuman by comparison._  \n**Harpy Queens.** An owl harpy is a queen among her kind, possessing superior grace and intelligence and an owl's predatory instinct and savage appetite. Owl harpies never grow hair, only feathers, which often wreathe their faces and crown their heads like a headdress. Their taloned feet are strong and razor sharp. They are much stronger fliers than lesser harpies; they swoop and hover in mid-air with ease to tear their prey apart. They are found in temperate climates as well as in deserts and jungles.  \n**Noctural Magic.** Owl harpies practice a rare, potent magic associated with darkness and the night. They can counter most light sources easily. So refined is their hearing that neither darkness nor invisibility detracts from their ability to hunt their quarry. Their acute hearing also means that thunder attacks distress them.  \nOwl harpies are natural (if irredeemably evil) bards thanks to their sharp wits. Less common but not unheard of are owl harpy oracles, scholars, and collectors. These savants are known to exchange their knowledge and insights for companionship or for unusual gifts and treasures.","name":"Owl Harpy","size":"Medium","type":"Monstrosity","subtype":"","group":null,"alignment":"neutral evil","armor_class":14,"armor_desc":"","hit_points":112,"hit_dice":"15d8+45","speed":{"walk":20,"fly":80,"hover":true},"strength":12,"dexterity":17,"constitution":16,"intelligence":11,"wisdom":14,"charisma":14,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":null,"skills":{"performance":7,"stealth":6},"damage_vulnerabilities":"thunder","damage_resistances":"","damage_immunities":"","condition_immunities":"","senses":"blindsight 60 ft., passive Perception 12","languages":"Common, Abyssal, Giant","challenge_rating":"5","cr":5.0,"actions":[{"name":"Multiattack","desc":"The owl harpy makes two claw attacks and two talon attacks."},{"name":"Claws","desc":"Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 8 (2d4 + 3) slashing damage.","attack_bonus":6,"damage_dice":"2d4"},{"name":"Talons","desc":"Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) slashing damage.","attack_bonus":6,"damage_dice":"2d6"},{"name":"Hovering Darkness","desc":"An owl harpy that hovers in flight can shake a fine, magical dander from her wings over a creature within 20 feet and directly below her. The creature must succeed on a DC 15 Constitution saving throw or fall unconscious and be poisoned for 10 minutes. It wakes up if it takes damage or if a creature uses an action to shake it awake, but waking up doesn't end the poisoning."},{"name":"Luring Song","desc":"The owl harpy sings a magical melody. Every humanoid and giant within 300 feet of the harpy that can hear the song must succeed on a DC 15 Wisdom saving throw or be charmed until the song ends. The harpy must use a bonus action on its subsequent turns to continue singing. It can stop singing at any time. The song ends if the harpy becomes incapacitated. While charmed by the harpy, a target is incapacitated and ignores the songs of other harpies. A charmed target that is more than 5 feet away from the harpy must move at its highest rate (including dashing, if necessary) along the most direct route to get within 5 feet of the harpy. The charmed creature doesn't maneuver to avoid opportunity attacks, but it can repeat the saving throw every time it takes damage from anything other than the harpy. It also repeats the saving throw before entering damaging terrain (lava or a pit, for example), if the most direct route includes a dangerous space. A creature also repeats the saving throw at the end of each of its turns. A successful saving throw ends the effect on that creature and makes the creature immune to this harpy's song for 24 hours."}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Quiet Flight","desc":"The owl harpy gains an additional +3 to Stealth (+9 in total) while flying."},{"name":"Dissonance","desc":"The owl harpy can't use its blindsight while deafened."},{"name":"Innate Spellcasting","desc":"the owl harpy's innate spellcasting ability is Charisma. The owl harpy can innately cast the following spells, requiring no material components:\n\n3/day: darkness"}],"spell_list":[],"page_no":246,"environments":[],"img_main":null,"document__slug":"tob","document__title":"Tome of Beasts","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/tome-of-beasts-for-5th-edition-print/","v2_converted_path":"/v2/creatures/tob_owl-harpy/"},{"slug":"rat-king","desc":"_A great knot of scabrous rats scrabbles together as a mass, with skulls, bones, and flesh entangled in the whole. Teeth, eyes, and fur all flow as a single disturbing rat swarm walking on two legs._  \n**Fused at the Tail.** A rat king forms when dozens of rats twist their tails together in a thick knot of bone and lumpy cartilage. Its numbers and powers grow quickly.  \n**Rule Sewers and Slums.** The rat king is a cunning creature that stalks city sewers, boneyards, and slums. Some even command entire thieves’ guilds or hordes of beggars that give it obeisance. They grow larger and more powerful over time until discovered.  \n**Plague and Dark Magic.** The rat king is the result of plague infused with twisted magic, and a malignant ceremony that creates one is called “Enthroning the Rat King.” Rats afflicted with virulent leavings of dark magic rites or twisted experiments become bound to one another. As more rats add to the mass, the creature’s intelligence and force of will grow, and it invariably goes quite mad.","name":"Rat King","size":"Medium","type":"Monstrosity","subtype":"","group":null,"alignment":"chaotic evil","armor_class":14,"armor_desc":"natural armor","hit_points":76,"hit_dice":"9d8+36","speed":{"walk":30,"burrow":20},"strength":6,"dexterity":16,"constitution":18,"intelligence":11,"wisdom":15,"charisma":16,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":null,"skills":{"stealth":6},"damage_vulnerabilities":"","damage_resistances":"bludgeoning, piercing, slashing","damage_immunities":"poison","condition_immunities":"charmed, frightened, paralyzed, petrified, prone, restrained, stunned","senses":"darkvision 60 ft., passive Perception 12","languages":"Common, Thieves' Cant","challenge_rating":"5","cr":5.0,"actions":[{"name":"Multiattack","desc":"The rat king makes four bite attacks."},{"name":"Bite","desc":"Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) piercing damage, and a bitten creature must succeed on a DC 15 Constitution saving throw or be infected with a disease. A diseased creature gains one level of exhaustion immediately. When the creature finishes a long rest, it must repeat the saving throw. On a failure, the creature gains another level of exhaustion. On a success, the disease does not progress. The creature recovers from the disease if its saving throw succeeds after two consecutive long rests or if it receives a lesser restoration spell or comparable magic. The creature then recovers from one level of exhaustion after each long rest.","attack_bonus":6,"damage_dice":"2d6"},{"name":"Summon Swarm (1/Day)","desc":"The rat king summons three swarms of rats. The swarms appear immediately within 60 feet of the rat king. They can appear in spaces occupied by other creatures. The swarms act as allies of the rat king. They remain for 1 hour or until the rat king dies."}],"bonus_actions":null,"reactions":[{"name":"Absorption","desc":"When the rat king does damage to a rat or rat swarm, it can absorb the rat, or part of the swarm, into its own mass. The rat king regains hit points equal to the damage it did to the rat or swarm."}],"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Keen Smell","desc":"The rat king has advantage on Wisdom (Perception) checks that rely on smell."},{"name":"Plague of Ill Omen","desc":"The rat king radiates a magical aura of misfortune in a 30-foot radius. A foe of the rat king that starts its turn in the aura must make a successful DC 14 Charisma saving throw or be cursed with bad luck until the start of its next turn. When a cursed character makes an attack roll, ability check, or saving throw, it must subtract 1d4 from the result."}],"spell_list":[],"page_no":318,"environments":[],"img_main":null,"document__slug":"tob","document__title":"Tome of Beasts","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/tome-of-beasts-for-5th-edition-print/","v2_converted_path":"/v2/creatures/tob_rat-king/"},{"slug":"sand-hag","desc":"_This withered crone glares malevolently, her face framed by lank gray hair. Her malicious grin is filled with shark teeth, and drool trickles from her lips._  \n**Hatred of Beauty.** Sand hags are terrifying crones that haunt desert ruins and forgotten oases. Their hatred for things of beauty and peace is terrible to behold. A sand hag uses her illusions and mimicry to lure travelers into an ambush.  \n**False Oasis.** They delight in tricking a caravan into an illusory oasis, killing all the riding animals and pack animals so the travelers can’t flee, and then terrifying and slaughtering them one by one.  \n**Drain Bodies.** For the slaughter of animals or humanoids, a sand hag prefers to rely on her claws, which drain the moisture from their victims. They leave the mummified remnants in postures of life—tied to a saddle, or atop a guard tower—to terrify others.  \nSand hags stand 6 to 7 feet tall, weigh less than 150 lb., and dress in torn and tattered robes. Although skeletally thin, a sand hag’s apparent frailty belies her prodigious strength.","name":"Sand Hag","size":"Medium","type":"Monstrosity","subtype":"","group":null,"alignment":"chaotic evil","armor_class":17,"armor_desc":"natural armor","hit_points":112,"hit_dice":"15d8+45","speed":{"walk":30,"burrow":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":5,"skills":{"deception":6,"perception":5,"stealth":5},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"","condition_immunities":"","senses":"darkvision 120 ft., passive Perception 15","languages":"Common, Dwarvish, Giant, Gnomish","challenge_rating":"5","cr":5.0,"actions":[{"name":"Multiattack","desc":"The sand hag makes two claw attacks."