{"count":3207,"next":"https://api-beta.open5e.com/v1/monsters/?format=json&ordering=wisdom&page=20","previous":"https://api-beta.open5e.com/v1/monsters/?format=json&ordering=wisdom&page=18","results":[{"slug":"giant-poisonous-snake","desc":"","name":"Giant Poisonous Snake","size":"Medium","type":"Beast","subtype":"","group":"Miscellaneous Creatures","alignment":"unaligned","armor_class":14,"armor_desc":null,"hit_points":11,"hit_dice":"2d8+2","speed":{"walk":30,"swim":30},"strength":10,"dexterity":18,"constitution":13,"intelligence":2,"wisdom":10,"charisma":3,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":2,"skills":{"perception":2},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"","condition_immunities":"","senses":"blindsight 10 ft., passive Perception 12","languages":"","challenge_rating":"1/4","cr":0.25,"actions":[{"name":"Bite","desc":"Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 6 (1d4 + 4) piercing damage, and the target must make a DC 11 Constitution saving throw, taking 10 (3d6) poison damage on a failed save, or half as much damage on a successful one.","attack_bonus":6,"damage_dice":"1d4","damage_bonus":4}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":null,"spell_list":[],"page_no":378,"environments":["Underdark","Desert","Mountains","Grassland","Ruin","Swamp","Water","Urban","Sewer","Forest","Tomb","Jungle","Hills","Caverns"],"img_main":null,"document__slug":"wotc-srd","document__title":"5e Core Rules","document__license_url":"http://open5e.com/legal","document__url":"http://dnd.wizards.com/articles/features/systems-reference-document-srd","v2_converted_path":"/v2/creatures/srd_giant-poisonous-snake/"},{"slug":"giant-rat","desc":"","name":"Giant Rat","size":"Small","type":"Beast","subtype":"","group":"Miscellaneous Creatures","alignment":"unaligned","armor_class":12,"armor_desc":null,"hit_points":7,"hit_dice":"2d6","speed":{"walk":30},"strength":7,"dexterity":15,"constitution":11,"intelligence":2,"wisdom":10,"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 10","languages":"","challenge_rating":"1/8","cr":0.125,"actions":[{"name":"Bite","desc":"Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) piercing damage.","attack_bonus":4,"damage_dice":"1d4","damage_bonus":2}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Keen Smell","desc":"The rat has advantage on Wisdom (Perception) checks that rely on smell."},{"name":"Pack Tactics","desc":"The rat has advantage on an attack roll against a creature if at least one of the rat's allies is within 5 ft. of the creature and the ally isn't incapacitated."}],"spell_list":[],"page_no":378,"environments":["Underdark","Urban","Sewer","Forest","Ruin","Swamp","Caverns","Settlement"],"img_main":null,"document__slug":"wotc-srd","document__title":"5e Core Rules","document__license_url":"http://open5e.com/legal","document__url":"http://dnd.wizards.com/articles/features/systems-reference-document-srd","v2_converted_path":"/v2/creatures/srd_giant-rat/"},{"slug":"giant-rat-diseased","desc":"","name":"Giant Rat (Diseased)","size":"Small","type":"Beast","subtype":"","group":null,"alignment":"unaligned","armor_class":12,"armor_desc":null,"hit_points":7,"hit_dice":"2d6","speed":{"walk":30},"strength":7,"dexterity":15,"constitution":11,"intelligence":2,"wisdom":10,"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 10","languages":"","challenge_rating":"1/8","cr":0.125,"actions":[{"name":"Bite","desc":"Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) piercing damage. If the target is a creature, it must succeed on a DC 10 Constitution saving throw or contract a disease. Until the disease is cured, the target can't regain hit points except by magical means, and the target's hit point maximum decreases by 3 (1d6) every 24 hours. If the target's hit point maximum drops to 0 as a result of this disease, the target dies.","attack_bonus":4,"damage_dice":"1d4","damage_bonus":2}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":null,"spell_list":[],"page_no":378,"environments":["Sewer","Swamp","Caverns","Forest","Ruin","Settlement"],"img_main":null,"document__slug":"wotc-srd","document__title":"5e Core Rules","document__license_url":"http://open5e.com/legal","document__url":"http://dnd.wizards.com/articles/features/systems-reference-document-srd","v2_converted_path":"/v2/creatures/srd_giant-rat-diseased/"},{"slug":"giant-shark","desc":"A **giant shark** is 30 feet long and normally found in deep oceans. Utterly fearless, it preys on anything that crosses its path, including whales and ships.","name":"Giant Shark","size":"Huge","type":"Beast","subtype":"","group":"Miscellaneous Creatures","alignment":"unaligned","armor_class":13,"armor_desc":"natural armor","hit_points":126,"hit_dice":"11d12+55","speed":{"swim":50},"strength":23,"dexterity":11,"constitution":21,"intelligence":1,"wisdom":10,"charisma":5,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":3,"skills":{"perception":3},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"","condition_immunities":"","senses":"blindsight 60 ft., passive Perception 13","languages":"","challenge_rating":"5","cr":5.0,"actions":[{"name":"Bite","desc":"Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 22 (3d10 + 6) piercing damage.","attack_bonus":9,"damage_dice":"3d10","damage_bonus":6}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Blood Frenzy","desc":"The shark has advantage on melee attack rolls against any creature that doesn't have all its hit points."},{"name":"Water Breathing","desc":"The shark can breathe only underwater."}],"spell_list":[],"page_no":379,"environments":["Underwater","Plane Of Water","Water"],"img_main":null,"document__slug":"wotc-srd","document__title":"5e Core Rules","document__license_url":"http://open5e.com/legal","document__url":"http://dnd.wizards.com/articles/features/systems-reference-document-srd","v2_converted_path":"/v2/creatures/srd_giant-shark/"},{"slug":"giant-toad","desc":"","name":"Giant Toad","size":"Large","type":"Beast","subtype":"","group":"Miscellaneous Creatures","alignment":"unaligned","armor_class":11,"armor_desc":null,"hit_points":39,"hit_dice":"6d10+6","speed":{"walk":20,"swim":40},"strength":15,"dexterity":13,"constitution":13,"intelligence":2,"wisdom":10,"charisma":3,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":null,"skills":{},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"","condition_immunities":"","senses":"darkvision 30 ft., passive Perception 10","languages":"","challenge_rating":"1","cr":1.0,"actions":[{"name":"Bite","desc":"Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 7 (1d10 + 2) piercing damage plus 5 (1d10) poison damage, and the target is grappled (escape DC 13). Until this grapple ends, the target is restrained, and the toad can't bite another target.","attack_bonus":4,"damage_dice":"1d10","damage_bonus":2},{"name":"Swallow","desc":"The toad makes one bite attack against a Medium or smaller target it is grappling. If the attack hits, the target is swallowed, and the grapple ends. The swallowed target is blinded and restrained, it has total cover against attacks and other effects outside the toad, and it takes 10 (3d6) acid damage at the start of each of the toad's turns. The toad can have only one target swallowed at a time.\nIf the toad dies, a swallowed creature is no longer restrained by it and can escape from the corpse using 5 feet of movement, exiting prone."}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Amphibious","desc":"The toad can breathe air and water"},{"name":"Standing Leap","desc":"The toad's long jump is up to 20 ft. and its high jump is up to 10 ft., with or without a running start."}],"spell_list":[],"page_no":380,"environments":["Underdark","Coastal","Forest","Swamp","Jungle","Water","Desert"],"img_main":null,"document__slug":"wotc-srd","document__title":"5e Core Rules","document__license_url":"http://open5e.com/legal","document__url":"http://dnd.wizards.com/articles/features/systems-reference-document-srd","v2_converted_path":"/v2/creatures/srd_giant-toad/"},{"slug":"giant-wasp","desc":"","name":"Giant Wasp","size":"Medium","type":"Beast","subtype":"","group":"Miscellaneous Creatures","alignment":"unaligned","armor_class":12,"armor_desc":null,"hit_points":13,"hit_dice":"3d8","speed":{"walk":10,"fly":50},"strength":10,"dexterity":14,"constitution":10,"intelligence":1,"wisdom":10,"charisma":3,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":null,"skills":{},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"","condition_immunities":"","senses":"passive Perception 10","languages":"","challenge_rating":"1/2","cr":0.5,"actions":[{"name":"Sting","desc":"Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 5 (1d6 + 2) piercing damage, and the target must make a DC 11 Constitution saving throw, taking 10 (3d6) poison damage on a failed save, or half as much damage on a successful one. If the poison damage reduces the target to 0 hit points, the target is stable but poisoned for 1 hour, even after regaining hit points, and is paralyzed while poisoned in this way.","attack_bonus":4,"damage_dice":"1d6","damage_bonus":2}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":null,"spell_list":[],"page_no":380,"environments":["Urban","Jungle","Hills","Grassland","Forest"],"img_main":null,"document__slug":"wotc-srd","document__title":"5e Core Rules","document__license_url":"http://open5e.com/legal","document__url":"http://dnd.wizards.com/articles/features/systems-reference-document-srd","v2_converted_path":"/v2/creatures/srd_giant-wasp/"},{"slug":"gibbering-mouther","desc":"","name":"Gibbering Mouther","size":"Medium","type":"Aberration","subtype":"","group":null,"alignment":"neutral","armor_class":9,"armor_desc":null,"hit_points":67,"hit_dice":"9d8+27","speed":{"walk":10,"swim":10},"strength":10,"dexterity":8,"constitution":16,"intelligence":3,"wisdom":10,"charisma":6,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":null,"skills":{},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"","condition_immunities":"prone","senses":"darkvision 60 ft., passive Perception 10","languages":"","challenge_rating":"2","cr":2.0,"actions":[{"name":"Multiattack","desc":"The gibbering mouther makes one bite attack and, if it can, uses its Blinding Spittle."},{"name":"Bites","desc":"Melee Weapon Attack: +2 to hit, reach 5 ft., one creature. Hit: 17 (5d6) piercing damage. If the target is Medium or smaller, it must succeed on a DC 10 Strength saving throw or be knocked prone. If the target is killed by this damage, it is absorbed into the mouther.","attack_bonus":2,"damage_dice":"5d6"},{"name":"Blinding Spittle (Recharge 5-6)","desc":"The mouther spits a chemical glob at a point it can see within 15 feet of it. The glob explodes in a blinding flash of light on impact. Each creature within 5 feet of the flash must succeed on a DC 13 Dexterity saving throw or be blinded until the end of the mouther's next turn."}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Aberrant Ground","desc":"The ground in a 10-foot radius around the mouther is doughlike difficult terrain. Each creature that starts its turn in that area must succeed on a DC 10 Strength saving throw or have its speed reduced to 0 until the start of its next turn."},{"name":"Gibbering","desc":"The mouther babbles incoherently while it can see any creature and isn't incapacitated. Each creature that starts its turn within 20 feet of the mouther and can hear the gibbering must succeed on a DC 10 Wisdom saving throw. On a failure, the creature can't take reactions until the start of its next turn and rolls a d8 to determine what it does during its turn. On a 1 to 4, the creature does nothing. On a 5 or 6, the creature takes no action or bonus action and uses all its movement to move in a randomly determined direction. On a 7 or 8, the creature makes a melee attack against a randomly determined creature within its reach or does nothing if it can't make such an attack."}],"spell_list":[],"page_no":314,"environments":["Underdark","Sewer","Astral Plane","Caverns","Laboratory"],"img_main":null,"document__slug":"wotc-srd","document__title":"5e Core Rules","document__license_url":"http://open5e.com/legal","document__url":"http://dnd.wizards.com/articles/features/systems-reference-document-srd","v2_converted_path":"/v2/creatures/srd_gibbering-mouther/"},{"slug":"gnoll","desc":"","name":"Gnoll","size":"Medium","type":"Humanoid","subtype":"gnoll","group":null,"alignment":"chaotic evil","armor_class":15,"armor_desc":"hide armor, shield","hit_points":22,"hit_dice":"5d8","speed":{"walk":30},"strength":14,"dexterity":12,"constitution":11,"intelligence":6,"wisdom":10,"charisma":7,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":null,"skills":{},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"","condition_immunities":"","senses":"darkvision 60 ft., passive Perception 10","languages":"Gnoll","challenge_rating":"1/2","cr":0.5,"actions":[{"name":"Bite","desc":"Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 4 (1d4 + 2) piercing damage.","attack_bonus":4,"damage_dice":"1d4","damage_bonus":2},{"name":"Spear","desc":"Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 5 (1d6 + 2) piercing damage, or 6 (1d8 + 2) piercing damage if used with two hands to make a melee attack.","attack_bonus":4,"damage_dice":"1d6","damage_bonus":2},{"name":"Longbow","desc":"Ranged Weapon Attack: +3 to hit, range 150/600 ft., one target. Hit: 5 (1d8 + 1) piercing damage.","attack_bonus":3,"damage_dice":"1d8","damage_bonus":1}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Rampage","desc":"When the gnoll reduces a creature to 0 hit points with a melee attack on its turn, the gnoll can take a bonus action to move up to half its speed and make a bite attack."