{"count":3207,"next":"https://api-beta.open5e.com/v1/monsters/?format=json&ordering=wisdom&page=39","previous":"https://api-beta.open5e.com/v1/monsters/?format=json&ordering=wisdom&page=37","results":[{"slug":"malphas-tob1-2023","desc":"False","name":"Malphas","size":"Medium","type":"Fey","subtype":"","group":"null","alignment":"Neutral Evil","armor_class":16,"armor_desc":"studded leather","hit_points":135,"hit_dice":"18d8 + 54","speed":{"walk":30,"fly":40},"strength":19,"dexterity":19,"constitution":16,"intelligence":14,"wisdom":13,"charisma":18,"strength_save":null,"dexterity_save":7,"constitution_save":6,"intelligence_save":null,"wisdom_save":4,"charisma_save":null,"perception":14,"skills":{"Perception":4},"damage_vulnerabilities":"False","damage_resistances":"False","damage_immunities":"False","condition_immunities":"False","senses":"darkvision 60 ft., passive Perception 14","languages":"Common, Ravenfolk, Sylvan","challenge_rating":"6","cr":6.0,"actions":[{"name":"Multiattack","desc":"The malphas makes two Longsword attacks or three Shadow Bolt attacks. If both Longsword attacks hit one creature, the target must succeed on a DC 15 Constitution saving throw or be blinded until the end of its next turn, as shadows fill its eyes. A creature that can see through magical darkness has advantage on this saving throw."},{"name":"Longsword","desc":"Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) slashing damage, or 9 (1d10 + 4) slashing damage if used with two hands, plus 10 (3d6) necrotic damage."},{"name":"Shadow Bolt","desc":"Ranged Spell Attack: +7 to hit, range 60 ft., one target. Hit: 14 (3d6 + 4) necrotic damage."}],"bonus_actions":[],"reactions":[{"name":"Shadow Call","desc":"When the malphas is hit by a ranged attack, it can make one Shadow Bolt attack against the attacker. The malphas doesn't have disadvantage on this attack from being within 5 feet of a hostile creature, though it may still have disadvantage from other sources."}],"legendary_desc":null,"legendary_actions":[],"special_abilities":[{"name":"Shadow-Infused Weapons","desc":"The malphas's weapon attacks are magical. When it hits with any weapon, the weapon deals an extra 3d6 necrotic damage (included in the attack)."},{"name":"Sunlight Sensitivity","desc":"While in sunlight, the malphas has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight."}],"spell_list":[],"page_no":262,"environments":[],"img_main":"http://api-beta.open5e.com/","document__slug":"tob-2023","document__title":"Tome of Beasts 2023","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/tome-of-beasts-1-2023-edition/","v2_converted_path":"/v2/creatures/tob-2023_malphas/"},{"slug":"mapmimic-tob1-2023","desc":"False","name":"Map Mimic","size":"Tiny","type":"Monstrosity","subtype":"","group":"null","alignment":"Neutral","armor_class":14,"armor_desc":"natural armor","hit_points":22,"hit_dice":"5d4 + 10","speed":{"walk":15,"fly":30},"strength":7,"dexterity":15,"constitution":14,"intelligence":5,"wisdom":13,"charisma":16,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":11,"skills":{},"damage_vulnerabilities":"False","damage_resistances":"False","damage_immunities":"acid","condition_immunities":"prone","senses":"darkvision 60 ft., passive Perception 11","languages":"—","challenge_rating":"1/4","cr":0.25,"actions":[{"name":"Pseudopod","desc":"Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) bludgeoning damage, and it attaches to the target. While attached, the mimic can't attack, the target is blinded, and at the start of each of the mimic's turns, the target takes 5 (1d6 + 2) bludgeoning damage."}],"bonus_actions":[{"name":"Change Shape","desc":"The mimic transforms into a Tiny object or back into its true, amorphous form. Its statistics are the same in each form. Any equipment it is wearing or carrying isn't transformed. It reverts to its true form if it dies."}],"reactions":[],"legendary_desc":null,"legendary_actions":[],"special_abilities":[{"name":"False Appearance (Object Form Only)","desc":"While the mimic remains motionless, it is indistinguishable from an ordinary object."},{"name":"Life Path","desc":"Regardless of the form it takes, the map mimic can make a map on its surface (no action required) that shows the route it has traveled since it left its parent mimic. The map shows terrain features and landmarks of where it has been, but doesn't show the names of those places."}],"spell_list":[],"page_no":269,"environments":[],"img_main":"http://api-beta.open5e.com/","document__slug":"tob-2023","document__title":"Tome of Beasts 2023","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/tome-of-beasts-1-2023-edition/","v2_converted_path":"/v2/creatures/tob-2023_map-mimic/"},{"slug":"mavka-tob1-2023","desc":"False","name":"Mavka","size":"Medium","type":"Undead","subtype":"","group":"null","alignment":"Chaotic Evil","armor_class":17,"armor_desc":"natural armor","hit_points":170,"hit_dice":"20d8 + 80","speed":{"walk":30},"strength":20,"dexterity":15,"constitution":18,"intelligence":13,"wisdom":13,"charisma":18,"strength_save":9,"dexterity_save":6,"constitution_save":8,"intelligence_save":null,"wisdom_save":null,"charisma_save":8,"perception":15,"skills":{"Athletics":9,"Nature":5,"Perception":5},"damage_vulnerabilities":"False","damage_resistances":"fire; bludgeoning, piercing, and slashing from nonmagical attacks","damage_immunities":"necrotic, poison","condition_immunities":"poisoned","senses":"darkvision 90 ft., passive Perception 15","languages":"Abyssal, Common, Infernal, Sylvan","challenge_rating":"12","cr":12.0,"actions":[{"name":"Multiattack","desc":"The mavka makes two Enervating Slam attacks or three Necrotic Bolt attacks. If she is riding a nightmare, the nightmare can then make one Hooves attack. If both Enervating Slam attacks hit one creature, the mavka regains hp equal to the total necrotic damage dealt by both attacks."},{"name":"Enervating Slam","desc":"Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 23 (4d8 + 5) bludgeoning damage plus 16 (3d10) necrotic damage."},{"name":"Necrotic Bolt","desc":"Ranged Spell Attack: +8 to hit, range 60 ft., one target. Hit: 26 (4d10 + 4) necrotic damage."},{"name":"Flame Burst (Recharge 5-6)","desc":"While riding a nightmare, the mavka channels her power into her mount, causing its fiery light to burn those nearby. Each creature within 20 feet of the mavka must make a DC 16 Dexterity saving throw, taking 54 (12d8) fire damage on a failed save, or half as much damage on a successful one."},{"name":"Spellcasting","desc":"The mavka casts one of the following spells, requiring no material components and using Charisma as the spellcasting ability (spell save DC 16):\nAt will: create or destroy water, dancing lights\n3/day each: darkness, hold person, silence\n1/day each: bestow curse, dispel magic"}],"bonus_actions":[],"reactions":[],"legendary_desc":null,"legendary_actions":[],"special_abilities":[{"name":"Mounted Warrior","desc":"While the mavka is mounted, her mount can't be charmed or frightened."},{"name":"Nightmare Mount","desc":"The mavka has formed a bond with a nightmare. The nightmare acts as a controlled mount while carrying the mavka, obeying the mavka's spoken commands. Mounting and dismounting the nightmare costs the mavka only 5 feet of movement."},{"name":"Sunlight Hypersensitivity","desc":"The mavka takes 20 radiant damage when she starts her turn in sunlight. While in sunlight, she has disadvantage on attack rolls and ability checks."},{"name":"Undead Nature","desc":"The mavka doesn't require air, food, drink, or sleep."}],"spell_list":[],"page_no":265,"environments":[],"img_main":"http://api-beta.open5e.com/","document__slug":"tob-2023","document__title":"Tome of Beasts 2023","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/tome-of-beasts-1-2023-edition/","v2_converted_path":"/v2/creatures/tob-2023_mavka/"},{"slug":"qwyllion-tob1-2023","desc":"False","name":"Qwyllion","size":"Medium","type":"Aberration","subtype":"","group":"null","alignment":"Neutral Evil","armor_class":16,"armor_desc":"natural armor","hit_points":110,"hit_dice":"13d8 + 52","speed":{"walk":30},"strength":12,"dexterity":20,"constitution":19,"intelligence":12,"wisdom":13,"charisma":16,"strength_save":null,"dexterity_save":8,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":6,"perception":14,"skills":{"Acrobatics":11,"Perception":4},"damage_vulnerabilities":"False","damage_resistances":"acid, fire; bludgeoning, piercing, and slashing from nonmagical attacks","damage_immunities":"False","condition_immunities":"False","senses":"darkvision 60 ft., passive Perception 14","languages":"Common, Goblin, Infernal, Sylvan, Void Speech","challenge_rating":"8","cr":8.0,"actions":[{"name":"Multiattack","desc":"The qwyllion makes three Claw or Deadly Gaze attacks. If two Deadly Gaze attacks hit one creature, the target must succeed on a DC 15 Constitution saving throw or be incapacitated until the end of its next turn."},{"name":"Claw","desc":"Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 18 (3d8 + 5) slashing damage."},{"name":"Deadly Gaze","desc":"Ranged Spell Attack: +6 to hit, range 60 ft., one target. Hit: 17 (4d6 + 3) psychic damage. A Humanoid slain by this attack rises 8 hours later as a specter under the qwyllion's control, unless the Humanoid is restored to life. The qwyllion can have no more than ten specters under its control at one time."},{"name":"Charm","desc":"One Humanoid or Beast the qwyllion can see within 30 feet of it must succeed on a DC 15 Wisdom saving throw or be magically charmed for 1 day. The charmed target obeys the qwyllion's verbal commands. If the target suffers any harm or receives a suicidal command, it can repeat the saving throw, ending the effect on a success. If the target successfully saves against the effect, or if the effect on it ends, the target is immune to the qwyllion's Charm for the next 24 hours."}],"bonus_actions":[],"reactions":[],"legendary_desc":null,"legendary_actions":[],"special_abilities":[{"name":"Nauseating Stench","desc":"A creature that starts its turn within 20 feet of the qwyllion must succeed on a DC 15 Constitution saving throw or be poisoned for 1 minute. A poisoned creature that fails this saving throw is also incapacitated while poisoned in this way. A poisoned creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the qwyllion's Nauseating Stench for the next 24 hours."}],"spell_list":[],"page_no":298,"environments":[],"img_main":"http://api-beta.open5e.com/","document__slug":"tob-2023","document__title":"Tome of Beasts 2023","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/tome-of-beasts-1-2023-edition/","v2_converted_path":"/v2/creatures/tob-2023_qwyllion/"},{"slug":"redcap-tob1-2023","desc":"False","name":"Redcap","size":"Medium","type":"Fey","subtype":"","group":"null","alignment":"Neutral Evil","armor_class":15,"armor_desc":"natural armor","hit_points":120,"hit_dice":"16d8 + 48","speed":{"walk":40},"strength":20,"dexterity":10,"constitution":17,"intelligence":11,"wisdom":13,"charisma":8,"strength_save":null,"dexterity_save":null,"constitution_save":6,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":11,"skills":{"Athletics":8,"Intimidation":5},"damage_vulnerabilities":"False","damage_resistances":"bludgeoning, piercing, and slashing from nonmagical attacks","damage_immunities":"False","condition_immunities":"charmed, frightened","senses":"darkvision 60 ft., passive Perception 11","languages":"Common, Sylvan, Undercommon","challenge_rating":"6","cr":6.0,"actions":[{"name":"Multiattack","desc":"The redcap makes one Bleeding Bite attack and two Pike attacks."},{"name":"Bleeding Bite","desc":"Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 14 (2d8 + 5) piercing damage. If the target is a creature other than a Construct or Undead, it must succeed on a DC 15 Constitution saving throw or lose 7 (2d6) hp at the start of each of its turns due to a bleeding wound. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Any creature can take an action to stanch the wound with a successful DC 13 Wisdom (Medicine) check. The wound also closes if the target receives magical healing."},{"name":"Pike","desc":"Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 10 (1d10 + 5) piercing damage."}],"bonus_actions":[{"name":"Solid Kick","desc":"The redcap kicks a Medium or smaller creature within 5 feet of it. The target must succeed on a DC 15 Strength saving throw or be knocked prone."}],"reactions":[],"legendary_desc":null,"legendary_actions":[],"special_abilities":[{"name":"Red Cap","desc":"The redcap must soak its cap in the blood of a Humanoid that has been dead for no more than 1 hour at least once every 3 days. Every 24 hours past the third day that it goes without soaking its cap in blood in this way, it suffers one level of exhaustion. This exhaustion can be reduced only when the redcap finishes a long rest after soaking its cap in fresh Humanoid blood, which reduces its exhaustion level to 0. If the redcap dies as a result of this exhaustion, it crumbles to dust."}],"spell_list":[],"page_no":306,"environments":[],"img_main":"http://api-beta.open5e.com/","document__slug":"tob-2023","document__title":"Tome of Beasts 2023","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/tome-of-beasts-1-2023-edition/","v2_converted_path":"/v2/creatures/tob-2023_redcap/"},{"slug":"riverking-tob1-2023","desc":"False","name":"River King","size":"Medium","type":"Fey","subtype":"","group":"null","alignment":"Chaotic Neutral","armor_class":18,"armor_desc":"natural armor","hit_points":190,"hit_dice":"20d8 + 100","speed":{"walk":60},"strength":21,"dexterity":17,"constitution":20,"intelligence":14,"wisdom":13,"charisma":17,"strength_save":null,"dexterity_save":8,"constitution_save":10,"intelligence_save":null,"wisdom_save":6,"charisma_save":null,"perception":16,"skills":{"Intimidation":8,"Nature":7,"Perception":6,"Stealth":8},"damage_vulnerabilities":"False","damage_resistances":"cold, fire, lightning, thunder; bludgeoning, piercing, and slashing from nonmagical attacks not made with cold iron weapons","damage_immunities":"poison","condition_immunities":"charmed, exhaustion, frightened","senses":"blindsight 10 ft., darkvision 120 ft., passive Perception 16","languages":"Common, Elvish, Giant, Primordial","challenge_rating":"16","cr":16.0,"actions":[{"name":"Multiattack","desc":"The River King makes two Longsword or Flood Blast attacks."},{"name":"Longsword","desc":"Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 9 (1d8 + 5) slashing damage, or 10 (1d10 + 5) slashing damage if used with two hands, plus 10 (3d6) poison damage."},{"name":"Flood Blast","desc":"Ranged Spell Attack: +8 to hit, range 120 ft., one target. Hit: 21 (4d8 + 3) bludgeoning damage, and the target must succeed on a DC 18 Strength saving throw or be pushed up to 30 feet away from the River King and knocked prone."},{"name":"Grasping Whirlpool (Recharge 5-6)","desc":"The River King magically creates a swirling vortex of water centered on a point he can see within 60 feet. The vortex appears in the shape of a cylinder that is 15 feet tall with a 10-foot radius. Each creature in the area must make a DC 18 Strength saving throw. On a failure, a creature takes 36 (8d8) bludgeoning damage and is restrained. On a success, a creature takes half the damage, isn't restrained, and can choose to be pushed out of the whirlpool's space. A creature that chooses not to be pushed suffers the consequences of a failed saving throw. While restrained, a creature is unable to breathe unless it can breathe water, and it must succeed on a DC 18 Strength saving throw at the end of each of its turns or take 18 (4d8) bludgeoning damage. A creature, including the restrained creature, can take an action to free the restrained creature by succeeding on a DC 18 Strength check. A creature with a swimming speed has advantage on the saving throw and on the Strength check to escape."},{"name":"Spellcasting","desc":"The River King casts one of the following spells, requiring no material components and using Charisma as the spellcasting ability (save DC 16):\nAt will: create or destroy water, water breathing\n3/day each: freedom of movement, control water\n1/day: control weather (as an action)"}],"bonus_actions":[],"reactions":[{"name":"Blade Current","desc":"When a creature within 5 feet of the River King stands up from prone, he can make one Longsword attack against that creature."