{"count":3207,"next":"https://api-beta.open5e.com/v1/monsters/?format=json&ordering=wisdom_save&page=60","previous":"https://api-beta.open5e.com/v1/monsters/?format=json&ordering=wisdom_save&page=58","results":[{"slug":"ghost-knight-templar","desc":"","name":"Ghost Knight Templar","size":"Medium","type":"Undead","subtype":"","group":null,"alignment":"lawful evil","armor_class":18,"armor_desc":"plate","hit_points":127,"hit_dice":"17d8+51","speed":{"walk":30},"strength":20,"dexterity":19,"constitution":16,"intelligence":13,"wisdom":16,"charisma":15,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":7,"charisma_save":6,"perception":3,"skills":{"perception":3},"damage_vulnerabilities":"","damage_resistances":"cold, necrotic; nonmagic B/P/S attacks","damage_immunities":"poison","condition_immunities":"charmed, exhaustion, poisoned","senses":"darkvision 60', passive Perception 17","languages":"Common","challenge_rating":"10","cr":10.0,"actions":[{"name":"Multiattack","desc":"Three Shadow Blade attacks."},{"name":"Shadow Blade","desc":"Melee Weapon Attack: +9 to hit, 5 ft., one target, 9 (1d8+5) slashing damage + 10 (3d6) necrotic."},{"name":"Stride of Damnation (Recharge 5-6)","desc":"Moves up to its speed through its enemies. This move doesn't provoke opportunity attacks. Each creature through which templar passes: 35 (10d6) cold (DC 16 Dex half damage). It can't use this while mounted."}],"bonus_actions":[{"name":"Ghostly Mount","desc":"Can summon or dismiss a ghostly mount mounting or dismounting it as part of this bonus action with o spending movement. Mount uses the stats of a warhorse skeleton except it has the Incorporeal Movement trait a flying speed of 60 feet 40 hp and resistance to cold and necrotic and B/P/S damage from nonmagical attacks. If mount is slain it disappears leaving behind no physical form and templar must wait 1 hr before summoning it again."}],"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Charge","desc":"If mounted and it moves 20'+ straight to foe and hits with shadow blade on same turn target takes an extra 10 (3d6) slashing damage."},{"name":"Incorporeal Movement","desc":"Move through others/objects as difficult terrain. Takes 5 (1d10) force if it ends turn in object."},{"name":"Turning Defiance","desc":"It and all ghouls within 30' of it: advantage on saves vs. turn undead."},{"name":"Undead Nature","desc":"Doesn't require air food drink or sleep."}],"spell_list":[],"page_no":196,"environments":[],"img_main":null,"document__slug":"tob3","document__title":"Tome of Beasts 3","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/tome-of-beasts-3-for-5th-edition/","v2_converted_path":"/v2/creatures/tob3_ghost-knight-templar/"},{"slug":"giant-lantern","desc":"","name":"Giant, Lantern","size":"Huge","type":"Giant","subtype":"","group":null,"alignment":"neutral","armor_class":16,"armor_desc":"natural armor","hit_points":225,"hit_dice":"18d12+108","speed":{"walk":40,"swim":60},"strength":26,"dexterity":12,"constitution":22,"intelligence":15,"wisdom":16,"charisma":17,"strength_save":null,"dexterity_save":null,"constitution_save":1,"intelligence_save":null,"wisdom_save":7,"charisma_save":7,"perception":3,"skills":{"perception":3},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"cold","condition_immunities":"blinded","senses":"blindsight 120' (blind beyond), passive Perception 17","languages":"Common, Giant, Primordial","challenge_rating":"12","cr":12.0,"actions":[{"name":"Multiattack","desc":"Three Tridents. Can replace one with Spellcasting."},{"name":"Trident","desc":"Melee or Ranged Weapon Attack: +12 to hit 10 ft. or range 20/60' 1 target. 18 (3d6+8) piercing damage or 21 (3d8+8) piercing damage if used with two hands to make a melee attack."},{"name":"Crush of the Deep (Recharge 5-6)","desc":"Summons pressure of ocean depths in 40' cube of water centered on point it can see within 120' of it. Each creature in cube: 44 (8d10) bludgeoning damage (DC 17 Con half)."},{"name":"Spellcasting","desc":"Cha (DC 15) no material components:At will: detect magic identify (as an action)3/day ea: control water freedom of movement water breathing"}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Limited Amphibiousness","desc":"Can breathe air and water but it needs to be submerged at least once every 4 hrs to avoid suffocating."},{"name":"Hypnotic Luminescence","desc":"Tendril on giant's head sheds bright light in 60' radius and dim light extra 60'. When creature that can see the light starts its turn within 60' of giant creature charmed 24 hrs (DC 18 Cha negates) regarding giant as friendly acquaintance. If giant or one of its allies harms charmed creature this effect ends. If save succeeds/effect ends for it creature immune to giant's Hypnotic Luminescence for next 24 hrs. At start of its turn lantern giant chooses whether this light is active."},{"name":"Speak with Aquatic Creatures","desc":"Communicate with Monstrosities and Beasts that have a swim speed as if they shared a language."}],"spell_list":[],"page_no":204,"environments":[],"img_main":null,"document__slug":"tob3","document__title":"Tome of Beasts 3","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/tome-of-beasts-3-for-5th-edition/","v2_converted_path":"/v2/creatures/tob3_giant-lantern/"},{"slug":"hippopotamus-sacred","desc":"","name":"Hippopotamus, Sacred","size":"Huge","type":"Celestial","subtype":"","group":null,"alignment":"any alignment (as its deity)","armor_class":16,"armor_desc":"natural armor","hit_points":114,"hit_dice":"12d12+36","speed":{"walk":30},"strength":21,"dexterity":7,"constitution":16,"intelligence":7,"wisdom":18,"charisma":13,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":7,"charisma_save":4,"perception":4,"skills":{"perception":4},"damage_vulnerabilities":"","damage_resistances":"necrotic, radiant","damage_immunities":"poison","condition_immunities":"charmed, exhaustion, frightened, poisoned","senses":"darkvision 120', passive Perception 17","languages":"Celestial, telepathy 60'","challenge_rating":"5","cr":5.0,"actions":[{"name":"Gore","desc":"Melee Weapon Attack: +8 to hit, 5 ft., one target, 23 (4d8+5) piercing damage + 9 (2d8) necrotic or radiant (hippopotamus's choice)."},{"name":"Divine Cacophony (Recharge 5-6)","desc":"Opens its jaws and releases a cacophony of otherworldly screams songs and roars from the Upper or Lower Planes in a 30' cone. Each creature in that area: 21 (6d6) necrotic or radiant (hippopotamus's choice) and is stunned until the end of its next turn (DC 15 Con half damage not stunned)."},{"name":"Healing Rumble (2/Day)","desc":"Touches another with its snout as it hums tone that reverberates through its jaw. Target magically regains 10 (3d6) hp and freed from any disease poison blindness or deafness."}],"bonus_actions":[{"name":"Protector's Step","desc":"Magically teleports with any items worn/carried up to 120' to unoccupied space within its sacred site or within 30' of exterior of its site. Golden light swirls or inky shadown tendrils (hippo's choice) appear at origin and destination."}],"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Divine Awareness","desc":"Knows if it hears a lie."},{"name":"Divine Jaws","desc":"Its weapon attacks are magical. When it hits with Gore Gore deals extra 2d8 necrotic or radiant (included) hippo's choice."},{"name":"Hold Breath","desc":"Can hold its breath for 30 min."},{"name":"Magic Resistance","desc":"Advantage: spell/magic effect saves."},{"name":"Sacred Guardian","desc":"Can pinpoint the location of an agent or worshiper of an opposing deity or a creature with ill intent toward its sacred site within 120' of itself. In addition it can sense when such a creature moves within 100' of the site and can sense general direction of such creatures within 1 mile of the site."}],"spell_list":[],"page_no":233,"environments":[],"img_main":null,"document__slug":"tob3","document__title":"Tome of Beasts 3","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/tome-of-beasts-3-for-5th-edition/","v2_converted_path":"/v2/creatures/tob3_hippopotamus-sacred/"},{"slug":"hvalfiskr","desc":"","name":"Hvalfiskr","size":"Huge","type":"Giant","subtype":"","group":null,"alignment":"lawful neutral","armor_class":16,"armor_desc":"natural armor","hit_points":275,"hit_dice":"22d12+132","speed":{"walk":40,"swim":60},"strength":23,"dexterity":17,"constitution":22,"intelligence":10,"wisdom":14,"charisma":18,"strength_save":null,"dexterity_save":8,"constitution_save":null,"intelligence_save":5,"wisdom_save":7,"charisma_save":9,"perception":2,"skills":{"perception":2},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"cold, lightning, thunder","condition_immunities":"exhaustion","senses":"blindsight 120' (whale form only), darkvision 120' passive Perception 17","languages":"Aquan, Common, Giant","challenge_rating":"15","cr":15.0,"actions":[{"name":"Multiattack","desc":"Four Bites or Slams; or three Chained Anchors."},{"name":"Bite (Whale Form Only)","desc":"Melee Weapon Attack: +11 to hit, 5 ft., one target, 23 (5d6+6) piercing damage."},{"name":"Chained Anchor (Giant or Hybrid Form Only)","desc":"Melee or Ranged Weapon Attack: +11 to hit 15 ft. or range 30/60' one target 28 (5d8+6) bludgeoning damage and anchor hooks around target. While hooked target and hvalfiskr can't move over 60' apart. Creature including target can use action to detach anchor via DC 19 Str check. Or chain can be attacked (AC 18; hp 50; vulnerability to thunder; immunity to piercing poison and psychic) dislodging anchor into unoccupied space within 5 ft. of target and preventing Reel Anchor."},{"name":"Slam","desc":"Melee Weapon Attack: +11 to hit, 10 ft., one target, 24 (4d8+6) bludgeoning damage. "},{"name":"Whale Song (Recharge 5-6)","desc":"Sings magical melody. Each hostile creature within 60' of it that can hear the song: 45 (10d8) psychic and charmed 1 min (DC 17 Wis half not charmed). Charmed creature can re-save at end of each of its turns success ends effect on itself. If creature fails save by 5+ it also suffers short-term madness."}],"bonus_actions":[{"name":"Change Shape","desc":"Transforms into Huge frost giant Huge whale or back into its true whale-giant hybrid form. Its stats are the same in each form. Items worn/carried transform with it. Reverts on death."},{"name":"Reel Anchor","desc":"Pulls on the chain connected to anchor returning it to its empty hand. If anchor is hooked around a creature creature: DC 19 Str save or be pulled up to 30' toward hvalfiskr."}],"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Echolocation (Whale Form Only)","desc":"No blindsight while deafened."},{"name":"Hold Breath","desc":"Can hold its breath for 1 hr."},{"name":"Speak with Cetaceans","desc":"Can communicate with dolphins porpoises and whales as if they shared a language."}],"spell_list":[],"page_no":237,"environments":[],"img_main":null,"document__slug":"tob3","document__title":"Tome of Beasts 3","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/tome-of-beasts-3-for-5th-edition/","v2_converted_path":"/v2/creatures/tob3_hvalfiskr/"},{"slug":"incandescent-one","desc":"","name":"Incandescent One","size":"Medium","type":"Celestial","subtype":"","group":null,"alignment":"chaotic good","armor_class":16,"armor_desc":"natural","hit_points":144,"hit_dice":"17d8+68","speed":{"walk":30,"fly":60,"swim":60},"strength":16,"dexterity":18,"constitution":18,"intelligence":11,"wisdom":17,"charisma":18,"strength_save":null,"dexterity_save":null,"constitution_save":8,"intelligence_save":null,"wisdom_save":7,"charisma_save":8,"perception":3,"skills":{"perception":3},"damage_vulnerabilities":"","damage_resistances":"cold, radiant; nonmagic B/P/S attacks","damage_immunities":"poison","condition_immunities":"charmed, exhaustion, frightened, grappled, poisoned, prone, restrained","senses":"truesight 120', passive Perception 17","languages":"all, telepathy 120'","challenge_rating":"9","cr":9.0,"actions":[{"name":"Multiattack","desc":"Two Slam attacks or three Astral Bolt attacks."