}],"spell_list":[],"page_no":314,"environments":["Hill","Desert","Abyss","Mountains","Grassland","Forest","Jungle","Hills","Settlement"],"img_main":null,"document__slug":"wotc-srd","document__title":"5e Core Rules","document__license_url":"http://open5e.com/legal","document__url":"http://dnd.wizards.com/articles/features/systems-reference-document-srd","v2_converted_path":"/v2/creatures/srd_gnoll/"},{"slug":"goat","desc":"","name":"Goat","size":"Medium","type":"Beast","subtype":"","group":"Miscellaneous Creatures","alignment":"unaligned","armor_class":10,"armor_desc":null,"hit_points":4,"hit_dice":"1d8","speed":{"walk":40},"strength":12,"dexterity":10,"constitution":11,"intelligence":2,"wisdom":10,"charisma":5,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":null,"skills":{},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"","condition_immunities":"","senses":"passive Perception 10","languages":"","challenge_rating":"0","cr":0.0,"actions":[{"name":"Ram","desc":"Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 3 (1d4 + 1) bludgeoning damage.","attack_bonus":3,"damage_dice":"1d4","damage_bonus":1}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Charge","desc":"If the goat moves at least 20 ft. straight toward a target and then hits it with a ram attack on the same turn, the target takes an extra 2 (1d4) bludgeoning damage. If the target is a creature, it must succeed on a DC 10 Strength saving throw or be knocked prone.","attack_bonus":0,"damage_dice":"1d4"},{"name":"Sure-Footed","desc":"The goat has advantage on Strength and Dexterity saving throws made against effects that would knock it prone."}],"spell_list":[],"page_no":381,"environments":["Hill","Urban","Hills","Mountains","Grassland","Mountain","Settlement"],"img_main":null,"document__slug":"wotc-srd","document__title":"5e Core Rules","document__license_url":"http://open5e.com/legal","document__url":"http://dnd.wizards.com/articles/features/systems-reference-document-srd","v2_converted_path":"/v2/creatures/srd_goat/"},{"slug":"harpy","desc":"","name":"Harpy","size":"Medium","type":"Monstrosity","subtype":"","group":null,"alignment":"chaotic evil","armor_class":11,"armor_desc":null,"hit_points":38,"hit_dice":"7d8+7","speed":{"walk":20,"fly":40},"strength":12,"dexterity":13,"constitution":12,"intelligence":7,"wisdom":10,"charisma":13,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":null,"skills":{},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"","condition_immunities":"","senses":"passive Perception 10","languages":"Common","challenge_rating":"1","cr":1.0,"actions":[{"name":"Multiattack","desc":"The harpy makes two attacks: one with its claws and one with its club."},{"name":"Claws","desc":"Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 6 (2d4 + 1) slashing damage.","attack_bonus":3,"damage_dice":"2d4","damage_bonus":1},{"name":"Club","desc":"Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 3 (1d4 + 1) bludgeoning damage.","attack_bonus":3,"damage_dice":"1d4","damage_bonus":1},{"name":"Luring Song","desc":"The harpy sings a magical melody. Every humanoid and giant within 300 ft. of the harpy that can hear the song must succeed on a DC 11 Wisdom saving throw or be charmed until the song ends. The harpy must take a bonus action on its subsequent turns to continue singing. It can stop singing at any time. The song ends if the harpy is incapacitated.\nWhile charmed by the harpy, a target is incapacitated and ignores the songs of other harpies. If the charmed target is more than 5 ft. away from the harpy, the must move on its turn toward the harpy by the most direct route. It doesn't avoid opportunity attacks, but before moving into damaging terrain, such as lava or a pit, and whenever it takes damage from a source other than the harpy, a target can repeat the saving throw. A creature can also repeat the saving throw at the end of each of its turns. If a creature's saving throw is successful, the effect ends on it.\nA target that successfully saves is immune to this harpy's song for the next 24 hours."}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":null,"spell_list":[],"page_no":321,"environments":["Hill","Desert","Mountains","Coastal","Tundra","Forest","Grassland","Jungle","Hills","Swamp","Mountain"],"img_main":null,"document__slug":"wotc-srd","document__title":"5e Core Rules","document__license_url":"http://open5e.com/legal","document__url":"http://dnd.wizards.com/articles/features/systems-reference-document-srd","v2_converted_path":"/v2/creatures/srd_harpy/"},{"slug":"hobgoblin","desc":"","name":"Hobgoblin","size":"Medium","type":"Humanoid","subtype":"goblinoid","group":null,"alignment":"lawful evil","armor_class":18,"armor_desc":"chain mail, shield","hit_points":11,"hit_dice":"2d8+2","speed":{"walk":30},"strength":13,"dexterity":12,"constitution":12,"intelligence":10,"wisdom":10,"charisma":9,"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 10","languages":"Common, Goblin","challenge_rating":"1/2","cr":0.5,"actions":[{"name":"Longsword","desc":"Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 5 (1d8 + 1) slashing damage, or 6 (1d10 + 1) slashing damage if used with two hands.","attack_bonus":3,"damage_dice":"1d8","damage_bonus":1},{"name":"Longbow","desc":"Ranged Weapon Attack: +3 to hit, range 150/600 ft., one target. Hit: 5 (1d8 + 1) piercing damage.","attack_bonus":3,"damage_dice":"1d8","damage_bonus":1}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Martial Advantage","desc":"Once per turn, the hobgoblin can deal an extra 7 (2d6) damage to a creature it hits with a weapon attack if that creature is within 5 ft. of an ally of the hobgoblin that isn't incapacitated.","attack_bonus":0,"damage_dice":"2d6"}],"spell_list":[],"page_no":322,"environments":["Hill","Desert","Underdark","Mountains","Grassland","Forest","Hills","Caverns"],"img_main":null,"document__slug":"wotc-srd","document__title":"5e Core Rules","document__license_url":"http://open5e.com/legal","document__url":"http://dnd.wizards.com/articles/features/systems-reference-document-srd","v2_converted_path":"/v2/creatures/srd_hobgoblin/"},{"slug":"homunculus","desc":"","name":"Homunculus","size":"Tiny","type":"Construct","subtype":"","group":null,"alignment":"neutral","armor_class":13,"armor_desc":"natural armor","hit_points":5,"hit_dice":"2d4","speed":{"walk":20,"fly":40},"strength":4,"dexterity":15,"constitution":11,"intelligence":10,"wisdom":10,"charisma":7,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":null,"skills":{},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"poison","condition_immunities":"charmed, poisoned","senses":"darkvision 60 ft., passive Perception 10","languages":"understands the languages of its creator but can't speak","challenge_rating":"0","cr":0.0,"actions":[{"name":"Bite","desc":"Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 1 piercing damage, and the target must succeed on a DC 10 Constitution saving throw or be poisoned for 1 minute. If the saving throw fails by 5 or more, the target is instead poisoned for 5 (1d10) minutes and unconscious while poisoned in this way.","attack_bonus":4,"damage_bonus":1}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Telepathic Bond","desc":"While the homunculus is on the same plane of existence as its master, it can magically convey what it senses to its master, and the two can communicate telepathically."}],"spell_list":[],"page_no":322,"environments":["Laboratory"],"img_main":null,"document__slug":"wotc-srd","document__title":"5e Core Rules","document__license_url":"http://open5e.com/legal","document__url":"http://dnd.wizards.com/articles/features/systems-reference-document-srd","v2_converted_path":"/v2/creatures/srd_homunculus/"},{"slug":"hunter-shark","desc":"Smaller than a giant shark but larger and fiercer than a reef shark, a **hunter shark** haunts deep waters. It usually hunts alone, but multiple hunter sharks might feed in the same area. A fully grown hunter shark is 15 to 20 feet long.","name":"Hunter Shark","size":"Large","type":"Beast","subtype":"","group":"Miscellaneous Creatures","alignment":"unaligned","armor_class":12,"armor_desc":"natural armor","hit_points":45,"hit_dice":"6d10+12","speed":{"swim":40},"strength":18,"dexterity":13,"constitution":15,"intelligence":1,"wisdom":10,"charisma":4,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":2,"skills":{"perception":2},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"","condition_immunities":"","senses":"darkvision 30 ft., passive Perception 12","languages":"","challenge_rating":"2","cr":2.0,"actions":[{"name":"Bite","desc":"Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) piercing damage.","attack_bonus":6,"damage_dice":"2d8","damage_bonus":4}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Blood Frenzy","desc":"The shark has advantage on melee attack rolls against any creature that doesn't have all its hit points."},{"name":"Water Breathing","desc":"The shark can breathe only underwater."}],"spell_list":[],"page_no":382,"environments":["Underwater","Water"],"img_main":null,"document__slug":"wotc-srd","document__title":"5e Core Rules","document__license_url":"http://open5e.com/legal","document__url":"http://dnd.wizards.com/articles/features/systems-reference-document-srd","v2_converted_path":"/v2/creatures/srd_hunter-shark/"},{"slug":"hydra","desc":"","name":"Hydra","size":"Huge","type":"Monstrosity","subtype":"","group":null,"alignment":"unaligned","armor_class":15,"armor_desc":"natural armor","hit_points":172,"hit_dice":"15d12+75","speed":{"walk":30,"swim":30},"strength":20,"dexterity":12,"constitution":20,"intelligence":2,"wisdom":10,"charisma":7,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":6,"skills":{"perception":6},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"","condition_immunities":"","senses":"darkvision 60 ft., passive Perception 16","languages":"","challenge_rating":"8","cr":8.0,"actions":[{"name":"Multiattack","desc":"The hydra makes as many bite attacks as it has heads."},{"name":"Bite","desc":"Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 10 (1d10 + 5) piercing damage.","attack_bonus":8,"damage_dice":"1d10","damage_bonus":5}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Hold Breath","desc":"The hydra can hold its breath for 1 hour."},{"name":"Multiple Heads","desc":"The hydra has five heads. While it has more than one head, the hydra has advantage on saving throws against being blinded, charmed, deafened, frightened, stunned, and knocked unconscious.\nWhenever the hydra takes 25 or more damage in a single turn, one of its heads dies. If all its heads die, the hydra dies.\nAt the end of its turn, it grows two heads for each of its heads that died since its last turn, unless it has taken fire damage since its last turn. The hydra regains 10 hit points for each head regrown in this way."},{"name":"Reactive Heads","desc":"For each head the hydra has beyond one, it gets an extra reaction that can be used only for opportunity attacks."},{"name":"Wakeful","desc":"While the hydra sleeps, at least one of its heads is awake."}],"spell_list":[],"page_no":323,"environments":["Swamp","Caverns","Plane Of Water","Water"],"img_main":null,"document__slug":"wotc-srd","document__title":"5e Core Rules","document__license_url":"http://open5e.com/legal","document__url":"http://dnd.wizards.com/articles/features/systems-reference-document-srd","v2_converted_path":"/v2/creatures/srd_hydra/"},{"slug":"magma-mephit","desc":"","name":"Magma Mephit","size":"Small","type":"Elemental","subtype":"","group":"Mephits","alignment":"neutral evil","armor_class":11,"armor_desc":null,"hit_points":22,"hit_dice":"5d6+5","speed":{"walk":30,"fly":30},"strength":8,"dexterity":12,"constitution":12,"intelligence":7,"wisdom":10,"charisma":10,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":null,"skills":{"stealth":3},"damage_vulnerabilities":"cold","damage_resistances":"","damage_immunities":"fire, poison","condition_immunities":"poisoned","senses":"darkvision 60 ft., passive Perception 10","languages":"Ignan, Terran","challenge_rating":"1/2","cr":0.5,"actions":[{"name":"Claws","desc":"Melee Weapon Attack: +3 to hit, reach 5 ft., one creature. Hit: 3 (1d4 + 1) slashing damage plus 2 (1d4) fire damage.","attack_bonus":3,"damage_dice":"1d4","damage_bonus":1},{"name":"Fire Breath (Recharge 6)","desc":"The mephit exhales a 15-foot cone of fire. Each creature in that area must make a DC 11 Dexterity saving throw, taking 7 (2d6) fire damage on a failed save, or half as much damage on a successful one."},{"name":"Variant: Summon Mephits (1/Day)","desc":"The mephit has a 25 percent chance of summoning 1d4 mephits of its kind. A summoned mephit appears in an unoccupied space within 60 feet of its summoner, acts as an ally of its summoner, and can't summon other mephits. It remains for 1 minute, until it or its summoner dies, or until its summoner dismisses it as an action."