},{"name":"Claw","desc":"Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) slashing damage. If the target is a creature, it must make a successful DC 12 Constitution saving throw or gain one level of exhaustion.","attack_bonus":7,"damage_dice":"1d8"},{"name":"Scouring Sirocco (Recharge 5-6)","desc":"The sand hag generates a blast of hot wind in a 30-foot line or a 15-foot cone. Creatures inside it take 14 (4d6) slashing damage plus 7 (2d6) fire damage and are blinded for 1 minute; a successful DC 14 Constitution saving throw halves the damage and negates the blindness. A blinded creature repeats the saving throw at the end of each of its turns, ending the effect on itself on a success. The affected area (line or cone) is heavily obscured until the end of the sand hag's next turn."},{"name":"Change Shape","desc":"The hag 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."}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Magic Resistance","desc":"The sand hag has advantage on saving throws against spells and other magical effects."},{"name":"Innate Spellcasting","desc":"the sand hag's innate spellcasting ability is Charisma (spell save DC 14). It can innately cast the following spells, requiring no material components:\n\nat will: invisibility\n\n2/day each: hallucinatory terrain, major image"},{"name":"Mimicry","desc":"The sand hag can mimic animal sounds and humanoid voices. A creature that hears the sounds can tell they are imitations only with a successful DC 14 Wisdom (Insight) check."},{"name":"Scorpion Step","desc":"The sand hag walks lightly across sandy surfaces, never sinking into soft sand or leaving tracks. When in sand terrain, the sand hag ignores difficult terrain, doesn't leave tracks, and gains tremorsense 30 ft."}],"spell_list":[],"page_no":245,"environments":[],"img_main":null,"document__slug":"tob","document__title":"Tome of Beasts","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/tome-of-beasts-for-5th-edition-print/","v2_converted_path":"/v2/creatures/tob_sand-hag/"},{"slug":"shadhavar","desc":"_Often a shadhavar is first noticed for the haunting melody it makes, and some mistake them for unicorns or fey steeds. On closer inspection, they look like desiccated unicorns, their skeletons clearly visible beneath their taut flesh._  \n**Shadow Horses.** Shadhavar are natives of the plane of Shadow. Although they resemble undead unicorns, they are living creatures imbued with shadow essences.  \n**Fey and Undead Riders.** While the shadhavar are intelligent creatures, they sometimes serve as mounts for the shadow fey, noctiny, hobgoblins, wights, or other creatures. They expect to be treated well during such an arrangement; more than one unkind rider has ridden off on a shadhavar and never returned.  \n**Deceptive Hunters.** Shadhavar use their hollow horn to play captivating sounds for defense or to draw in prey. They hunt when they must and are not discriminating about their quarry, but shadhavar primarily eat carrion. Despite their horrific appearance, they are not naturally evil.","name":"Shadhavar","size":"Large","type":"Monstrosity","subtype":"","group":null,"alignment":"neutral","armor_class":14,"armor_desc":"natural","hit_points":97,"hit_dice":"13d10+26","speed":{"walk":50},"strength":14,"dexterity":15,"constitution":14,"intelligence":8,"wisdom":10,"charisma":16,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":null,"skills":{"stealth":4},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"","condition_immunities":"","senses":"darkvision 60 ft., passive Perception 12","languages":"understands Elvish and Umbral but can't speak","challenge_rating":"2","cr":2.0,"actions":[{"name":"Multiattack","desc":"A shadhavar makes one gore attack and one hooves attack."},{"name":"Gore","desc":"Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) piercing damage.","attack_bonus":4,"damage_dice":"1d8"},{"name":"Hooves","desc":"Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 12 (3d6 + 2) bludgeoning damage.","attack_bonus":4,"damage_dice":"3d6"}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Innate Spellcasting","desc":"a shadhavar's innate spellcasting ability score is Charisma (spell save DC 13). It can cast the following spells, requiring no components:\n\nat will: disguise self (as horse or unicorn only)\n\n2/day: darkness (centered on itself, moves with the shadhavar)"},{"name":"Magic Weapons","desc":"A shadhavar's gore attacks are magical."},{"name":"Plaintive Melody (3/day)","desc":"As a bonus action, a shadhavar can play a captivating melody through its hollow horn. Creatures within 60 feet that can hear the shadhavar must make a successful DC 13 Wisdom saving throw or be charmed until the start of the shadhavar's next turn. A creature charmed in this way is incapacitated, its speed is reduced to 0, and a shadhavar has advantage on attack rolls against it."