},{"name":"Slam","desc":"Melee Weapon Attack: +8 to hit, 5 ft., one target, 11 (2d6+4) bludgeoning damage + 18 (4d8) cold."},{"name":"Astral Bolt","desc":"Ranged Spell Attack: +8 to hit, 120 ft., one target, 18 (4d6+4) radiant and the next attack roll made vs. the target before the end of the incandescent one's next turn has advantage."}],"bonus_actions":[{"name":"Celestial Inspiration","desc":"Inspires one creature it can see within 60' of it. Whenever target makes attack roll or save before start of incandescent one's next turn target can roll a d4 and add number rolled to the attack roll or save."}],"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Aqueous Form","desc":"Can enter a hostile creature's space and stop there. It can move through a space as narrow as 1 foot wide with o squeezing."},{"name":"Amphibious","desc":"Can breathe air and water."},{"name":"Flyby","desc":"Doesn't provoke opportunity attacks when it flies out of an enemy's reach."},{"name":"Immortal Nature","desc":"Doesn't require food drink or sleep"},{"name":"Luminous","desc":"Sheds dim light in a 5 ft. radius."},{"name":"Magic Resistance","desc":"Advantage: spell/magic effect saves."},{"name":"Magic Weapons","desc":"Weapon attacks are magical."}],"spell_list":[],"page_no":244,"environments":[],"img_main":null,"document__slug":"tob3","document__title":"Tome of Beasts 3","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/tome-of-beasts-3-for-5th-edition/","v2_converted_path":"/v2/creatures/tob3_incandescent-one/"},{"slug":"life-broker","desc":"","name":"Life Broker","size":"Medium","type":"Fey","subtype":"","group":null,"alignment":"lawful neutral","armor_class":16,"armor_desc":"breastplate","hit_points":190,"hit_dice":"20d8+100","speed":{"walk":30},"strength":15,"dexterity":19,"constitution":20,"intelligence":19,"wisdom":14,"charisma":20,"strength_save":null,"dexterity_save":null,"constitution_save":1,"intelligence_save":null,"wisdom_save":7,"charisma_save":1,"perception":2,"skills":{"perception":2},"damage_vulnerabilities":"","damage_resistances":"nonmagic B/P/S attacks not made w/cold iron weapons","damage_immunities":"","condition_immunities":"charmed, frightened","senses":"darkvision 60', passive Perception 17","languages":"Common, Sylvan","challenge_rating":"13","cr":13.0,"actions":[{"name":"Multiattack","desc":"Three Rapier attacks."},{"name":"Rapier","desc":"Melee Weapon Attack: +9 to hit, 5 ft., one target, 8 (1d8+4) piercing damage + 18 (4d8) necrotic."},{"name":"Life Feast (Recharge 5-6)","desc":"Pulls life from hostile creatures within 30' of it that aren't Constructs or Undead. Each such creature in the area: 36 (8d8) necrotic (DC 18 Con half). Broker gains temp hp equal to the single highest amount of necrotic dealt and has advantage on attack rolls until the end of its next turn."}],"bonus_actions":[{"name":"Quick-Footed","desc":"Takes Dash Disengage or Dodge."}],"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Draw Life Essence","desc":"Can spend 10 min coaxing life essence out of willing creature taking only agreed amount of time from creature's max lifetime. Essence appears as rosy mist that rises from mouth nose or skin of creature and snakes into carved crystal vial in broker's cloak where it takes the form of a crimson liquid. Creature that drinks such a vial gains life stored within it provided broker gave vial willingly. If broker draws all remaining life from creature creature dies and can be returned to life only via wish spell."},{"name":"Life Reading","desc":"If it spends 1 min studying a mortal creature it can see within 30' of it broker can determine the remainder of that creature's natural life to the second."},{"name":"Magic Resistance","desc":"Advantage: spell/magic effect saves."},{"name":"Necrotic Weapons","desc":"Its weapon attacks are magical. When it hits with any weapon weapon deals + 4d8 necrotic (included below)."}],"spell_list":[],"page_no":261,"environments":[],"img_main":null,"document__slug":"tob3","document__title":"Tome of Beasts 3","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/tome-of-beasts-3-for-5th-edition/","v2_converted_path":"/v2/creatures/tob3_life-broker/"},{"slug":"midnight-sun","desc":"","name":"Midnight Sun","size":"Large","type":"Aberration","subtype":"","group":null,"alignment":"neutral evil","armor_class":16,"armor_desc":"natural armor","hit_points":136,"hit_dice":"16d10+48","speed":{"walk":0,"fly":60},"strength":10,"dexterity":16,"constitution":16,"intelligence":11,"wisdom":18,"charisma":15,"strength_save":null,"dexterity_save":6,"constitution_save":null,"intelligence_save":null,"wisdom_save":7,"charisma_save":5,"perception":4,"skills":{"perception":4},"damage_vulnerabilities":"necrotic (in day form), radiant (in night form)","damage_resistances":"acid, cold, fire, lightning, thunder; nonmagic B/P/S attacks","damage_immunities":"necrotic (in night form), poison, radiant (in day form)","condition_immunities":"blinded, charmed, deafened, exhaustion, frightened, grappled, paralyzed, petrified, poisoned, prone, restrained, unconscious","senses":"blindsight 120' (blind beyond), passive Perception 17","languages":"Deep Speech","challenge_rating":"7","cr":7.0,"actions":[{"name":"Multiattack","desc":"Three Energy Blast attacks."},{"name":"Energy Blast","desc":"Melee or Ranged Spell Attack: +7 to hit 5 ft. or range 120' one target 14 (3d6+4) damage of the type determined by the sun's current form."},{"name":"Energy Pulse (Recharge 5-6)","desc":"Each creature within 15 ft. of it: 28 (8d6) damage of type determined by sun's form (DC 15 Con half)."}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Changing Form","desc":"Automatically changes based on presence light.Day Form. While more than half midnight sun is in darkness it appears as a glowing orb of light but sheds no light. In this form it deals radiant has immunity to radiant and vulnerability to necrotic.Night Form. While more than half the midnight sun is in bright or dim light it appears as an orb of darkness. In this form it deals necrotic has immunity to necrotic and has vulnerability to radiant.Twilight Form. While half of it is in bright or dim light and half is in darkness it appears as split orb of light and darkness. It deals force."},{"name":"Energy Being","desc":"Can move through a space as narrow as 1 inch wide with o squeezing and it can enter a hostile creature's space and stop there. The first time it enters a creature's space on a turn that creature takes 3 (1d6) damage of the type determined by the sun's current form."},{"name":"Reality Inversion","desc":"When creature starts turn in sun's space or within 5 ft. any circumstance trait or feature that would grant it advantage instead grants disadvantage and vice versa until start of its next turn."}],"spell_list":[],"page_no":270,"environments":[],"img_main":null,"document__slug":"tob3","document__title":"Tome of Beasts 3","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/tome-of-beasts-3-for-5th-edition/","v2_converted_path":"/v2/creatures/tob3_midnight-sun/"},{"slug":"npc:-apostle","desc":"","name":"Npc: Apostle","size":"Medium","type":"Humanoid","subtype":"","group":null,"alignment":"any alignment","armor_class":15,"armor_desc":"breastplate","hit_points":117,"hit_dice":"18d8+36","speed":{"walk":30},"strength":12,"dexterity":13,"constitution":15,"intelligence":10,"wisdom":18,"charisma":14,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":7,"charisma_save":5,"perception":4,"skills":{"perception":4},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"","condition_immunities":"","senses":"passive Perception 10","languages":"any two languages","challenge_rating":"6","cr":6.0,"actions":[{"name":"Multiattack","desc":"Three Mace or Divine Bolt attacks. It can replace one attack with use of Spellcasting."},{"name":"Mace","desc":"Melee Weapon Attack: +4 to hit, 5 ft., one target, 4 (1d6+1) bludgeoning damage + 9 (2d8) necrotic or radiant (the apostle's choice)."},{"name":"Divine Bolt","desc":"Ranged Spell Attack: +7 to hit, 120 ft., one target, 13 (2d8+4) necrotic or radiant (apostle's choice). "},{"name":"Destroy Undead (2/Day)","desc":"Presents its holy symbol and intones a prayer. Each undead within 30' of apostle that can see or hear it: 28 (8d6) radiant (DC 15 Wis half)."},{"name":"Spellcasting","desc":"Wis (DC 15): At will: guidance spare the dying thaumaturgy3/day ea: bless cure wounds (3rd-level) hold person lesser restoration1/day ea: bestow curse daylight freedom of movement mass cure wounds revivify"}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Divine Weapons","desc":"When it hits with any weapon deals extra 2d8 necrotic or radiant (included below) apostle's choice."},{"name":"Faith's Reward","desc":"When it casts the bless spell it gains the benefit of the spell even if it doesn't include itself as a target. In addition when apostle restores hp to another creature it regains hp equal to half that amount."}],"spell_list":[],"page_no":403,"environments":[],"img_main":null,"document__slug":"tob3","document__title":"Tome of Beasts 3","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/tome-of-beasts-3-for-5th-edition/","v2_converted_path":"/v2/creatures/tob3_npc-apostle/"},{"slug":"npc:-infested-duelist","desc":"","name":"Npc: Infested Duelist","size":"Medium","type":"Humanoid","subtype":"","group":null,"alignment":"chaotic neutral","armor_class":18,"armor_desc":"natural armor","hit_points":144,"hit_dice":"32d8","speed":{"walk":40,"climb":30},"strength":11,"dexterity":20,"constitution":10,"intelligence":10,"wisdom":16,"charisma":15,"strength_save":null,"dexterity_save":null,"constitution_save":4,"intelligence_save":null,"wisdom_save":7,"charisma_save":6,"perception":3,"skills":{"perception":3},"damage_vulnerabilities":"","damage_resistances":"acid","damage_immunities":"poison","condition_immunities":"exhaustion, restrained, poisoned","senses":"passive Perception 13","languages":"any one language (usually Common)","challenge_rating":"9","cr":9.0,"actions":[{"name":"Multiattack","desc":"One Slam attack and two Shortsword attacks or it makes two Thorn Shot attacks."},{"name":"Shortsword","desc":"Melee Weapon Attack: +10 to hit, 5 ft., one target, 9 (1d6+6) piercing damage."},{"name":"Slam","desc":"Melee Weapon Attack: +10 to hit, 5 ft., one target, 15 (2d8+6) bludgeoning damage and target: DC 15 Con save. On failure target takes 14 (4d6) poison and is poisoned 1 min. On success target takes half damage and isn't poisoned. Poisoned target can re-save at end of each of its turns success ends effect on itself."},{"name":"Thorn Shot","desc":"Melee Weapon Attack: +10 to hit 30/120' one target 10 (2d4+5) piercing damage + 7 (2d6) poison."}],"bonus_actions":null,"reactions":[{"name":"Spore Cloud","desc":"When it takes damage from a ranged attack emits a burst of thick yellow spores that surround infested duelist and heavily obscure area within 5 ft. of it. Spores dissipate at start of duelist's next turn."