}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Death Burst","desc":"When the mephit dies, it explodes in a burst of lava. Each creature within 5 ft. of it must make a DC 11 Dexterity saving throw, taking 7 (2d6) fire damage on a failed save, or half as much damage on a successful one.","attack_bonus":0,"damage_dice":"2d6"},{"name":"False Appearance","desc":"While the mephit remains motionless, it is indistinguishable from an ordinary mound of magma."},{"name":"Innate Spellcasting (1/Day)","desc":"The mephit can innately cast _heat metal_ (spell save DC 10), requiring no material components. Its innate spellcasting ability is Charisma."}],"spell_list":["https://api-beta.open5e.com/v2/spells/heat-metal/?format=json"],"page_no":331,"environments":["Underdark","Mountains","Caverns","Plane Of Fire","Plane Of Earth"],"img_main":null,"document__slug":"wotc-srd","document__title":"5e Core Rules","document__license_url":"http://open5e.com/legal","document__url":"http://dnd.wizards.com/articles/features/systems-reference-document-srd","v2_converted_path":"/v2/creatures/srd_magma-mephit/"},{"slug":"merrow","desc":"","name":"Merrow","size":"Large","type":"Monstrosity","subtype":"","group":null,"alignment":"chaotic evil","armor_class":13,"armor_desc":"natural armor","hit_points":45,"hit_dice":"6d10+12","speed":{"walk":10,"swim":40},"strength":18,"dexterity":10,"constitution":15,"intelligence":8,"wisdom":10,"charisma":9,"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 10","languages":"Abyssal, Aquan","challenge_rating":"2","cr":2.0,"actions":[{"name":"Multiattack","desc":"The merrow makes two attacks: one with its bite and one with its claws or harpoon."},{"name":"Bite","desc":"Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) piercing damage.","attack_bonus":6,"damage_dice":"1d8","damage_bonus":4},{"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","damage_bonus":4},{"name":"Harpoon","desc":"Melee or Ranged Weapon Attack: +6 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 11 (2d6 + 4) piercing damage. If the target is a Huge or smaller creature, it must succeed on a Strength contest against the merrow or be pulled up to 20 feet toward the merrow.","attack_bonus":6,"damage_dice":"2d6","damage_bonus":4}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Amphibious","desc":"The merrow can breathe air and water."}],"spell_list":[],"page_no":332,"environments":["Underwater","Swamp","Coastal","Desert","Water"],"img_main":null,"document__slug":"wotc-srd","document__title":"5e Core Rules","document__license_url":"http://open5e.com/legal","document__url":"http://dnd.wizards.com/articles/features/systems-reference-document-srd","v2_converted_path":"/v2/creatures/srd_merrow/"},{"slug":"mule","desc":"","name":"Mule","size":"Medium","type":"Beast","subtype":"","group":"Miscellaneous Creatures","alignment":"unaligned","armor_class":10,"armor_desc":null,"hit_points":11,"hit_dice":"2d8+2","speed":{"walk":40},"strength":14,"dexterity":10,"constitution":13,"intelligence":2,"wisdom":10,"charisma":5,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":null,"skills":{},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"","condition_immunities":"","senses":"passive Perception 10","languages":"","challenge_rating":"1/8","cr":0.125,"actions":[{"name":"Hooves","desc":"Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) bludgeoning damage.","attack_bonus":4,"damage_dice":"1d4","damage_bonus":2}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Beast of Burden","desc":"The mule is considered to be a Large animal for the purpose of determining its carrying capacity."},{"name":"Sure-Footed","desc":"The mule has advantage on Strength and Dexterity saving throws made against effects that would knock it prone."}],"spell_list":[],"page_no":384,"environments":["Hill","Grassland","Settlement","Urban"],"img_main":null,"document__slug":"wotc-srd","document__title":"5e Core Rules","document__license_url":"http://open5e.com/legal","document__url":"http://dnd.wizards.com/articles/features/systems-reference-document-srd","v2_converted_path":"/v2/creatures/srd_mule/"},{"slug":"mummy","desc":"","name":"Mummy","size":"Medium","type":"Undead","subtype":"","group":"Mummies","alignment":"lawful evil","armor_class":11,"armor_desc":"natural armor","hit_points":58,"hit_dice":"9d8+18","speed":{"walk":20},"strength":16,"dexterity":8,"constitution":15,"intelligence":6,"wisdom":10,"charisma":12,"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, piercing, and slashing from nonmagical attacks","damage_immunities":"necrotic, poison","condition_immunities":"charmed, exhaustion, frightened, paralyzed, poisoned","senses":"darkvision 60 ft., passive Perception 10","languages":"the languages it knew in life","challenge_rating":"3","cr":3.0,"actions":[{"name":"Multiattack","desc":"The mummy can use its Dreadful Glare and makes one attack with its rotting fist."},{"name":"Rotting Fist","desc":"Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) bludgeoning damage plus 10 (3d6) necrotic damage. If the target is a creature, it must succeed on a DC 12 Constitution saving throw or be cursed with mummy rot. The cursed target can't regain hit points, and its hit point maximum decreases by 10 (3d6) for every 24 hours that elapse. If the curse reduces the target's hit point maximum to 0, the target dies, and its body turns to dust. The curse lasts until removed by the remove curse spell or other magic.","attack_bonus":5,"damage_dice":"2d6","damage_bonus":3},{"name":"Dreadful Glare","desc":"The mummy targets one creature it can see within 60 ft. of it. If the target can see the mummy, it must succeed on a DC 11 Wisdom saving throw against this magic or become frightened until the end of the mummy's next turn. If the target fails the saving throw by 5 or more, it is also paralyzed for the same duration. A target that succeeds on the saving throw is immune to the Dreadful Glare of all mummies (but not mummy lords) for the next 24 hours."}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":null,"spell_list":[],"page_no":333,"environments":["Temple","Desert","Shadowfell","Ruin","Tomb"],"img_main":null,"document__slug":"wotc-srd","document__title":"5e Core Rules","document__license_url":"http://open5e.com/legal","document__url":"http://dnd.wizards.com/articles/features/systems-reference-document-srd","v2_converted_path":"/v2/creatures/srd_mummy/"},{"slug":"octopus","desc":"","name":"Octopus","size":"Small","type":"Beast","subtype":"","group":"Miscellaneous Creatures","alignment":"unaligned","armor_class":12,"armor_desc":null,"hit_points":3,"hit_dice":"1d6","speed":{"walk":5,"swim":30},"strength":4,"dexterity":15,"constitution":11,"intelligence":3,"wisdom":10,"charisma":4,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":2,"skills":{"perception":2,"stealth":4},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"","condition_immunities":"","senses":"darkvision 30 ft., passive Perception 12","languages":"","challenge_rating":"0","cr":0.0,"actions":[{"name":"Tentacles","desc":"Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 1 bludgeoning damage, and the target is grappled (escape DC 10). Until this grapple ends, the octopus can't use its tentacles on another target.","attack_bonus":4,"damage_bonus":1},{"name":"Ink Cloud (Recharges after a Short or Long Rest)","desc":"A 5-foot-radius cloud of ink extends all around the octopus if it is underwater. The area is heavily obscured for 1 minute, although a significant current can disperse the ink. After releasing the ink, the octopus can use the Dash action as a bonus action."}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Hold Breath","desc":"While out of water, the octopus can hold its breath for 30 minutes."},{"name":"Underwater Camouflage","desc":"The octopus has advantage on Dexterity (Stealth) checks made while underwater."},{"name":"Water Breathing","desc":"The octopus can breathe only underwater."}],"spell_list":[],"page_no":384,"environments":["Water"],"img_main":null,"document__slug":"wotc-srd","document__title":"5e Core Rules","document__license_url":"http://open5e.com/legal","document__url":"http://dnd.wizards.com/articles/features/systems-reference-document-srd","v2_converted_path":"/v2/creatures/srd_octopus/"},{"slug":"phase-spider","desc":"A **phase spider** possesses the magical ability to phase in and out of the Ethereal Plane. It seems to appear out of nowhere and quickly vanishes after attacking. Its movement on the Ethereal Plane before coming back to the Material Plane makes it seem like it can teleport.","name":"Phase Spider","size":"Large","type":"Monstrosity","subtype":"","group":"Miscellaneous Creatures","alignment":"unaligned","armor_class":13,"armor_desc":"natural armor","hit_points":32,"hit_dice":"5d10+5","speed":{"walk":30,"climb":30},"strength":15,"dexterity":15,"constitution":12,"intelligence":6,"wisdom":10,"charisma":6,"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":"","damage_immunities":"","condition_immunities":"","senses":"darkvision 60 ft., passive Perception 10","languages":"","challenge_rating":"3","cr":3.0,"actions":[{"name":"Bite","desc":"Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 7 (1d10 + 2) piercing damage, and the target must make a DC 11 Constitution saving throw, taking 18 (4d8) poison damage on a failed save, or half as much damage on a successful one. If the poison damage reduces the target to 0 hit points, the target is stable but poisoned for 1 hour, even after regaining hit points, and is paralyzed while poisoned in this way.","attack_bonus":4,"damage_dice":"1d10","damage_bonus":2}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Ethereal Jaunt","desc":"As a bonus action, the spider can magically shift from the Material Plane to the Ethereal Plane, or vice versa."},{"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":385,"environments":["Hill","Underdark","Urban","Astral Plane","Mountains","Grassland","Forest","Ruin","Ethereal Plane","Feywild","Shadowfell","Caverns"],"img_main":null,"document__slug":"wotc-srd","document__title":"5e Core Rules","document__license_url":"http://open5e.com/legal","document__url":"http://dnd.wizards.com/articles/features/systems-reference-document-srd","v2_converted_path":"/v2/creatures/srd_phase-spider/"},{"slug":"poisonous-snake","desc":"","name":"Poisonous Snake","size":"Tiny","type":"Beast","subtype":"","group":"Miscellaneous Creatures","alignment":"unaligned","armor_class":13,"armor_desc":null,"hit_points":2,"hit_dice":"1d4","speed":{"walk":30,"swim":30},"strength":2,"dexterity":16,"constitution":11,"intelligence":1,"wisdom":10,"charisma":3,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":null,"skills":{},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"","condition_immunities":"","senses":"blindsight 10 ft., passive Perception 10","languages":"","challenge_rating":"1/8","cr":0.125,"actions":[{"name":"Bite","desc":"Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 1 piercing damage, and the target must make a DC 10 Constitution saving throw, taking 5 (2d4) poison damage on a failed save, or half as much damage on a successful one.","attack_bonus":5,"damage_bonus":1}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":null,"spell_list":[],"page_no":386,"environments":["Hill","Desert","Grassland","Mountains","Coastal","Ruin","Swamp","Water","Sewer","Forest","Tomb","Jungle","Hills","Caverns"],"img_main":null,"document__slug":"wotc-srd","document__title":"5e Core Rules","document__license_url":"http://open5e.com/legal","document__url":"http://dnd.wizards.com/articles/features/systems-reference-document-srd","v2_converted_path":"/v2/creatures/srd_poisonous-snake/"},{"slug":"quasit","desc":"","name":"Quasit","size":"Tiny","type":"Fiend","subtype":"demon","group":"Demons","alignment":"chaotic evil","armor_class":13,"armor_desc":null,"hit_points":7,"hit_dice":"3d4","speed":{"walk":40},"strength":5,"dexterity":17,"constitution":10,"intelligence":7,"wisdom":10,"charisma":10,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":null,"skills":{"stealth":5},"damage_vulnerabilities":"","damage_resistances":"cold, fire, lightning; bludgeoning, piercing, and slashing from nonmagical attacks","damage_immunities":"poison","condition_immunities":"poisoned","senses":"darkvision 120 ft., passive Perception 10","languages":"Abyssal, Common","challenge_rating":"1","cr":1.0,"actions":[{"name":"Claw (Bite in Beast Form)","desc":"Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d4 + 3) piercing damage, and the target must succeed on a DC 10 Constitution saving throw or take 5 (2d4) poison damage and become poisoned for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.","attack_bonus":4,"damage_dice":"1d4","damage_bonus":3},{"name":"Scare (1/day)","desc":"One creature of the quasit's choice within 20 ft. of it must succeed on a DC 10 Wisdom saving throw or be frightened for 1 minute. The target can repeat the saving throw at the end of each of its turns, with disadvantage if the quasit is within line of sight, ending the effect on itself on a success."},{"name":"Invisibility","desc":"The quasit magically turns invisible until it attacks or uses Scare, or until its concentration ends (as if concentrating on a spell). Any equipment the quasit wears or carries is invisible with it."