},{"name":"Shadesight","desc":"A shadhavar's darkvision functions in magical darkness."}],"spell_list":[],"page_no":344,"environments":[],"img_main":null,"document__slug":"tob","document__title":"Tome of Beasts","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/tome-of-beasts-for-5th-edition-print/","v2_converted_path":"/v2/creatures/tob_shadhavar/"},{"slug":"son-of-fenris","desc":"_The dread sons of Fenris are hideously strong and dangerous in their mastery of the arcane. Their acidic breath stinks of death, and they move with a menacing grace. Eldritch blood runs in their veins._  \n**Demonic Wolves.** Demonic black eyes, two snakelike tongues, and green-black scales beneath their thick black fur betray their unnatural origins. Although the sons of Fenris are powerful spellcasters, they prefer physical violence, using their spells only if faced with foes they cannot simply tear apart.  \n**Hibernate Until Ravenous.** Sons of Fenris are creatures of hunger, rage, and madness. They can subsist on infrequent gorging, so they slumber beneath the snow for weeks or months, waking when they grow ravenous or when prey approaches close enough to smell. When hunting, they revel in wanton savagery and destruction, killing entire flocks or herds to delight in blood and to cast runes among the entrails.  \n**Desperate Worshipers.** Despite their fierce nature, all the sons of Fenris are wise in divine lore, and desperate souls offer them worship and sacrifice in exchange for aid. The sons of Fenris enjoy this adulation, and provide protection, meat, and wisdom to their followers. In some cases, they gather enormous war bands over winter and going reaving in the spring.","name":"Son Of Fenris","size":"Huge","type":"Monstrosity","subtype":"","group":null,"alignment":"chaotic evil","armor_class":17,"armor_desc":"natural armor","hit_points":175,"hit_dice":"14d12+84","speed":{"walk":60,"burrow":15},"strength":26,"dexterity":16,"constitution":23,"intelligence":16,"wisdom":18,"charisma":14,"strength_save":null,"dexterity_save":7,"constitution_save":10,"intelligence_save":null,"wisdom_save":8,"charisma_save":null,"perception":null,"skills":{"arcana":7,"intimidation":6,"religion":12},"damage_vulnerabilities":"","damage_resistances":"psychic, radiant","damage_immunities":"cold, lightning, poison; bludgeoning, piercing, and slashing from nonmagical attacks","condition_immunities":"charmed, exhaustion, frightened, paralyzed, petrified, poisoned","senses":"truesight 60 ft., tremorsense 100 ft., passive Perception 14","languages":"Common, Celestial, Draconic, Elvish, Dwarvish, Giant, Infernal, telepathy 60 ft.","challenge_rating":"12","cr":12.0,"actions":[{"name":"Multiattack","desc":"The son of Fenris makes one bite attack and one slam attack."},{"name":"Bite","desc":"Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 19 (2d10 + 8) piercing damage plus 5 (1d10) poison damage, and the target is grappled (escape DC 18). If the target was already grappled, it is swallowed instead. While swallowed, the target is blinded and restrained, it has total cover against attacks and other effects from outside the son of Fenris, and it takes 28 (8d6) acid damage at the start of each of the son of Fenris's turns. It can swallow only one creature at a time. If it takes 45 damage or more on a single turn from the swallowed creature, it must succeed on a DC 17 Constitution saving throw at the end of that turn or regurgitate the creature, which falls prone in a space within 10 feet of the son of Fenris. If the son of Fenris dies, a swallowed creature is no longer restrained by it and can escape from the corpse by using 15 feet of movement, exiting prone.","attack_bonus":12,"damage_dice":"2d10"},{"name":"Slam","desc":"Melee Weapon Attack: +12 to hit, reach 15 ft., one target. Hit: 19 (2d10 + 8) bludgeoning damage.","attack_bonus":12,"damage_dice":"2d10"},{"name":"Acid Breath (Recharge 5-6)","desc":"The son of Fenris exhales acid in a 60-foot line that is 10 feet wide. Each creature in the line takes 45 (10d8) acid damage, or half damage with a successful DC 18 Dexterity saving throw."}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Keen Hearing and Smell","desc":"The son of Fenris has advantage on Wisdom (Perception) checks that rely on hearing or smell."},{"name":"Magic Weapons","desc":"The son of Fenris' weapon attacks are magical."},{"name":"Arctic Tunneler","desc":"While in snow or ice, the Son of Fenris' burrow speed increases to 30 ft."},{"name":"Spellcasting","desc":"the son of Fenris is a 15th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 16, +8 to hit with spell attacks). It requires no material components to cast its spells. It has the following cleric spells prepared:\n\ncantrips (at will): guidance, light, sacred flame, spare the dying, thaumaturgy\n\n1st level (4 slots): bane, command, guiding bolt, sanctuary\n\n2nd level (3 slots): blindness/deafness, hold person, silence\n\n3rd level (3 slots): animate dead, bestow curse, dispel magic\n\n4th level (3 slots): banishment, death ward, locate creature\n\n5th level (2 slots): contagion, scrying\n\n6th level (1 slot): harm\n\n7th level (1 slot): plane shift\n\n8th level (1 slot): earthquake"},{"name":"Trampling Charge","desc":"If the son of Fenris moves at least 20 feet straight toward a creature and hits it with a slam attack on that turn, that target must succeed on a DC 18 Strength saving throw or be knocked prone. If it is knocked prone, the son of Fenris can make another slam attack against it as a bonus action."