}],"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Evasion","desc":"If subject to effect that allows Dex save for half damage takes no damage on success and only half if it fails."},{"name":"Parasite Sense","desc":"Advantage on attacks vs. poisoned creatures."},{"name":"Plant-Powered Mobility","desc":"Opportunity attacks made vs. duelist have disadvantage. If the duelist is prone at the start of its turn it can immediately stand with o costing movement."}],"spell_list":[],"page_no":409,"environments":[],"img_main":null,"document__slug":"tob3","document__title":"Tome of Beasts 3","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/tome-of-beasts-3-for-5th-edition/","v2_converted_path":"/v2/creatures/tob3_npc-infested-duelist/"},{"slug":"npc:-wind-acolyte","desc":"","name":"Npc: Wind Acolyte","size":"Medium","type":"Humanoid","subtype":"","group":null,"alignment":"neutral","armor_class":15,"armor_desc":"","hit_points":105,"hit_dice":"14d8+42","speed":{"walk":30,"fly":50},"strength":10,"dexterity":20,"constitution":16,"intelligence":12,"wisdom":18,"charisma":10,"strength_save":null,"dexterity_save":8,"constitution_save":null,"intelligence_save":null,"wisdom_save":7,"charisma_save":null,"perception":4,"skills":{"perception":4},"damage_vulnerabilities":"","damage_resistances":"cold, lightning","damage_immunities":"","condition_immunities":"","senses":"blindsight 60', passive Perception 17","languages":"Auran, + any two languages","challenge_rating":"5","cr":5.0,"actions":[{"name":"Multiattack","desc":"Three Air Weapon attacks. If acolyte hits one creature with two Air Weapon attacks target: DC 15 Str save or be pushed up to 15 ft. away from acolyte."},{"name":"Air Weapon","desc":"Melee or Ranged Weapon Attack: +8 to hit 10 ft. or range defined by chosen weapon one target 12 (2d6+5) bludgeoning damage slashing or piercing as defined by chosen weapon."},{"name":"Wind's Rebuke (Recharge 6)","desc":"Draws breath out of one creature it can see within 60' of it. Target: DC 15 Con save. Fail: all of the breath is drawn from target's lungs and it immediately begins suffocating for 1 min or until it falls unconscious. It can re-save at end of each of its turns success ends effect on itself."}],"bonus_actions":null,"reactions":[{"name":"Buoying Wind","desc":"Summons winds to break the fall of up to 5 falling creatures it can see within 60' of it. A falling creature's rate of descent slows to 60' per round for 1 min. If a falling creature lands before effect ends it takes no falling damage and can land on its feet."},{"name":"Drift","desc":"When a creature moves to within 15 ft. of the wind acolyte the acolyte can fly up to half its flying speed."}],"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Air Senses","desc":"Can't use blindsight underwater or in an area with o air."},{"name":"Air Weapons","desc":"When it attacks it conjures a weapon out of the air itself weapon appearing and disappearing in the blink of an eye. Air weapon is a swirl of wind in the shape of a simple or martial weapon but always deals 2d6 damage of the same type as that weapon. Air weapon shaped like a ranged weapon uses the range of that weapon except acolyte doesn't have disadvantage on ranged attack rolls when attacking a target beyond weapon's normal range. Air weapons don't use any other weapon properties of weapons they mimic. Air weapon attacks are magical."}],"spell_list":[],"page_no":412,"environments":[],"img_main":null,"document__slug":"tob3","document__title":"Tome of Beasts 3","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/tome-of-beasts-3-for-5th-edition/","v2_converted_path":"/v2/creatures/tob3_npc-wind-acolyte/"},{"slug":"snallygaster","desc":"","name":"Snallygaster","size":"Huge","type":"Aberration","subtype":"","group":null,"alignment":"unaligned","armor_class":16,"armor_desc":"natural armor","hit_points":207,"hit_dice":"18d12+90","speed":{"walk":30,"fly":30},"strength":24,"dexterity":10,"constitution":21,"intelligence":4,"wisdom":14,"charisma":12,"strength_save":1,"dexterity_save":null,"constitution_save":1,"intelligence_save":null,"wisdom_save":7,"charisma_save":null,"perception":2,"skills":{"perception":2},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"acid, thunder","condition_immunities":"frightened","senses":"darkvision 120', passive Perception 12","languages":"—","challenge_rating":"15","cr":15.0,"actions":[{"name":"Multiattack","desc":"One Slimy Tentacles and three Talons. If it hits one creature with two Talonss the target must make DC 18 Str save or take 11 (2d10) piercing damage and be knocked prone."},{"name":"Slimy Tentacles","desc":"Melee Weapon Attack: +12 to hit, 15 ft., one target, 20 (3d8+7) bludgeoning damage and target is grappled (escape DC 18). Until this grapple ends target is restrained and takes 18 (4d8) acid at the start of each of its turns and snallygaster can't use its Slimy Tentacles on another target."},{"name":"Talons","desc":"Melee Weapon Attack: +12 to hit, 5 ft., one target, 20 (2d12+7) piercing damage."},{"name":"Screech (Recharge 5-6)","desc":"Squawks a screeching whistle in 60' cone. Each creature in area: 49 (14d6) thunder and stunned 1 min (DC 18 Con half not stunned). Stunned creature can re-save at end of each of its turns success ends effect on itself."}],"bonus_actions":[{"name":"Nimble Flier","desc":"Takes the Dash or Disengage action. It must be flying to use this bonus action."}],"reactions":[{"name":"Parry Spell","desc":"If it succeeds on save vs. spell of 5th level or lower that targets only snallygaster spell has no effect. If snallygaster succeeds on save by 5+ spell is reflected back at spellcaster using slot level spell save DC attack bonus and spellcasting ability of caster"}],"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Magic Resistance","desc":"Advantage: spell/magic effect saves."},{"name":"Regeneration","desc":"Regains 15 hp at start of its turn if it has 1+ hp."}],"spell_list":[],"page_no":348,"environments":[],"img_main":null,"document__slug":"tob3","document__title":"Tome of Beasts 3","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/tome-of-beasts-3-for-5th-edition/","v2_converted_path":"/v2/creatures/tob3_snallygaster/"},{"slug":"star-nosed-diopsid","desc":"","name":"Star-Nosed Diopsid","size":"Large","type":"Aberration","subtype":"","group":null,"alignment":"lawful evil","armor_class":16,"armor_desc":"natural","hit_points":153,"hit_dice":"18d10+54","speed":{"walk":30,"burrow":15,"fly":30},"strength":19,"dexterity":14,"constitution":17,"intelligence":17,"wisdom":16,"charisma":15,"strength_save":null,"dexterity_save":null,"constitution_save":7,"intelligence_save":7,"wisdom_save":7,"charisma_save":null,"perception":3,"skills":{"perception":3},"damage_vulnerabilities":"","damage_resistances":"nonmagic B/P/S attacks","damage_immunities":"","condition_immunities":"","senses":"darkvision 60', tremorsense 60', passive Perception 17","languages":"Deep Speech, Undercommon, telepathy 100' (300' w/its own kind)","challenge_rating":"9","cr":9.0,"actions":[{"name":"Multiattack","desc":"One Stinger attack and two Tentacle attacks."},{"name":"Stinger","desc":"Melee Weapon Attack: +8 to hit, 5 ft., one target, 26 (4d10+4) piercing damage. If Humanoid succumbs to diopsid's venom (DC 16 Con negates see Mutagenic Venom)."},{"name":"Tentacle","desc":"Melee Weapon Attack: +8 to hit, 10 ft., one target, 17 (3d8+4) bludgeoning damage. Target is grappled (escape DC 16) if it is an up to Large creature and diopsid doesn't have 2 grappled."},{"name":"Share Senses","desc":"While within 300' of an envenomed Humanoid diopsid sees through target's eyes and hears what target hears until start of its next turn gaining benefits of any special senses target has. On subsequent turns diopsid can use a bonus action to extend duration of this effect until start of its next turn."},{"name":"Control Envenomed (3/Day)","desc":"While within 300' of an envenomed Humanoid diopsid can telepathically suggest course of activity to it. Humanoid must make DC 16 Wis save or pursue the activity suggested to it. Success: Humanoid takes 11 (2d10) psychic and has disadvantage next time it makes this save. Works like suggestion spell and Humanoid unaware of diopsid's influence."}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Mutagenic Venom","desc":"Produces potent poison that envenoms Humanoid victim and slowly transforms it into new diopsid. While envenomed treats all diopsid as if charmed by them. Every 24 hrs that elapse victim : DC 16 Con save reducing hp max by 5 (2d4) on failure. Reduction lasts until creature finishes long rest after venom removed. Creature dies if this reduces hp max to 0. Humanoid that dies from this horrifically transformed becoming new diopsid and losing all memory of its former life. Poison remains within creature's body until removed by greater restoration or similar."}],"spell_list":[],"page_no":355,"environments":[],"img_main":null,"document__slug":"tob3","document__title":"Tome of Beasts 3","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/tome-of-beasts-3-for-5th-edition/","v2_converted_path":"/v2/creatures/tob3_star-nosed-diopsid/"},{"slug":"tigebra","desc":"","name":"Tigebra","size":"Large","type":"Monstrosity","subtype":"","group":null,"alignment":"chaotic evil","armor_class":18,"armor_desc":"natural armor","hit_points":190,"hit_dice":"20d10+80","speed":{"walk":40},"strength":20,"dexterity":13,"constitution":18,"intelligence":5,"wisdom":15,"charisma":5,"strength_save":null,"dexterity_save":6,"constitution_save":9,"intelligence_save":null,"wisdom_save":7,"charisma_save":null,"perception":2,"skills":{"perception":2},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"poison","condition_immunities":"charmed, frightened, paralyzed, poisoned","senses":"blindsight 10', passive Perception 17","languages":"—","challenge_rating":"13","cr":13.0,"actions":[{"name":"Multiattack","desc":"One Bite attack and two Claw attacks."},{"name":"Bite","desc":"Melee Weapon Attack: +10 to hit, 15 ft., one creature,. 27 (4d10+5) piercing damage + 10 (3d6) poison and the target must make DC 17 Con save or be poisoned for 1 min. While poisoned the creature suffers wracking pain that halves its speed. A poisoned creature can re-save at end of each of its turns ending the effects on itself on a success."},{"name":"Claws","desc":"Melee Weapon Attack: +10 to hit, 5 ft., one target, 23 (4d8+5) slashing damage."}],"bonus_actions":[{"name":"Hypnotic Gaze","desc":"Gazes on one creature it can see within 60' of it. If target can see it: paralyzed until end of its next turn (DC 17 Wis negates immune to tigebra's Hypnotic Gaze 24 hrs)."}],"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Final Fury","desc":"When reduced to 0 hp its head and neck separate from body. Snake-like remnant immediately attacks nearest creature moving up to its speed if necessary even if it has already taken its turn this round. This remnant has same stats as original tigebra except it is Medium has 30 hp and can make only one Bite on its turn. Head remains active for 1d4 rounds or until killed."},{"name":"Keen Hearing and Smell","desc":"Has advantage on Wis (Perception) checks that rely on hearing or smell."},{"name":"Magic Resistance","desc":"Advantage: spell/magic effect saves."