}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Shapechanger","desc":"The quasit can use its action to polymorph into a beast form that resembles a bat (speed 10 ft. fly 40 ft.), a centipede (40 ft., climb 40 ft.), or a toad (40 ft., swim 40 ft.), or back into its true form. Its statistics are the same in each form, except for the speed changes noted. Any equipment it is wearing or carrying isn't transformed. It reverts to its true form if it dies."},{"name":"Magic Resistance","desc":"The quasit has advantage on saving throws against spells and other magical effects."},{"name":"Variant: Familiar","desc":"The quasit can serve another creature as a familiar, forming a telepathic bond with its willing master. While the two are bonded, the master can sense what the quasit senses as long as they are within 1 mile of each other. While the quasit is within 10 feet of its master, the master shares the quasit's Magic Resistance trait. At any time and for any reason, the quasit can end its service as a familiar, ending the telepathic bond."}],"spell_list":[],"page_no":273,"environments":["Abyss"],"img_main":null,"document__slug":"wotc-srd","document__title":"5e Core Rules","document__license_url":"http://open5e.com/legal","document__url":"http://dnd.wizards.com/articles/features/systems-reference-document-srd","v2_converted_path":"/v2/creatures/srd_quasit/"},{"slug":"rat","desc":"","name":"Rat","size":"Tiny","type":"Beast","subtype":"","group":"Miscellaneous Creatures","alignment":"unaligned","armor_class":10,"armor_desc":null,"hit_points":1,"hit_dice":"1d4-1","speed":{"walk":20},"strength":2,"dexterity":11,"constitution":9,"intelligence":2,"wisdom":10,"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 30 ft., passive Perception 10","languages":"","challenge_rating":"0","cr":0.0,"actions":[{"name":"Bite","desc":"Melee Weapon Attack: +0 to hit, reach 5 ft., one target. Hit: 1 piercing damage.","damage_bonus":1}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Keen Smell","desc":"The rat has advantage on Wisdom (Perception) checks that rely on smell."}],"spell_list":[],"page_no":387,"environments":["Urban","Sewer","Forest","Ruin","Swamp","Caverns","Settlement"],"img_main":null,"document__slug":"wotc-srd","document__title":"5e Core Rules","document__license_url":"http://open5e.com/legal","document__url":"http://dnd.wizards.com/articles/features/systems-reference-document-srd","v2_converted_path":"/v2/creatures/srd_rat/"},{"slug":"reef-shark","desc":"Smaller than giant sharks and hunter sharks, **reef sharks** inhabit shallow waters and coral reefs, gathering in small packs to hunt. A full-grown specimen measures 6 to 10 feet long.","name":"Reef Shark","size":"Medium","type":"Beast","subtype":"","group":"Miscellaneous Creatures","alignment":"unaligned","armor_class":12,"armor_desc":"natural armor","hit_points":22,"hit_dice":"4d8+1","speed":{"swim":40},"strength":14,"dexterity":13,"constitution":13,"intelligence":1,"wisdom":10,"charisma":4,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":2,"skills":{"perception":2},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"","condition_immunities":"","senses":"blindsight 30 ft., passive Perception 12","languages":"","challenge_rating":"1/2","cr":0.5,"actions":[{"name":"Bite","desc":"Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) piercing damage.","attack_bonus":4,"damage_dice":"1d8","damage_bonus":2}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Pack Tactics","desc":"The shark has advantage on an attack roll against a creature if at least one of the shark's allies is within 5 ft. of the creature and the ally isn't incapacitated."},{"name":"Water Breathing","desc":"The shark can breathe only underwater."}],"spell_list":[],"page_no":387,"environments":["Underwater","Water"],"img_main":null,"document__slug":"wotc-srd","document__title":"5e Core Rules","document__license_url":"http://open5e.com/legal","document__url":"http://dnd.wizards.com/articles/features/systems-reference-document-srd","v2_converted_path":"/v2/creatures/srd_reef-shark/"},{"slug":"remorhaz","desc":"","name":"Remorhaz","size":"Huge","type":"Monstrosity","subtype":"","group":null,"alignment":"unaligned","armor_class":17,"armor_desc":"natural armor","hit_points":195,"hit_dice":"17d12+85","speed":{"walk":30,"burrow":20},"strength":24,"dexterity":13,"constitution":21,"intelligence":4,"wisdom":10,"charisma":5,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":null,"skills":{},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"cold, fire","condition_immunities":"","senses":"darkvision 60 ft., tremorsense 60 ft., passive Perception 10","languages":"","challenge_rating":"11","cr":11.0,"actions":[{"name":"Bite","desc":"Melee Weapon Attack: +11 to hit, reach 10 ft., one target. Hit: 40 (6d10 + 7) piercing damage plus 10 (3d6) fire damage. If the target is a creature, it is grappled (escape DC 17). Until this grapple ends, the target is restrained, and the remorhaz can't bite another target.","attack_bonus":11,"damage_dice":"6d10+3d6","damage_bonus":7},{"name":"Swallow","desc":"The remorhaz makes one bite attack against a Medium or smaller creature it is grappling. If the attack hits, that creature takes the bite's damage and is swallowed, and the grapple ends. While swallowed, the creature is blinded and restrained, it has total cover against attacks and other effects outside the remorhaz, and it takes 21 (6d6) acid damage at the start of each of the remorhaz's turns.\nIf the remorhaz takes 30 damage or more on a single turn from a creature inside it, the remorhaz must succeed on a DC 15 Constitution saving throw at the end of that turn or regurgitate all swallowed creatures, which fall prone in a space within 10 feet oft he remorhaz. If the remorhaz dies, a swallowed creature is no longer restrained by it and can escape from the corpse using 15 feet of movement, exiting prone."}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Heated Body","desc":"A creature that touches the remorhaz or hits it with a melee attack while within 5 feet of it takes 10 (3d6) fire damage.","attack_bonus":0,"damage_dice":"3d6"}],"spell_list":[],"page_no":341,"environments":["Tundra","Mountains","Arctic"],"img_main":null,"document__slug":"wotc-srd","document__title":"5e Core Rules","document__license_url":"http://open5e.com/legal","document__url":"http://dnd.wizards.com/articles/features/systems-reference-document-srd","v2_converted_path":"/v2/creatures/srd_remorhaz/"},{"slug":"roc","desc":"","name":"Roc","size":"Gargantuan","type":"Monstrosity","subtype":"","group":null,"alignment":"unaligned","armor_class":15,"armor_desc":"natural armor","hit_points":248,"hit_dice":"16d20+80","speed":{"walk":20,"fly":120},"strength":28,"dexterity":10,"constitution":20,"intelligence":3,"wisdom":10,"charisma":9,"strength_save":null,"dexterity_save":4,"constitution_save":9,"intelligence_save":null,"wisdom_save":4,"charisma_save":3,"perception":4,"skills":{"perception":4},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"","condition_immunities":"","senses":"passive Perception 14","languages":"","challenge_rating":"11","cr":11.0,"actions":[{"name":"Multiattack","desc":"The roc makes two attacks: one with its beak and one with its talons."},{"name":"Beak","desc":"Melee Weapon Attack: +13 to hit, reach 10 ft., one target. Hit: 27 (4d8 + 9) piercing damage.","attack_bonus":13,"damage_dice":"4d8","damage_bonus":9},{"name":"Talons","desc":"Melee Weapon Attack: +13 to hit, reach 5 ft., one target. Hit: 23 (4d6 + 9) slashing damage, and the target is grappled (escape DC 19). Until this grapple ends, the target is restrained, and the roc can't use its talons on another target.","attack_bonus":13,"damage_dice":"4d6","damage_bonus":9}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Keen Sight","desc":"The roc has advantage on Wisdom (Perception) checks that rely on sight."}],"spell_list":[],"page_no":342,"environments":["Hill","Mountains","Coastal","Grassland","Arctic","Hills","Mountain","Water","Desert"],"img_main":null,"document__slug":"wotc-srd","document__title":"5e Core Rules","document__license_url":"http://open5e.com/legal","document__url":"http://dnd.wizards.com/articles/features/systems-reference-document-srd","v2_converted_path":"/v2/creatures/srd_roc/"},{"slug":"salamander","desc":"","name":"Salamander","size":"Large","type":"Elemental","subtype":"","group":null,"alignment":"neutral evil","armor_class":15,"armor_desc":"natural armor","hit_points":90,"hit_dice":"12d10+24","speed":{"walk":30},"strength":18,"dexterity":14,"constitution":15,"intelligence":11,"wisdom":10,"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":"cold","damage_resistances":"bludgeoning, piercing, and slashing from nonmagical attacks","damage_immunities":"fire","condition_immunities":"","senses":"darkvision 60 ft., passive Perception 10","languages":"Ignan","challenge_rating":"5","cr":5.0,"actions":[{"name":"Multiattack","desc":"The salamander makes two attacks: one with its spear and one with its tail."},{"name":"Spear","desc":"Melee or Ranged Weapon Attack: +7 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 11 (2d6 + 4) piercing damage, or 13 (2d8 + 4) piercing damage if used with two hands to make a melee attack, plus 3 (1d6) fire damage.","attack_bonus":7,"damage_dice":"2d6","damage_bonus":4},{"name":"Tail","desc":"Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 11 (2d6 + 4) bludgeoning damage plus 7 (2d6) fire damage, and the target is grappled (escape DC 14). Until this grapple ends, the target is restrained, the salamander can automatically hit the target with its tail, and the salamander can't make tail attacks against other targets.","attack_bonus":7,"damage_dice":"2d6+2d6","damage_bonus":4}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Heated Body","desc":"A creature that touches the salamander or hits it with a melee attack while within 5 ft. of it takes 7 (2d6) fire damage.","attack_bonus":0,"damage_dice":"2d6"},{"name":"Heated Weapons","desc":"Any metal melee weapon the salamander wields deals an extra 3 (1d6) fire damage on a hit (included in the attack)."}],"spell_list":[],"page_no":344,"environments":["Underdark","Plane Of Fire","Caverns"],"img_main":null,"document__slug":"wotc-srd","document__title":"5e Core Rules","document__license_url":"http://open5e.com/legal","document__url":"http://dnd.wizards.com/articles/features/systems-reference-document-srd","v2_converted_path":"/v2/creatures/srd_salamander/"},{"slug":"satyr","desc":"","name":"Satyr","size":"Medium","type":"Fey","subtype":"","group":null,"alignment":"chaotic neutral","armor_class":14,"armor_desc":"leather armor","hit_points":31,"hit_dice":"7d8","speed":{"walk":40},"strength":12,"dexterity":16,"constitution":11,"intelligence":12,"wisdom":10,"charisma":14,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":2,"skills":{"perception":2,"performance":6,"stealth":5},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"","condition_immunities":"","senses":"passive Perception 12","languages":"Common, Elvish, Sylvan","challenge_rating":"1/2","cr":0.5,"actions":[{"name":"Ram","desc":"Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 6 (2d4 + 1) bludgeoning damage.","attack_bonus":3,"damage_dice":"2d4","damage_bonus":1},{"name":"Shortsword","desc":"Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) piercing damage.","attack_bonus":5,"damage_dice":"1d6","damage_bonus":3},{"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","damage_bonus":3},{"name":"Variant: Panpipes","desc":"Gentle Lullaby. The creature falls asleep and is unconscious for 1 minute. The effect ends if the creature takes damage or if someone takes an action to shake the creature awake."}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Magic Resistance","desc":"The satyr has advantage on saving throws against spells and other magical effects."}],"spell_list":[],"page_no":344,"environments":["Jungle","Hills","Feywild","Forest"],"img_main":null,"document__slug":"wotc-srd","document__title":"5e Core Rules","document__license_url":"http://open5e.com/legal","document__url":"http://dnd.wizards.com/articles/features/systems-reference-document-srd","v2_converted_path":"/v2/creatures/srd_satyr/"},{"slug":"sea-horse","desc":"","name":"Sea Horse","size":"Tiny","type":"Beast","subtype":"","group":"Miscellaneous Creatures","alignment":"unaligned","armor_class":11,"armor_desc":null,"hit_points":1,"hit_dice":"1d4-1","speed":{"swim":20},"strength":1,"dexterity":12,"constitution":8,"intelligence":1,"wisdom":10,"charisma":2,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":null,"skills":{},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"","condition_immunities":"","senses":"passive Perception 10","languages":"","challenge_rating":"0","cr":0.0,"actions":null,"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Water Breathing","desc":"The sea horse can breathe only underwater."