}],"spell_list":[],"page_no":355,"environments":[],"img_main":null,"document__slug":"tob","document__title":"Tome of Beasts","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/tome-of-beasts-for-5th-edition-print/","v2_converted_path":"/v2/creatures/tob_son-of-fenris/"},{"slug":"stryx","desc":"_Stryx are the result of mad experiments deep within the plane of Shadows. They resemble owls and can pass as normal birds as long as they don’t speak or open their mouths. The stryx have a larger mouth hidden behind their beaks, filled with gleaming human teeth. Stryx range in color from pale gray to sooty black, with gleaming eyes._  \n**Strange Alchemy.** The stryx are unnatural beings that came about through terrible manipulation of normal owls and kidnapped humans.  \n**The Shadow’s Eyes.** Stryx thrive in the plane of Shadow and on the Material Plane equally, and they enjoy attaching themselves to powerful beings as spies, servants, and translators. Their purposes are muddied, however, because they constantly relay what they learn to their mad creator.","name":"Stryx","size":"Tiny","type":"Monstrosity","subtype":"","group":null,"alignment":"neutral","armor_class":13,"armor_desc":"","hit_points":10,"hit_dice":"4d4","speed":{"walk":10,"fly":60},"strength":3,"dexterity":17,"constitution":11,"intelligence":8,"wisdom":15,"charisma":6,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":4,"skills":{"perception":4,"stealth":5},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"","condition_immunities":"","senses":"darkvision 120 ft., passive Perception 14","languages":"Common, Elvish","challenge_rating":"1/8","cr":0.125,"actions":[{"name":"Talons","desc":"Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 1 slashing damage.","attack_bonus":5,"damage_dice":"1"}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"False Appearance","desc":"Until a stryx speaks or opens its mouth, it is indistinguishable from a normal owl."},{"name":"Flyby","desc":"The stryx doesn't provoke opportunity attacks when it flies out of an enemy's reach."},{"name":"Innate Spellcasting","desc":"the stryx's innate spellcasting ability is Wisdom. It can cast the following spell, requiring no components:\n\n3/day: comprehend languages"},{"name":"Keen Hearing and Sight","desc":"The stryx has advantage on Wisdom (Perception) checks that rely on hearing or sight."}],"spell_list":[],"page_no":369,"environments":[],"img_main":null,"document__slug":"tob","document__title":"Tome of Beasts","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/tome-of-beasts-for-5th-edition-print/","v2_converted_path":"/v2/creatures/tob_stryx/"},{"slug":"tosculi-drone","desc":"The tosculi are a race of wasp-folk that share the Golden Song of the hive, which unites them under the command and iron rule of their queen. Each hive has its own song, and most tosculi hives are predatory, dangerous places—quick to turn to banditry, cattle theft, and raiding against small villages.  \nThose few tosculi who do not hear their queen’s Golden Song are the Hiveless, driven out of the embrace of the hive to attempt survive on their own.  \nTosculi drones are the workers of the tosculi hive; the smallest, weakest, least intelligent, and most abundant of the wasp folk. Their carapaces are mostly iridescent blue with gold abdomens and lower legs. A drone stands between 3 and 4 feet tall, and weighs around 50 lb. They have only vestigial wings, so they can glide but not truly fly.  \n**One-Way Scouts.** Drones function primarily as menial workers but, during time of war, they also act as highly expendable scouts and soldiers. Because the warriors know whatever a drone knows (thanks to the hive-queen), a drone doesn’t need to survive its scouting mission to deliver useful information.","name":"Tosculi Drone","size":"Small","type":"Monstrosity","subtype":"","group":null,"alignment":"lawful evil","armor_class":13,"armor_desc":"","hit_points":22,"hit_dice":"4d6+8","speed":{"walk":20},"strength":8,"dexterity":16,"constitution":14,"intelligence":8,"wisdom":12,"charisma":4,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":null,"skills":{},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"","condition_immunities":"","senses":"darkvision 60 ft., passive Perception 11","languages":"Tosculi","challenge_rating":"1/2","cr":0.5,"actions":[{"name":"Claws","desc":"Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 8 (2d4 + 3) slashing damage.","attack_bonus":5,"damage_dice":"2d4"},{"name":"Light Crossbow","desc":"Ranged Weapon Attack: +5 to hit, range 80/320 ft., one target. Hit: 7 (1d8 + 3) piercing damage.","attack_bonus":5,"damage_dice":"1d8"}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Gliding Wings","desc":"The tosculi drone can use its wings to slowly descend when falling (as if under the effect of the feather fall spell). It can move up to 5 feet horizontally for every foot it falls. The tosculi drone can't gain height with these wings alone. If subjected to a strong wind or lift of any kind, it can use the updraft to glide farther."