},{"name":"Potent Poison","desc":"A creature that normally has resistance to poison doesn't have resistance to the tigebra's poison. If a creature normally has immunity to poison it has resistance to the tigebra's poison instead."}],"spell_list":[],"page_no":369,"environments":[],"img_main":null,"document__slug":"tob3","document__title":"Tome of Beasts 3","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/tome-of-beasts-3-for-5th-edition/","v2_converted_path":"/v2/creatures/tob3_tigebra/"},{"slug":"underworld-sentinel","desc":"","name":"Underworld Sentinel","size":"Huge","type":"Undead","subtype":"","group":null,"alignment":"neutral","armor_class":17,"armor_desc":"natural armor","hit_points":126,"hit_dice":"12d12+48","speed":{"walk":40},"strength":23,"dexterity":15,"constitution":18,"intelligence":10,"wisdom":16,"charisma":14,"strength_save":null,"dexterity_save":6,"constitution_save":8,"intelligence_save":null,"wisdom_save":7,"charisma_save":null,"perception":3,"skills":{"perception":3},"damage_vulnerabilities":"","damage_resistances":"necrotic; nonmagic B/P/S attacks","damage_immunities":"poison","condition_immunities":"charmed, exhaustion, poisoned","senses":"blindsight 60', darkvision 120', passive Perception 17","languages":"Darakhul, Giant, Undercommon","challenge_rating":"10","cr":10.0,"actions":[{"name":"Multiattack","desc":"Two Scythe or Death Knell attacks."},{"name":"Scythe","desc":"Melee Weapon Attack: +10 to hit, 15 ft., one target, 17 (2d10+6) slashing damage + 10 (3d6) necrotic."},{"name":"Death Knell","desc":"Ranged Spell Attack: +7 to hit, 60 ft., one target, 16 (3d8+3) necrotic or 22 (3d12+3) necrotic if the target is missing any of its hp."},{"name":"Grim Reaping (Recharge 5-6)","desc":"Spins with its scythe extended and makes one Scythe attack vs. each creature within its reach. A creature that takes necrotic from this attack can't regain hp until the end of its next turn."}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Passage Guardian","desc":"Can make an opportunity attack when a hostile creature moves within its reach as well as when a hostile creature moves out of its reach. It gets one extra reaction that be used only for opportunity attacks."},{"name":"Turn Immunity","desc":"Is immune to effects that turn undead."},{"name":"Undead Nature","desc":"Doesn't require air food drink or sleep."}],"spell_list":[],"page_no":381,"environments":[],"img_main":null,"document__slug":"tob3","document__title":"Tome of Beasts 3","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/tome-of-beasts-3-for-5th-edition/","v2_converted_path":"/v2/creatures/tob3_underworld-sentinel/"},{"slug":"void-knight","desc":"","name":"Void Knight","size":"Medium","type":"Construct","subtype":"","group":null,"alignment":"lawful evil","armor_class":18,"armor_desc":"natural armor","hit_points":153,"hit_dice":"18d8+72","speed":{"walk":20},"strength":22,"dexterity":7,"constitution":18,"intelligence":12,"wisdom":16,"charisma":10,"strength_save":1,"dexterity_save":null,"constitution_save":8,"intelligence_save":null,"wisdom_save":7,"charisma_save":null,"perception":3,"skills":{"perception":3},"damage_vulnerabilities":"","damage_resistances":"nonmagic B/P/S attacks","damage_immunities":"force, poison","condition_immunities":"blinded, charmed, deafened, exhausted, frightened, paralyzed, petrified, poisoned","senses":"blindsight 120' (blind beyond), passive Perception 17","languages":"Void Speech, telepathy 120'","challenge_rating":"10","cr":10.0,"actions":[{"name":"Multiattack","desc":"Two Void Gauntlet attacks or three Void Bolts."},{"name":"Void Gauntlet","desc":"Melee Weapon Attack: +10 to hit, 5 ft., one target, 13 (2d6+6) slashing damage + 18 (4d8) force. If the target is a Med or smaller creature it must make DC 16 Str save or be knocked prone. "},{"name":"Void Bolt","desc":"Ranged Spell Attack: +7 to hit, 120 ft., one target, 21 (4d8+3) force."},{"name":"Pull of the Void (Recharge 5-6)","desc":"Sends Void tendrils at up to three creatures it can see within 60' of it that are not behind total cover. Each target must make DC 16 strength Saving throw or be pulled up to 30' toward the knight. Then each creature within 5 ft. of knight takes 36 (8d8) force."}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Call of the Void","desc":"If creature within 5 ft. of knight attempts to move away from it that creature: DC 13 Str save or be unable to move away from knight. If creature uses magic to move (ex: misty step or freedom of movement) it automatically succeeds."},{"name":"Construct Nature","desc":"Doesn't require air food drink or sleep."},{"name":"Immoveable","desc":"Can't be moved vs. its will except by magical means. In addition knight has disadvantage on Dex (Acrobatics) and Dex (Stealth) checks."},{"name":"Implosive End","desc":"When Void knight dies it collapses in on itself releasing a wave of Void energy. Creature within 5 ft. of it: 18 (4d8) force (DC 16 Dex half)."}],"spell_list":[],"page_no":386,"environments":[],"img_main":null,"document__slug":"tob3","document__title":"Tome of Beasts 3","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/tome-of-beasts-3-for-5th-edition/","v2_converted_path":"/v2/creatures/tob3_void-knight/"},{"slug":"wilderness-crone","desc":"","name":"Wilderness Crone","size":"Medium","type":"Fey","subtype":"","group":null,"alignment":"neutral","armor_class":17,"armor_desc":"natural armor","hit_points":105,"hit_dice":"14d8+42","speed":{"walk":30},"strength":16,"dexterity":10,"constitution":17,"intelligence":15,"wisdom":18,"charisma":8,"strength_save":null,"dexterity_save":null,"constitution_save":6,"intelligence_save":null,"wisdom_save":7,"charisma_save":null,"perception":4,"skills":{"perception":4},"damage_vulnerabilities":"","damage_resistances":"piercing","damage_immunities":"","condition_immunities":"","senses":"darkvision 60', passive Perception 14","languages":"Common, Sylvan","challenge_rating":"6","cr":6.0,"actions":[{"name":"Multiattack","desc":"Three Staff attacks."},{"name":"Wild Staff","desc":"Melee Weapon Attack: +6 to hit, 5 ft., one target, 10 (2d6+3) bludgeoning damage + 4 (1d8) force."},{"name":"Needle Breath (Recharge 5-6)","desc":"Exhales pine needles in a 30' cone. Each creature in the area: 28 (8d6) piercing damage (DC 15 Dex half)."},{"name":"Spellcasting","desc":"Wis (DC 15). Prepared: At will: minor illusion tree stride3/day ea: goodberry hold person locate animals or plants1/day ea: commune with nature remove curse"}],"bonus_actions":null,"reactions":[{"name":"Transmigratory Strike","desc":"When she kills a Humanoid can immediately restore it to life as a Beast with CR no higher the Humanoid's CR or level. Otherwise works as reincarnate spell."}],"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Beast Passivism","desc":"No beast with Int 3 or less can willingly attack the crone. They can be forced to do so through magical means."},{"name":"Speak with Beasts and Plants","desc":"Can communicate with Beasts and Plants as if they shared a language."}],"spell_list":[],"page_no":392,"environments":[],"img_main":null,"document__slug":"tob3","document__title":"Tome of Beasts 3","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/tome-of-beasts-3-for-5th-edition/","v2_converted_path":"/v2/creatures/tob3_wilderness-crone/"},{"slug":"adultflamedragon-tob1-2023","desc":"False","name":"Adult Flame Dragon","size":"Huge","type":"Dragon","subtype":"","group":"null","alignment":"Chaotic Evil","armor_class":19,"armor_desc":"natural armor","hit_points":275,"hit_dice":"22d12 + 132","speed":{"walk":80,"fly":40},"strength":19,"dexterity":14,"constitution":23,"intelligence":17,"wisdom":14,"charisma":20,"strength_save":null,"dexterity_save":7,"constitution_save":11,"intelligence_save":null,"wisdom_save":7,"charisma_save":10,"perception":22,"skills":{"Deception":10,"Perception":12,"Persuasion":10,"Stealth":7},"damage_vulnerabilities":"False","damage_resistances":"False","damage_immunities":"fire","condition_immunities":"False","senses":"blindsight 60 ft., darkvision 120 ft., passive Perception 22","languages":"Common, Draconic, Ignan","challenge_rating":"16","cr":16.0,"actions":[{"name":"Multiattack","desc":"The dragon uses its Frightful Presence. It then makes one Bite attack and two Claw attacks."},{"name":"Bite","desc":"Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 15 (2d10 + 4) piercing damage plus 10 (3d6) fire damage."},{"name":"Claw","desc":"Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) slashing damage."},{"name":"Tail","desc":"Melee Weapon Attack: +9 to hit, reach 15 ft., one target. Hit: 13 (2d8 + 4) bludgeoning damage."},{"name":"Frightful Presence","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":"Fire Breath (Recharge 5-6)","desc":"The dragon exhales fire in a 60-foot cone. Each creature in that area must make a DC 19 Dexterity saving throw, taking 56 (16d6) fire damage on a failed save, or half as much damage on a successful one. Each creature in that area must also succeed on a DC 18 Wisdom saving throw or go on a rampage for 1 minute. A rampaging creature must attack the nearest creature other than the dragon on its turn. If no other creature is near enough to move to and attack, the rampaging creature stalks off in a random direction, seeking a target for its rage. The rampaging creature can repeat the Wisdom saving throw at the end of each of its turns, ending the effect on itself on a success."}],"bonus_actions":[{"name":"Shifting Flames","desc":"The dragon magically transforms into a Huge or smaller fire-based Elemental (such as a salamander, magma mephit, or fire elemental) or back into its true form, which is a Dragon. Without wings or other way of flying, it loses its flying speed. Its statistics, other than its size and speed, are the same in each form. Any equipment it is wearing or carrying transforms with it. It reverts to its true form if it dies."},{"name":"Detect","desc":"The dragon makes a Wisdom (Perception) check."},{"name":"Tail Attack","desc":"The dragon makes a Tail attack."},{"name":"Wing Attack (Costs 2 Actions)","desc":"The dragon beats its wings. Each creature within 10 feet of the dragon must succeed on a DC 17 Dexterity saving throw or take 11 (2d6 + 4) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed."}],"reactions":[],"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":[{"name":"Detect","desc":"The dragon makes a Wisdom (Perception) check."},{"name":"Tail Attack","desc":"The dragon makes a Tail attack."},{"name":"Wing Attack (Costs 2 Actions)","desc":"The dragon beats its wings. Each creature within 10 feet of the dragon must succeed on a DC 17 Dexterity saving throw or take 11 (2d6 + 4) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed."}],"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 10 (3d6) fire damage."},{"name":"Legendary Resistance (3/Day)","desc":"If the dragon fails a saving throw, it can choose to succeed instead."}],"spell_list":[],"page_no":118,"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_adult-flame-dragon/"},{"slug":"adultwinddragon-tob1-2023","desc":"False","name":"Adult Wind Dragon","size":"Huge","type":"Dragon","subtype":"","group":"null","alignment":"Chaotic Neutral","armor_class":17,"armor_desc":"natural armor","hit_points":187,"hit_dice":"15d12 + 90","speed":{"walk":90,"fly":30},"strength":24,"dexterity":16,"constitution":22,"intelligence":16,"wisdom":15,"charisma":18,"strength_save":null,"dexterity_save":8,"constitution_save":11,"intelligence_save":null,"wisdom_save":7,"charisma_save":9,"perception":22,"skills":{"Acrobatics":13,"Intimidation":9,"Perception":12,"Stealth":8},"damage_vulnerabilities":"False","damage_resistances":"cold","damage_immunities":"lightning","condition_immunities":"False","senses":"blindsight 60 ft., darkvision 120 ft., passive Perception 22","languages":"Common, Draconic, Primordial","challenge_rating":"16","cr":16.0,"actions":[{"name":"Multiattack","desc":"The wind dragon uses its Frightful Presence. It then makes one Bite attack and two Claw attacks."