}],"spell_list":[],"page_no":389,"environments":["Ocean","Lake","Water","Plane Of Water"],"img_main":null,"document__slug":"wotc-srd","document__title":"5e Core Rules","document__license_url":"http://open5e.com/legal","document__url":"http://dnd.wizards.com/articles/features/systems-reference-document-srd","v2_converted_path":"/v2/creatures/srd_sea-horse/"},{"slug":"shadow","desc":"","name":"Shadow","size":"Medium","type":"Undead","subtype":"","group":null,"alignment":"chaotic evil","armor_class":12,"armor_desc":null,"hit_points":16,"hit_dice":"3d8+3","speed":{"walk":40},"strength":6,"dexterity":14,"constitution":13,"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":{"stealth":4},"damage_vulnerabilities":"radiant","damage_resistances":"acid, cold, fire, lightning, thunder; bludgeoning, piercing, and slashing from nonmagical attacks","damage_immunities":"necrotic, poison","condition_immunities":"exhaustion, frightened, grappled, paralyzed, petrified, poisoned, prone, restrained","senses":"darkvision 60 ft., passive Perception 10","languages":"","challenge_rating":"1/2","cr":0.5,"actions":[{"name":"Strength Drain","desc":"Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 9 (2d6 + 2) necrotic damage, and the target's Strength score is reduced by 1d4. The target dies if this reduces its Strength to 0. Otherwise, the reduction lasts until the target finishes a short or long rest.\nIf a non-evil humanoid dies from this attack, a new shadow rises from the corpse 1d4 hours later.","attack_bonus":4,"damage_dice":"2d6","damage_bonus":2}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Amorphous","desc":"The shadow can move through a space as narrow as 1 inch wide without squeezing."},{"name":"Shadow Stealth","desc":"While in dim light or darkness, the shadow can take the Hide action as a bonus action."},{"name":"Sunlight Weakness","desc":"While in sunlight, the shadow has disadvantage on attack rolls, ability checks, and saving throws."}],"spell_list":[],"page_no":344,"environments":["Underdark","Urban","Shadowfell","Caverns","Ruin","Tomb"],"img_main":null,"document__slug":"wotc-srd","document__title":"5e Core Rules","document__license_url":"http://open5e.com/legal","document__url":"http://dnd.wizards.com/articles/features/systems-reference-document-srd","v2_converted_path":"/v2/creatures/srd_shadow/"},{"slug":"shambling-mound","desc":"","name":"Shambling Mound","size":"Large","type":"Plant","subtype":"","group":null,"alignment":"unaligned","armor_class":15,"armor_desc":"natural armor","hit_points":136,"hit_dice":"16d10+48","speed":{"walk":20,"swim":20},"strength":18,"dexterity":8,"constitution":16,"intelligence":5,"wisdom":10,"charisma":5,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":null,"skills":{"stealth":2},"damage_vulnerabilities":"","damage_resistances":"cold, fire","damage_immunities":"lightning","condition_immunities":"blinded, deafened, exhaustion","senses":"blindsight 60 ft. (blind beyond this radius), passive Perception 10","languages":"","challenge_rating":"5","cr":5.0,"actions":[{"name":"Multiattack","desc":"The shambling mound makes two slam attacks. If both attacks hit a Medium or smaller target, the target is grappled (escape DC 14), and the shambling mound uses its Engulf on it."},{"name":"Slam","desc":"Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) bludgeoning damage.","attack_bonus":7,"damage_dice":"2d8","damage_bonus":4},{"name":"Engulf","desc":"The shambling mound engulfs a Medium or smaller creature grappled by it. The engulfed target is blinded, restrained, and unable to breathe, and it must succeed on a DC 14 Constitution saving throw at the start of each of the mound's turns or take 13 (2d8 + 4) bludgeoning damage. If the mound moves, the engulfed target moves with it. The mound can have only one creature engulfed at a time."}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Lightning Absorption","desc":"Whenever the shambling mound is subjected to lightning damage, it takes no damage and regains a number of hit points equal to the lightning damage dealt."}],"spell_list":[],"page_no":345,"environments":["Swamp","Jungle","Feywild","Forest"],"img_main":null,"document__slug":"wotc-srd","document__title":"5e Core Rules","document__license_url":"http://open5e.com/legal","document__url":"http://dnd.wizards.com/articles/features/systems-reference-document-srd","v2_converted_path":"/v2/creatures/srd_shambling-mound/"},{"slug":"shield-guardian","desc":"","name":"Shield Guardian","size":"Large","type":"Construct","subtype":"","group":null,"alignment":"unaligned","armor_class":17,"armor_desc":"natural armor","hit_points":142,"hit_dice":"15d10+60","speed":{"walk":30},"strength":18,"dexterity":8,"constitution":18,"intelligence":7,"wisdom":10,"charisma":3,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":null,"skills":{},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"poison","condition_immunities":"charmed, exhaustion, frightened, paralyzed, poisoned","senses":"blindsight 10 ft., darkvision 60 ft., passive Perception 10","languages":"understands commands given in any language but can't speak","challenge_rating":"7","cr":7.0,"actions":[{"name":"Multiattack","desc":"The guardian makes two fist attacks."},{"name":"Fist","desc":"Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) bludgeoning damage.","attack_bonus":7,"damage_dice":"2d6","damage_bonus":4}],"bonus_actions":null,"reactions":[{"name":"Shield","desc":"When a creature makes an attack against the wearer of the guardian's amulet, the guardian grants a +2 bonus to the wearer's AC if the guardian is within 5 feet of the wearer."}],"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Bound","desc":"The shield guardian is magically bound to an amulet. As long as the guardian and its amulet are on the same plane of existence, the amulet's wearer can telepathically call the guardian to travel to it, and the guardian knows the distance and direction to the amulet. If the guardian is within 60 feet of the amulet's wearer, half of any damage the wearer takes (rounded up) is transferred to the guardian."},{"name":"Regeneration","desc":"The shield guardian regains 10 hit points at the start of its turn if it has at least 1 hit. point."},{"name":"Spell Storing","desc":"A spellcaster who wears the shield guardian's amulet can cause the guardian to store one spell of 4th level or lower. To do so, the wearer must cast the spell on the guardian. The spell has no effect but is stored within the guardian. When commanded to do so by the wearer or when a situation arises that was predefined by the spellcaster, the guardian casts the stored spell with any parameters set by the original caster, requiring no components. When the spell is cast or a new spell is stored, any previously stored spell is lost."}],"spell_list":[],"page_no":345,"environments":["Temple","Urban","Ruin","Laboratory","Tomb"],"img_main":null,"document__slug":"wotc-srd","document__title":"5e Core Rules","document__license_url":"http://open5e.com/legal","document__url":"http://dnd.wizards.com/articles/features/systems-reference-document-srd","v2_converted_path":"/v2/creatures/srd_shield-guardian/"},{"slug":"specter","desc":"","name":"Specter","size":"Medium","type":"Undead","subtype":"","group":null,"alignment":"chaotic evil","armor_class":12,"armor_desc":null,"hit_points":22,"hit_dice":"5d8","speed":{"hover":true,"walk":0,"fly":50},"strength":1,"dexterity":14,"constitution":11,"intelligence":10,"wisdom":10,"charisma":11,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":null,"skills":{},"damage_vulnerabilities":"","damage_resistances":"acid, cold, fire, lightning, thunder; bludgeoning, piercing, and slashing from nonmagical attacks","damage_immunities":"necrotic, poison","condition_immunities":"charmed, exhaustion, grappled, paralyzed, petrified, poisoned, prone, restrained, unconscious","senses":"darkvision 60 ft., passive Perception 10","languages":"understands all languages it knew in life but can't speak","challenge_rating":"1","cr":1.0,"actions":[{"name":"Life Drain","desc":"Melee Spell Attack: +4 to hit, reach 5 ft., one creature. Hit: 10 (3d6) necrotic damage. The target must succeed on a DC 10 Constitution saving throw or its hit point maximum is reduced by an amount equal to the damage taken. This reduction lasts until the creature finishes a long rest. The target dies if this effect reduces its hit point maximum to 0.","attack_bonus":4,"damage_dice":"3d6"}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Incorporeal Movement","desc":"The specter 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":"Sunlight Sensitivity","desc":"While in sunlight, the specter has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight."}],"spell_list":[],"page_no":346,"environments":["Underdark","Urban","Shadowfell","Ruin","Tomb"],"img_main":null,"document__slug":"wotc-srd","document__title":"5e Core Rules","document__license_url":"http://open5e.com/legal","document__url":"http://dnd.wizards.com/articles/features/systems-reference-document-srd","v2_converted_path":"/v2/creatures/srd_specter/"},{"slug":"spider","desc":"","name":"Spider","size":"Tiny","type":"Beast","subtype":"","group":"Miscellaneous Creatures","alignment":"unaligned","armor_class":12,"armor_desc":null,"hit_points":1,"hit_dice":"1d4-1","speed":{"walk":20,"climb":20},"strength":2,"dexterity":14,"constitution":8,"intelligence":1,"wisdom":10,"charisma":2,"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 30 ft., passive Perception 12","languages":"","challenge_rating":"0","cr":0.0,"actions":[{"name":"Bite","desc":"Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 1 piercing damage, and the target must succeed on a DC 9 Constitution saving throw or take 2 (1d4) poison damage.","attack_bonus":4,"damage_bonus":1}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Spider Climb","desc":"The spider can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check."},{"name":"Web Sense","desc":"While in contact with a web, the spider knows the exact location of any other creature in contact with the same web."},{"name":"Web Walker","desc":"The spider ignores movement restrictions caused by webbing."}],"spell_list":[],"page_no":389,"environments":["Jungle","Ruin","Caverns"],"img_main":null,"document__slug":"wotc-srd","document__title":"5e Core Rules","document__license_url":"http://open5e.com/legal","document__url":"http://dnd.wizards.com/articles/features/systems-reference-document-srd","v2_converted_path":"/v2/creatures/srd_spider/"},{"slug":"steam-mephit","desc":"","name":"Steam Mephit","size":"Small","type":"Elemental","subtype":"","group":"Mephits","alignment":"neutral evil","armor_class":10,"armor_desc":null,"hit_points":21,"hit_dice":"6d6","speed":{"walk":30,"fly":30},"strength":5,"dexterity":11,"constitution":10,"intelligence":11,"wisdom":10,"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":"fire, poison","condition_immunities":"poisoned","senses":"darkvision 60 ft., passive Perception 10","languages":"Aquan, Ignan","challenge_rating":"1/4","cr":0.25,"actions":[{"name":"Claws","desc":"Melee Weapon Attack: +2 to hit, reach 5 ft., one creature. Hit: 2 (1d4) slashing damage plus 2 (1d4) fire damage.","attack_bonus":2,"damage_dice":"2d4"},{"name":"Steam Breath (Recharge 6)","desc":"The mephit exhales a 15-foot cone of scalding steam. Each creature in that area must succeed on a DC 10 Dexterity saving throw, taking 4 (1d8) fire damage on a failed save, or half as much damage on a successful one."},{"name":"Variant: Summon Mephits (1/Day)","desc":"The mephit has a 25 percent chance of summoning 1d4 mephits of its kind. A summoned mephit appears in an unoccupied space within 60 feet of its summoner, acts as an ally of its summoner, and can't summon other mephits. It remains for 1 minute, until it or its summoner dies, or until its summoner dismisses it as an action."}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Death Burst","desc":"When the mephit dies, it explodes in a cloud of steam. Each creature within 5 ft. of the mephit must succeed on a DC 10 Dexterity saving throw or take 4 (1d8) fire damage.","attack_bonus":0,"damage_dice":"1d8"},{"name":"Innate Spellcasting (1/Day)","desc":"The mephit can innately cast _blur_, requiring no material components. Its innate spellcasting ability is Charisma."}],"spell_list":["https://api-beta.open5e.com/v2/spells/blur/?format=json"],"page_no":331,"environments":["Underwater","Jungle","Caverns","Plane Of Water","Plane Of Fire","Settlement","Water"],"img_main":null,"document__slug":"wotc-srd","document__title":"5e Core Rules","document__license_url":"http://open5e.com/legal","document__url":"http://dnd.wizards.com/articles/features/systems-reference-document-srd","v2_converted_path":"/v2/creatures/srd_steam-mephit/"},{"slug":"swarm-of-poisonous-snakes","desc":"","name":"Swarm of Poisonous Snakes","size":"Medium","type":"Beast","subtype":"Swarm","group":"Miscellaneous Creatures","alignment":"unaligned","armor_class":14,"armor_desc":null,"hit_points":36,"hit_dice":"8d8","speed":{"walk":30,"swim":30},"strength":8,"dexterity":18,"constitution":11,"intelligence":1,"wisdom":10,"charisma":3,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":null,"skills":{},"damage_vulnerabilities":"","damage_resistances":"bludgeoning, piercing, slashing","damage_immunities":"","condition_immunities":"charmed, frightened, grappled, paralyzed, petrified, prone, restrained, stunned","senses":"blindsight 10 ft., passive Perception 10","languages":"","challenge_rating":"2","cr":2.0,"actions":[{"name":"Bites","desc":"Melee Weapon Attack: +6 to hit, reach 0 ft., one creature in the swarm's space. Hit: 7 (2d6) piercing damage, or 3 (1d6) piercing damage if the swarm has half of its hit points or fewer. The target must make a DC 10 Constitution saving throw, taking 14 (4d6) poison damage on a failed save, or half as much damage on a successful one.","attack_bonus":6,"damage_dice":"2d6"}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"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 snake. The swarm can't regain hit points or gain temporary hit points."