}],"legendary_desc":"The River King can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. The River King regains spent legendary actions at the start of his turn.","legendary_actions":[{"name":"Attack","desc":"The River King makes a Longsword or Flood Blast attack."},{"name":"Flow","desc":"The River King moves up to his walking speed, or swims up to half his swimming speed, without provoking opportunity attacks."},{"name":"Ripple (Costs 2 Actions)","desc":"The River King magically ripples like sunlight on the surface of water. Until the start of his next turn, attack rolls against him have disadvantage."}],"special_abilities":[{"name":"Amphibious","desc":"The River King can breathe air and water."},{"name":"Legendary Resistance (3/Day)","desc":"If the River King fails a saving throw, he can choose to succeed instead."},{"name":"Riparian Weapons","desc":"The River King's weapon attacks are magical. When he hits with any weapon, the weapon deals an extra 10 (3d6) poison damage (included in the attack)."}],"spell_list":[],"page_no":182,"environments":[],"img_main":"http://api-beta.open5e.com/","document__slug":"tob-2023","document__title":"Tome of Beasts 2023","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/tome-of-beasts-1-2023-edition/","v2_converted_path":"/v2/creatures/tob-2023_river-king/"},{"slug":"sandwyrm-tob1-2023","desc":"False","name":"Sandwyrm","size":"Large","type":"Dragon","subtype":"","group":"null","alignment":"Unaligned","armor_class":15,"armor_desc":"natural armor","hit_points":142,"hit_dice":"15d10 + 60","speed":{"walk":40,"burrow":20},"strength":20,"dexterity":12,"constitution":18,"intelligence":5,"wisdom":13,"charisma":8,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":17,"skills":{"Perception":7,"Stealth":4},"damage_vulnerabilities":"False","damage_resistances":"False","damage_immunities":"False","condition_immunities":"False","senses":"darkvision 60 ft., tremorsense 120 ft., passive Perception 17","languages":"—","challenge_rating":"6","cr":6.0,"actions":[{"name":"Multiattack","desc":"The sandwyrm makes one Bite attack, one Gore attack, and one Stinger attack."},{"name":"Bite","desc":"Melee Weapon Attack: +8 to hit, reach 5 ft., one creature. Hit: 12 (2d6 + 5) piercing damage."},{"name":"Gore","desc":"Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 11 (1d12 + 5) piercing damage."},{"name":"Stinger","desc":"Melee Weapon Attack: +8 to hit, reach 10 ft., one creature. Hit: 9 (1d4 + 5) piercing damage, and the target must make a DC 15 Constitution saving throw, taking 14 (4d6) poison damage on a failed save, or half as much damage on a successful one. If the poison damage reduces the target to 0 hp, the target is stable but poisoned for 1 hour, even after regaining hp, and is paralyzed while poisoned in this way."}],"bonus_actions":[],"reactions":[{"name":"Spine Trap","desc":"When the sandwyrm is burrowed just below the surface of sand with its back spines exposed and a Medium or smaller creature enters the spines' space, the sandwyrm closes the spines on the creature. The creature must succeed on a DC 15 Dexterity saving throw or be restrained. When the sandwyrm moves, a restrained creature moves with it. The sandwyrm can have only one creature restrained at a time. A creature, including the restrained creature, can take an action to free the restrained creature by succeeding on a DC 15 Strength check."}],"legendary_desc":null,"legendary_actions":[],"special_abilities":[],"spell_list":[],"page_no":314,"environments":[],"img_main":"http://api-beta.open5e.com/","document__slug":"tob-2023","document__title":"Tome of Beasts 2023","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/tome-of-beasts-1-2023-edition/","v2_converted_path":"/v2/creatures/tob-2023_sandwyrm/"},{"slug":"scorpioncultist-tob1-2023","desc":"False","name":"Scorpion Cultist","size":"Medium","type":"Humanoid","subtype":"","group":"null","alignment":"Neutral","armor_class":13,"armor_desc":"","hit_points":26,"hit_dice":"4d8 + 8","speed":{"walk":30},"strength":11,"dexterity":17,"constitution":15,"intelligence":10,"wisdom":13,"charisma":10,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":13,"skills":{"Animal Handling":3,"Deception":2,"Perception":3,"Stealth":5},"damage_vulnerabilities":"False","damage_resistances":"poison","damage_immunities":"False","condition_immunities":"False","senses":"passive Perception 14","languages":"Common","challenge_rating":"1/2","cr":0.5,"actions":[{"name":"Scimitar","desc":"Melee Weapon Attack: +5 to hit, reach 5 ft, one target. Hit: 6 (1d6 + 3) slashing damage plus 2 (1d4) poison damage."},{"name":"Sling","desc":"Ranged Weapon Attack: +5 to hit, range 30/120 ft., one target. Hit: 5 (1d4 + 3) bludgeoning damage plus 2 (1d4) poison damage."}],"bonus_actions":[],"reactions":[],"legendary_desc":null,"legendary_actions":[],"special_abilities":[{"name":"Dark Devotion","desc":"The scorpion cultist has advantage on saving throws against being charmed or frightened."},{"name":"Keen Senses","desc":"The scorpion cultist has advantage on Wisdom (Perception) checks."},{"name":"Scorpion's Blessing","desc":"The scorpion cultist has advantage on saving throws against poison. In addition, when the scorpion cultist hits with any weapon, the weapon deals an extra 1d4 poison damage (included in the attack)."}],"spell_list":[],"page_no":411,"environments":[],"img_main":"http://api-beta.open5e.com/","document__slug":"tob-2023","document__title":"Tome of Beasts 2023","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/tome-of-beasts-1-2023-edition/","v2_converted_path":"/v2/creatures/tob-2023_scorpion-cultist/"},{"slug":"skinbat-tob1-2023","desc":"False","name":"Skin Bat","size":"Small","type":"Undead","subtype":"","group":"null","alignment":"Neutral Evil","armor_class":13,"armor_desc":"natural armor","hit_points":28,"hit_dice":"8d6","speed":{"walk":40,"fly":10},"strength":12,"dexterity":16,"constitution":10,"intelligence":2,"wisdom":13,"charisma":6,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":13,"skills":{"Perception":3},"damage_vulnerabilities":"False","damage_resistances":"False","damage_immunities":"poison","condition_immunities":"poisoned","senses":"blindsight 20 ft., darkvision 60 ft., passive Perception 13","languages":"—","challenge_rating":"1/2","cr":0.5,"actions":[{"name":"Bite","desc":"Melee Weapon Attack: +5 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 be paralyzed until the end of its next turn. On a success, the target can't be paralyzed in this way by the skin bat again for 24 hours."}],"bonus_actions":[],"reactions":[{"name":"Attract Bats (1/Day)","desc":"When the skin bat is reduced to below half its hp maximum while underground or outside at night, it releases a high-frequency cry similar to that of an injured bat, attracting other bats to it. On initiative count 20 of the next round, 1d6 bats arrive and aid the skin bat. These bats aren't under the skin bat's control, but they protect it to the best of their abilities, attacking those that harm the skin bat."}],"legendary_desc":null,"legendary_actions":[],"special_abilities":[{"name":"Echolocation","desc":"The skin bat can't use its blindsight while deafened."},{"name":"Hungry Dead Nature","desc":"The skin bat doesn't require air or sleep."}],"spell_list":[],"page_no":331,"environments":[],"img_main":"http://api-beta.open5e.com/","document__slug":"tob-2023","document__title":"Tome of Beasts 2023","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/tome-of-beasts-1-2023-edition/","v2_converted_path":"/v2/creatures/tob-2023_skin-bat/"},{"slug":"spawnofarbeyach-tob1-2023","desc":"False","name":"Spawn of Arbeyach","size":"Medium","type":"Fiend","subtype":"","group":"null","alignment":"Lawful Evil","armor_class":17,"armor_desc":"natural armor","hit_points":78,"hit_dice":"12d8 + 24","speed":{"walk":20},"strength":18,"dexterity":15,"constitution":15,"intelligence":10,"wisdom":13,"charisma":12,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":4,"charisma_save":null,"perception":14,"skills":{"Perception":4,"Stealth":5},"damage_vulnerabilities":"False","damage_resistances":"cold; bludgeoning, piercing, and slashing from nonmagical attacks not made with silvered weapons","damage_immunities":"fire, poison","condition_immunities":"poisoned","senses":"darkvision 60 ft., tremorsense 60 ft., passive Perception 14","languages":"Infernal","challenge_rating":"5","cr":5.0,"actions":[{"name":"Multiattack","desc":"The spawn of Arbeyach makes one Bite attack and one Stinger attack."},{"name":"Bite","desc":"Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) piercing damage plus 4 (1d8) poison damage."},{"name":"Stinger","desc":"Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 6 (1d4 + 4) piercing damage plus 13 (3d8) poison damage. If the target is a creature, it must succeed on a DC 13 Constitution saving throw or be poisoned for 1 minute. A poisoned creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success."},{"name":"Children of Arbeyach (1/Day)","desc":"The spawn of Arbeyach magically calls 1d4 swarms of insects. The called creatures arrive in 1d4 rounds, acting as allies of the spawn and obeying its spoken commands. The insects remain for 1 hour, until the spawn dies, or until the spawn dismisses them as a bonus action."}],"bonus_actions":[],"reactions":[],"legendary_desc":null,"legendary_actions":[],"special_abilities":[{"name":"Devil's Sight","desc":"Magical darkness doesn't impede the spawn's darkvision."},{"name":"Hive Bond","desc":"While the spawn is within 60 feet of at least one member of its hive, it has advantage on initiative rolls and on Wisdom (Perception) checks. The spawn can't be surprised if at least one other member is aware of the danger and within 300 feet of it."},{"name":"Magic Resistance","desc":"The spawn has advantage on saving throws against spells and other magical effects."},{"name":"Speak with Insects","desc":"The spawn can communicate with insects as if they shared a language."}],"spell_list":[],"page_no":356,"environments":[],"img_main":"http://api-beta.open5e.com/","document__slug":"tob-2023","document__title":"Tome of Beasts 2023","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/tome-of-beasts-1-2023-edition/","v2_converted_path":"/v2/creatures/tob-2023_spawn-of-arbeyach/"},{"slug":"subek-tob1-2023","desc":"False","name":"Subek","size":"Large","type":"Humanoid","subtype":"","group":"null","alignment":"Lawful Neutral","armor_class":15,"armor_desc":"natural armor","hit_points":114,"hit_dice":"12d10 + 48","speed":{"walk":20},"strength":19,"dexterity":10,"constitution":18,"intelligence":14,"wisdom":13,"charisma":13,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":11,"skills":{"History":5,"Investigation":5},"damage_vulnerabilities":"False","damage_resistances":"False","damage_immunities":"False","condition_immunities":"False","senses":"darkvision 60 ft., passive Perception 11","languages":"Common","challenge_rating":"5","cr":5.0,"actions":[{"name":"Multiattack","desc":"The subek makes one Bite attack and two Claw attacks. If both Claw attacks hit one creature, the target must succeed on a DC 15 Strength saving throw or take 7 (2d6) slashing damage as the subek tears into the target."},{"name":"Bite","desc":"Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) piercing damage."},{"name":"Claw","desc":"Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) slashing damage."}],"bonus_actions":[],"reactions":[],"legendary_desc":null,"legendary_actions":[],"special_abilities":[{"name":"Flood Fever","desc":"During flood season, the subek is overcome with bloodthirsty malice, becoming more aggressive and losing its proficiency in Intelligence (History) and Intelligence (Investigation) checks. If it hasn't fed within the past 8 hours, it enters a frenzy, spending each turn attacking the nearest creature it can see. If no creature is near enough to move to and attack, the subek attacks an object, with preference for an object smaller than itself. During the frenzy, it has advantage on melee attack rolls against any creature that doesn't have all its hp."},{"name":"Hold Breath","desc":"The subek can hold its breath for 15 minutes."}],"spell_list":[],"page_no":352,"environments":[],"img_main":"http://api-beta.open5e.com/","document__slug":"tob-2023","document__title":"Tome of Beasts 2023","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/tome-of-beasts-1-2023-edition/","v2_converted_path":"/v2/creatures/tob-2023_subek/"},{"slug":"swarmofmanabanescarabs-tob1-2023","desc":"False","name":"Swarm of Manabane Scarabs","size":"Medium","type":"Swarm","subtype":"","group":"null","alignment":"Unaligned","armor_class":15,"armor_desc":"natural armor","hit_points":82,"hit_dice":"11d8 + 33","speed":{"walk":10,"fly":20,"burrow":20},"strength":3,"dexterity":16,"constitution":16,"intelligence":1,"wisdom":13,"charisma":2,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":13,"skills":{"Perception":3,"Stealth":5},"damage_vulnerabilities":"False","damage_resistances":"bludgeoning, piercing, slashing","damage_immunities":"False","condition_immunities":"charmed, frightened, grappled, paralyzed, petrified, prone, restrained, stunned","senses":"blindsight 10 ft., darkvision 30 ft., tremorsense 30 ft., passive Perception 13","languages":"—","challenge_rating":"4","cr":4.0,"actions":[{"name":"Bites","desc":"Melee Weapon Attack: +5 to hit, reach 0 ft., one creature in the swarm's space. Hit: 28 (8d6) piercing damage, or 14 (4d6) piercing damage if the swarm has half of its hit points or fewer, and the swarm can attempt to end one random magical effect of 2nd level or lower on the target. This effect works like the dispel magic spell, except the swarm must always make an ability check. Its ability check for this is +5."}],"bonus_actions":[{"name":"Drain Magic Item","desc":"The swarm drains the magic from one magic item in its space that isn't being worn or carried. A magic item with charges loses 1d4 charges, an item with limited uses per day loses one daily use, and a single-use item, such as a potion or spell scroll is destroyed. All other magic items have their effects suppressed for 1 minute. A drained item regains its magic after 1 hour."}],"reactions":[],"legendary_desc":null,"legendary_actions":[],"special_abilities":[{"name":"Limited Magic Immunity","desc":"The swarm of manabane scarabs can't be affected or detected by spells of 2nd level or lower unless it wishes to be. It has advantage on saving throws against all other spells and magical effects."},{"name":"Sense Magic","desc":"The swarm of manabane scarabs senses magic within 120 feet of it at will. This trait otherwise works like the detect magic spell but isn't itself magical."},{"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 insect. The swarm can't regain hp or gain temporary hp."}],"spell_list":[],"page_no":355,"environments":[],"img_main":"http://api-beta.open5e.com/","document__slug":"tob-2023","document__title":"Tome of Beasts 2023","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/tome-of-beasts-1-2023-edition/","v2_converted_path":"/v2/creatures/tob-2023_swarm-of-manabane-scarabs/"},{"slug":"swarmofprismaticbeetles-tob1-2023","desc":"False","name":"Swarm of Prismatic Beetles","size":"Medium","type":"Swarm","subtype":"","group":"null","alignment":"Unaligned","armor_class":13,"armor_desc":"","hit_points":60,"hit_dice":"11d8 + 11","speed":{"walk":30,"fly":5,"burrow":20},"strength":3,"dexterity":16,"constitution":12,"intelligence":1,"wisdom":13,"charisma":2,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":13,"skills":{"Perception":3,"Stealth":5},"damage_vulnerabilities":"False","damage_resistances":"bludgeoning, piercing, slashing","damage_immunities":"False","condition_immunities":"charmed, frightened, grappled, paralyzed, petrified, prone, restrained, stunned","senses":"blindsight 10 ft., darkvision 30 ft., passive Perception 13","languages":"—","challenge_rating":"3","cr":3.0,"actions":[{"name":"Bites","desc":"Melee Weapon Attack: +5 to hit, reach 0 ft., one creature in the swarm's space. Hit: 14 (4d6) piercing damage, or 7 (2d6) piercing damage if the swarm has half of its hp or fewer. The target must make a DC 13 Constitution saving throw. On a failure, a creature takes 10 (4d4) poison damage and is euphoric for 1 minute. On a success, a creature takes half the damage and isn't euphoric. A euphoric creature has disadvantage on saving throws. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success."}],"bonus_actions":[],"reactions":[],"legendary_desc":null,"legendary_actions":[],"special_abilities":[{"name":"Glittering Carapace","desc":"When a creature that can see the swarm starts its turn within 30 feet of the swarm and the swarm is in bright or dim light, the swarm can force the creature to make a DC 13 Wisdom saving throw if the swarm isn't incapacitated and can see the creature. If the saving throw fails by 5 or more, the creature falls unconscious. Otherwise, a creature that fails the save is incapacitated and its speed is reduced to 0 until the start of its next turn, as it remains transfixed in place by the glitter of the swarm. A creature has advantage on the saving throw if the swarm is in dim light."},{"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 insect. The swarm can't regain hp or gain temporary hp."}],"spell_list":[],"page_no":356,"environments":[],"img_main":"http://api-beta.open5e.com/","document__slug":"tob-2023","document__title":"Tome of Beasts 2023","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/tome-of-beasts-1-2023-edition/","v2_converted_path":"/v2/creatures/tob-2023_swarm-of-prismatic-beetles/"},{"slug":"swarmofsluaghs-tob1-2023","desc":"False","name":"Swarm of Sluaghs","size":"Medium","type":"Swarm","subtype":"","group":"null","alignment":"Chaotic Evil","armor_class":13,"armor_desc":"","hit_points":54,"hit_dice":"12d8","speed":{"walk":50,"fly":30},"strength":6,"dexterity":16,"constitution":11,"intelligence":6,"wisdom":13,"charisma":10,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":11,"skills":{"Stealth":5},"damage_vulnerabilities":"fire","damage_resistances":"bludgeoning, piercing, and slashing","damage_immunities":"cold","condition_immunities":"charmed, frightened, grappled, paralyzed, petrified, prone, restrained, stunned","senses":"darkvision 60 ft., passive Perception 11","languages":"Common, Sylvan","challenge_rating":"3","cr":3.0,"actions":[{"name":"Chilling Touch","desc":"Melee Weapon Attack: +5 to hit, reach 0 ft., one creature in the swarm's space. Hit: 28 (8d6) cold damage, or 14 (4d6) cold damage if the swarm has half of its hp or fewer. The target must succeed on a DC 13 Constitution saving throw or be unable to regain hp 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."}],"bonus_actions":[{"name":"Shadow Stealth","desc":"While in dim light or darkness, the swarm of sluaghs takes the Hide action."}],"reactions":[],"legendary_desc":null,"legendary_actions":[],"special_abilities":[{"name":"Sunlight Weakness","desc":"While in sunlight, the swarm of sluaghs has disadvantage on attack rolls, ability checks, and saving throws."},{"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 fey. The swarm can't regain hp or gain temporary hp."}],"spell_list":[],"page_no":357,"environments":[],"img_main":"http://api-beta.open5e.com/","document__slug":"tob-2023","document__title":"Tome of Beasts 2023","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/tome-of-beasts-1-2023-edition/","v2_converted_path":"/v2/creatures/tob-2023_swarm-of-sluaghs/"},{"slug":"trapsmith-tob1-2023","desc":"False","name":"Trapsmith","size":"Small","type":"Humanoid","subtype":"","group":"null","alignment":"Lawful Neutral","armor_class":14,"armor_desc":"leather armor","hit_points":54,"hit_dice":"12d6 + 12","speed":{"walk":30},"strength":7,"dexterity":16,"constitution":12,"intelligence":16,"wisdom":13,"charisma":8,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":11,"skills":{"Stealth":5},"damage_vulnerabilities":"False","damage_resistances":"False","damage_immunities":"False","condition_immunities":"False","senses":"darkvision 60 ft., passive Perception 11","languages":"Common, Draconic","challenge_rating":"2","cr":2.0,"actions":[{"name":"Multiattack","desc":"The trapsmith uses Makeshift Trap then makes one Dagger or Spare Part attack."},{"name":"Dagger","desc":"Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 5 (1d4 + 3) piercing damage."},{"name":"Spare Part","desc":"Ranged Weapon Attack:+5 to hit, range 20/60 ft., one target. Hit: 6 (1d6 + 3) bludgeoning damage or slashing damage (the trapsmith's choice)."},{"name":"Makeshift Trap","desc":"The kobold trapsmith cobbles together a quick trap with materials at hand and throws it at a point on the ground it can see within 30 feet of it. The trapsmith chooses one of the following traps. Each creature in the trap's area must succeed on a DC 13 Dexterity saving throw or suffer the trap's effects."}],"bonus_actions":[],"reactions":[],"legendary_desc":null,"legendary_actions":[],"special_abilities":[{"name":"Improvised Tools","desc":"The kobold trapsmith can use any Tiny objects at hand to pick locks and disarm traps, as if any such object was part of a set of thieves' tools. It is proficient in using Tiny objects in this way. In addition, the trapsmith has advantage on ability checks to pick locks and disarm traps."},{"name":"Pack Tactics","desc":"The kobold trapsmith has advantage on attack rolls against a creature if at least one of the trapsmith's allies is within 5 feet of the creature and the ally isn't incapacitated."},{"name":"Sunlight Sensitivity","desc":"While in sunlight, the kobold trapsmith has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight."}],"spell_list":[],"page_no":246,"environments":[],"img_main":"http://api-beta.open5e.com/","document__slug":"tob-2023","document__title":"Tome of Beasts 2023","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/tome-of-beasts-1-2023-edition/","v2_converted_path":"/v2/creatures/tob-2023_trapsmith/"},{"slug":"vaporlynx-tob1-2023","desc":"False","name":"Vapor Lynx","size":"Large","type":"Monstrosity","subtype":"","group":"null","alignment":"Chaotic Neutral","armor_class":14,"armor_desc":"","hit_points":127,"hit_dice":"15d10 + 45","speed":{"walk":30},"strength":15,"dexterity":18,"constitution":16,"intelligence":10,"wisdom":13,"charisma":14,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":14,"skills":{"Perception":4,"Stealth":7},"damage_vulnerabilities":"False","damage_resistances":"False","damage_immunities":"poison","condition_immunities":"poisoned","senses":"darkvision 60 ft., passive Perception 14","languages":"Common, Sylvan","challenge_rating":"5","cr":5.0,"actions":[{"name":"Multiattack","desc":"The vapor lynx makes one Bite attack and two Claw attacks."},{"name":"Bite","desc":"Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) piercing damage."},{"name":"Claw","desc":"Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) slashing damage."},{"name":"Poison Breath (Recharge 5-6)","desc":"The vapor lynx exhales poisonous fog in a 20-foot radius centered on itself. The fog spreads around corners, and its area is heavily obscured. Each creature in the area must make a DC 14 Constitution saving throw. On a failure, a creature takes 28 (8d6) poison damage and is poisoned until the end of its next turn. On a success, a creature takes half the damage and isn't poisoned. The fog lasts for 1 minute. A creature that starts its turn in the fog or enters the fog for the first time on a turn must succeed on a DC 14 Constitution saving throw or be poisoned until the end of its next turn."}],"bonus_actions":[{"name":"Fog Step","desc":"The vapor lynx teleports, along with any equipment it is wearing or carrying, up to 30 feet to an unoccupied space it can see. The origin and destination spaces must contain fog."}],"reactions":[],"legendary_desc":null,"legendary_actions":[],"special_abilities":[{"name":"Fog Flow","desc":"While in fog or mist, the vapor lynx can move through a space as narrow at 1 inch wide without squeezing, provided the fog or mist is flowing through the space."},{"name":"Hazesight","desc":"The vapor lynx can see through areas obscured by fog, mist, and steam without penalty."},{"name":"Swamp Walk","desc":"Difficult terrain composed of mud, shallow water, and water plants doesn't cost the vapor lynx extra movement."}],"spell_list":[],"page_no":383,"environments":[],"img_main":"http://api-beta.open5e.com/","document__slug":"tob-2023","document__title":"Tome of Beasts 2023","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/tome-of-beasts-1-2023-edition/","v2_converted_path":"/v2/creatures/tob-2023_vapor-lynx/"},{"slug":"volguloth-tob1-2023","desc":"False","name":"Volguloth","size":"Medium","type":"Fiend","subtype":"","group":"null","alignment":"Neutral Evil","armor_class":14,"armor_desc":"natural armor","hit_points":78,"hit_dice":"12d8 + 24","speed":{"walk":30},"strength":16,"dexterity":15,"constitution":14,"intelligence":12,"wisdom":13,"charisma":11,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":13,"skills":{"Perception":3,"Stealth":6},"damage_vulnerabilities":"False","damage_resistances":"cold, fire, lightning; bludgeoning, piercing, and slashing from nonmagical attacks","damage_immunities":"acid, poison","condition_immunities":"poisoned","senses":"blindsight 30 ft., darkvision 60 ft., passive Perception 13","languages":"Abyssal, Infernal, telepathy 60 ft.","challenge_rating":"4","cr":4.0,"actions":[{"name":"Multiattack","desc":"The volguloth makes two Claw attacks. If both Claw attacks hit a Medium or smaller target, the target is grappled (escape DC 13), and the volguloth uses its Enshroud on the target."},{"name":"Claw","desc":"Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 8 (2d4 + 3) slashing damage plus 7 (2d6) poison damage."},{"name":"Enshroud","desc":"The volguloth enshrouds a Medium or smaller target grappled by it. The enshrouded target is blinded, restrained, and unable to breathe or speak until the grapple ends. If the volguloth moves, the enshrouded target moves with it. The volguloth can have only one creature enshrouded at a time, and it can't use its Glide trait while enshrouding a creature."}],"bonus_actions":[{"name":"Strangle","desc":"A creature enshrouded by the volguloth must succeed on a DC 13 Strength saving throw or take 10 (3d6) bludgeoning damage and begin suffocating, as the air is squeezed from its lungs."}],"reactions":[],"legendary_desc":null,"legendary_actions":[],"special_abilities":[{"name":"Glide","desc":"The volguloth has draping skin that it can expand while falling to slow its rate of descent to 60 feet per round, landing on its feet and taking no falling damage. It can move up to 5 feet horizontally for every 1 foot it falls. The volguloth can't gain height with its expanded skin alone. If subjected to a strong wind or lift of any kind, it can use the updraft to glide farther."},{"name":"Magic Resistance","desc":"The volguloth has advantage on saving throws against spells and other magical effects."},{"name":"Poisoned Weapons","desc":"The volguloth's weapons are coated with a magical poison. When the volguloth hits with any weapon, the weapon deals an extra 2d6 poison damage (included in the attack)."}],"spell_list":[],"page_no":391,"environments":[],"img_main":"http://api-beta.open5e.com/","document__slug":"tob-2023","document__title":"Tome of Beasts 2023","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/tome-of-beasts-1-2023-edition/","v2_converted_path":"/v2/creatures/tob-2023_volguloth/"},{"slug":"youngflamedragon-tob1-2023","desc":"False","name":"Young Flame Dragon","size":"Large","type":"Dragon","subtype":"","group":"null","alignment":"Chaotic Evil","armor_class":18,"armor_desc":"natural armor","hit_points":190,"hit_dice":"20d10 + 80","speed":{"walk":80,"fly":40},"strength":15,"dexterity":14,"constitution":19,"intelligence":15,"wisdom":13,"charisma":18,"strength_save":null,"dexterity_save":5,"constitution_save":7,"intelligence_save":null,"wisdom_save":4,"charisma_save":7,"perception":17,"skills":{"Deception":7,"Perception":7,"Persuasion":7,"Stealth":5},"damage_vulnerabilities":"False","damage_resistances":"False","damage_immunities":"fire","condition_immunities":"False","senses":"blindsight 30 ft., darkvision 120 ft., passive Perception 17","languages":"Common, Draconic, Ignan","challenge_rating":"8","cr":8.0,"actions":[{"name":"Multiattack","desc":"The dragon makes one Bite attack and two Claw attacks."},{"name":"Bite","desc":"Melee Weapon Attack: +5 to hit, reach 10 ft., one target. Hit: 13 (2d10 + 2) piercing damage plus 7 (2d6) fire damage."},{"name":"Claw","desc":"Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 9 (2d6 + 2) slashing damage."},{"name":"Fire Breath (Recharge 5-6)","desc":"The dragon exhales fire in a 30-foot cone. Each creature in that area must make a DC 15 Dexterity saving throw, taking 42 (12d6) fire damage on a failed save, or half as much damage on a successful one."}],"bonus_actions":[],"reactions":[],"legendary_desc":null,"legendary_actions":[],"special_abilities":[{"name":"Fire Incarnate","desc":"Creatures with resistance to fire damage don't have resistance to the fire damage dealt by the flame dragon. A creature with immunity to fire damage is still immune to the dragon's fire damage."},{"name":"Heated Body","desc":"A creature that touches the flame dragon or hits it with a melee attack while within 5 feet of it takes 7 (2d6) fire damage."}],"spell_list":[],"page_no":119,"environments":[],"img_main":"http://api-beta.open5e.com/","document__slug":"tob-2023","document__title":"Tome of Beasts 2023","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/tome-of-beasts-1-2023-edition/","v2_converted_path":"/v2/creatures/tob-2023_young-flame-dragon/"},{"slug":"youngseadragon-tob1-2023","desc":"False","name":"Young Sea Dragon","size":"Large","type":"Dragon","subtype":"","group":"null","alignment":"Neutral Evil","armor_class":18,"armor_desc":"natural armor","hit_points":190,"hit_dice":"20d10 + 80","speed":{"walk":50,"fly":40},"strength":21,"dexterity":10,"constitution":19,"intelligence":15,"wisdom":13,"charisma":17,"strength_save":null,"dexterity_save":4,"constitution_save":8,"intelligence_save":null,"wisdom_save":5,"charisma_save":7,"perception":19,"skills":{"Perception":9,"Stealth":4},"damage_vulnerabilities":"False","damage_resistances":"False","damage_immunities":"cold","condition_immunities":"False","senses":"blindsight 30 ft., darkvision 120 ft., passive Perception 19","languages":"Common, Draconic, Primordial","challenge_rating":"9","cr":9.0,"actions":[{"name":"Multiattack","desc":"The dragon makes one Bite attack and two Fin attacks."},{"name":"Bite","desc":"Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 16 (2d10 + 5) piercing damage plus 7 (2d6) cold damage."},{"name":"Fin","desc":"Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 12 (2d6 + 5) slashing damage."},{"name":"Tidal Breath (Recharge 5-6)","desc":"The dragon exhales a crushing wave of frigid seawater in a 30-foot cone. Each creature in that area must make a DC 16 Dexterity saving throw. On a failure, the creature takes 22 (4d10) bludgeoning damage and 22 (4d10) cold damage and is pushed up to 15 feet away from the dragon and knocked prone. On a success, the creature takes half the damage and isn't pushed or knocked prone."}],"bonus_actions":[],"reactions":[],"legendary_desc":null,"legendary_actions":[],"special_abilities":[{"name":"Amphibious","desc":"The dragon can breathe air and water."},{"name":"Siege Monster","desc":"The dragon deals double damage to objects and structures."}],"spell_list":[],"page_no":127,"environments":[],"img_main":"http://api-beta.open5e.com/","document__slug":"tob-2023","document__title":"Tome of Beasts 2023","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/tome-of-beasts-1-2023-edition/","v2_converted_path":"/v2/creatures/tob-2023_young-sea-dragon/"},{"slug":"youngwinddragon-tob1-2023","desc":"False","name":"Young Wind Dragon","size":"Large","type":"Dragon","subtype":"","group":"null","alignment":"Chaotic Neutral","armor_class":16,"armor_desc":"natural armor","hit_points":123,"hit_dice":"13d10 + 52","speed":{"walk":90,"fly":30},"strength":20,"dexterity":16,"constitution":18,"intelligence":14,"wisdom":13,"charisma":16,"strength_save":null,"dexterity_save":6,"constitution_save":7,"intelligence_save":null,"wisdom_save":4,"charisma_save":6,"perception":17,"skills":{"Acrobatics":9,"Intimidation":6,"Perception":7,"Stealth":6},"damage_vulnerabilities":"False","damage_resistances":"cold","damage_immunities":"lightning","condition_immunities":"False","senses":"blindsight 30 ft., darkvision 120 ft., passive Perception 17","languages":"Common, Draconic, Primordial","challenge_rating":"6","cr":6.0,"actions":[{"name":"Multiattack","desc":"The dragon makes one Bite attack and two Claw attacks."