},{"name":"Bite","desc":"Melee Weapon Attack: +12 to hit, reach 10 ft., one target. Hit: 18 (2d10 + 7) piercing damage."},{"name":"Claw","desc":"Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 14 (2d6 + 7) slashing damage."},{"name":"Tail","desc":"Melee Weapon Attack: +12 to hit, reach 15 ft., one target. Hit: 16 (2d8 + 7) bludgeoning damage."},{"name":"Frightful Presence","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 17 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":"Tempest Breath (Recharge 5-6)","desc":"The dragon exhales a blast of stormy wind in a 60-foot cone. Each creature in that area must make a DC 19 Strength saving throw. On a failure, a creature takes 27 (6d8) bludgeoning damage and 27 (6d8) lightning damage and is pushed up to 30 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 75 percent chance of being extinguished."}],"bonus_actions":[],"reactions":[],"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":[{"name":"Detect","desc":"The dragon makes a Wisdom (Perception) check."},{"name":"Tail Attack","desc":"The dragon makes a Tail attack."},{"name":"Wing Attack (Costs 2 Actions)","desc":"The dragon beats its wings. Each creature within 10 feet of the dragon must succeed on a DC 20 Dexterity saving throw or take 14 (2d6 + 7) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed."}],"special_abilities":[{"name":"Freedom of Movement","desc":"The dragon ignores difficult terrain, and magical effects can't reduce its speed or cause it to be restrained. It can spend 5 feet of movement to escape from nonmagical restraints or being grappled."},{"name":"Legendary Resistance (3/Day)","desc":"If the dragon fails a saving throw, it can choose to succeed instead."},{"name":"Storm Sight","desc":"The dragon can see through areas obscured by fog, mist, clouds, or precipitation."},{"name":"Whirling Winds","desc":"Gale force winds rage around the dragon's body. Ranged weapon attack rolls against the dragon have disadvantage."}],"spell_list":[],"page_no":134,"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_adult-wind-dragon/"},{"slug":"al-aeshmagenie-tob1-2023","desc":"False","name":"Al-Aeshma Genie","size":"Large","type":"Elemental","subtype":"","group":"null","alignment":"Chaotic Evil","armor_class":17,"armor_desc":"natural armor","hit_points":149,"hit_dice":"13d10 + 78","speed":{"walk":90,"fly":30},"strength":21,"dexterity":15,"constitution":22,"intelligence":15,"wisdom":16,"charisma":20,"strength_save":null,"dexterity_save":6,"constitution_save":null,"intelligence_save":null,"wisdom_save":7,"charisma_save":9,"perception":13,"skills":{},"damage_vulnerabilities":"False","damage_resistances":"False","damage_immunities":"lightning, thunder","condition_immunities":"False","senses":"darkvision 120 ft., passive Perception 13","languages":"Auran, Common, Ignan","challenge_rating":"9","cr":9.0,"actions":[{"name":"Scimitar","desc":"Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 12 (2d6 + 5) slashing damage plus 7 (2d6) necrotic damage."},{"name":"Dust Devil","desc":"The al-aeshma creates a swirling dust devil centered on a point it can see within 120 feet of it. The dust devil appears in the shape of a cylinder that is 30 feet tall with a 5-foot radius. Each creature in the area and each creature that enters the area for the first time on a turn or starts its turn there must succeed on a DC 17 Strength saving throw or be restrained. While restrained, a creature takes 7 (2d6) slashing damage and 7 (2d6) necrotic damage at the start of each of the al-aeshma's turns. A creature, including a restrained creature, can take an action to free the restrained creature by succeeding on a DC 17 Strength check."},{"name":"Spellcasting","desc":"The al-aeshma casts one of the following spells, requiring no material components and using Charisma as the spellcasting ability (spell save DC 17):\nAt will: detect magic\n3/day each: create or destroy water (destroy only), wind walk (as an action)\n1/day each: gaseous form, invisibility"}],"bonus_actions":[],"reactions":[],"legendary_desc":null,"legendary_actions":[],"special_abilities":[{"name":"Air Hatred","desc":"The al-aeshma has advantage on attack rolls against creatures that are flying."},{"name":"Earth Bound","desc":"The al-aeshma is anchored to the earth and can't fly far from it. The al-aeshma can't willingly fly more than 30 feet above the ground. If it starts its turn more than 30 feet away from the ground, it loses its damage immunities and is vulnerable to lightning and thunder damage until it starts its turn within 30 feet of the ground."},{"name":"Elemental Demise","desc":"When an al-aeshma dies, its body disintegrates into a swirling spray of coarse sand, leaving behind only equipment it was wearing or carrying."},{"name":"Regeneration","desc":"The al-aeshma regains 10 hp at the start of its turn. If it takes fire or radiant damage, this trait doesn't function at the start of the al-Aeshma's next turn. The al-aeshma dies only if it starts its turn at 0 hp and doesn't regenerate."}],"spell_list":[],"page_no":197,"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_al-aeshma-genie/"},{"slug":"algorith-tob1-2023","desc":"False","name":"Algorith","size":"Medium","type":"Construct","subtype":"","group":"null","alignment":"Lawful Neutral","armor_class":18,"armor_desc":"natural armor","hit_points":153,"hit_dice":"18d8 + 72","speed":{"fly":40},"strength":21,"dexterity":14,"constitution":19,"intelligence":13,"wisdom":16,"charisma":18,"strength_save":null,"dexterity_save":6,"constitution_save":8,"intelligence_save":null,"wisdom_save":7,"charisma_save":8,"perception":17,"skills":{"Athletics":9,"Insight":7,"Investigation":5,"Perception":7},"damage_vulnerabilities":"False","damage_resistances":"acid, cold, lightning","damage_immunities":"poison","condition_immunities":"charmed, exhaustion, frightened, paralyzed, petrified, poisoned","senses":"darkvision 60 ft., passive Perception 17","languages":"Common, Celestial, Draconic, Infernal","challenge_rating":"10","cr":10.0,"actions":[{"name":"Logic Razor","desc":"Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 21 (3d10 + 5) force damage."},{"name":"Cone of Negation (Recharge 5-6)","desc":"The algorith projects null energy in a 30-foot cone. Each creature in the area must make a DC 16 Dexterity saving throw. On a failure, a creature takes 33 (6d10) force damage and any spell of 4th level or lower on the creature ends, as if it had been the target of a dispel magic spell. On a success, a creature takes half the damage and spells on it don't end."},{"name":"Reality Bomb (5/Day)","desc":"The algorith summons and throws a tiny rune of law at a point it can see within 100 feet. The rune explodes on impact. Each creature within 30 feet of where the rune landed must make a DC 16 Dexterity saving throw. On a failure, a creature takes 27 (5d10) force damage and is stunned until the end of its next turn. On a success, a creature takes half the damage and isn't stunned."},{"name":"Spellcasting","desc":"The algorith casts one of the following spells, requiring no material components and using Charisma as the spellcasting ability (spell save DC 16): \nAt will: bless, detect magic, dimension door, dispel magic\n1/day each: commune (as an action), wall of force"}],"bonus_actions":[],"reactions":[],"legendary_desc":null,"legendary_actions":[],"special_abilities":[{"name":"Construct Nature","desc":"The algorith doesn't require air, food, drink, or sleep."},{"name":"Immutable Form","desc":"The algorith is immune to any spell or effect that would alter its form."}],"spell_list":[],"page_no":14,"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_algorith/"},{"slug":"ancienttitan-tob1-2023","desc":"False","name":"Ancient Titan","size":"Gargantuan","type":"Celestial","subtype":"","group":"null","alignment":"Neutral Good","armor_class":15,"armor_desc":"breastplate","hit_points":198,"hit_dice":"12d20 + 72","speed":{"walk":30},"strength":27,"dexterity":13,"constitution":22,"intelligence":16,"wisdom":16,"charisma":20,"strength_save":null,"dexterity_save":null,"constitution_save":10,"intelligence_save":null,"wisdom_save":7,"charisma_save":9,"perception":17,"skills":{"Athletics":12,"Intimidation":9,"Perception":7},"damage_vulnerabilities":"False","damage_resistances":"bludgeoning, piercing, and slashing from nonmagical attacks","damage_immunities":"False","condition_immunities":"False","senses":"darkvision 120 ft., passive Perception 17","languages":"Common, Giant, Primordial, telepathy 120 ft.","challenge_rating":"12","cr":12.0,"actions":[{"name":"Multiattack","desc":"The ancient titan can use its Reality-Altering Words. It then makes two Greatsword attacks or three Word of Pain attacks."},{"name":"Greatsword","desc":"Melee Weapon Attack: +12 to hit, reach 10 ft., one target. Hit: 36 (8d6 + 8) slashing damage."},{"name":"Word of Pain","desc":"Ranged Spell Attack:+9 to hit, range 120 ft., one target. Hit: 23 (4d8 + 5) force damage, and the target must succeed on a DC 17 Constitution saving throw or have disadvantage on attack rolls, ability checks, and saving throws until the end of its next turn as pain courses through its body."},{"name":"Reality-Altering Words","desc":"The titan speaks a phrase that temporarily reshapes reality around it, warping the terrain, displacing creatures, and disrupting magic. Each creature within 30 feet of the titan must succeed on a DC 17 Dexterity saving throw or be pulled or pushed up to 25 feet toward or away from the titan (the titan's choice) and knocked prone. Instead of pushing or pulling a creature that failed the saving throw, the titan can end one magical effect of its choice of 4th level or lower on that creature. The area then becomes difficult terrain until the start of the titan's next turn. Moving through this difficult terrain doesn't cost the titan extra movement."},{"name":"Stunning Word (Recharge 5-6)","desc":"The titan speaks a brief, echoing word of power at up to three creatures it can see within 60 feet of it. Each target must make a DC 17 Constitution saving throw. On a failure, a creature takes 45 (10d8) force damage and is stunned for 1 minute. On a success, a creature takes half the damage and isn't stunned. 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":"Amphibious","desc":"The ancient titan can breathe air and water."},{"name":"Magic Resistance","desc":"The ancient titan has advantage on saving throws against spells and other magical effects."}],"spell_list":[],"page_no":361,"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_ancient-titan/"},{"slug":"chainedangel-tob1-2023","desc":"False","name":"Chained Angel","size":"Medium","type":"Celestial","subtype":"","group":"null","alignment":"Neutral Evil","armor_class":16,"armor_desc":"natural armor","hit_points":121,"hit_dice":"22d8 + 22","speed":{"walk":60,"fly":30},"strength":18,"dexterity":16,"constitution":12,"intelligence":12,"wisdom":18,"charisma":20,"strength_save":null,"dexterity_save":6,"constitution_save":null,"intelligence_save":null,"wisdom_save":7,"charisma_save":8,"perception":17,"skills":{"Perception":7},"damage_vulnerabilities":"False","damage_resistances":"piercing","damage_immunities":"fire, radiant","condition_immunities":"charmed, exhaustion","senses":"darkvision 200 ft., passive Perception 17","languages":"Celestial, Common, Infernal, telepathy 120 ft.","challenge_rating":"8","cr":8.0,"actions":[{"name":"Multiattack","desc":"The chained angel makes two Fiery Greatsword attacks."