}],"spell_list":[],"page_no":390,"environments":["Desert","Sewer","Mountains","Forest","Grassland","Ruin","Tomb","Swamp","Jungle","Hills","Caverns","Water"],"img_main":null,"document__slug":"wotc-srd","document__title":"5e Core Rules","document__license_url":"http://open5e.com/legal","document__url":"http://dnd.wizards.com/articles/features/systems-reference-document-srd","v2_converted_path":"/v2/creatures/srd_swarm-of-poisonous-snakes/"},{"slug":"swarm-of-rats","desc":"","name":"Swarm of Rats","size":"Medium","type":"Beast","subtype":"Swarm","group":"Miscellaneous Creatures","alignment":"unaligned","armor_class":10,"armor_desc":null,"hit_points":24,"hit_dice":"7d8-7","speed":{"walk":30},"strength":9,"dexterity":11,"constitution":9,"intelligence":2,"wisdom":10,"charisma":3,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":null,"skills":{},"damage_vulnerabilities":"","damage_resistances":"bludgeoning, piercing, slashing","damage_immunities":"","condition_immunities":"charmed, frightened, grappled, paralyzed, petrified, prone, restrained, stunned","senses":"darkvision 30 ft., passive Perception 10","languages":"","challenge_rating":"1/4","cr":0.25,"actions":[{"name":"Bites","desc":"Melee Weapon Attack: +2 to hit, reach 0 ft., one target in the swarm's space. Hit: 7 (2d6) piercing damage, or 3 (1d6) piercing damage if the swarm has half of its hit points or fewer.","attack_bonus":2,"damage_dice":"2d6"}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Keen Smell","desc":"The swarm has advantage on Wisdom (Perception) checks that rely on smell."},{"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 rat. The swarm can't regain hit points or gain temporary hit points."}],"spell_list":[],"page_no":390,"environments":["Urban","Sewer","Forest","Ruin","Swamp","Caverns","Settlement"],"img_main":null,"document__slug":"wotc-srd","document__title":"5e Core Rules","document__license_url":"http://open5e.com/legal","document__url":"http://dnd.wizards.com/articles/features/systems-reference-document-srd","v2_converted_path":"/v2/creatures/srd_swarm-of-rats/"},{"slug":"thug","desc":"**Thugs** are ruthless enforcers skilled at intimidation and violence. They work for money and have few scruples.","name":"Thug","size":"Medium","type":"Humanoid","subtype":"any race","group":"NPCs","alignment":"any non-good alignment","armor_class":11,"armor_desc":"leather armor","hit_points":32,"hit_dice":"5d8+10","speed":{"walk":30},"strength":15,"dexterity":11,"constitution":14,"intelligence":10,"wisdom":10,"charisma":11,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":null,"skills":{"intimidation":2},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"","condition_immunities":"","senses":"passive Perception 10","languages":"any one language (usually Common)","challenge_rating":"1/2","cr":0.5,"actions":[{"name":"Multiattack","desc":"The thug makes two melee attacks."},{"name":"Mace","desc":"Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 5 (1d6 + 2) bludgeoning damage.","attack_bonus":4,"damage_dice":"1d6","damage_bonus":2},{"name":"Heavy Crossbow","desc":"Ranged Weapon Attack: +2 to hit, range 100/400 ft., one target. Hit: 5 (1d10) piercing damage.","attack_bonus":2,"damage_dice":"1d10"}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Pack Tactics","desc":"The thug has advantage on an attack roll against a creature if at least one of the thug's allies is within 5 ft. of the creature and the ally isn't incapacitated."}],"spell_list":[],"page_no":402,"environments":["Urban","Settlement"],"img_main":null,"document__slug":"wotc-srd","document__title":"5e Core Rules","document__license_url":"http://open5e.com/legal","document__url":"http://dnd.wizards.com/articles/features/systems-reference-document-srd","v2_converted_path":"/v2/creatures/srd_thug/"},{"slug":"vampire-spawn","desc":"","name":"Vampire Spawn","size":"Medium","type":"Undead","subtype":"","group":"Vampires","alignment":"neutral evil","armor_class":15,"armor_desc":"natural armor","hit_points":82,"hit_dice":"11d8+33","speed":{"walk":30},"strength":16,"dexterity":16,"constitution":16,"intelligence":11,"wisdom":10,"charisma":12,"strength_save":null,"dexterity_save":6,"constitution_save":null,"intelligence_save":null,"wisdom_save":3,"charisma_save":null,"perception":3,"skills":{"perception":3,"stealth":6},"damage_vulnerabilities":"","damage_resistances":"necrotic; bludgeoning, piercing, and slashing from nonmagical attacks","damage_immunities":"","condition_immunities":"","senses":"darkvision 60 ft., passive Perception 13","languages":"the languages it knew in life","challenge_rating":"5","cr":5.0,"actions":[{"name":"Multiattack","desc":"The vampire makes two attacks, only one of which can be a bite attack."},{"name":"Bite","desc":"Melee Weapon Attack: +6 to hit, reach 5 ft., one willing creature, or a creature that is grappled by the vampire, incapacitated, or restrained. Hit: 6 (1d6 + 3) piercing damage plus 7 (2d6) necrotic damage. The target's hit point maximum is reduced by an amount equal to the necrotic damage taken, and the vampire regains hit points equal to that amount. The reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hit point maximum to 0.","attack_bonus":61},{"name":"Claws","desc":"Melee Weapon Attack: +6 to hit, reach 5 ft., one creature. Hit: 8 (2d4 + 3) slashing damage. Instead of dealing damage, the vampire can grapple the target (escape DC 13).","attack_bonus":6,"damage_dice":"2d4","damage_bonus":3}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Regeneration","desc":"The vampire regains 10 hit points at the start of its turn if it has at least 1 hit point and isn't in sunlight or running water. If the vampire takes radiant damage or damage from holy water, this trait doesn't function at the start of the vampire's next turn."},{"name":"Spider Climb","desc":"The vampire can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check."},{"name":"Vampire Weaknesses","desc":"The vampire has the following flaws:\nForbiddance. The vampire can't enter a residence without an invitation from one of the occupants.\nHarmed by Running Water. The vampire takes 20 acid damage when it ends its turn in running water.\nStake to the Heart. The vampire is destroyed if a piercing weapon made of wood is driven into its heart while it is incapacitated in its resting place.\nSunlight Hypersensitivity. The vampire takes 20 radiant damage when it starts its turn in sunlight. While in sunlight, it has disadvantage on attack rolls and ability checks."}],"spell_list":[],"page_no":354,"environments":["Underdark","Urban","Mountains","Forest","Ruin","Tomb","Hills","Shadowfell","Settlement"],"img_main":null,"document__slug":"wotc-srd","document__title":"5e Core Rules","document__license_url":"http://open5e.com/legal","document__url":"http://dnd.wizards.com/articles/features/systems-reference-document-srd","v2_converted_path":"/v2/creatures/srd_vampire-spawn/"},{"slug":"water-elemental","desc":"","name":"Water Elemental","size":"Large","type":"Elemental","subtype":"","group":"Elementals","alignment":"neutral","armor_class":14,"armor_desc":"natural armor","hit_points":114,"hit_dice":"12d10+48","speed":{"walk":30,"swim":90},"strength":18,"dexterity":14,"constitution":18,"intelligence":5,"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":{},"damage_vulnerabilities":"","damage_resistances":"acid; bludgeoning, piercing, and slashing from nonmagical attacks","damage_immunities":"poison","condition_immunities":"exhaustion, grappled, paralyzed, petrified, poisoned, prone, restrained, unconscious","senses":"darkvision 60 ft., passive Perception 10","languages":"Aquan","challenge_rating":"5","cr":5.0,"actions":[{"name":"Multiattack","desc":"The elemental makes two slam attacks."},{"name":"Slam","desc":"Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) bludgeoning damage.","attack_bonus":7,"damage_dice":"2d8","damage_bonus":4},{"name":"Whelm (Recharge 4-6)","desc":"Each creature in the elemental's space must make a DC 15 Strength saving throw. On a failure, a target takes 13 (2d8 + 4) bludgeoning damage. If it is Large or smaller, it is also grappled (escape DC 14). Until this grapple ends, the target is restrained and unable to breathe unless it can breathe water. If the saving throw is successful, the target is pushed out of the elemental's space.\nThe elemental can grapple one Large creature or up to two Medium or smaller creatures at one time. At the start of each of the elemental's turns, each target grappled by it takes 13 (2d8 + 4) bludgeoning damage. A creature within 5 feet of the elemental can pull a creature or object out of it by taking an action to make a DC 14 Strength and succeeding."}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Water Form","desc":"The elemental can enter a hostile creature's space and stop there. It can move through a space as narrow as 1 inch wide without squeezing."},{"name":"Freeze","desc":"If the elemental takes cold damage, it partially freezes; its speed is reduced by 20 ft. until the end of its next turn."}],"spell_list":[],"page_no":307,"environments":["Underwater","Swamp","Coastal","Plane Of Water","Desert","Laboratory","Water"],"img_main":null,"document__slug":"wotc-srd","document__title":"5e Core Rules","document__license_url":"http://open5e.com/legal","document__url":"http://dnd.wizards.com/articles/features/systems-reference-document-srd","v2_converted_path":"/v2/creatures/srd_water-elemental/"},{"slug":"wererat","desc":"","name":"Wererat","size":"Medium","type":"Humanoid","subtype":"human","group":"Lycanthropes","alignment":"lawful evil","armor_class":12,"armor_desc":null,"hit_points":33,"hit_dice":"6d8+6","speed":{"walk":30},"strength":10,"dexterity":15,"constitution":12,"intelligence":11,"wisdom":10,"charisma":8,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":2,"skills":{"perception":2,"stealth":4},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"bludgeoning, piercing, and slashing from nonmagical attacks not made with silvered weapons","condition_immunities":"","senses":"darkvision 60 ft. (rat form only), passive Perception 12","languages":"Common (can't speak in rat form)","challenge_rating":"2","cr":2.0,"actions":[{"name":"Multiattack (Humanoid or Hybrid Form Only)","desc":"The wererat makes two attacks, only one of which can be a bite."},{"name":"Bite (Rat or Hybrid Form Only).","desc":"Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) piercing damage. If the target is a humanoid, it must succeed on a DC 11 Constitution saving throw or be cursed with wererat lycanthropy.","attack_bonus":4,"damage_dice":"1d4","damage_bonus":2},{"name":"Shortsword (Humanoid or Hybrid Form Only)","desc":"Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) piercing damage.","attack_bonus":4,"damage_dice":"1d6","damage_bonus":2},{"name":"Hand Crossbow (Humanoid or Hybrid Form Only)","desc":"Ranged Weapon Attack: +4 to hit, range 30/120 ft., one target. Hit: 5 (1d6 + 2) piercing damage.","attack_bonus":4,"damage_dice":"1d6","damage_bonus":2}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Shapechanger","desc":"The wererat can use its action to polymorph into a rat-humanoid hybrid or into a giant rat, or back into its true form, which is humanoid. Its statistics, other than its size, are the same in each form. Any equipment it is wearing or carrying isn't transformed. It reverts to its true form if it dies."},{"name":"Keen Smell","desc":"The wererat has advantage on Wisdom (Perception) checks that rely on smell."}],"spell_list":[],"page_no":327,"environments":["Urban","Sewer","Forest","Ruin","Feywild","Shadowfell","Caverns","Settlement"],"img_main":null,"document__slug":"wotc-srd","document__title":"5e Core Rules","document__license_url":"http://open5e.com/legal","document__url":"http://dnd.wizards.com/articles/features/systems-reference-document-srd","v2_converted_path":"/v2/creatures/srd_wererat/"},{"slug":"white-dragon-wyrmling","desc":"","name":"White Dragon Wyrmling","size":"Medium","type":"Dragon","subtype":"","group":"White Dragon","alignment":"chaotic evil","armor_class":16,"armor_desc":"natural armor","hit_points":32,"hit_dice":"5d8+10","speed":{"walk":30,"burrow":15,"fly":60,"swim":30},"strength":14,"dexterity":10,"constitution":14,"intelligence":5,"wisdom":10,"charisma":11,"strength_save":null,"dexterity_save":2,"constitution_save":4,"intelligence_save":null,"wisdom_save":2,"charisma_save":2,"perception":4,"skills":{"perception":4,"stealth":2},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"cold","condition_immunities":"","senses":"blindsight 10 ft., darkvision 60 ft., passive Perception 14","languages":"Draconic","challenge_rating":"2","cr":2.0,"actions":[{"name":"Bite","desc":"Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 7 (1d10 + 2) piercing damage plus 2 (1d4) cold damage.","attack_bonus":4,"damage_dice":"1d10+1d4","damage_bonus":2},{"name":"Cold Breath (Recharge 5-6)","desc":"The dragon exhales an icy blast of hail in a 15-foot cone. Each creature in that area must make a DC 12 Constitution saving throw, taking 22 (5d8) cold damage on a failed save, or half as much damage on a successful one.","attack_bonus":0,"damage_dice":"5d8"}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":null,"spell_list":[],"page_no":290,"environments":["Tundra","Mountains","Ice"],"img_main":null,"document__slug":"wotc-srd","document__title":"5e Core Rules","document__license_url":"http://open5e.com/legal","document__url":"http://dnd.wizards.com/articles/features/systems-reference-document-srd","v2_converted_path":"/v2/creatures/srd_white-dragon-wyrmling/"},{"slug":"xorn","desc":"","name":"Xorn","size":"Medium","type":"Elemental","subtype":"","group":null,"alignment":"neutral","armor_class":19,"armor_desc":"natural armor","hit_points":73,"hit_dice":"7d8+42","speed":{"walk":20,"burrow":20},"strength":17,"dexterity":10,"constitution":22,"intelligence":11,"wisdom":10,"charisma":11,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":6,"skills":{"perception":6,"stealth":3},"damage_vulnerabilities":"","damage_resistances":"piercing and slashing from nonmagical attacks not made with adamantine weapons","damage_immunities":"","condition_immunities":"","senses":"darkvision 60 ft., tremorsense 60 ft., passive Perception 16","languages":"Terran","challenge_rating":"5","cr":5.0,"actions":[{"name":"Multiattack","desc":"The xorn makes three claw attacks and one bite attack."