},{"name":"Bite","desc":"Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 16 (2d10 + 5) piercing damage."},{"name":"Claw","desc":"Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 12 (2d6 + 5) slashing damage."},{"name":"Tempest Breath (Recharge 5-6)","desc":"The dragon exhales a blast of stormy wind in a 30-foot cone. Each creature in that area must make a DC 15 Strength saving throw. On a failure, a creature takes 27 (6d8) bludgeoning damage and is pushed up to 15 feet away from the dragon and knocked prone. On a success, a creature takes half the damage and isn't pushed or knocked prone. Unprotected flames, such as torches, in the area are extinguished, and protected flames, such as those in lanterns, have a 50 percent chance of being extinguished."}],"bonus_actions":[],"reactions":[],"legendary_desc":null,"legendary_actions":[],"special_abilities":[{"name":"Elusive","desc":"The dragon has advantage on ability checks and saving throws made to avoid or escape an effect that would reduce its speed or grapple or restrain it."},{"name":"Storm Sight","desc":"The dragon can see through areas obscured by fog, mist, clouds, or precipitation."}],"spell_list":[],"page_no":135,"environments":[],"img_main":"http://api-beta.open5e.com/","document__slug":"tob-2023","document__title":"Tome of Beasts 2023","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/tome-of-beasts-1-2023-edition/","v2_converted_path":"/v2/creatures/tob-2023_young-wind-dragon/"},{"slug":"zanskaranviper-tob1-2023","desc":"False","name":"Zanskaran Viper","size":"Large","type":"Beast","subtype":"","group":"null","alignment":"Unaligned","armor_class":14,"armor_desc":"natural armor","hit_points":34,"hit_dice":"4d10 + 12","speed":{"walk":30},"strength":15,"dexterity":11,"constitution":17,"intelligence":2,"wisdom":13,"charisma":2,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":11,"skills":{},"damage_vulnerabilities":"False","damage_resistances":"False","damage_immunities":"False","condition_immunities":"False","senses":"darkvision 60 ft., passive Perception 11","languages":"—","challenge_rating":"1","cr":1.0,"actions":[{"name":"Bite","desc":"Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 11 (2d8 + 2) piercing damage, and the target must succeed on a DC 13 Constitution saving throw or become poisoned for 1 minute. While poisoned in this way, the target is blinded and takes 7 (2d6) poison damage at the start of each of its turns. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success."}],"bonus_actions":[],"reactions":[],"legendary_desc":null,"legendary_actions":[],"special_abilities":[],"spell_list":[],"page_no":334,"environments":[],"img_main":"http://api-beta.open5e.com/","document__slug":"tob-2023","document__title":"Tome of Beasts 2023","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/tome-of-beasts-1-2023-edition/","v2_converted_path":"/v2/creatures/tob-2023_zanskaran-viper/"},{"slug":"adult-wasteland-dragon","desc":"","name":"Adult Wasteland Dragon","size":"Huge","type":"Dragon","subtype":"","group":null,"alignment":"chaotic evil","armor_class":18,"armor_desc":"natural armor","hit_points":225,"hit_dice":"18d12+108","speed":{"burrow":30,"climb":40,"fly":70,"walk":40},"strength":26,"dexterity":10,"constitution":21,"intelligence":14,"wisdom":13,"charisma":16,"strength_save":null,"dexterity_save":6,"constitution_save":11,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":6,"skills":{"perception":6,"stealth":5},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"force","condition_immunities":"","senses":"blindsight 60 ft., darkvision 120 ft., passive Perception 16","languages":"Common, Draconic","challenge_rating":"17","cr":17.0,"actions":[{"desc":"The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws.","name":"Multiattack"},{"attack_bonus":12,"damage_dice":"2d10+8","desc":"Melee Weapon Attack: +12 to hit, reach 10 ft., one target. Hit: 19 (2d10 + 8) piercing damage.","name":"Bite"},{"attack_bonus":12,"damage_dice":"2d6+8","desc":"Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 15 (2d6 + 8) slashing damage.","name":"Claw"},{"attack_bonus":12,"damage_dice":"2d8+8","desc":"Melee Weapon Attack: +12 to hit, reach 15 ft., one target. Hit: 17 (2d8 + 8) bludgeoning damage.","name":"Tail"},{"desc":"Each creature of the dragon's choice that is within 120 feet of the dragon and aware of it must succeed on a DC 18 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the dragon's Frightful Presence for the next 24 hours.","name":"Frightful Presence"},{"desc":"The dragon blasts warped arcane energy in a 60-foot line that is 5 feet wide. Each creature in that line must make a DC 18 Dexterity saving throw, taking 49 (11d8) force damage on a failed save, or half as much damage on a successful one.","name":"Warped Energy Breath (Recharge 5-6)"}],"bonus_actions":null,"reactions":null,"legendary_desc":"The dragon can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The dragon regains spent legendary actions at the start of its turn.","legendary_actions":[{"desc":"The dragon makes a Wisdom (Perception) check.","name":"Detect"},{"desc":"The dragon makes a tail attack.","name":"Tail Attack"},{"desc":"The dragon beats its wings. Each creature within 10 feet of the dragon must succeed on a DC 18 Dexterity saving throw or take 15 (2d6 + 8) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.","name":"Wing Attack (Costs 2 Actions)"}],"special_abilities":[{"desc":"If the dragon fails a saving throw, it can choose to succeed instead.","name":"Legendary Resistance (3/Day)"}],"spell_list":[],"page_no":118,"environments":[],"img_main":null,"document__slug":"cc","document__title":"Creature Codex","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/creature-codex-for-5th-edition-dnd/","v2_converted_path":"/v2/creatures/ccdx_adult-wasteland-dragon/"},{"slug":"ahu-nixta","desc":"","name":"Ahu-Nixta","size":"Large","type":"Aberration","subtype":"","group":null,"alignment":"neutral evil","armor_class":14,"armor_desc":"clockwork armor","hit_points":67,"hit_dice":"9d10+18","speed":{"fly":30,"swim":30,"walk":30},"strength":17,"dexterity":15,"constitution":14,"intelligence":19,"wisdom":13,"charisma":10,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":3,"skills":{"perception":3},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"poison, psychic","condition_immunities":"charmed, exhaustion, frightened, paralyzed, petrified, poisoned, prone","senses":"darkvision 60 ft., passive Perception 13","languages":"Deep Speech, Void Speech","challenge_rating":"3","cr":3.0,"actions":[{"desc":"The ahu-nixta makes three melee attacks. It can cast one at will spell in place of two melee attacks.","name":"Multiattack"},{"attack_bonus":5,"damage_dice":"2d4+3","desc":"Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 8 (2d4 + 3) slashing damage.","name":"Whirring Blades"},{"attack_bonus":5,"damage_dice":"1d6+3","desc":"Melee Weapon Attack: +5 to hit, reach 10 ft., one target. Hit: 6 (1d6 + 3) piercing damage.","name":"Pronged Scepter"},{"attack_bonus":5,"damage_dice":"1d10+3","desc":"Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 8 (1d10 + 3) bludgeoning damage.","name":"Bashing Rod"}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"desc":"The creature within the machine is a somewhat shapeless mass, both protected and given concrete manipulators by its armor. The clockwork armor has a variety of manipulators that the ahu-nixta can use to attack or to interact with objects outside of the armor. When the ahu-nixta is reduced to 0 hp, its clockwork armor breaks and the ahunixta exits it. Once out of its armor, the creature's pulpy mass no longer receives the benefits of the listed Damage or Condition Immunities, except for psychic and prone.\n\nWithout its clockwork armor, the ahu-nixta has the following statistics: AC 12, hp 37 (5d10 + 10), Strength 9 (-1), and all its modes of travel are reduced to 20 feet. In addition, it has no attack actions, though it can still cast its spells. The ahu-nixta's body can form eyes, mouths, and grabbing appendages. Its grabbing appendages can pick up objects and manipulate them, but the appendages can't be used for combat. The ahu-nixta's extra appendages can open and close glass-covered viewing ports in the clockwork armor, requiring no action, so it can see and interact with objects outside the armor.\n\nThe ahu-nixta can exit or enter its clockwork armor as a bonus action.","name":"Clockwork Encasement"},{"desc":"The clockwork armor of the ahu-nixta is immune to any spell or effect that would alter its form, as is the creature that controls it as long as the ahu-nixta remains within the armor.","name":"Immutable Form"},{"desc":"The ahu-nixta's innate spellcasting ability is Intelligence (spell save DC 14, +6 to hit with spell attacks). The ahu-nixta can innately cast the following spells, requiring no material components.\nAt will: fear, fire bolt (2d10), telekinesis","name":"Innate Spellcasting"}],"spell_list":[],"page_no":11,"environments":[],"img_main":null,"document__slug":"cc","document__title":"Creature Codex","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/creature-codex-for-5th-edition-dnd/","v2_converted_path":"/v2/creatures/ccdx_ahu-nixta/"},{"slug":"alpha-yek","desc":"","name":"Alpha Yek","size":"Medium","type":"Fiend","subtype":"demon","group":null,"alignment":"chaotic evil","armor_class":16,"armor_desc":"natural armor","hit_points":129,"hit_dice":"16d8+48","speed":{"climb":30,"walk":30},"strength":16,"dexterity":16,"constitution":16,"intelligence":15,"wisdom":13,"charisma":10,"strength_save":7,"dexterity_save":7,"constitution_save":7,"intelligence_save":6,"wisdom_save":null,"charisma_save":null,"perception":5,"skills":{"perception":5,"stealth":7},"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 15","languages":"Abyssal, telepathy 120 ft.","challenge_rating":"9","cr":9.0,"actions":[{"desc":"The alpha yek makes one bite attack and two claw attacks. It can make a bone shard attack in place of a claw attack if it has a bone shard available.","name":"Multiattack"},{"attack_bonus":7,"damage_dice":"4d6+3","desc":"Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 17 (4d6 + 3) piercing damage.","name":"Bite"},{"attack_bonus":7,"damage_dice":"4d4+3","desc":"Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 13 (4d4 + 3) slashing damage.","name":"Claw"},{"attack_bonus":7,"damage_dice":"2d4+3","desc":"Melee or Ranged Weapon Attack: +7 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 8 (2d4 + 3) piercing damage and the target must make a DC 17 Constitution saving throw. On a failure, a piece of the bone breaks and sticks in the target's wound. The target takes 5 (2d4) piercing damage at the start of each of its turns as long as the bone remains lodged in its wound. A creature, including the target, can take its action to remove the bone by succeeding on a DC 15 Wisdom (Medicine) check. The bone also falls out of the wound if the target receives magical healing \n\nA yek typically carries 3 (1d6) bone shards, which are destroyed on a successful hit. It can use its action to tear a bone shard from a corpse within 5 feet. Derro","name":"Bone Shard"}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"desc":"The yek has advantage on saving throws against spells and other magical effects.","name":"Magic Resistance"},{"desc":"The yek has advantage on attack rolls against a creature if at least one of the yek's allies is within 5 feet of the creature and the ally isn't incapacitated.","name":"Pack Tactics"}],"spell_list":[],"page_no":14,"environments":[],"img_main":null,"document__slug":"cc","document__title":"Creature Codex","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/creature-codex-for-5th-edition-dnd/","v2_converted_path":"/v2/creatures/ccdx_alpha-yek/"},{"slug":"azi-dahaka","desc":"","name":"Azi Dahaka","size":"Huge","type":"Dragon","subtype":"","group":null,"alignment":"chaotic evil","armor_class":15,"armor_desc":"natural armor","hit_points":157,"hit_dice":"15d12+60","speed":{"fly":80,"walk":40},"strength":21,"dexterity":14,"constitution":19,"intelligence":14,"wisdom":13,"charisma":17,"strength_save":null,"dexterity_save":7,"constitution_save":9,"intelligence_save":null,"wisdom_save":6,"charisma_save":8,"perception":11,"skills":{"perception":11,"stealth":7},"damage_vulnerabilities":"","damage_resistances":"cold; bludgeoning, piercing, and slashing from nonmagical attacks not made with silver","damage_immunities":"lightning","condition_immunities":"","senses":"blindsight 60 ft., darkvision 120 ft., passive Perception 21","languages":"Common, Draconic, Infernal","challenge_rating":"14","cr":14.0,"actions":[{"desc":"Azi Dahaka makes three bite attacks and two claw attacks.","name":"Multiattack"},{"attack_bonus":10,"damage_dice":"1d10+5","desc":"Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 10 (1d10 + 5) piercing damage","name":"Bite"},{"desc":"Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 12 (2d6 + 5) slashing damage.","name":"Claw"},{"desc":"Azi Dahaka exhales a blast of wind and lightning in a 60-foot cone. Each creature in that area must make a DC 18 Dexterity saving throw. On a failure, a target takes 22 (4d10) bludgeoning damage and 18 (4d8) lightning damage, is pushed 25 feet away from Azi Dahaka, and is knocked prone. On a success, a target takes half the bludgeoning and lightning damage and is pushed, but isn't knocked prone. All nonmagical flames in the cone are extinguished.","name":"Storm Breath (Recharge 5-6)"}],"bonus_actions":null,"reactions":null,"legendary_desc":"Azi Dahaka can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. Azi Dahaka regains spent legendary actions at the start of its turn.","legendary_actions":[{"desc":"Azi Dahaka can alter the weather in a 5-mile radius centered on itself. The effect is identical to the control weather spell, except the casting time and effects are immediate. Call Lightning (Cost 2 Actions). A bolt of lightning flashes down from the clouds to a point Azi Dahaka can see within 100 feet of it. Each creature within 5 feet of that point must make a DC 20 Dexterity saving throw, taking 16 (3d10) lightning damage on a failed save, or half as much damage on a successful one.","name":"Control Weather"},{"desc":"Azi Dahaka beats its wings. Each creature within 10 feet of the dragon must succeed on a DC 20 Dexterity saving throw or take 12 (2d6 + 5) bludgeoning damage and be knocked prone. Azi Dahaka can then fly up to half its flying speed.","name":"Wing Attack (Costs 2 Actions)"}],"special_abilities":[{"desc":"If Azi Dahaka fails a saving throw, it can choose to succeed instead.","name":"Legendary Resistance (3/Day)"},{"desc":"Azi Dahaka has advantage on saving throws against spells and other magical effects.","name":"Magic Resistance"},{"desc":"Azi Dahaka's three heads grant it advantage on saving throws against being blinded, charmed, deafened, frightened, stunned, and knocked unconscious.","name":"Multiple Heads"},{"desc":"Azi Dahaka gets two extra reactions that can be used only for opportunity attacks.","name":"Reactive Heads"},{"desc":"A creature that hits Azi Dahaka with a melee attack while within 5 feet takes 4 (1d8) piercing damage and 4 (1d8) poison damage as the dragon's blood becomes biting and stinging vermin.","name":"Vermin Blood"}],"spell_list":[],"page_no":45,"environments":[],"img_main":null,"document__slug":"cc","document__title":"Creature Codex","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/creature-codex-for-5th-edition-dnd/","v2_converted_path":"/v2/creatures/ccdx_azi-dahaka/"},{"slug":"bearmit-crab","desc":"","name":"Bearmit Crab","size":"Large","type":"Monstrosity","subtype":"","group":null,"alignment":"unaligned","armor_class":14,"armor_desc":"natural armor","hit_points":59,"hit_dice":"7d10+21","speed":{"swim":20,"walk":30},"strength":18,"dexterity":13,"constitution":16,"intelligence":4,"wisdom":13,"charisma":6,"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":"bludgeoning","damage_immunities":"","condition_immunities":"","senses":"Passive