},{"name":"Fiery Greatsword","desc":"Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) slashing damage plus 16 (3d10) fire damage."},{"name":"Fallen Glory (Recharge 5-6)","desc":"Each creature the chained angel can see within 50 feet of it must make a DC 15 Strength saving throw. On a failure, a creature takes 19 (3d12) radiant damage and is knocked prone. On a success, a creature takes half the damage and isn't knocked prone."}],"bonus_actions":[],"reactions":[{"name":"Fiendish Cunning","desc":"When a creature the chained angel can see within 60 feet of it casts a spell that appears on the cleric or paladin spell list, the chained angel can counter the spell with a successful ability check. This works like the counterspell spell with a +5 spellcasting ability check, except the chained angel must make the ability check no matter the level of the spell."}],"legendary_desc":null,"legendary_actions":[],"special_abilities":[{"name":"Immortal Nature","desc":"The chained angel doesn't require food, drink, or sleep."},{"name":"Magic Resistance","desc":"The chained angel has advantage on saving throws against spells and other magical effects."},{"name":"Redemption","desc":"When a creature casts the knock spell on the chained angel's chains, the chains release a blast of unholy flame. The spellcaster must make a DC 16 Dexterity saving throw, taking 16 (3d10) fire damage and 16 (3d10) radiant damage on a failed save, or half as much damage on a successful one. If the spellcaster survives, the chained angel must immediately make a DC 17 Wisdom saving throw. On a success, the angel's chains fall away. It is restored to its senses and the form it had before it was chained, typically a deva. On a failure, the chained angel remains chained for 7 days, and during that time, any further attempts to cast knock on the angel's chains fail."}],"spell_list":[],"page_no":18,"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_chained-angel/"},{"slug":"flutterflesh-tob1-2023","desc":"False","name":"Flutterflesh","size":"Large","type":"Undead","subtype":"","group":"null","alignment":"Chaotic Evil","armor_class":16,"armor_desc":"natural armor","hit_points":187,"hit_dice":"22d10 + 66","speed":{"walk":60,"fly":10},"strength":11,"dexterity":18,"constitution":17,"intelligence":12,"wisdom":16,"charisma":10,"strength_save":4,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":7,"charisma_save":null,"perception":17,"skills":{"Deception":4,"Perception":7,"Stealth":8},"damage_vulnerabilities":"radiant","damage_resistances":"cold, lightning; bludgeoning, piercing, and slashing from nonmagical attacks","damage_immunities":"necrotic, poison","condition_immunities":"charmed, paralyzed, exhaustion, poisoned, stunned, unconscious","senses":"darkvision 120 ft., passive Perception 17","languages":"Common, Darakhul","challenge_rating":"12","cr":12.0,"actions":[{"name":"Multiattack","desc":"The flutterflesh makes three Bone Spur or Tormenting Gaze attacks. If two Tormenting Gaze attacks hit one creature, the target must succeed on a DC 16 Wisdom saving throw or be paralyzed for 1 minute. A paralyzed creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success."},{"name":"Bone Spur","desc":"Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 17 (2d12 + 4) piercing damage plus 9 (2d8) necrotic damage, and the flutterflesh impales the target on one of its bone spurs, grappling the target (escape DC 16). The flutterflesh can have no more than two creatures impaled at a time."},{"name":"Tormenting Gaze","desc":"Ranged Spell Attack: +7 to hit, range 120 ft., one creature. Hit: 21 (4d8 + 3) psychic damage."},{"name":"Creeping Death (Recharge 5-6)","desc":"The flutterflesh emits a wave of necromantic energy, hastening the journey toward death. Each creature within 20 feet of the flutterflesh must make a DC 16 Constitution saving throw, taking 45 (10d8) necrotic damage on a failed save, or half as much damage on a successful one. A creature below half its hp maximum has disadvantage on this saving throw."}],"bonus_actions":[],"reactions":[],"legendary_desc":null,"legendary_actions":[],"special_abilities":[{"name":"Merciful Exchange","desc":"If the flutterflesh reduces a creature to 0 hp with a melee attack, it can cut off one of the creature's limbs. If it does so, the target is reduced to 1 hp instead."},{"name":"Necrotic Weapons","desc":"The flutterflesh's weapon attacks are magical. When the flutterflesh hits with any weapon, the weapon deals an extra 2d8 necrotic damage (included in the attack)."},{"name":"Regeneration","desc":"The flutterflesh regains 10 hp at the start of its turn. If the flutterflesh takes fire or radiant damage, this trait doesn't function at the start of the flutterflesh's next turn. The flutterflesh dies only if it starts its turn with 0 hp and doesn't regenerate."},{"name":"Turn Resistance","desc":"The flutterflesh has advantage on saving throws against any effect that turns undead."},{"name":"Undead Nature","desc":"The flutterflesh doesn't require air, food, drink, or sleep."}],"spell_list":[],"page_no":189,"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_flutterflesh/"},{"slug":"gildeddevil-tob1-2023","desc":"False","name":"Gilded Devil","size":"Medium","type":"Fiend","subtype":"","group":"null","alignment":"Lawful Evil","armor_class":16,"armor_desc":"natural armor","hit_points":112,"hit_dice":"15d8 + 45","speed":{"walk":30},"strength":20,"dexterity":15,"constitution":17,"intelligence":15,"wisdom":18,"charisma":17,"strength_save":null,"dexterity_save":null,"constitution_save":6,"intelligence_save":null,"wisdom_save":7,"charisma_save":6,"perception":14,"skills":{"Deception":9,"History":5,"Insight":7,"Persuasion":9,"Sleight of Hand":5},"damage_vulnerabilities":"False","damage_resistances":"cold; bludgeoning, piercing, and slashing damage from nonmagical attacks not made with silvered weapons","damage_immunities":"fire, poison","condition_immunities":"poisoned","senses":"darkvision 60 ft., passive Perception 14","languages":"Celestial, Common, Draconic, Infernal, telepathy 120 ft.","challenge_rating":"7","cr":7.0,"actions":[{"name":"Multiattack","desc":"The gilded devil makes two Golden Flail attacks or three Hurl Flame attacks."},{"name":"Golden Flail","desc":"Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 10 (1d10 + 5) bludgeoning damage plus 14 (4d6) fire damage."},{"name":"Hurl Flame","desc":"Ranged Spell Attack: +7 to hit, range 120 ft., one target. Hit: 14 (3d6 + 4) fire damage."},{"name":"Teleport (Recharge 4-6)","desc":"The gilded devil magically teleports, along with any equipment it is wearing or carrying, up to 120 feet to an unoccupied space it can see."},{"name":"Voracious Greed","desc":"The gilded devil magically consumes up to 1 cubic foot of nonmagical jewelry or coins made of precious material within 5 feet of it. It regains 5 hp for every 200 gp of the consumed objects' value. If the jewelry or coins are being worn or carried by a creature, that creature must succeed on a DC 15 Dexterity saving throw to prevent the consumption."},{"name":"Spellcasting","desc":"The gilded devil casts one of the following spells, requiring no material components and using Wisdom as the spellcasting ability (spell save DC 15):\nAt will: alter self, detect thoughts, suggestion\n3/day each: charm person, scrying"}],"bonus_actions":[{"name":"Betrayal of Riches (Recharge 4-6)","desc":"One creature wearing jewelry (an object made of precious material and worth at least 100 gp) the gilded devil can see within 60 feet of it must make a DC 15 Wisdom saving throw. On a failure, the target takes 13 (3d8) bludgeoning damage and suffers an effect until it finishes a short rest. The effect is based on the location of the worn jewelry (devil's choice if worn in multiple locations): on upper limbs, its melee damage is halved; on lower limbs, its speed is halved; on head, it is blinded or deafened (devil's choice); on body, it has vulnerability to bludgeoning damage. On a success, the target takes half the damage and doesn't suffer an additional effect."}],"reactions":[],"legendary_desc":null,"legendary_actions":[],"special_abilities":[{"name":"Devil's Sight","desc":"Magical darkness doesn't impede the gilded devil's darkvision."},{"name":"Golden Flail","desc":"The gilded devil's Golden Flail attacks are magical. When the devil hits with the Golden Flail, the flail deals an extra 4d6 fire damage (included in the attack). In addition, the devil can transform the flail into gold jewelry or back into a weapon as a bonus action."},{"name":"Liar's Largesse","desc":"If a creature accepts a gift of jewelry from the gilded devil, the creature becomes cursed until cured by a remove curse spell or similar magic. While cursed, the creature has disadvantage on saving throws against the devil's spells and abilities."},{"name":"Magic Resistance","desc":"The gilded devil has advantage on saving throws against spells and other magical effects."}],"spell_list":[],"page_no":95,"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_gilded-devil/"},{"slug":"heraldofblood-tob1-2023","desc":"False","name":"Herald of Blood","size":"Huge","type":"Fiend","subtype":"","group":"null","alignment":"Neutral Evil","armor_class":15,"armor_desc":"natural armor","hit_points":184,"hit_dice":"16d12 + 80","speed":{"walk":30,"fly":30},"strength":22,"dexterity":12,"constitution":20,"intelligence":14,"wisdom":17,"charisma":16,"strength_save":10,"dexterity_save":null,"constitution_save":9,"intelligence_save":null,"wisdom_save":7,"charisma_save":null,"perception":17,"skills":{"Arcana":10,"Perception":7},"damage_vulnerabilities":"False","damage_resistances":"cold, fire, lightning","damage_immunities":"necrotic, poison","condition_immunities":"exhaustion, frightened, paralyzed, petrified, poisoned","senses":"darkvision 240 ft., passive Perception 17","languages":"Common, Draconic, Infernal, Void Speech","challenge_rating":"12","cr":12.0,"actions":[{"name":"Multiattack","desc":"The herald makes three Herald's Staff or Blood Bolt attacks, or it makes two Herald's Staff attacks and one Grasping Slam attack."},{"name":"Herald's Staff","desc":"Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 13 (2d6 + 6) bludgeoning damage plus 13 (3d8) necrotic damage."},{"name":"Grasping Slam","desc":"Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 17 (2d10 + 6) bludgeoning damage, and the target is grappled (escape DC 17) if it is a Large or smaller creature. Until this grapple ends, the target is restrained and takes 9 (2d8) necrotic damage at the start of each of its turns, and the herald can't use its Grasping Slam on another target."},{"name":"Blood Bolt","desc":"Ranged Spell Attack: +7 to hit, range 120 ft., one target. Hit: 25 (5d8 + 3) necrotic damage. If the target is a creature with blood, it must succeed on a DC 17 Constitution saving throw or be poisoned until the end of its next turn."