},{"name":"Bite","desc":"Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 13 (3d6 + 3) piercing damage.","attack_bonus":6,"damage_dice":"3d6","damage_bonus":3},{"name":"Claw","desc":"Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) slashing damage.","attack_bonus":6,"damage_dice":"1d6","damage_bonus":3}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Earth Glide","desc":"The xorn can burrow through nonmagical, unworked earth and stone. While doing so, the xorn doesn't disturb the material it moves through."},{"name":"Stone Camouflage","desc":"The xorn has advantage on Dexterity (Stealth) checks made to hide in rocky terrain."},{"name":"Treasure Sense","desc":"The xorn can pinpoint, by scent, the location of precious metals and stones, such as coins and gems, within 60 ft. of it."}],"spell_list":[],"page_no":356,"environments":["Underdark"],"img_main":null,"document__slug":"wotc-srd","document__title":"5e Core Rules","document__license_url":"http://open5e.com/legal","document__url":"http://dnd.wizards.com/articles/features/systems-reference-document-srd","v2_converted_path":"/v2/creatures/srd_xorn/"},{"slug":"blood-imp","desc":"Blood drips from the lips of this crimson fiend._  \n**Agents of Death.** Blood imps are the devilish servants of gods of blood, death, and decay. On the Material Plane they are often found hastening the deaths of sacrifices and drinking spilled blood in the names of their masters.  \n**Temple Bane.** Blood imps despise the temples of gods of life and healing. The devils are driven to a mad rage when close to the altar of such a deity and go out of their way to defile or destroy it.","name":"Blood Imp","size":"Tiny","type":"Fiend","subtype":"devil","group":null,"alignment":"lawful evil","armor_class":13,"armor_desc":"natural armor","hit_points":14,"hit_dice":"4d4+4","speed":{"walk":20,"fly":40},"strength":6,"dexterity":14,"constitution":13,"intelligence":12,"wisdom":11,"charisma":14,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":null,"skills":{"persuasion":4,"religion":5,"stealth":4},"damage_vulnerabilities":"","damage_resistances":"cold","damage_immunities":"fire, poison","condition_immunities":"poisoned","senses":"darkvision 120 ft., passive Perception 10","languages":"Common, Infernal","challenge_rating":"1/2","cr":0.5,"actions":[{"name":"Sting","desc":"Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) piercing damage.","attack_bonus":4,"damage_dice":"1d4+2"},{"name":"Spew Blood","desc":"Ranged Spell Attack: +4 to hit, range 20/60 ft., one target. Hit: 5 (2d4) poison damage, and the target must succeed on a DC 10 Constitution saving throw or be poisoned until the end of its next turn.","attack_bonus":4,"damage_dice":"2d4"}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Bleed the Dying","desc":"The imp's sting has greater efficacy against injured creatures. When the imp hits a creature that doesn't have all its hit points with its sting, the sting deals an extra 1d4 poison damage."},{"name":"Devil's Sight","desc":"Magical darkness doesn't impede the imp's darkvision."},{"name":"Magic Resistance","desc":"The imp has advantage on saving throws against spells and other magical effects."}],"spell_list":[],"page_no":103,"environments":[],"img_main":null,"document__slug":"tob2","document__title":"Tome of Beasts 2","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/tome-of-beasts-2-for-5th-edition/","v2_converted_path":"/v2/creatures/tob2_blood-imp/"},{"slug":"crimson-shambler","desc":"The bloody corpse stands up, dripping a red slime. As each drop hits the ground, it splatters into little red spores._  \nThe crimson shambler is an intermediary form of a hazardous slime mold found in deep caverns. It wanders the dark passageways, attacking any creatures it encounters to infect them with its spores.  \n**Gruesome Appearance.** The crimson shambler is a mobile plant, feeding off the remains of an infected creature. The overlay of red slime atop an ambulatory decomposing corpse is often mistaken as some type of undead creature. In actuality, the remains are animated by a slime mold, allowing it to hunt and infect other creatures until it finds a suitable place to spawn. Then it falls and becomes a new colony of crimson slime.","name":"Crimson Shambler","size":"Medium","type":"Plant","subtype":"","group":null,"alignment":"unaligned","armor_class":12,"armor_desc":"natural armor","hit_points":32,"hit_dice":"5d8+10","speed":{"walk":20},"strength":12,"dexterity":10,"constitution":14,"intelligence":1,"wisdom":11,"charisma":5,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":null,"skills":{},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"acid, poison","condition_immunities":"blinded, deafened, poisoned","senses":"blindsight 60 ft. (blind beyond this radius), passive Perception 10","languages":"—","challenge_rating":"1/2","cr":0.5,"actions":[{"name":"Slam","desc":"Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 (1d6 + 1) bludgeoning damage plus 3 (1d6) acid damage.","attack_bonus":3,"damage_dice":"1d6+1"},{"name":"Slime Glob","desc":"Ranged Weapon Attack: +2 to hit, range 20/60 ft., one target. Hit: 3 (1d6) acid damage and the target must succeed on a DC 12 Constitution saving throw or become infected with the shambler's spores (see the Spores trait).","attack_bonus":2,"damage_dice":"1d6"}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Eerie Resemblance","desc":"The crimson shambler resembles a bloody zombie. A creature that can see a crimson shambler must succeed on a DC 14 Intelligence (Nature or Religion) check to discern its true nature."},{"name":"Spores","desc":"A creature that touches the shambler or hits it with an attack causes spores to spew out of the shambler in a 10-foot radius. Each creature in that area must succeed on a DC 10 Constitution saving throw or become diseased. Creatures immune to the poisoned condition are immune to this disease. The diseased creature's lungs fill with the spores, which kill the creature in a number of days equal to 1d10 + the creature's Constitution score, unless the disease is removed. One hour after infection, the creature becomes poisoned for the rest of the duration. After the creature dies, it rises as a crimson shambler, roaming for 1 week and attempting to infect any other creatures it encounters. At the end of the week, it collapses, its body fertilizing a new patch of crimson slime. A creature that succeeds on the saving throw is immune to the spores of all crimson shamblers and crimson slime for the next 24 hours."}],"spell_list":[],"page_no":73,"environments":[],"img_main":null,"document__slug":"tob2","document__title":"Tome of Beasts 2","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/tome-of-beasts-2-for-5th-edition/","v2_converted_path":"/v2/creatures/tob2_crimson-shambler/"},{"slug":"eonic-savant","desc":"A jagged blue scar of magical energy forms in the air, and a blue-robed figure steps out a moment later. As it moves, echoes of it appear to move a split second before and after it. The creature focuses its attention and the echoes solidify around it, one wielding the creature’s staff, the other a spell._  \nThe eonic savant is an Open Game License","name":"Eonic Savant","size":"Medium","type":"Humanoid","subtype":"human","group":null,"alignment":"neutral","armor_class":13,"armor_desc":"16 with mage armor","hit_points":115,"hit_dice":"16d8+51","speed":{"walk":30},"strength":9,"dexterity":16,"constitution":16,"intelligence":20,"wisdom":11,"charisma":15,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":3,"charisma_save":null,"perception":3,"skills":{"arcana":8,"history":8,"perception":3,"persuasion":5},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"","condition_immunities":"frightened","senses":"passive Perception 13","languages":"Common, Eonic, Giant, Sylvan","challenge_rating":"7","cr":7.0,"actions":[{"name":"Multiattack","desc":"The eonic savant makes three melee attacks."},{"name":"Time Warping Staff","desc":"Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) bludgeoning damage plus 7 (2d6) force damage.","attack_bonus":6,"damage_dice":"1d6+3"}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Amend Time","desc":"As a bonus action, the savant alters the strands of time surrounding a creature it can see within 30 feet. If the target is friendly, the target has advantage on its next weapon attack roll. If the target is hostile, the target must succeed on a DC 15 Charisma saving throw or have disadvantage on its next weapon attack roll."},{"name":"Magic Resistance","desc":"The savant has advantage on saving throws against spells and other magical effects."},{"name":"Past and Future, Present","desc":"A savant is always accompanied by its past and future selves. They occupy the savant's same space seconds before and after the savant and can't be targeted separately. They provide the savant with the following benefits. \n* The savant can concentrate on two spells simultaneously. If it casts a third spell that requires concentration, the savant loses concentration on the oldest spell. If the savant is concentrating on two spells and loses concentration because of taking damage, it loses concentration on the oldest spell.\n* When a creature targets the savant with an attack, roll a d6. On a 1 through 4, the attack hits one of the savant's future or past selves, halving the damage the savant takes. On a 5 or 6, the attack hits the savant, and it takes damage as normal. The savant is still the target of the attack and is subject to effects that trigger when a creature is hit or damaged."},{"name":"Spellcasting","desc":"The savant is a 9th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 15, +8 to hit with spell attacks). The savant has the following wizard spells prepared: Cantrips (at will): fire bolt, light, mage hand, prestidigitation\n1st Level (4 slots): detect magic, mage armor, magic missile, sleep\n2nd Level (3 slots): enlarge/reduce, gust of wind, misty step\n3rd Level (3 slots): counterspell, fireball, fly\n4th Level (3 slots): arcane eye, confusion, dimension door\n5th Level (1 slot): arcane hand"}],"spell_list":[],"page_no":137,"environments":[],"img_main":null,"document__slug":"tob2","document__title":"Tome of Beasts 2","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/tome-of-beasts-2-for-5th-edition/","v2_converted_path":"/v2/creatures/tob2_eonic-savant/"},{"slug":"graveyard-dragon","desc":"This draconic skeleton is surround by a nimbus of light, colored in such a way as to betray the undead creature’s living origins._  \nGraveyard dragons form out of the remains of evil dragons killed as part of a cataclysm that claimed the lives of several dragons at the same time, or when their remains are exposed to heavy concentrations of necrotic energy.  \n**Vindictive Undead.** Graveyard dragons are vengeful, like many other intelligent undead, but they focus their retribution on the ones responsible for their deaths rather than on their own kind. In fact, these undead dragons have a strange sense of protectiveness of other dragons, particularly for the type of dragons they were when they were alive. This sometimes extends to non-evil dragons, but most good-aligned dragons view the existence of graveyard dragons with distaste.  \n**Intimidating Appearance.** Graveyard dragons are particularly appealing to powerful undead as guardians for their lairs. A graveyard dragon’s skeletal appearance is often enough to scare away most adventurers and tomb robbers. Unlike a more traditional animated skeleton, however, the graveyard dragon is capable of handling the few tomb robbers foolhardy enough to face it.  \n**Undead Nature.** The graveyard dragon doesn’t require air, food, drink, or sleep.","name":"Graveyard Dragon","size":"Large","type":"Undead","subtype":"","group":null,"alignment":"neutral evil","armor_class":16,"armor_desc":"natural armor","hit_points":127,"hit_dice":"15d10+45","speed":{"walk":40},"strength":16,"dexterity":10,"constitution":17,"intelligence":10,"wisdom":11,"charisma":13,"strength_save":null,"dexterity_save":null,"constitution_save":6,"intelligence_save":null,"wisdom_save":3,"charisma_save":4,"perception":3,"skills":{"perception":3,"stealth":3},"damage_vulnerabilities":"","damage_resistances":"necrotic","damage_immunities":"poison","condition_immunities":"charmed, exhaustion, poisoned","senses":"blindsight 30 ft., darkvision 120 ft., passive Perception 13","languages":"Common, Draconic","challenge_rating":"7","cr":7.0,"actions":[{"name":"Multiattack","desc":"The graveyard dragon makes three attacks: one with its bite and two with its claws."