Perception 13","languages":"-","challenge_rating":"2","cr":2.0,"actions":[{"desc":"The bearmit crab makes two attacks: one claw attack and one bite attack or two claw attacks.","name":"Multiattack"},{"attack_bonus":6,"damage_dice":"1d6+4","desc":"Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) bludgeoning damage and the target is grappled (escape DC 13) if it is a Medium or smaller creature. Until this grapple ends, the target is restrained. The bearmit crab has two claws, each of which can grapple only one target.","name":"Claw"},{"attack_bonus":6,"damage_dice":"1d8+4","desc":"Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) piercing damage.","name":"Bite"}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"desc":"When a creature hits the bearmit crab with a slashing or piercing melee weapon, the creature must succeed on a DC 13 Strength saving throw, or its weapon becomes stuck to the bearmit crab's shell. While the weapon is stuck, it can't be used. A creature can pull the weapon free by taking an action to make a DC 13 Strength check and succeeding.","name":"Viscid Shell"},{"desc":"The bearmit crab has advantage on Wisdom (Perception) checks that rely on smell.","name":"Keen Smell"},{"desc":"While the bearmit crab remains motionless, it is indistinguishable from a normal pile of rocks.","name":"False Appearance"}],"spell_list":[],"page_no":52,"environments":[],"img_main":null,"document__slug":"cc","document__title":"Creature Codex","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/creature-codex-for-5th-edition-dnd/","v2_converted_path":"/v2/creatures/ccdx_bearmit-crab/"},{"slug":"bilwis","desc":"","name":"Bilwis","size":"Medium","type":"Elemental","subtype":"","group":null,"alignment":"chaotic evil","armor_class":13,"armor_desc":null,"hit_points":49,"hit_dice":"11d8","speed":{"fly":40,"hover":true,"walk":0},"strength":12,"dexterity":16,"constitution":10,"intelligence":10,"wisdom":13,"charisma":16,"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":"lightning, thunder","damage_immunities":"poison","condition_immunities":"exhaustion, grappled, paralyzed, petrified, poisoned, prone, restrained, unconscious","senses":"darkvision 60 ft., passive Perception 11","languages":"Auran","challenge_rating":"1","cr":1.0,"actions":[{"attack_bonus":5,"damage_dice":"2d8+3","desc":"Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 12 (2d8 + 3) bludgeoning damage.","name":"Slam"},{"desc":"Each creature in the bilwis' space and within 5 feet of it must make a DC 12 Strength saving throw. On a failure, a target takes 14 (4d6) bludgeoning damage and is knocked prone. On a success, a target takes half the bludgeoning damage and isn't knocked prone.","name":"Whirlwind (Recharge 5-6)"}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"desc":"The bilwis 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":"Air Form"}],"spell_list":[],"page_no":53,"environments":[],"img_main":null,"document__slug":"cc","document__title":"Creature Codex","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/creature-codex-for-5th-edition-dnd/","v2_converted_path":"/v2/creatures/ccdx_bilwis/"},{"slug":"cave-giant","desc":"","name":"Cave Giant","size":"Huge","type":"Giant","subtype":"","group":null,"alignment":"chaotic evil","armor_class":16,"armor_desc":"natural armor","hit_points":200,"hit_dice":"16d12+96","speed":{"walk":40},"strength":27,"dexterity":10,"constitution":22,"intelligence":8,"wisdom":13,"charisma":6,"strength_save":null,"dexterity_save":4,"constitution_save":10,"intelligence_save":null,"wisdom_save":5,"charisma_save":null,"perception":5,"skills":{"athletics":12,"perception":5,"survival":5},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"","condition_immunities":"","senses":"darkvision 120 ft., passive Perception 15","languages":"Giant","challenge_rating":"10","cr":10.0,"actions":[{"desc":"The giant makes three attacks: two with its handaxe and one with its tusks.","name":"Multiattack"},{"attack_bonus":12,"damage_dice":"3d6+8","desc":"Melee Weapon Attack: +12 to hit, reach 10 ft. or range 20/60 ft., one target. Hit: 18 (3d6 + 8) slashing damage.","name":"Handaxe"},{"attack_bonus":12,"damage_dice":"4d6+8","desc":"Melee Weapon Attack: +12 to hit, reach 10 ft., one target. Hit: 22 (4d6 + 8) slashing damage, and if the target is a Large or smaller creature it must succeed on a DC 20 Strength saving throw or be knocked prone.","name":"Tusks"},{"attack_bonus":12,"damage_dice":"4d10+8","desc":"Ranged Weapon Attack: +12 to hit, range 60/240 ft., one target. Hit: 30 (4d10 + 8) bludgeoning damage.","name":"Rock"}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"desc":"If the giant starts its turn in sunlight, it takes 20 radiant damage. While in sunlight, it moves at half speed and has disadvantage on attack rolls and ability checks. If the giant is reduced to 0 hp while in sunlight, it is petrified.","name":"Sunlight Petrification"}],"spell_list":[],"page_no":182,"environments":[],"img_main":null,"document__slug":"cc","document__title":"Creature Codex","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/creature-codex-for-5th-edition-dnd/","v2_converted_path":"/v2/creatures/ccdx_cave-giant/"},{"slug":"corpse-thief","desc":"","name":"Corpse Thief","size":"Medium","type":"Humanoid","subtype":"","group":null,"alignment":"neutral","armor_class":13,"armor_desc":null,"hit_points":30,"hit_dice":"4d8+12","speed":{"walk":30},"strength":12,"dexterity":17,"constitution":16,"intelligence":11,"wisdom":13,"charisma":6,"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":"","damage_immunities":"","condition_immunities":"","senses":"darkvision 60 ft., passive Perception 11","languages":"Common","challenge_rating":"1/2","cr":0.5,"actions":[{"desc":"The corpse thief makes two claw attacks.","name":"Multiattack"},{"attack_bonus":5,"damage_dice":"1d4+3","desc":"Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d4 + 3) piercing damage.","name":"Claw"},{"desc":"The corpse thief targets one creature within 5 feet of it and attempts to steal one small item. The target must succeed on a DC 13 Dexterity saving throw or lose one non-weapon, non-armor object that is small enough to fit in one hand.","name":"Steal"}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"desc":"By concentrating for 10 minutes on a specific object, a corpse thief learns more about the object's most recent owner. The effects of this trait are different depending on if the most recent owner is alive or dead. This trait only works once per object. \n* If the most recent owner is alive, the corpse thief sees through that person's eyes for 10 minutes. This works like the clairvoyance spell, except the most recent owner is the sensor and controls which direction it is pointed, how far it can see, etc. The most recent owner must make a DC 13 Wisdom saving throw. On a success, it gets the sensation that it is being watched. \n* If the most recent owner is dead, the corpse thief can learn five things about the person's life through dream-like visions and emotions. This works like the speak with dead spell, except the spirit can only answer questions about events in which the object was present.","name":"Object Reading"}],"spell_list":[],"page_no":66,"environments":[],"img_main":null,"document__slug":"cc","document__title":"Creature Codex","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/creature-codex-for-5th-edition-dnd/","v2_converted_path":"/v2/creatures/ccdx_corpse-thief/"},{"slug":"darakhul-shadowmancer","desc":"","name":"Darakhul Shadowmancer","size":"Medium","type":"Undead","subtype":"","group":null,"alignment":"neutral evil","armor_class":12,"armor_desc":"15 with mage armor","hit_points":52,"hit_dice":"8d8+16","speed":{"walk":30},"strength":12,"dexterity":16,"constitution":14,"intelligence":18,"wisdom":13,"charisma":9,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":6,"wisdom_save":3,"charisma_save":null,"perception":null,"skills":{"arcana":6,"deception":1,"investigation":6,"stealth":7},"damage_vulnerabilities":"","damage_resistances":"necrotic","damage_immunities":"poison","condition_immunities":"charmed, exhaustion, poisoned","senses":"darkvision 60 ft., passive Perception 11","languages":"Common, Darakhul, Umbral","challenge_rating":"4","cr":4.0,"actions":[{"desc":"The darakhul shadowmancer makes two attacks: one with its bite and one with its dagger.","name":"Multiattack"},{"attack_bonus":5,"damage_dice":"2d8+2","desc":"Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. Hit: 11 (2d8 + 2) piercing damage, and, if the target is a humanoid, it must succeed on a DC 13 Constitution saving throw or contract darakhul fever.","name":"Bite"},{"attack_bonus":5,"damage_dice":"1d4+2","desc":"Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 4 (1d4 + 2) piercing damage.","name":"Dagger"}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"desc":"A darakhul in a prepared disguise has advantage on Charisma (Deception) checks made to pass as a living creature. While using this ability, the darakhul loses its stench.","name":"Master of Disguise"},{"desc":"While in dim light or darkness, the darakhul shadowmancer can take the Hide action as a bonus action.","name":"Shadow Stealth"},{"desc":"Any creature that starts its turn within 5 feet of the darakhul must succeed on a DC 13 Constitution saving throw or be poisoned until the start of its next turn. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the darakhul's Stench for the next 24 hours. A darakhul shadowmancer using this ability can't also benefit from Master of Disguise.","name":"Stench"},{"desc":"While in sunlight, the darakhul has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.","name":"Sunlight Sensitivity"},{"desc":"The darakhul shadowmancer and any ghouls within 30 feet of it have advantage on saving throws against effects that turn undead.","name":"Turning Defiance"},{"desc":"The darakhul shadowmancer is a 9th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 14, +6 to hit with spell attacks). It has the following wizard spells prepared: \nCantrips (at will): acid splash, chill touch, mage hand, prestidigitation\n1st level (4 slots): mage armor, ray of sickness, silent image\n2nd level (3 slots): misty step, scorching ray, see invisibility\n3rd level (3 slots): animate dead, dispel magic, stinking cloud\n4th level (2 slots): arcane eye, black tentacles, confusion\n5th level (1 slot): teleportation circle","name":"Spellcasting"}],"spell_list":[],"page_no":173,"environments":[],"img_main":null,"document__slug":"cc","document__title":"Creature Codex","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/creature-codex-for-5th-edition-dnd/","v2_converted_path":"/v2/creatures/ccdx_darakhul-shadowmancer/"},{"slug":"dark-eye","desc":"","name":"Dark Eye","size":"Medium","type":"Humanoid","subtype":"dark folk","group":null,"alignment":"neutral evil","armor_class":16,"armor_desc":"breastplate","hit_points":71,"hit_dice":"11d8+22","speed":{"walk":30},"strength":10,"dexterity":14,"constitution":15,"intelligence":9,"wisdom":13,"charisma":16,"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":"Common, Umbral","challenge_rating":"3","cr":3.0,"actions":[{"desc":"The dark eye makes two attacks with its dagger.","name":"Multiattack"},{"attack_bonus":4,"damage_dice":"1d4+2","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 plus 4 (1d8) cold damage.","name":"Dagger"}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"desc":"The dark eye has advantage on saving throws against being charmed or frightened.","name":"Dark Devotion"},{"desc":"When a creature that can see the dark eye's eye starts its turn within 30 feet of the dark eye, the dark eye can force it to make a DC 13 Wisdom saving throw if the dark eye isn't incapacitated and can see the creature. On a failure, the creature takes 7 (2d6) psychic damage and is incapacitated until the start of its next turn. On a success, the creature takes half the damage and isn't incapacitated.\n\nUnless surprised, a creature can avert its eyes to avoid the saving throw at the start of its turn. If the creature does so, it can't see the dark eye until the start of its next turn, when it can avert its eyes again. If the creature looks at the dark eye in the meantime, it must immediately make the save.","name":"Gaze of Shadows"},{"desc":"While in sunlight, the dark eye has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.","name":"Sunlight Sensitivity"}],"spell_list":[],"page_no":72,"environments":[],"img_main":null,"document__slug":"cc","document__title":"Creature Codex","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/creature-codex-for-5th-edition-dnd/","v2_converted_path":"/v2/creatures/ccdx_dark-eye/"},{"slug":"deathsworn-elf","desc":"","name":"Deathsworn Elf","size":"Medium","type":"Humanoid","subtype":"elf","group":null,"alignment":"chaotic neutral","armor_class":16,"armor_desc":"studded leather","hit_points":82,"hit_dice":"15d8+15","speed":{"walk":30},"strength":14,"dexterity":19,"constitution":12,"intelligence":11,"wisdom":13,"charisma":14,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":7,"skills":{"perception":7,"stealth":10,"survival":4},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"","condition_immunities":"","senses":"passive Perception 17","languages":"Common, Elvish","challenge_rating":"6","cr":6.0,"actions":[{"desc":"The deathsworn makes two melee attacks or four ranged attacks.","name":"Multiattack"},{"attack_bonus":7,"damage_dice":"1d6+4","desc":"Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) slashing damage.","name":"Scimitar"},{"attack_bonus":7,"damage_dice":"1d8+4","desc":"Ranged Weapon Attack: +7 to hit, range 150/600 ft., one target. Hit: 8 (1d8 + 4) piercing damage.","name":"Longbow"},{"desc":"The deathsworn shoots a rain of fiery arrows in a 30-foot cone. Each creature in that area must make a DC 15 Dexterity saving throw, taking 18 (4d8) piercing damage and 7 (2d6) fire damage on a failed save, or half as much damage on a successful one.","name":"Volley (Recharge 5-6)"}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"desc":"The deathsworn can use Disengage as a bonus action.","name":"Archer's Step"},{"desc":"As a bonus action after firing an arrow, the deathsworn can imbue the arrow with magical power, causing it to trail green fire. The arrow deals an extra 7 (2d6) fire damage.","name":"Death Bolt (3/Day)"},{"desc":"The deathsworn has advantage on saving throws against being charmed, and magic can't put the deathsworn to sleep.","name":"Fey Ancestry"},{"desc":"The deathsworn has advantage on Wisdom (Perception) checks that rely on hearing or sight.","name":"Keen Hearing and Sight"},{"desc":"The deathsworn's weapon attacks are magical.","name":"Magic Weapons"},{"desc":"The deathsworn can take the Hide action as a bonus action.","name":"Stealthy Traveler"},{"desc":"If the deathsworn surprises a creature and hits it with an attack during the first round of combat, the target takes an extra 10 (3d6) damage from the attack.","name":"Surprise Attack"}],"spell_list":[],"page_no":142,"environments":[],"img_main":null,"document__slug":"cc","document__title":"Creature Codex","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/creature-codex-for-5th-edition-dnd/","v2_converted_path":"/v2/creatures/ccdx_deathsworn-elf/"},{"slug":"dracotaur","desc":"","name":"Dracotaur","size":"Large","type":"Dragon","subtype":"","group":null,"alignment":"chaotic neutral","armor_class":17,"armor_desc":"natural armor","hit_points":110,"hit_dice":"13d10+39","speed":{"burrow":20,"walk":50},"strength":21,"dexterity":17,"constitution":16,"intelligence":10,"wisdom":13,"charisma":15,"strength_save":null,"dexterity_save":null,"constitution_save":6,"intelligence_save":null,"wisdom_save":null,"charisma_save":5,"perception":4,"skills":{"athletics":8,"intimidation":5,"perception":4,"survival":4},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"lightning","condition_immunities":"","senses":"darkvision 60 ft., passive Perception 14","languages":"Common, Draconic, Elvish","challenge_rating":"6","cr":6.0,"actions":[{"desc":"The dracotaur makes two attacks: one with its bite and one with its claws or two with its longbow.","name":"Multiattack"},{"attack_bonus":8,"damage_dice":"2d6+4","desc":"Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) piercing