},{"name":"Call Blood (Recharge 5-6)","desc":"Each creature with blood within 10 feet of the herald must make a DC 17 Constitution saving throw, taking 45 (10d8) necrotic damage on a failed save, or half as much damage on a successful one. The herald then gains temporary hp equal to the single highest amount of necrotic damage dealt. A creature that fails the saving throw by 5 or more also suffers one level of exhaustion."}],"bonus_actions":[{"name":"Grant Blood Rage","desc":"The herald of blood infuses reckless rage in one creature it can see within 60 feet of it that isn't a Construct or Undead. The target must succeed on a DC 17 Constitution saving throw or be enraged for a number of rounds equal to the target's Constitution modifier. While enraged, the target has advantage on all melee attack rolls, and attack rolls against it have advantage. When the rage ends, the target takes 13 (3d8) necrotic damage and suffers one level of exhaustion. A creature with any levels of exhaustion automatically succeeds on this saving throw."}],"reactions":[],"legendary_desc":null,"legendary_actions":[],"special_abilities":[{"name":"Blood Armor","desc":"Each time a creature with blood hits the herald with a melee attack while within 10 feet of the herald, the creature takes 4 (1d8) necrotic damage, and the herald's AC increases by 1 until the end of its next turn. The herald's AC can't be increased to more than 20 from this trait."}],"spell_list":[],"page_no":232,"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_herald-of-blood/"},{"slug":"malakbel-tob1-2023","desc":"False","name":"Malakbel","size":"Medium","type":"Fiend","subtype":"","group":"null","alignment":"Chaotic Evil","armor_class":14,"armor_desc":"natural armor","hit_points":102,"hit_dice":"12d8 + 48","speed":{"walk":40},"strength":14,"dexterity":17,"constitution":19,"intelligence":13,"wisdom":16,"charisma":20,"strength_save":null,"dexterity_save":7,"constitution_save":null,"intelligence_save":null,"wisdom_save":7,"charisma_save":null,"perception":17,"skills":{"Perception":7},"damage_vulnerabilities":"False","damage_resistances":"cold, lightning; bludgeoning, piercing, and slashing from nonmagical attacks","damage_immunities":"fire, radiant, poison","condition_immunities":"blinded, poisoned","senses":"truesight 30 ft., passive Perception 17","languages":"Abyssal, telepathy 120 ft.","challenge_rating":"9","cr":9.0,"actions":[{"name":"Multiattack","desc":"The malakbel makes two Scorching Blast attacks."},{"name":"Scorching Blast","desc":"Melee or Ranged Spell Attack: +9 to hit, reach 5 ft. or range 120 ft., one target. Hit: 18 (3d8 + 5) fire damage."},{"name":"Searing Flare (Recharge 5-6)","desc":"The malakbel intensifies the heat and light it sheds to withering levels. Each creature in the bright light shed by the malakbel's Blistering Radiance trait must make a DC 16 Constitution saving throw. On a failure, a creature takes 13 (3d8) fire damage and 22 (4d10) radiant damage and suffers one level of exhaustion. On a success, a creature takes half the damage and doesn't suffer exhaustion."},{"name":"Teleport","desc":"The malakbel magically teleports, along with any equipment it is wearing or carrying, up to 100 feet to an unoccupied space it can see."}],"bonus_actions":[],"reactions":[],"legendary_desc":null,"legendary_actions":[],"special_abilities":[{"name":"Blistering Radiance","desc":"The malakbel sheds searing, bright light in a 30-foot radius and dim light for an additional 30 feet. At the start of each of the malakbel's turns, each creature in the bright light shed by the malakbel takes 11 (2d10) radiant damage. If any of the bright light overlaps with an area of darkness created by a spell of 3rd level or lower, the spell creating the darkness is dispelled."},{"name":"Distortion","desc":"Ranged attacks against the malakbel are made with disadvantage."},{"name":"Magic Resistance","desc":"The malakbel has advantage on saving throws against spells and other magical effects."}],"spell_list":[],"page_no":13,"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_malakbel/"},{"slug":"nihileth-tob1-2023","desc":"False","name":"Nihileth","size":"Large","type":"Undead","subtype":"","group":"null","alignment":"Chaotic Evil","armor_class":17,"armor_desc":"natural armor","hit_points":157,"hit_dice":"21d10 + 42","speed":{"walk":40},"strength":21,"dexterity":9,"constitution":15,"intelligence":18,"wisdom":15,"charisma":18,"strength_save":null,"dexterity_save":null,"constitution_save":7,"intelligence_save":9,"wisdom_save":7,"charisma_save":null,"perception":20,"skills":{"History":12,"Perception":10},"damage_vulnerabilities":"False","damage_resistances":"bludgeoning, piercing and slashing from nonmagical attacks","damage_immunities":"cold, necrotic, poison","condition_immunities":"charmed, exhaustion, frightened, grappled, paralyzed, petrified, poisoned, restrained","senses":"darkvision 120 ft., passive Perception 20","languages":"Void Speech, telepathy 120 ft.","challenge_rating":"13","cr":13.0,"actions":[{"name":"Multiattack","desc":"The nihileth makes two Tentacle attacks and one Tail attack, or it makes three Withering Touch attacks."},{"name":"Tail (Undead Form Only)","desc":"Melee Weapon Attack: +10 to hit, reach 10 ft. one target. Hit: 15 (3d6 + 5) bludgeoning damage."},{"name":"Tentacle (Undead Form Only)","desc":"Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 12 (2d6 + 5) bludgeoning damage, and the target must succeed on a DC 15 Constitution saving throw or contract the nihilethic rot disease (see the Nihilethic Rot trait)."},{"name":"Withering Touch (Void Ghost Form Only)","desc":"Melee Spell Attack: +9 to hit, reach 10 ft., one creature. Hit: 14 (3d6 + 4) necrotic damage."}],"bonus_actions":[{"name":"Void Shape","desc":"The nihileth magically transforms into a dark purple, Void ghost form or back into its Undead form. Its statistics, other than its speed, resistances, and immunities, are the same in each form. Any equipment it is wearing or carrying changes with it. It reverts to its Undead form if it dies."}],"reactions":[{"name":"Void Body","desc":"When the nihileth takes damage, it can reduce the damage to 0. Radiant damage can be reduced by only half."}],"legendary_desc":"The nihileth can take 3 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature’s turn. The nihileth regains spent legendary actions at the start of its turn.","legendary_actions":[{"name":"Detect","desc":"The nihileth makes a Wisdom (Perception) check."},{"name":"Tail Swipe","desc":"The nihileth makes one Tail attack."},{"name":"Rotten Drain (Costs 2 Actions)","desc":"One creature infected with the nihilethic rot disease within 30 feet of the nihileth takes 10 (3d6) psychic damage, and the nihileth regains hp equal to that amount."}],"special_abilities":[{"name":"Ghostly Body (Void Ghost Form Only)","desc":"The nihileth has resistance to acid, fire, lightning, and thunder damage, it has immunity to the prone condition, and it has immunity to bludgeoning, piercing, and slashing damage from nonmagical attacks. In addition, the nihileth can move through other creatures and objects as if they were difficult terrain. It takes 5 (1d10) force damage if it ends its turn inside an object."},{"name":"Infecting Telepathy","desc":"If a creature communicates telepathically with the nihileth, or deals psychic damage to it, the creature must succeed on a DC 15 Wisdom saving throw or become infected with the nihilethic rot disease."},{"name":"Nihilethic Rot","desc":"This disease takes 1 minute to manifest in an infected creature, during which time the disease can be removed with the lesser restoration spell. After 1 minute, the creature's flesh becomes slimy and translucent, and the disease can be cured only by the heal spell or similar magic. Until this disease is cured, the creature can't regain hp unless it is submerged in water, and it can breathe air and water. The creature must be submerged in water at least once every 2 hours to avoid suffocating, and if it is outside a body of water, it takes 7 (2d6) acid damage every 10 minutes, unless moisture is applied to its skin before 10 minutes have passed. If a Humanoid dies while infected with this disease, it rises 1 minute later as a nihilethic zombie under the nihileth's control. If a Large giant or monstrosity dies while infected with this disease, it rises 1 minute later as a nihilethic dominator under the nihileth's control."},{"name":"Undead Fortitude","desc":"If damage reduces the nihileth 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 nihileth drops to 1 hp instead."},{"name":"Undead Nature","desc":"The nihileth doesn't require air, food, drink, or sleep."},{"name":"Void Aura","desc":"The nihileth is surrounded by a chilling cloud. A creature that isn't a construct or undead and that starts its turn within 5 feet of the nihileth must succeed on a DC 15 Constitution saving throw or its speed is halved until the start of its next turn. In addition, a creature infected with nihilethic rot takes 7 (2d6) cold damage when it starts its turn within this aura."}],"spell_list":[],"page_no":9,"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_nihileth/"},{"slug":"pactvampire-tob1-2023","desc":"False","name":"Pact Vampire","size":"Medium","type":"Undead","subtype":"","group":"null","alignment":"Any Evil Alignment","armor_class":16,"armor_desc":"natural armor","hit_points":178,"hit_dice":"17d8 + 102","speed":{"walk":30},"strength":22,"dexterity":16,"constitution":22,"intelligence":17,"wisdom":15,"charisma":20,"strength_save":null,"dexterity_save":8,"constitution_save":11,"intelligence_save":null,"wisdom_save":7,"charisma_save":10,"perception":17,"skills":{"Perception":7,"Persuasion":10,"Stealth":8},"damage_vulnerabilities":"False","damage_resistances":"necrotic; bludgeoning, piercing, and slashing from nonmagical attacks","damage_immunities":"poison","condition_immunities":"poisoned","senses":"darkvision 120 ft., passive Perception 17","languages":"the languages it knew in life","challenge_rating":"15","cr":15.0,"actions":[{"name":"Multiattack","desc":"The pact vampire makes three Claw attacks."},{"name":"Claw","desc":"Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 13 (2d6 + 6) slashing damage plus 13 (3d8) poison damage."},{"name":"Call Blood","desc":"The pact vampire draws the blood out of a bleeding creature's body, where it flows through the air into the vampire's mouth. One creature the vampire can see within 60 feet of it that doesn't have all its hp and isn't a Construct or Undead must succeed on a DC 18 Constitution saving throw or take 22 (4d10) necrotic damage, and its hp maximum is reduced by that amount. The vampire regains hp equal to half the damage dealt. This reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hp maximum to 0."},{"name":"Charm","desc":"One Humanoid the vampire can see within 30 feet of it must succeed on a DC 18 Wisdom saving throw or be magically charmed for 1 day. The charmed target obeys the vampire's verbal commands. If the target suffers any harm or receives a suicidal command, it can repeat the saving throw, ending the effect on itself on a success. If the target's saving throw is successful or the effect ends for it, the target is immune to this vampire's Charm for the next 24 hours."},{"name":"Children of the Lower Planes (1/Day)","desc":"The pact vampire magically calls 2d4 dretches, 1d4 imps, or 1 bearded devil. The called Fiends arrive in 1d4 rounds, acting as allies of the vampire and obeying its spoken commands. The Fiends remain for 1 hour, until the vampire dies, or until the vampire dismisses them as a bonus action."