},{"name":"Skittering","desc":"Up to two tosculi can share the same space at one time. The tosculi has advantage on melee attack rolls while sharing its space with another tosculi that isn't incapacitated."}],"spell_list":[],"page_no":386,"environments":[],"img_main":null,"document__slug":"tob","document__title":"Tome of Beasts","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/tome-of-beasts-for-5th-edition-print/","v2_converted_path":"/v2/creatures/tob_tosculi-drone/"},{"slug":"tosculi-hive-queen","desc":"The tosculi are a race of wasp-folk that share the Golden Song of the hive, which unites them under the command and iron rule of their queen. Each hive has its own song, and most tosculi hives are predatory, dangerous places—quick to turn to banditry, cattle theft, and raiding against small villages.  \nThose few tosculi who do not hear their queen’s Golden Song are the Hiveless, driven out of the embrace of the hive to attempt survive on their own.  \n_This humanoid wasp’s gossamer wings beat out a soft, droning buzz. Flashing blades sing in each of her four clawed hands, and the air around her crackles with arcane energy._  \n**Center of the Hive.** The hive-queen is the nerve center of a tosculi hive-city, simultaneously one of a hive’s greatest strengths and weaknesses. The hive-queen serves as a unifying force. She binds her swarm with an ironclad sense of purpose through the hive mind, the psychic web that links all tosculi within a hive.  \n**Deadly Inheritance.** A hive-queen typically has several immature daughters as her potential heirs at any given time. When she nears the end of her life, the hive-queen selects the most promising of her heirs and feeds her a special concoction. This speeds the heir’s maturation and makes her ready to become a full-fledged hive-queen. The daughter’s first action upon assuming power and control over the hive-city is to devour her mother and all her sisters.  \n**Hive Chaos.** If a hive-queen dies with no heir to anchor the hive mind, the city plunges into chaos. Tosculi bereft of the hivemind go berserk. A few fortunate ones might escape and become lone renegades, but their existence without the comforting presence of the hive is miserable and short. Unless one of the hive-queen’s daughters is mature enough and ruthless enough to step in and assert control, the hive is doomed.  \n\n## A Tosculi Hive-Queen’s Lair\n\n  \nHive-queens make their lairs in the most protected part of the hive. Huge corridors lead to this point, so all tosculi can reach their queen as quickly as possible. This is also the place where tosculi eggs hatch, making it a critical location for the survival of the hive. A tosculi hive-queen encountered in her lair has a challenge rating of 13 (10,000 XP), but nothing else in her stat block changes.  \n\n### Lair Actions\n\n  \nOn initiative count 20 (losing initiative ties), the hive-queen takes a lair action to cause one of the following effects:\n* The tosculi hive-queen releases a cloud of pheromones that drives the tosculi to fight harder. All tosculi within 60 feet of the hive-queen (including the hive-queen herself) regain 7 (2d6) hit points.\n* A swarm of tiny tosculi offspring crawls from its nest and attacks a creature within 120 feet of the hive-queen, automatically doing 10 (4d4) piercing damage. Then the swarm dies.\n* The ceiling above one creature that the hive-queen can see within 120 feet of her drips sticky resin. The creature must make a successful DC 15 Dexterity saving throw or be encased in rapidly-hardening resin. A creature encased this way is restrained. It can free itself, or another creature within 5 feet can free it, by using an action to make a successful DC 15 Strength check. If the creature is still encased the next time the initiative count reaches 20, the resin hardens, trapping it. The trapped creature can’t move or speak; attack rolls against it have disadvantage because it is encased in resin armor; it automatically fails Strength and Dexterity saving throws; and it has resistance to all damage. The trapped creature is released when the resin is destroyed (AC 10, 20 HP, immune to cold, fire, necrotic, poison, psychic, radiant, and piercing damage).\n  \nThe tosculi hive-queen can’t repeat an effect until they have all been used, and she can’t use the same effect two rounds in a row.  \n\n## Regional Effects\n\n  \nThe region containing a tosculi hive-queen’s lair is warped by the creature’s presence, which creates one or more of the following effects:  \n\\# Intelligent creatures within 6 miles suffer frequent headaches. It’s as if they had a constant buzzing inside their heads.  \n\\# Beasts within 6 miles are more irritable and violent than usual and have the Blood Frenzy trait:  \n**Blood Frenzy.** The beast has advantage on melee attack rolls against a creature that doesn’t have all its hit points. If the tosculi hive-queen dies, the buzzing disappears immediately, and the beasts go back to normal within 1d10 days.","name":"Tosculi Hive-Queen","size":"Large","type":"Monstrosity","subtype":"","group":null,"alignment":"lawful evil","armor_class":17,"armor_desc":"","hit_points":157,"hit_dice":"15d10+75","speed":{"walk":40,"fly":60},"strength":17,"dexterity":24,"constitution":20,"intelligence":16,"wisdom":16,"charisma":18,"strength_save":null,"dexterity_save":12,"constitution_save":10,"intelligence_save":null,"wisdom_save":8,"charisma_save":9,"perception":8,"skills":{"perception":8},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"poison","condition_immunities":"charmed, poisoned","senses":"darkvision 60 ft., passive Perception 18","languages":"Common, Deep Speech, Gnoll, Infernal, Tosculi","challenge_rating":"12","cr":12.0,"actions":[{"name":"Multiattack","desc":"The hive-queen makes four scimitar attacks."},{"name":"Scimitar","desc":"Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 14 (2d6 + 7) slashing damage.","attack_bonus":12,"damage_dice":"2d6"},{"name":"Stinger","desc":"Melee Weapon Attack: +12 to hit, reach 5 ft., one creature. Hit: 10 (1d6 + 7) piercing damage, and the target must succeed on a DC 18 Constitution saving throw or be paralyzed for 1 minute. A paralyzed target repeats the saving throw at the end of each of its turns, ending the effect on itself on a success.","attack_bonus":12,"damage_dice":"1d6"},{"name":"Glitter Dust","desc":"The hive-queen produces a cloud of glittering golden particles in a 30-foot radius. Each creature that is not a tosculi in the area must succeed on a DC 18 Constitution saving throw or be blinded for 1 minute. A blinded creature repeats the saving throw at the end of each of its turns, ending the effect on itself on a success."},{"name":"Implant Egg","desc":"The hive-queen implants an egg into an incapacitated creature within 5 feet of her that is neither undead nor a construct. Until the egg hatches or is removed, the creature is poisoned, paralyzed, and does not need to eat or drink. The egg hatches in 1d6 weeks, and the larval tosculi kills the host creature. The implanted egg can be removed with a successful DC 20 Wisdom (Medicine) check or by a spell or magical effect that cures disease."}],"bonus_actions":null,"reactions":null,"legendary_desc":"The hive-queen can take 3 legendary actions, choosing from the options below. Only one option can be used at a time and only at the end of another creature's turn. The hive-queen regains spent legendary actions at the start of its turn.","legendary_actions":[{"name":"Flight","desc":"The hive-queen flies up to half its flying speed."},{"name":"Stinger Attack","desc":"The hive-queen makes one stinger attack."},{"name":"Glitter Dust (Costs 2 Actions)","desc":"The hive-queen uses Glitter Dust."}],"special_abilities":[{"name":"Legendary Resistance (3/Day)","desc":"If the hive-queen fails a saving throw, it can choose to succeed instead."},{"name":"Hive Mind","desc":"The hive-queen is the psychic nexus for every tosculi in her hive. She is aware of the direction and distance to all members of the hive, can telepathically communicate with them when they are within 20 miles, and can sense what they sense when they are within 1 mile of her. Tosculi from her hive that travel more than 20 miles away instinctively know the direction and distance to the hive and try to return. Hive-queens sometimes dispatch rescue missions to recover separated members of the hive."},{"name":"Hive Queen Lair","desc":"on initiative count 20 (losing initiative ties), the hive-queen takes a lair action to cause one of the following effects:\n\n- The tosculi hive-queen releases a cloud of pheromones that drives the tosculi to fight harder. All tosculi within 60 feet of the hive-queen (including the hive-queen herself) regain 7 (2d6) hit points.\n\n- A swarm of tiny tosculi offspring crawls from its nest and attacks a creature within 120 feet of the hive-queen, automatically doing 10 (4d4) piercing damage. Then the swarm dies. \n\n- The ceiling above one creature that the hive-queen can see within 120 feet of her drips sticky resin. The creature must make a successful DC 15 Dexterity saving throw or be encased in rapidly-hardening resin. A creature encased this way is restrained. It can free itself, or another creature within 5 feet can free it, by using an action to make a successful DC 15 Strength check. If the creature is still encased the next time the initiative count reaches 20, the resin hardens, trapping it. The trapped creature can't move or speak; attack rolls against it have disadvantage because it is encased in resin armor; it automatically fails Strength and Dexterity saving throws; and it has resistance to all damage. The trapped creature is released when the resin is destroyed (AC 10, 20 HP, immune to cold, fire, necrotic, poison, psychic, radiant, and piercing damage). \n\nthe tosculi hive-queen can't repeat an effect until they have all been used, and she can't use the same effect two rounds in a row."