damage plus 7 (2d6) lightning damage.","name":"Bite"},{"attack_bonus":8,"damage_dice":"2d6+4","desc":"Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) slashing damage.","name":"Claws"},{"attack_bonus":6,"damage_dice":"2d8+3","desc":"Ranged Weapon Attack: +6 to hit, range 150/600 ft., one target. Hit: 12 (2d8 + 3) piercing damage.","name":"Longbow"},{"desc":"The dracotaur shoots an arrow at a point it can see within 150 feet where it explodes into a 20-foot-radius sphere of lightning. Each creature in that area must make a DC 15 Dexterity saving throw, taking 28 (8d6) lightning damage on a failed save, or half as damage much on a successful one.","name":"Lightning Arrow (Recharges after a Short or Long Rest)"},{"desc":"The dracotaur exhales lightning in a 60-foot line that is 5 feet wide. Each creature in that line must make a DC 15 Dexterity saving throw, taking 33 (6d10) lightning damage on a failed save, or half as much damage on a successful one.","name":"Lightning Breath (Recharge 5-6)"}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"desc":"If the dracotaur moves at least 30 feet straight toward a target and then hits it with a bite attack on the same turn, the target takes an extra 14 (4d6) piercing damage.","name":"Charge"}],"spell_list":[],"page_no":110,"environments":[],"img_main":null,"document__slug":"cc","document__title":"Creature Codex","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/creature-codex-for-5th-edition-dnd/","v2_converted_path":"/v2/creatures/ccdx_dracotaur/"},{"slug":"dust-goblin-chieftain","desc":"","name":"Dust Goblin Chieftain","size":"Small","type":"Humanoid","subtype":"goblinoid","group":null,"alignment":"neutral evil","armor_class":16,"armor_desc":"studded leather","hit_points":44,"hit_dice":"8d6+16","speed":{"walk":30},"strength":8,"dexterity":18,"constitution":15,"intelligence":14,"wisdom":13,"charisma":13,"strength_save":null,"dexterity_save":7,"constitution_save":null,"intelligence_save":5,"wisdom_save":null,"charisma_save":null,"perception":null,"skills":{"intimidation":3,"stealth":8,"survival":3},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"","condition_immunities":"","senses":"darkvision 60 ft., passive Perception 11","languages":"Common, Goblin, and one ancient language","challenge_rating":"3","cr":3.0,"actions":[{"attack_bonus":6,"damage_dice":"1d6+4","desc":"Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) piercing damage plus 4 (1d8) poison damage. The target must succeed on a DC 13 Constitution saving throw or be poisoned for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success","name":"Shortsword"},{"attack_bonus":6,"damage_dice":"1d8+4","desc":"Ranged Weapon Attack: +6 to hit, range 80/320 ft., one target. Hit: 8 (1d8 + 4) piercing damage plus 4 (1d8) poison damage. The target must succeed on a DC 13 Constitution saving throw or be poisoned for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.","name":"Light Crossbow"}],"bonus_actions":null,"reactions":[{"desc":"The dust goblin chieftain adds 2 to its AC against one melee attack that would hit it. To do so, the chieftain must see the attacker and be wielding a melee weapon.","name":"Parry"}],"legendary_desc":"","legendary_actions":null,"special_abilities":[{"desc":"The dust goblin chieftain has advantage on saving throws against being charmed or frightened. In addition, it can use an action to read the surface thoughts of one creature within 30 feet. This works like the detect thoughts spell, except it can only read surface thoughts and there is no limit to the duration. The dust goblin chieftain can end this effect as a bonus action or by using an action to change the target.","name":"Alien Mind"},{"desc":"On each of its turns, the dust goblin chieftain can use a bonus action to take the Dash, Disengage, or Hide action.","name":"Cunning Action"},{"desc":"The dust goblin chieftain deals an extra 10 (3d6) damage when it hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5 feet of an ally of the dust goblin chieftain that isn't incapacitated and the chieftain doesn't have disadvantage on the attack roll.","name":"Sneak Attack (1/Turn)"},{"desc":"When the dust goblin chieftain attacks a creature from hiding, the target must succeed on a DC 13 Wisdom saving throw or be frightened until the end of its next turn.","name":"Twisted"}],"spell_list":[],"page_no":136,"environments":[],"img_main":null,"document__slug":"cc","document__title":"Creature Codex","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/creature-codex-for-5th-edition-dnd/","v2_converted_path":"/v2/creatures/ccdx_dust-goblin-chieftain/"},{"slug":"edjet","desc":"","name":"Edjet","size":"Medium","type":"Humanoid","subtype":"dragonborn","group":null,"alignment":"lawful neutral","armor_class":14,"armor_desc":"chain shirt","hit_points":52,"hit_dice":"8d8+16","speed":{"walk":30},"strength":17,"dexterity":12,"constitution":14,"intelligence":10,"wisdom":13,"charisma":13,"strength_save":6,"dexterity_save":null,"constitution_save":5,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":4,"skills":{"athletics":6,"perception":4},"damage_vulnerabilities":"","damage_resistances":"fire","damage_immunities":"","condition_immunities":"","senses":"passive Perception 14","languages":"Common, Draconic","challenge_rating":"3","cr":3.0,"actions":[{"desc":"The dragonborn edjet makes two melee or ranged attacks.","name":"Multiattack"},{"attack_bonus":6,"damage_dice":"1d10+3","desc":"Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 8 (1d10 + 3) slashing damage.","name":"Halberd"},{"attack_bonus":6,"damage_dice":"1d6+3","desc":"Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) piercing damage.","name":"Shortsword"},{"attack_bonus":4,"damage_dice":"1d6+1","desc":"Ranged Weapon Attack: +4 to hit, range 80/320 ft., one target. Hit: 4 (1d6 + 1) piercing damage.","name":"Shortbow"},{"desc":"The dragonborn edjet exhales fire in a 15-foot cone. Each creature in that area must make a DC 13 Dexterity saving throw, taking 10 (3d6) fire damage on a failed save, or half as much damage on a successful one.","name":"Fire Breath (Recharges after a Short or Long Rest)"}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"desc":"When the dragonborn edjet is within 5 feet of two allies that aren't incapacitated, it has advantage on saving throws against being frightened.","name":"Line of Battle"},{"desc":"Once per turn, the dragonborn edjet can deal an extra 10 (3d6) damage to a creature it hits with a weapon attack if that creature is within 5 feet of an ally of the edjet that isn't incapacitated.","name":"Martial Advantage"}],"spell_list":[],"page_no":0,"environments":[],"img_main":null,"document__slug":"cc","document__title":"Creature Codex","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/creature-codex-for-5th-edition-dnd/","v2_converted_path":"/v2/creatures/ccdx_edjet/"},{"slug":"enchanter","desc":"","name":"Enchanter","size":"Medium","type":"Humanoid","subtype":"elf","group":null,"alignment":"any alignment","armor_class":12,"armor_desc":"15 with mage armor","hit_points":58,"hit_dice":"13d8","speed":{"walk":30},"strength":10,"dexterity":14,"constitution":10,"intelligence":19,"wisdom":13,"charisma":19,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":7,"wisdom_save":null,"charisma_save":7,"perception":4,"skills":{"arcana":7,"history":7,"perception":4},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"","condition_immunities":"","senses":"darkvision 60 ft., passive Perception 14","languages":"Common, Elvish, Sylvan","challenge_rating":"7","cr":7.0,"actions":[{"attack_bonus":5,"damage_dice":"1d4+2","desc":"Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) piercing damage.","name":"Dagger"},{"desc":"The enchanter targets a creature within 30 feet of it who can see or hear the enchanter. The target must succeed on a DC 15 Wisdom saving throw or be charmed for 1 minute. The charmed target's speed is reduced to 0, it is incapacitated, and it must spend each round looking at the enchanter. While looking at the enchanter, the charmed target is considered blinded to other creatures not between it and the enchanter. The charmed target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If the charmed target takes damage from one of the enchanter's allies, it has advantage on the next saving throw. The effect also ends if the creature can no longer see or hear the enchanter. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the enchanter's Captivating Gaze for the next 24 hours.","name":"Captivating Gaze"}],"bonus_actions":null,"reactions":[{"desc":"When a creature within 30 feet that the enchanter can see targets it with an attack, the enchanter can stop the attacker with a glance. The attacker must succeed on a DC 15 Charisma saving throw or immediately stop the attack. The attacker can't attack the enchanter again until the start of its next turn.","name":"Beguiling Parry (Recharge 4-6)"}],"legendary_desc":"","legendary_actions":null,"special_abilities":[{"desc":"The enchanter has advantage on saving throws against being charmed, and magic can't put the enchanter to sleep.","name":"Fey Ancestry"},{"desc":"When the enchanter casts an enchantment spell of 1st level or higher that targets only one creature, the enchanter can choose to target all creatures within 10 feet of the target instead.","name":"Reach of the Fey"},{"desc":"The enchanter is a 13th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 15, +7 to hit with spell attacks). The enchanter has the following wizard spells prepared: \nCantrips (at will): dancing lights, friends, mage hand, message, prestidigitation\n1st level (4 slots): charm person*, hideous laughter*, magic missile\n2nd level (3 slots): hold person*, invisibility, suggestion*\n3rd level (3 slots): hypnotic pattern, lightning bolt\n4th level (3 slots): confusion*, conjure minor elementals\n5th level (2 slots): dominate person*, hold monster*, mislead, modify memory*\n6th level (1 slots): irresistible dance*, chain lightning\n7th level (1 slot): prismatic spray*\nEnchantment spell of 1st level or higher","name":"Spellcasting"}],"spell_list":[],"page_no":143,"environments":[],"img_main":null,"document__slug":"cc","document__title":"Creature Codex","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/creature-codex-for-5th-edition-dnd/","v2_converted_path":"/v2/creatures/ccdx_enchanter/"},{"slug":"fang-of-the-great-wolf","desc":"","name":"Fang of the Great Wolf","size":"Large","type":"Monstrosity","subtype":"","group":null,"alignment":"neutral evil","armor_class":14,"armor_desc":"natural armor","hit_points":65,"hit_dice":"10d10+10","speed":{"walk":50},"strength":16,"dexterity":13,"constitution":13,"intelligence":9,"wisdom":13,"charisma":8,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":5,"skills":{"insight":3,"perception":5,"religion":1},"damage_vulnerabilities":"","damage_resistances":"cold","damage_immunities":"","condition_immunities":"","senses":"darkvision 60 ft., passive Perception 15","languages":"Common, Goblin, Worg","challenge_rating":"3","cr":3.0,"actions":[{"attack_bonus":5,"damage_dice":"3d6+3","desc":"Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 13 (3d6 + 3) piercing damage. If the target is a Medium or smaller creature, it is grappled (escape DC 13) if the worg isn't already grapping a creature. Until this grapple ends, the target is restrained and the worg can't bite another target.","name":"Bite"},{"desc":"The fang of the Great Wolf grows in size. This works like the enlarge/reduce spell, except the worg can only enlarge and it lasts for 1 minute. While enlarged, the fang of the Great Wolf gains the following action:\nSwallow. The worg makes one bite attack against a Medium or smaller target it is grappling. If the attack hits, the target is also swallowed, and the grapple ends. While swallowed, the target is blinded and restrained, it has total cover against attacks and other effects outside the worg, and it takes 10 (3d6) acid damage at the start of each of the worg's turns. The worg can have only one creature swallowed at a time. \n\nIf the worg takes 10 damage or more on a single turn from the swallowed creature, the worg must succeed on a DC 11 Constitution saving throw at the end of that turn or regurgitate the creature, which falls prone in a space within 5 feet of the worg. The creature is automatically regurgitated when the worg is no longer enlarged. If the worg dies, a swallowed creature is no longer restrained by it and can escape from the corpse by using 10 feet of movement, exiting prone.","name":"Might of the Great Wolf (Recharges after a Short or Long Rest)"}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"desc":"The worg has advantage on Wisdom (Perception) checks that rely on hearing or smell.","name":"Keen Hearing and Smell"}],"spell_list":[],"page_no":384,"environments":[],"img_main":null,"document__slug":"cc","document__title":"Creature Codex","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/creature-codex-for-5th-edition-dnd/","v2_converted_path":"/v2/creatures/ccdx_fang-of-the-great-wolf/"},{"slug":"goliath-longlegs","desc":"","name":"Goliath Longlegs","size":"Gargantuan","type":"Monstrosity","subtype":"","group":null,"alignment":"unaligned","armor_class":16,"armor_desc":"natural armor","hit_points":162,"hit_dice":"12d20+36","speed":{"walk":20},"strength":18,"dexterity":15,"constitution":16,"intelligence":4,"wisdom":13,"charisma":3,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":4,"skills":{"perception":4,"stealth":5},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"poison","condition_immunities":"charmed, frightened, poisoned","senses":"darkvision 120 ft., passive Perception 14","languages":"-","challenge_rating":"7","cr":7.0,"actions":[{"desc":"The goliath longlegs makes one bite attack and then as many leg attacks as it has legs. It can use its Reel in place of two leg attacks.","name":"Multiattack"},{"attack_bonus":7,"damage_dice":"1d8+4","desc":"Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 8 (1d8 + 4) piercing damage and the target must make a DC 15 Constitution saving throw, taking 9 (2d8) poison damage on a failed save, or half as much damage on a successful one. If the poison damage reduces the target to 0 hp, the target is stable but poisoned for 1 hour, even after regaining hp, and is paralyzed while poisoned in this way.","name":"Bite"},{"attack_bonus":7,"damage_dice":"1d4+4","desc":"Melee Weapon Attack: +7 to hit, reach 15 ft., one target. Hit: 6 (1d4 + 4) piercing damage.","name":"Leg"},{"desc":"Ranged Weapon Attack: +5 to hit, range 30/60 ft., one Large or smaller creature. Hit: The creature is restrained by webbing and must succeed on a DC 15 Constitution saving throw or be paralyzed for 1 minute. The creature can repeat the saving throw at the end of each of its turns, ending the paralyzed effect on itself on a success. As an action, the restrained creature can make a DC 15 Strength check, escaping from the webbing on a success. The webbing can also be attacked and destroyed (AC 12; hp 15; vulnerability to fire damage; immunity to bludgeoning, poison, and psychic damage).","name":"Paralytic Web (Recharge 5-6)"},{"desc":"The goliath longlegs pulls one creature caught in its web up to 30 feet straight toward it. If the target is within 10 feet of the goliath longlegs, the goliath longlegs can make one bite attack as a bonus action.","name":"Reel"}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"desc":"A creature at least one size smaller than the goliath longlegs can travel through and finish its turn in the goliath longlegs' space.","name":"Expansive"},{"desc":"While a goliath longlegs remains motionless, it is indistinguishable from other plants or trees.","name":"False Appearance"},{"desc":"The goliath longlegs has advantage on Dexterity (Stealth) checks made to hide in forested terrain.","name":"Forest Camouflage"},{"desc":"The goliath longlegs has eight legs. While it has more than four legs, the goliath longlegs is immune to being knocked prone or restrained. Whenever the goliath longlegs takes 20 or more damage in a single turn, one of its legs is destroyed. Each time a leg is destroyed after the fourth one, the goliath longlegs must succeed on a DC 13 Constitution saving throw or fall prone. Any creature in