},{"name":"Bite","desc":"Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 14 (2d10 + 3) piercing damage plus 4 (1d8) damage of the type dealt by the dragon's breath weapon.","attack_bonus":6,"damage_dice":"2d10+3"},{"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+3"},{"name":"Breath Weapon (Recharge 5-6)","desc":"The dragon releases a breath weapon that corresponds to the type of dragon it was in life. Each creature in the area must make a DC 14 Dexterity saving throw, taking 40 (9d8) damage of the corresponding type on a failed save, or half as much damage on a successful one. \n* Black. Acid damage in a 30-foot line that is 5 feet wide. \n* Blue. Lightning damage in a 30-foot line that is 5 feet wide. \n* Green. Poison damage in a 30-foot cone. \n* Red. Fire damage in a 30-foot cone. \n* White. Cold damage in a 30-foot cone."}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Elemental Aura","desc":"At the start of each of the graveyard dragon's turns, each creature within 5 feet of it takes 4 (1d8) damage of the type dealt by the dragon's breath weapon."},{"name":"Elemental Resistance","desc":"The graveyard dragon has resistance to the type of damage dealt by its breath weapon."},{"name":"False Appearance","desc":"While the graveyard dragon remains motionless, it is indistinguishable from a pile of dragon bones."},{"name":"Reassemble Bones","desc":"As a bonus action, the graveyard dragon can rearrange its bone structure to fit into a space as narrow as 1 foot wide without squeezing. It can use a bonus action to reassemble itself into its normal form. While in this compressed form, it can't make melee weapon attacks."}],"spell_list":[],"page_no":183,"environments":[],"img_main":null,"document__slug":"tob2","document__title":"Tome of Beasts 2","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/tome-of-beasts-2-for-5th-edition/","v2_converted_path":"/v2/creatures/tob2_graveyard-dragon/"},{"slug":"gray-orc","desc":"The ground erupts into a scrambling flood of orcs, their pale skin decorated with swirls of black resin._  \nDwelling deep beneath the ground, gray orcs move in a dark world, only drawn toward the surface by their innate hatred of arcane defilement.  \n**Drawn to Magical Corruption.** Gray orcs are drawn to areas where magic is frequently used or locations marred by magical pollution. Scholars believe the orcs’ ancestral home was ravaged by magic, cursing them and driving them deep beneath the surface. They believe this history fuels within the orcs a deep hatred for magic, especially magic that defiles the natural world. For their part, the orcs have neither confirmed nor denied this speculation, though few scholars have been brave enough to approach them about it. Whatever the case, gray orcs grow violent around magic and seek to snuff it out wherever they find it.  \n**Synchronized Tribes.** Gray orcs move and act as one, their training leading their actions to be so synchronized that they appear to think as one. When faced with a major threat or a large magical catastrophe, a group of gray orcs will erupt from the ground in unison to swarm over the source.","name":"Gray Orc","size":"Medium","type":"Humanoid","subtype":"orc","group":null,"alignment":"neutral","armor_class":13,"armor_desc":null,"hit_points":15,"hit_dice":"2d8+6","speed":{"climb":30,"walk":40,"burrow":20},"strength":14,"dexterity":16,"constitution":16,"intelligence":9,"wisdom":11,"charisma":10,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":2,"skills":{"acrobatics":5,"athletics":4,"perception":2,"stealth":7},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"","condition_immunities":"","senses":"blindsight 30 ft., darkvision 60 ft., passive Perception 12","languages":"Orc","challenge_rating":"1/4","cr":0.25,"actions":[{"name":"Claws","desc":"Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d4 + 3) slashing damage.","attack_bonus":5,"damage_dice":"1d4+3"}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Silent Hunters","desc":"Adept at surviving in a dark and quiet world below the ground, gray orcs instinctively know how to move, hunt, and kill without making the slightest sound. When they hunt, gray orcs paint their pale skin with swirls of a mushroom-based black resin. They often form the resin into runes or symbols of their gods as a way of honoring the gods and asking for success on the hunt."},{"name":"Aggressive","desc":"As a bonus action, the orc can move up to its speed toward a hostile creature it can see."},{"name":"Magic Absorption","desc":"When the gray orc is hit by a spell or is in the area of a spell, it regains hp equal to the spell's level. This trait doesn't counter the spell or negate its damage or effects. The orc regains the hp after the spell is resolved."},{"name":"Pack Tactics","desc":"The gray orc has advantage on attack rolls against a creature if at least one of the orc's allies is within 5 feet of the creature and the ally isn't incapacitated."},{"name":"Sunlight Sensitivity","desc":"While in sunlight, the gray orc has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight."}],"spell_list":[],"page_no":162,"environments":[],"img_main":null,"document__slug":"tob2","document__title":"Tome of Beasts 2","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/tome-of-beasts-2-for-5th-edition/","v2_converted_path":"/v2/creatures/tob2_gray-orc/"},{"slug":"harbinger-of-wrath","desc":"Twisting adamantine spikes topped with an array of demonic and bestial skulls form the vaguely humanoid creature. It makes a loud screeching sound as it crushes everything in its path._  \n**Engines of Decimation.** The harbinger of wrath is a construct of immense size and destructive potential. Just seeing a harbinger causes most creatures to flee in terror, and few are willing or able to face one in battle. Creatures allied with a harbinger must also fear its terrible wrath, as it is not against skewering its allies on its many spikes to rejuvenate itself in the heat of battle.  \n**Forged by Demons.** The first harbingers were created in vast demonic forges by a powerful demon prince to use against his enemies. Since then, the construction process has passed to other demon princes and evil gods that delight in devastation and mayhem.  \n**Construct Nature.** A harbinger doesn’t require air, food, drink, or sleep.","name":"Harbinger of Wrath","size":"Gargantuan","type":"Construct","subtype":"","group":null,"alignment":"chaotic evil","armor_class":21,"armor_desc":"natural armor","hit_points":297,"hit_dice":"18d20+108","speed":{"walk":50},"strength":28,"dexterity":8,"constitution":22,"intelligence":5,"wisdom":11,"charisma":3,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":null,"skills":{},"damage_vulnerabilities":"","damage_resistances":"acid, lightning, necrotic","damage_immunities":"cold, fire, poison, psychic; bludgeoning, piercing, and slashing from nonmagical attacks not made with adamantine weapons","condition_immunities":"charmed, exhaustion, frightened, paralyzed, petrified, poisoned","senses":"truesight 120 ft., passive Perception 10","languages":"understands the languages of its creator but can’t speak","challenge_rating":"20","cr":20.0,"actions":[{"name":"Multiattack","desc":"The harbinger of wrath makes two slam attacks."},{"name":"Slam","desc":"Melee Weapon Attack: +15 to hit, reach 15 ft., one target. Hit: 36 (6d8 + 9) bludgeoning damage. The target is grappled (escape DC 20) if it is a Large or smaller creature and the harbinger doesn't have two other creatures grappled.","attack_bonus":15,"damage_dice":"6d8+9"},{"name":"Impale","desc":"The harbinger makes one slam attack against a creature it is grappling. If the attack hits, the target is impaled on the harbinger's spikes. While impaled, the creature is restrained and takes 21 (6d6) piercing damage at the start of each of the harbinger's turns. A creature, including the impaled target, can take its action to free the impaled target by succeeding on a DC 20 Strength check. A freed creature falls prone in a space within 10 feet of the harbinger. If the harbinger dies, a creature is no longer restrained and can escape from the harbinger's spikes by using 10 feet of movement."},{"name":"Drain Life (Recharge 5-6)","desc":"The harbinger drains the life force of one creature impaled on its spikes. The target must succeed on a DC 20 Constitution saving throw or take 55 (10d10) necrotic damage. If a creature dies from this attack, its soul is absorbed into the harbinger and can be restored to life only by means of a wish spell. The harbinger then regains hp equal to the necrotic damage dealt."},{"name":"Spike Volley (Recharge 5-6)","desc":"The harbinger launches a volley of adamantine spikes. Each creature within 60 feet of the harbinger must make a DC 20 Dexterity saving throw, taking 42 (12d6) piercing damage on a failed save, or half as much damage on a successful one."}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Adamantine Weapons","desc":"The harbinger's weapon attacks are adamantine and magical."},{"name":"Immutable Form","desc":"The harbinger is immune to any spell or effect that would alter its form."},{"name":"Legendary Resistance (3/Day)","desc":"If the harbinger fails a saving throw, it can choose to succeed instead."},{"name":"Magic Resistance","desc":"The harbinger has advantage on saving throws against spells and other magical effects."}],"spell_list":[],"page_no":193,"environments":[],"img_main":null,"document__slug":"tob2","document__title":"Tome of Beasts 2","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/tome-of-beasts-2-for-5th-edition/","v2_converted_path":"/v2/creatures/tob2_harbinger-of-wrath/"},{"slug":"initiate-of-the-elder-elementals","desc":"The kobold stands at the stone altar, chanting words of elemental power. Winds swirl around it, the stone beneath its feet rumbles, and fire ignites in one hand while frost rimes the other._  \n**Elemental Servant.** Serving as part of a secret cabal, the initiate taps into the elemental magic that taints it to serve the four great elemental lords of evil. It often worships in secret underground sites devoted to its dark gods. Service means access to power, and an initiate hopes to use that power to rise in station.","name":"Initiate of the Elder Elementals","size":"Small","type":"Humanoid","subtype":"kobold","group":null,"alignment":"any evil alignment","armor_class":12,"armor_desc":"15 with mage armor","hit_points":33,"hit_dice":"6d6+12","speed":{"walk":30},"strength":9,"dexterity":14,"constitution":15,"intelligence":16,"wisdom":11,"charisma":12,"strength_save":null,"dexterity_save":null,"constitution_save":4,"intelligence_save":5,"wisdom_save":null,"charisma_save":null,"perception":null,"skills":{"intimidation":3,"religion":5},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"","condition_immunities":"","senses":"darkvision 60 ft., passive Perception 10","languages":"Common, Draconic, Primordial","challenge_rating":"2","cr":2.0,"actions":[{"name":"Dagger","desc":"Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 4 (1d4 + 2) piercing damage.","attack_bonus":4,"damage_dice":"1d4+2"},{"name":"Gift of the Elder Elementals","desc":"Ranged Spell Attack: +5 to hit, range 60 ft., one target. Hit: 7 (2d6) acid, cold, fire, or lightning damage, and the target has disadvantage on its next saving throw against any of the initiate's spells that deal the chosen type of damage.","attack_bonus":5,"damage_dice":"2d6"}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Blessing of the Elder Elementals","desc":"The initiate has advantage on saving throws against spells and abilities that deal acid, cold, fire, or lightning damage."},{"name":"Pack Tactics","desc":"The initiate has advantage on attack rolls against a creature if at least one of the initiate's allies is within 5 feet of the creature and the ally isn't incapacitated."},{"name":"Sunlight Sensitivity","desc":"While in sunlight, the initiate has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight."},{"name":"Versatility of the Elder Elementals","desc":"As a bonus action, the initiate can change the damage of a spell it casts from acid, cold, fire, or lightning to another one of those elements."},{"name":"Spellcasting","desc":"The initiate of the elder elementals is a 5th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 13, +5 to hit with spell attacks). The initiate has the following wizard spells prepared:\nCantrips (at will): pummelstone, light, mage hand, ray of frost\n1st level (4 slots): burning hands, mage armor, tidal barrier\n2nd level (3 slots): gust of wind, misty step, scorching ray\n3rd level (2 slots): lightning bolt, frozen razors"}],"spell_list":[],"page_no":216,"environments":[],"img_main":null,"document__slug":"tob2","document__title":"Tome of Beasts 2","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/tome-of-beasts-2-for-5th-edition/","v2_converted_path":"/v2/creatures/tob2_initiate-of-the-elder-elementals/"}]}