},{"name":"Regional Effects","desc":"the region containing a tosculi hive-queen's lair is warped by the creature's presence, which creates one or more of the following effects:\n\n- Intelligent creatures within 6 miles suffer frequent headaches. It's as if they had a constant buzzing inside their heads. \n\n- Beasts within 6 miles are more irritable and violent than usual and have the Blood Frenzy trait:The beast has advantage on melee attack rolls against a creature that doesn't have all its hit points. \n\nif the tosculi hive-queen dies, the buzzing disappears immediately, and the beasts go back to normal within 1d10 days."}],"spell_list":[],"page_no":385,"environments":[],"img_main":null,"document__slug":"tob","document__title":"Tome of Beasts","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/tome-of-beasts-for-5th-edition-print/","v2_converted_path":"/v2/creatures/tob_tosculi-hive-queen/"},{"slug":"tosculi-warrior","desc":"The tosculi are a race of wasp-folk that share the Golden Song of the hive, which unites them under the command and iron rule of their queen. Each hive has its own song, and most tosculi hives are predatory, dangerous places—quick to turn to banditry, cattle theft, and raiding against small villages.  \nThose few tosculi who do not hear their queen’s Golden Song are the Hiveless, driven out of the embrace of the hive to attempt survive on their own.  \nTosculi warriors are overseers of work crews and battle groups of drones, directing activities and relaying commands from higher up in the hive mind. They are entirely subservient to the hivequeen’s orders, but if ordered to act independently or to follow their own best judgment, they’re capable of doing so. Warriors are almost never encountered without drones, and tower over them. They stand 4 to 5 feet tall and weigh up to 70 pounds.  \n**Host Finders.** The warriors’ most important role in the hive, however, is procuring live hosts for tosculi eggs to hatch in. Creatures paralyzed by warriors are brought to the queen’s chamber to have eggs implanted in them. An egg hatches in 1d6 weeks, and the ravenous larva devours its still-living (but mercifully unconscious) host.","name":"Tosculi Warrior","size":"Small","type":"Monstrosity","subtype":"","group":null,"alignment":"lawful evil","armor_class":15,"armor_desc":"","hit_points":58,"hit_dice":"9d6+27","speed":{"walk":20,"fly":60},"strength":12,"dexterity":20,"constitution":16,"intelligence":10,"wisdom":12,"charisma":12,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":null,"skills":{},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"","condition_immunities":"","senses":"darkvision 60 ft., passive Perception 11","languages":"Tosculi","challenge_rating":"2","cr":2.0,"actions":[{"name":"Multiattack","desc":"The tosculi warrior makes one bite attack, one claws attack, and one stinger attack."},{"name":"Bite","desc":"Melee Weapon Attack: +7 to hit, reach 5 ft., one creature. Hit: 7 (1d4 + 5) piercing damage.","attack_bonus":7,"damage_dice":"1d4"},{"name":"Claws","desc":"Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 10 (2d4 + 5) slashing damage.","attack_bonus":7,"damage_dice":"2d4"},{"name":"Stinger","desc":"Melee Weapon Attack: +7 to hit, reach 5 ft., one creature. Hit: 7 (1d4 + 5) piercing damage, and the target must succeed on a DC 13 Constitution saving throw against poison or be paralyzed for 1 minute. A paralyzed target repeats the saving throw at the end of each of its turns, ending the effect on itself on a success.","attack_bonus":7,"damage_dice":"1d4"},{"name":"Prepare Host","desc":"Melee Weapon Attack: +7 to hit, reach 5 ft., one paralyzed creature. Hit: 10 (2d4 + 5) piercing damage, and the target is paralyzed for 8 hours. The paralysis can be ended with a successful DC 20 Wisdom (Medicine) check or by a spell or magical effect that cures disease. (Because only paralyzed creatures can be targeted, a hit by this attack is automatically a critical hit; bonus damage is included in the damage listing.)","attack_bonus":7,"damage_dice":"2d4"}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Skittering","desc":"Up to two tosculi can share the same space at one time. The tosculi has advantage on attack rolls while sharing its space with another tosculi that isn't incapacitated."}],"spell_list":[],"page_no":386,"environments":[],"img_main":null,"document__slug":"tob","document__title":"Tome of Beasts","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/tome-of-beasts-for-5th-edition-print/","v2_converted_path":"/v2/creatures/tob_tosculi-warrior/"}]}