the goliath longlegs' space or within 5 feet of it when it falls prone must make a DC 15 Dexterity saving throw, taking 21 (6d6) bludgeoning damage on a failed save, or half as much damage on a successful one.","name":"Vulnerable Legs"}],"spell_list":[],"page_no":206,"environments":[],"img_main":null,"document__slug":"cc","document__title":"Creature Codex","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/creature-codex-for-5th-edition-dnd/","v2_converted_path":"/v2/creatures/ccdx_goliath-longlegs/"},{"slug":"jaanavar-jal","desc":"","name":"Jaanavar Jal","size":"Huge","type":"Monstrosity","subtype":"","group":null,"alignment":"unaligned","armor_class":15,"armor_desc":"natural armor","hit_points":172,"hit_dice":"15d12+75","speed":{"swim":60,"walk":20},"strength":20,"dexterity":14,"constitution":20,"intelligence":6,"wisdom":13,"charisma":10,"strength_save":8,"dexterity_save":null,"constitution_save":8,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":4,"skills":{"perception":4,"stealth":5},"damage_vulnerabilities":"cold","damage_resistances":"","damage_immunities":"fire","condition_immunities":"","senses":"blindsense 60 ft., passive Perception 14","languages":"-","challenge_rating":"7","cr":7.0,"actions":[{"desc":"The jaanavar jal makes two attacks: one with its bite and one to constrict.","name":"Multiattack"},{"attack_bonus":8,"damage_dice":"3d10+5","desc":"Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 21 (3d10 + 5) piercing damage","name":"Bite"},{"attack_bonus":8,"damage_dice":"1d10+5","desc":"Melee Weapon Attack: +8 to hit, reach 5 ft., one Large or smaller creature. Hit: 10 (1d10 + 5) bludgeoning damage and the target is grappled (escape DC 16). Until this grapple ends, the creature is restrained and the jaanavar jal can't constrict another creature.","name":"Constrict"},{"desc":"The jaanavar jal expels a line of burning oil that is 40 feet long and 5 feet wide from glands beside its mouth. Each creature in that line must make a DC 16 Dexterity saving throw, taking 31 (9d6) fire damage on a failed save, or half as much damage on a successful one.","name":"Flaming Oil Spittle (Recharge 5-6)"}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"desc":"The jaanavar jal can breathe air and water.","name":"Amphibious"},{"desc":"The jaanavar jal regains 10 hp at the start of its turn if it has at least 1 hp. If the jaanavar jal takes cold damage, this trait doesn't function at the start of its next turn. The jaanavar jal dies only if it starts its turn with 0 hp and doesn't regenerate.","name":"Regeneration"}],"spell_list":[],"page_no":229,"environments":[],"img_main":null,"document__slug":"cc","document__title":"Creature Codex","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/creature-codex-for-5th-edition-dnd/","v2_converted_path":"/v2/creatures/ccdx_jaanavar-jal/"},{"slug":"kapi","desc":"","name":"Kapi","size":"Medium","type":"Humanoid","subtype":"simian","group":null,"alignment":"chaotic good","armor_class":14,"armor_desc":null,"hit_points":13,"hit_dice":"3d8","speed":{"climb":30,"walk":30},"strength":14,"dexterity":18,"constitution":10,"intelligence":11,"wisdom":13,"charisma":9,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":null,"skills":{"acrobatics":6,"stealth":6},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"","condition_immunities":"","senses":"darkvision 60 ft., passive Perception 11","languages":"Common, Simian","challenge_rating":"1/2","cr":0.5,"actions":[{"desc":"The kapi makes two attacks: one with its quarterstaff and one with its tail trip.","name":"Multiattack"},{"attack_bonus":4,"damage_dice":"1d6+2","desc":"Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) bludgeoning damage or 6 (1d8 + 2) bludgeoning damage if used with two hands.","name":"Quarterstaff"},{"desc":"Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: The target must succeed on a DC 14 Dexterity saving throw or be knocked prone.","name":"Tail Trip"},{"attack_bonus":6,"damage_dice":"1d4+4","desc":"Ranged Weapon Attack: +6 to hit, range 30/120 ft., one target. Hit: 6 (1d4 + 4) bludgeoning damage.","name":"Sling"}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"desc":"The kapi can take the Disengage action as a bonus action on each of its turns.","name":"Nimble Feet"},{"desc":"The kapi can use its tail to pick up or hold a small object that isn't being worn or carried. It can use its tail to interact with objects, leaving its hands free to wield weapons or carry heavier objects. The kapi can't use its tail to wield a weapon but can use it to trip an opponent (see below).","name":"Prehensile Tail"}],"spell_list":[],"page_no":234,"environments":[],"img_main":null,"document__slug":"cc","document__title":"Creature Codex","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/creature-codex-for-5th-edition-dnd/","v2_converted_path":"/v2/creatures/ccdx_kapi/"},{"slug":"karakura","desc":"","name":"Karakura","size":"Medium","type":"Fiend","subtype":"shapechanger","group":null,"alignment":"neutral evil","armor_class":15,"armor_desc":"natural armor","hit_points":76,"hit_dice":"17d8","speed":{"fly":40,"walk":30},"strength":7,"dexterity":18,"constitution":11,"intelligence":15,"wisdom":13,"charisma":20,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":8,"perception":4,"skills":{"deception":8,"perception":4,"persuasion":8,"stealth":7},"damage_vulnerabilities":"radiant","damage_resistances":"cold, fire, lightning; bludgeoning, piercing, and slashing from nonmagical attacks","damage_immunities":"poison","condition_immunities":"poisoned","senses":"darkvision 60 ft., passive Perception 14","languages":"Abyssal, Common, Infernal, telepathy 60 ft.","challenge_rating":"5","cr":5.0,"actions":[{"desc":"The karakura makes three claw attacks and can use Charm or Shroud in Darkness, if it is available.","name":"Multiattack"},{"attack_bonus":7,"damage_dice":"1d6+4","desc":"Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) slashing damage.","name":"Claw"},{"desc":"One humanoid the karakura can see within 30 feet of it must succeed on a DC 15 Wisdom saving throw or be magically charmed until dawn. The charmed target obeys the fiend's commands. If the target suffers any harm or receives a suicidal command, it can repeat the saving throw to end the effect. If the target successfully saves, or if the effect on it ends, the target is immune to this karakura's Charm for the next 24 hours. \n\nThe karakura can have only one target charmed at a time. If it charms another, the effect on the previous target ends.","name":"Charm"},{"desc":"Bands of shadow stretch out from the karakura and wrap around a target it can see within 30 feet. The target must succeed on a DC 15 Charisma saving throw or be translocated to the Plane of Shadow for 1 minute. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. When a target exits the shroud, it appears in an unoccupied space within 10 feet of the karakura. \n\nThe karakura can have only one target in its shroud at a time. It can release a target as a bonus action. \n\nWhile in the Plane of Shadow, the target is bombarded with horrific images and sensations. Each round it remains in the Plane of Shadow, it must succeed on a DC 15 Charisma saving throw or gain one short-term madness. A target held in the shroud is released when the karakura dies.","name":"Shroud in Darkness (Recharge 5-6)"},{"desc":"The karakura can magically enter the Plane of Shadow from the Material Plane, or vice versa.","name":"Shadow Walk"}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"desc":"The karakura can only exist on the Material Plane at night or underground. Spells or effects that count as sunlight cast the fiend back to the Plane of Shadow for 1d4 hours.","name":"Night Walkers"},{"desc":"The karakura can use its action to polymorph into a Small or Medium humanoid, or back into its true form. Other than its size, its statistics are the same in each form. Any equipment it is wearing or carrying isn't transformed. It reverts to its true form if it dies.","name":"Shapechanger"},{"desc":"The karakura can telepathically communicate with any creature it has charmed at any distance and across different planes.","name":"Telepathic Bond"}],"spell_list":[],"page_no":235,"environments":[],"img_main":null,"document__slug":"cc","document__title":"Creature Codex","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/creature-codex-for-5th-edition-dnd/","v2_converted_path":"/v2/creatures/ccdx_karakura/"},{"slug":"lord-zombie","desc":"","name":"Lord Zombie","size":"Medium","type":"Undead","subtype":"","group":null,"alignment":"neutral evil","armor_class":15,"armor_desc":"natural armor","hit_points":82,"hit_dice":"11d8+33","speed":{"walk":30},"strength":16,"dexterity":14,"constitution":16,"intelligence":10,"wisdom":13,"charisma":15,"strength_save":null,"dexterity_save":null,"constitution_save":6,"intelligence_save":null,"wisdom_save":4,"charisma_save":null,"perception":4,"skills":{"perception":4},"damage_vulnerabilities":"","damage_resistances":"bludgeoning, piercing, and slashing from nonmagical attacks not made with silver","damage_immunities":"necrotic, poison","condition_immunities":"exhaustion, poisoned","senses":"darkvision 60 ft., passive Perception 14","languages":"the languages it knew in life","challenge_rating":"5","cr":5.0,"actions":[{"desc":"The lord zombie makes two slam attacks. It can use its Life Drain in place of one slam attack.","name":"Multiattack"},{"attack_bonus":6,"damage_dice":"1d8+3","desc":"Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) bludgeoning damage.","name":"Slam"},{"attack_bonus":6,"damage_dice":"1d6+3","desc":"Melee Weapon Attack: +6 to hit, reach 5 ft., one creature. Hit: 6 (1d6 + 3) necrotic damage. The target must succeed on a DC 16 Constitution saving throw or its hp maximum is reduced by an amount equal to the damage taken. This reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hp maximum to 0. \n\nA humanoid slain by this attack rises 24 hours later as a zombie under the lord's control, unless the humanoid is restored to life or its body is destroyed. The lord can have no more than twenty zombies under its control at one time.","name":"Life Drain"}],"bonus_actions":null,"reactions":null,"legendary_desc":"The zombie lord can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. It regains spent legendary actions at the start of its turn.","legendary_actions":[{"desc":"The lord telepathically commands all zombies it controls within 1 mile to immediately move up to half their speed. A zombie that moves out of an enemy's reach because of this movement doesn't provoke an opportunity attack. Life Drain (Costs 2 Actions). The lord makes a life drain attack. Arise (Costs 3 Actions). The lord targets a humanoid corpse within 30 feet, which rises as a zombie under the lord's control.","name":"Shambling Hordes"}],"special_abilities":[{"desc":"If the lord fails a saving throw, it can choose to succeed instead.","name":"Legendary Resistance (3/Day)"},{"desc":"Any non-undead creature that starts its turn within 30 feet of the lord must succeed on a DC 16 Constitution saving throw or be poisoned until the start of the creature's next turn. On a successful saving throw, the creature is immune to the lord's Stench for 24 hours.","name":"Stench"},{"desc":"If damage reduces the lord to 0 hp, it must make a Constitution saving throw with a DC of 5 + the damage taken, unless the damage is radiant or from a critical hit. On a success, the lord drops to 1 hp instead.","name":"Undead Fortitude"}],"spell_list":[],"page_no":26,"environments":[],"img_main":null,"document__slug":"cc","document__title":"Creature Codex","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/creature-codex-for-5th-edition-dnd/","v2_converted_path":"/v2/creatures/ccdx_lord-zombie/"},{"slug":"nalusa-falaya","desc":"","name":"Nalusa Falaya","size":"Medium","type":"Aberration","subtype":"","group":null,"alignment":"neutral evil","armor_class":13,"armor_desc":"natural armor","hit_points":33,"hit_dice":"6d8+6","speed":{"walk":30},"strength":12,"dexterity":15,"constitution":13,"intelligence":11,"wisdom":13,"charisma":9,"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 120 ft., passive Perception 11","languages":"Umbral, Void Speech","challenge_rating":"1/2","cr":0.5,"actions":[{"attack_bonus":4,"damage_dice":"1d6+2","desc":"Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) piercing damage. If the target is a creature, it must succeed on a DC 12 Strength saving throw or be knocked prone.","name":"Bite"},{"attack_bonus":4,"damage_dice":"1d8+2","desc":"Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) slashing damage.","name":"Claw"},{"desc":"The nalusa falaya targets one creature it can see within 30 feet of it. If the target can see the nalusa falaya, the target must succeed on a DC 12 Wisdom saving throw or be frightened until the end of the nalusa falaya's next turn.","name":"Terrifying Glare"}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"desc":"While in dim light or darkness, the nalusa falaya can take the Hide action as a bonus action.","name":"Shadow Stealth"},{"desc":"As an action, the nalusa falaya can teleport itself to a shadow it can see within 30 feet.","name":"Shadow Step"},{"desc":"While in sunlight, the nalusa falaya has disadvantage on ability checks, attack rolls, and saving throws.","name":"Sunlight Weakness"}],"spell_list":[],"page_no":274,"environments":[],"img_main":null,"document__slug":"cc","document__title":"Creature Codex","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/creature-codex-for-5th-edition-dnd/","v2_converted_path":"/v2/creatures/ccdx_nalusa-falaya/"},{"slug":"pech","desc":"","name":"Pech","size":"Small","type":"Elemental","subtype":"","group":null,"alignment":"neutral good","armor_class":15,"armor_desc":"natural armor","hit_points":33,"hit_dice":"6d6+12","speed":{"climb":10,"walk":20},"strength":16,"dexterity":11,"constitution":14,"intelligence":11,"wisdom":13,"charisma":11,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":3,"skills":{"athletics":5,"perception":3},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"poison","condition_immunities":"exhaustion, paralyzed, petrified, poisoned, prone, restrained, unconscious","senses":"darkvision 120 ft., passive Perception 13","languages":"Common, Terran, Undercommon","challenge_rating":"2","cr":2.0,"actions":[{"desc":"The pech makes two attacks: one with its pick and one with its hammer. If the pech hits the same target with both attacks, the target must succeed on a DC 11 Constitution saving throw or be incapacitated until the start of its next turn.","name":"Multiattack"},{"attack_bonus":5,"damage_dice":"1d8+3","desc":"Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) piercing damage.","name":"Pick"},{"attack_bonus":5,"damage_dice":"1d6+3","desc":"Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 6 (1d6 + 3) bludgeoning damage.","name":"Hammer"}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"desc":"While in bright light, the pech has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.","name":"Light Sensitivity"},{"desc":"As a bonus action, the pech can draw on the power of unworked stone, as long as it is in contact with stone. Until the end of the pech's next turn, it gains resistance to piercing and slashing damage.","name":"One with the Stone (Recharges after a Short or Long Rest)"}],"spell_list":[],"page_no":294,"environments":[],"img_main":null,"document__slug":"cc","document__title":"Creature Codex","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/creature-codex-for-5th-edition-dnd/","v2_converted_path":"/v2/creatures/ccdx_pech/"},{"slug":"preta","desc":"","name":"Preta","size":"Medium","type":"Undead","subtype":"","group":null,"alignment":"neutral evil","armor_class":13,"armor_desc":"natural armor","hit_points":75,"hit_dice":"10d8+30","speed":{"walk":30},"strength":15,"dexterity":14,"constitution":16,"intelligence":10,"wisdom":13,"charisma":15,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":3,"skills":{"perception":3,"stealth":4},"damage_vulnerabilities":"","damage_resistances":"necrotic","damage_immunities":"poison","condition_immunities":"exhaustion, frightened, paralyzed, petrified, poisoned","senses":"darkvision 60 ft., passive Perception 13","languages":"the languages it knew in life","challenge_rating":"3","cr":3.0,"actions":[{"desc":"The preta uses its Blood Siphon. It then makes two attacks with its claws.","name":"Multiattack"},{"attack_bonus":4,"damage_dice":"2d6+2","desc":"Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 9 (2d6 + 2) slashing damage.","name":"Claws"},{"desc":"The preta magically draws the blood from a target it can see within 30 feet into its ever-hungry mouth. The target must succeed on a DC 13 Constitution saving throw or take 7 (2d6) points of necrotic damage. The preta regains hp equal to half the necrotic damage dealt.","name":"Blood Siphon"},{"desc":"The preta magically enters the Ethereal Plane from the Material Plane, or vice versa. It is visible on the Material Plane while it is in the Border Ethereal, and vice versa, yet it can't affect or be affected by anything on the other plane.","name":"Etherealness"},{"desc":"The preta turns invisible until it attacks or uses Blood Siphon, or until its concentration ends (as if concentrating on a spell). While invisible, it leaves no physical evidence of its passage, leaving it traceable only by magic. Any equipment the preta wears or carriers is invisible with it. While invisible, the preta can create small illusory sounds and images like the minor illusion spell except it can create either two images, two sounds, or one sound and one image.","name":"Hidden Illusionist"}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"desc":"The preta can see 60 feet into the Ethereal Plane when it is on the Material Plane, and vice versa.","name":"Ethereal Sight"}],"spell_list":[],"page_no":411,"environments":[],"img_main":null,"document__slug":"cc","document__title":"Creature Codex","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/creature-codex-for-5th-edition-dnd/","v2_converted_path":"/v2/creatures/ccdx_preta/"},{"slug":"ring-servant","desc":"","name":"Ring Servant","size":"Large","type":"Construct","subtype":"","group":null,"alignment":"neutral","armor_class":15,"armor_desc":"natural armor","hit_points":114,"hit_dice":"12d10+48","speed":{"fly":60,"hover":true,"walk":0},"strength":20,"dexterity":10,"constitution":18,"intelligence":8,"wisdom":13,"charisma":10,"strength_save":8,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":4,"charisma_save":null,"perception":4,"skills":{"athletics":8,"perception":4},"damage_vulnerabilities":"","damage_resistances":"cold, fire, lightning; bludgeoning, piercing, and slashing from nonmagical attacks","damage_immunities":"poison","condition_immunities":"charmed, exhaustion, frightened, paralyzed, petrified, poisoned, stunned","senses":"darkvision 60 ft., passive Perception 14","languages":"understands the language of its creator but can't speak","challenge_rating":"8","cr":8.0,"actions":[{"desc":"The ring servant makes two slam attacks.","name":"Multiattack"},{"attack_bonus":8,"damage_dice":"3d8+5","desc":"Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 18 (3d8 + 5) bludgeoning damage. The target must succeed on a DC 16 Strength saving throw or be knocked prone.","name":"Slam"},{"desc":"The ring servant discharges a spinning ring of magical energy. Each creature within 20 feet of the servant must make a DC 16 Dexterity saving throw, taking 45 (10d8) force damage on a failed save, or half as much damage on a successful one.","name":"Ring of Destruction (Recharge 5-6)"}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"desc":"The ring servant is immune to any spell or effect that would alter its form.","name":"Immutable Form"},{"desc":"The ring servant's slam attacks are magical.","name":"Magic Weapons"}],"spell_list":[],"page_no":318,"environments":[],"img_main":null,"document__slug":"cc","document__title":"Creature Codex","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/creature-codex-for-5th-edition-dnd/","v2_converted_path":"/v2/creatures/ccdx_ring-servant/"},{"slug":"roggenwolf","desc":"","name":"Roggenwolf","size":"Medium","type":"Monstrosity","subtype":"","group":null,"alignment":"neutral evil","armor_class":13,"armor_desc":null,"hit_points":60,"hit_dice":"11d8+11","speed":{"walk":40},"strength":14,"dexterity":16,"constitution":13,"intelligence":5,"wisdom":13,"charisma":14,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":3,"skills":{"perception":3,"stealth":5},"damage_vulnerabilities":"","damage_resistances":"bludgeoning, piercing, and slashing from nonmagical attacks not made with silver","damage_immunities":"","condition_immunities":"","senses":"darkvision 60 ft., passive Perception 13","languages":"-","challenge_rating":"2","cr":2.0,"actions":[{"attack_bonus":5,"damage_dice":"1d8+3","desc":"Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) necrotic damage.","name":"Bite"},{"desc":"The roggenwolf lets loose a howl that can only be heard inside the minds of nearby creatures. Each creature within 30 feet of the roggenwolf that isn't an undead or a construct must succeed on a DC 13 Wisdom saving throw or become frightened and restrained for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending both effects on itself on a success.","name":"Howl (Recharge 5-6)"}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"desc":"The roggenwolf has advantage on Wisdom (Perception) checks that rely on hearing and smell.","name":"Keen Hearing and Smell"}],"spell_list":[],"page_no":320,"environments":[],"img_main":null,"document__slug":"cc","document__title":"Creature Codex","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/creature-codex-for-5th-edition-dnd/","v2_converted_path":"/v2/creatures/ccdx_roggenwolf/"},{"slug":"serpentine-lamia","desc":"","name":"Serpentine Lamia","size":"Medium","type":"Monstrosity","subtype":"","group":null,"alignment":"neutral evil","armor_class":13,"armor_desc":"leather armor","hit_points":36,"hit_dice":"8d8","speed":{"climb":20,"swim":20,"walk":30},"strength":12,"dexterity":15,"constitution":11,"intelligence":8,"wisdom":13,"charisma":15,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":null,"skills":{"deception":6,"intimidation":6},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"","condition_immunities":"","senses":"darkvision 60 ft., passive Perception 11","languages":"Abyssal, Common","challenge_rating":"1","cr":1.0,"actions":[{"desc":"The serpentine lamia makes two attacks, only one of which can be a constrict attack.","name":"Multiattack"},{"attack_bonus":4,"damage_dice":"1d6+2","desc":"Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) slashing damage.","name":"Scimitar"},{"attack_bonus":4,"damage_dice":"1d6+2","desc":"Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 5 (1d6 + 2) bludgeoning damage. If the target is a Medium or smaller creature, it is grappled (escape DC 12). Until this grapple ends, the target is restrained, and the serpentine lamia can't constrict another target.","name":"Constrict"},{"attack_bonus":4,"damage_dice":"1d6+2","desc":"Ranged Weapon Attack: +4 to hit, range 80/320 ft., one target. Hit: 5 (1d6 + 2) piercing damage.","name":"Shortbow"}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"desc":"When a humanoid that can see the serpentine lamia's eyes starts its turn within 30 feet of the serpentine lamia, the serpentine lamia can force it to make a DC 13 Charisma saving throw if the serpentine lamia isn't incapacitated and can see the creature. If the creature fails, it is charmed for 1 minute. The charmed target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a target's saving throw is successful or the effect ends for it, the target is immune to the serpentine lamia's Seductive Gaze for the next 24 hours. \n\nUnless surprised, a creature can avert its eyes to avoid the saving throw at the start of its turn. If the creature does so, it can't see the serpentine lamia until the start of its next turn, when it can avert its eyes again. If the creature looks at the serpentine lamia in the meantime, it must immediately make the save.","name":"Seductive Gaze"},{"desc":"The serpentine lamia has advantage on attack rolls against a creature it has surprised, or that is charmed by it or its allies.","name":"Serpent Strike"},{"desc":"The serpentine lamia has advantage on saving throws and ability checks against being knocked prone.","name":"Snake Body"}],"spell_list":[],"page_no":249,"environments":[],"img_main":null,"document__slug":"cc","document__title":"Creature Codex","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/creature-codex-for-5th-edition-dnd/","v2_converted_path":"/v2/creatures/ccdx_serpentine-lamia/"},{"slug":"vampire-patrician","desc":"","name":"Vampire Patrician","size":"Medium","type":"Undead","subtype":"","group":null,"alignment":"lawful evil","armor_class":16,"armor_desc":"natural armor","hit_points":119,"hit_dice":"14d8+56","speed":{"walk":30},"strength":15,"dexterity":18,"constitution":18,"intelligence":16,"wisdom":13,"charisma":20,"strength_save":null,"dexterity_save":8,"constitution_save":null,"intelligence_save":null,"wisdom_save":5,"charisma_save":9,"perception":5,"skills":{"deception":9,"intimidation":9,"perception":5,"persuasion":9},"damage_vulnerabilities":"","damage_resistances":"necrotic; bludgeoning, piercing, and slashing from nonmagical attacks","damage_immunities":"","condition_immunities":"","senses":"darkvision 120 ft., passive Perception 15","languages":"the languages it knew in life","challenge_rating":"10","cr":10.0,"actions":[{"desc":"The vampire patrician can use its Bone-Chilling Gaze. It then makes two attacks, only one of which can be a bite attack.","name":"Multiattack"},{"attack_bonus":8,"damage_dice":"2d8+4","desc":"Melee Weapon Attack: +8 to hit, reach 5 ft., one creature. Hit: 13 (2d8 + 4) piercing damage plus 3 (1d6) necrotic damage.","name":"Rapier"},{"attack_bonus":8,"damage_dice":"1d6+4","desc":"Melee Weapon Attack: +8 to hit, reach 5 ft., one willing creature, or a creature that is grappled by the vampire patrician, incapacitated, or restrained. Hit: 7 (1d6 + 4) piercing damage plus 7 (2d6) necrotic damage. The target's hp maximum is reduced by an amount equal to the necrotic damage taken, and the patrician regains hp equal to that amount. The reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hp maximum to 0. A humanoid slain in this way and then buried in the ground rises the following night as a vampire spawn under the vampire patrician's control.","name":"Bite"},{"desc":"The vampire patrician targets one humanoid it can see within 30 feet. If the target can see the patrician, the target must succeed on a DC 17 Charisma saving throw or become paralyzed with fear until the end of its next turn.","name":"Bone-Chilling Gaze"},{"desc":"The vampire patrician calls 4d6 hunting hounds (use mastiff statistics) to its side. While outdoors, the vampire patrician can call 4d6 hunting raptors (use blood hawk statistics) instead. These creatures arrive in 1d4 rounds, helping the patrician and obeying its spoken commands. The beasts remain for 1 hour, until the patrician dies, or until the patrician dismisses them as a bonus action.","name":"Release the Hounds! (1/Day)"}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"desc":"A melee weapon deals one extra die of its damage and an extra 3 (1d6) necrotic damage when the vampire patrician hits with it (included in the attack).","name":"Cruel Combatant"},{"desc":"When it drops to 0 hp outside its resting place, the vampire patrician transforms into a cloud of mist instead of falling unconscious, provided that it isn't in sunlight or running water. If it can't transform, it is destroyed. While it has 0 hp in mist form, it can't revert to its vampire form, and it must reach its resting place within 2 hours or be destroyed. \n\nWhile in mist form it can't take any actions, speak, or manipulate objects. It is weightless, has a flying speed of 20 feet, can hover, and can enter a hostile creature's space and stop there. In addition, if air can pass through a space, the mist can do so without squeezing, and it can't pass through water. It has advantage on Strength, Dexterity, and Constitution saving throws, and it is immune to all nonmagical damage, except the damage it takes from sunlight. \n\nOnce in its resting place, it reverts to vampire form. It is then paralyzed until it regains at least 1 hp. After spending 1 hour in its resting place with 0 hp, it regains 1 hp.","name":"Misty Escape"},{"desc":"The vampire patrician can ignore the effects of sunlight for up to 1 minute.","name":"Noble Resilience (Recharges after a Long Rest)"},{"desc":"The patrician regains 15 hp at the start of its turn if it has at least 1 hp and isn't in sunlight or running water. If it takes radiant damage or damage from holy water, this trait doesn't function at the start of its next turn.","name":"Regeneration"},{"desc":"The vampire patrician can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.","name":"Spider Climb"},{"desc":"The vampire patrician has the following flaws:\nForbiddance. The patrician can't enter a residence without an invitation from one of the occupants.\nHarmed by Running Water. The patrician takes 20 acid damage if it ends its turn in running water.\nStake to the Heart. If a piercing weapon made of wood is driven into the patrician's heart while the patrician is incapacitated in its resting place, the patrician is paralyzed until the stake is removed.\nSunlight Hypersensitivity. The patrician takes 20 radiant damage when it starts its turn in sunlight. While in sunlight, it has disadvantage on attack rolls and ability checks.","name":"Vampire Weaknesses"}],"spell_list":[],"page_no":365,"environments":[],"img_main":null,"document__slug":"cc","document__title":"Creature Codex","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/creature-codex-for-5th-edition-dnd/","v2_converted_path":"/v2/creatures/ccdx_vampire-patrician/"},{"slug":"vines-of-nemthyr","desc":"","name":"Vines of Nemthyr","size":"Large","type":"Plant","subtype":"","group":null,"alignment":"neutral evil","armor_class":15,"armor_desc":"natural armor","hit_points":133,"hit_dice":"14d10+56","speed":{"burrow":30,"walk":30},"strength":19,"dexterity":12,"constitution":19,"intelligence":5,"wisdom":13,"charisma":5,"strength_save":7,"dexterity_save":null,"constitution_save":7,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":4,"skills":{"perception":4,"survival":4},"damage_vulnerabilities":"","damage_resistances":"cold, poison","damage_immunities":"","condition_immunities":"blinded, deafened, frightened, poisoned","senses":"blindsight 60 ft., passive Perception 14","languages":"-","challenge_rating":"8","cr":8.0,"actions":[{"desc":"The vines of Nemthyr makes three attacks: two with its slam and one with its thorny lash.","name":"Multiattack"},{"attack_bonus":7,"damage_dice":"2d6+4","desc":"Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) bludgeoning damage.","name":"Slam"},{"attack_bonus":7,"damage_dice":"2d10+4","desc":"Melee Weapon Attack: +7 to hit, reach 15 ft., one target. Hit: 15 (2d10 + 4) slashing damage, and the target is grappled (escape DC 15). Until this grapple ends, the target is restrained. The vines of Nemthyr has two thorny lashes, each of which can grapple only one target.","name":"Thorny Lash"},{"desc":"The vines of Nemthyr shoots poisonous thorns in a 30-foot cone. Each creature in that area must make a DC 15 Constitution saving throw, taking 35 (10d6) poison damage on a failed save, or half as much damage on a successful one.","name":"Thorn Spray (Recharge 6)"}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"desc":"As a bonus action, the vines of Nemthyr can separate itself into a group of distinct vines. While separated in this way, the vines can move through spaces as narrow as 3 inches wide. The separated vines can't attack while in this state, but they can reform into the vines of Nemthyr as a bonus action.","name":"Dispersal"},{"desc":"While the vines of Nemthyr remains motionless, it is indistinguishable from a normal plant.","name":"False Appearance"},{"desc":"The vines of Nemthyr has advantage on saving throws against spells and other magical effects.","name":"Magic Resistance"}],"spell_list":[],"page_no":371,"environments":[],"img_main":null,"document__slug":"cc","document__title":"Creature Codex","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/creature-codex-for-5th-edition-dnd/","v2_converted_path":"/v2/creatures/ccdx_vines-of-nemthyr/"}]}