}],"bonus_actions":[],"reactions":[],"legendary_desc":"The pact vampire 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 vampire regains spent legendary actions at the start of its turn.","legendary_actions":[{"name":"Move","desc":"The pact vampire moves up to its speed without provoking opportunity attacks."},{"name":"Call Blood (Costs 2 Actions)","desc":"The pact vampire uses Call Blood."},{"name":"Spread Poison (Costs 2 Actions)","desc":"The pact vampire's blood briefly turns into a mist around it. Each creature within 15 feet of the vampire must succeed on a DC 18 Constitution saving throw or take 14 (4d6) poison damage and be poisoned until the end of its next turn."}],"special_abilities":[{"name":"Blood Sense","desc":"The pact vampire can pinpoint the location of creatures that aren't Constructs or Undead within 60 feet of it and can sense the general direction of such creatures within 1 mile of it."},{"name":"Legendary Resistance (3/Day)","desc":"If the pact vampire fails a saving throw, it can choose to succeed instead."},{"name":"Poisonous Blood","desc":"A creature that hits the pact vampire with a melee attack while within 5 feet of it takes 7 (2d6) poison damage."},{"name":"Regeneration","desc":"The pact vampire regains 25 hp at the start of its turn if it has at least 1 hp and isn't in sunlight. If the vampire takes radiant damage or damage from holy water, this trait doesn't function at the start of the vampire's next turn."},{"name":"Undead Nature","desc":"The pact vampire doesn't require air."},{"name":"Vampire Weaknesses","desc":"The pact vampire has the following flaws:"}],"spell_list":[],"page_no":380,"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_pact-vampire/"},{"slug":"psoglav-tob1-2023","desc":"False","name":"Psoglav","size":"Large","type":"Fiend","subtype":"","group":"null","alignment":"Chaotic Evil","armor_class":17,"armor_desc":"natural armor","hit_points":115,"hit_dice":"11d10 + 55","speed":{"walk":60,"fly":40},"strength":21,"dexterity":23,"constitution":20,"intelligence":16,"wisdom":19,"charisma":18,"strength_save":null,"dexterity_save":9,"constitution_save":8,"intelligence_save":null,"wisdom_save":7,"charisma_save":7,"perception":17,"skills":{"Acrobatics":9,"Perception":7,"Intimidation":7,"Stealth":9},"damage_vulnerabilities":"False","damage_resistances":"cold, fire, lightning","damage_immunities":"poison","condition_immunities":"poisoned","senses":"blindsight 30 ft., darkvision 60 ft., passive Perception 17","languages":"Abyssal, Common, telepathy 60 ft.","challenge_rating":"7","cr":7.0,"actions":[{"name":"Multiattack","desc":"The psoglav makes three Bite attacks."},{"name":"Bite","desc":"Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 18 (2d12 + 5) piercing damage."},{"name":"Invisibility","desc":"The psoglav magically turns invisible until it attacks or uses Shadow-Stealing Ray, or until its concentration ends (as if concentrating on a spell). Any equipment the psoglav wears or carries is invisible with it."},{"name":"Shadow-Stealing Ray (Recharge 5-6)","desc":"The psoglav emits a beam from its single eye at one creature it can see within 60 feet of it. The target must make a DC 15 Constitution saving throw. On a failure, the target is pushed up to 20 feet away from the psoglav, and its shadow becomes a creature under the psoglav's control for 24 hours or until the shadow is reduced to 0 hp. On a success, the target is pushed up to 10 feet away from the psoglav and its shadow isn't stolen. Each controlled shadow uses the statistics of a shadow, except it can't create shadows from killing Humanoids. The psoglav can have no more than five shadows under its control at a time. The shadow becomes permanently under the psoglav's control if the shadow's original owner dies."}],"bonus_actions":[{"name":"Shadow Jump (3/Day)","desc":"While in shadows, dim light, or darkness, the psoglav disappears into the darkness and reappears in an unoccupied space it can see within 60 feet."}],"reactions":[],"legendary_desc":null,"legendary_actions":[],"special_abilities":[{"name":"Magic Resistance","desc":"The psoglav has advantage on saving throws against spells and other magical effects."},{"name":"Magic Weapons","desc":"The psoglav's weapon attacks are magical."}],"spell_list":[],"page_no":86,"environments":[],"img_main":"http://api-beta.open5e.com/","document__slug":"tob-2023","document__title":"Tome of Beasts 2023","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/tome-of-beasts-1-2023-edition/","v2_converted_path":"/v2/creatures/tob-2023_psoglav/"},{"slug":"ravenfolkdoomcroaker-tob1-2023","desc":"False","name":"Ravenfolk Doom Croaker","size":"Medium","type":"Humanoid","subtype":"","group":"null","alignment":"Neutral","armor_class":14,"armor_desc":"studded leather","hit_points":88,"hit_dice":"16d8 + 16","speed":{"walk":30},"strength":10,"dexterity":14,"constitution":12,"intelligence":12,"wisdom":18,"charisma":14,"strength_save":null,"dexterity_save":null,"constitution_save":4,"intelligence_save":null,"wisdom_save":7,"charisma_save":null,"perception":20,"skills":{"Deception":5,"Intimidation":5,"Perception":10},"damage_vulnerabilities":"False","damage_resistances":"False","damage_immunities":"False","condition_immunities":"False","senses":"darkvision 120 ft., passive Perception 20","languages":"Common, Feather Speech, Ravenfolk","challenge_rating":"5","cr":5.0,"actions":[{"name":"Multiattack","desc":"The doom croaker makes one Peck attack and one Runestaff attack, or it makes two Rune Blast attacks. It can replace one attack with a use of Ghost Wings or Prophetic Call, if available."},{"name":"Peck","desc":"Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (2d4 + 2) piercing damage plus 9 (2d8) radiant damage."},{"name":"Runestaff","desc":"Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) bludgeoning damage plus 9 (2d8) radiant damage."},{"name":"Rune Blast","desc":"Ranged Spell Attack: +7 to hit, range 120 ft., one target. Hit: 17 (3d8 + 4) radiant damage."},{"name":"Ghost Wings","desc":"The ravenfolk doom croaker furiously “beats” a set of phantasmal wings. Each creature within 5 feet of the ravenfolk must succeed on a DC 15 Dexterity saving throw or be blinded until the start of its next turn."},{"name":"Prophetic Magic","desc":"The ravenfolk doom croaker can cast the augury spell and thaumaturgy cantrip at will, requiring no material components and using Wisdom as the spellcasting ability."},{"name":"Prophetic Caw (Recharge 6)","desc":"The ravenfolk doom croaker caws a prophecy that sounds different to each listener. Each creature within 30 feet of the ravenfolk that can hear it must make a DC 15 Wisdom saving throw. Ravenfolk have advantage on the saving throw. On a failure, a creature hears a prophecy of its doom and is frightened for 1 minute. On a success, a creature hears a prophecy of its greatness and has advantage on the first attack roll it makes on each of its turns for 1 minute. A frightened 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":"Magic Resistance","desc":"The doom croaker has advantage on saving throws against spells and other magical effects."},{"name":"Mimicry","desc":"The ravenfolk doom croaker can mimic animal sounds and Humanoid voices. A creature that hears the sounds can tell they are imitations with a successful DC 15 Wisdom (Insight) check."},{"name":"Rune-Powered Weapons","desc":"The ravenfolk's weapon attacks are magical. When the ravenfolk hits with any weapon, the weapon deals an extra 2d8 radiant damage (included in the attack)."}],"spell_list":[],"page_no":305,"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_ravenfolk-doom-croaker/"},{"slug":"tosculihivequeen-tob1-2023","desc":"False","name":"Tosculi Hive Queen","size":"Large","type":"Monstrosity","subtype":"","group":"null","alignment":"Lawful Evil","armor_class":17,"armor_desc":"","hit_points":189,"hit_dice":"18d10 + 90","speed":{"walk":60,"fly":40},"strength":17,"dexterity":24,"constitution":20,"intelligence":16,"wisdom":16,"charisma":18,"strength_save":null,"dexterity_save":11,"constitution_save":9,"intelligence_save":null,"wisdom_save":7,"charisma_save":8,"perception":17,"skills":{"Perception":7},"damage_vulnerabilities":"False","damage_resistances":"False","damage_immunities":"poison","condition_immunities":"charmed, poisoned","senses":"darkvision 60 ft., passive Perception 17","languages":"Common, Deep Speech, Gnoll, Infernal, Tosculi, telepathy 120 ft.","challenge_rating":"12","cr":12.0,"actions":[{"name":"Multiattack","desc":"The tosculi hive queen makes four Scimitar attacks."},{"name":"Scimitar","desc":"Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 14 (2d6 + 7) slashing damage."},{"name":"Stinger","desc":"Melee Weapon Attack: +11 to hit, reach 5 ft., one creature. Hit: 22 (6d4 + 7) piercing damage, and the target must succeed on a DC 17 Constitution saving throw or be poisoned for 1 minute. While poisoned in this way, the target is also paralyzed. A poisoned target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. The hive queen's potent poison can be removed only by the greater restoration spell or similar magic."},{"name":"Implant Egg","desc":"The hive queen implants an egg into an incapacitated creature within 5 feet of her that isn't a Construct or Undead. Until the egg hatches or is removed, the creature is poisoned, paralyzed, and doesn't need to eat or drink. The egg hatches after 30 days, and the larval tosculi bursts out of the host, killing the host in the process. A creature can take its action to remove the egg by succeeding on a DC 20 Wisdom (Medicine) check. Alternatively, a spell or effect that cures disease disintegrates the unhatched tosculi."}],"bonus_actions":[],"reactions":[],"legendary_desc":"The hive queen 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 hive queen regains spent legendary actions at the start of her turn.","legendary_actions":[{"name":"Flight","desc":"The hive queen flies up to half her flying speed without provoking opportunity attacks."},{"name":"Stinger (Costs 2 Actions)","desc":"The hive queen makes one Stinger attack."},{"name":"Glitter Dust (Costs 2 Actions)","desc":"The hive queen beats her wings and creates a cloud of glittering, golden particles. Each non-tosculi creature within 20 feet of her must succeed on a DC 17 Dexterity saving throw or be blinded until the end of its next turn."}],"special_abilities":[{"name":"Legendary Resistance (3/Day)","desc":"If the hive queen fails a saving throw, she can choose to succeed instead."},{"name":"Hive's Heart","desc":"The hive queen knows the direction and distance to all members of her hive and the range of her telepathy extends to 20 miles when communicating with a member of her hive."}],"spell_list":[],"page_no":366,"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_tosculi-hive-queen/"},{"slug":"vinelord-tob1-2023","desc":"False","name":"Vine Lord","size":"Medium","type":"Plant","subtype":"","group":"null","alignment":"Lawful Neutral","armor_class":16,"armor_desc":"natural armor","hit_points":105,"hit_dice":"14d8 + 42","speed":{"walk":30},"strength":12,"dexterity":20,"constitution":16,"intelligence":14,"wisdom":16,"charisma":18,"strength_save":null,"dexterity_save":null,"constitution_save":7,"intelligence_save":null,"wisdom_save":7,"charisma_save":8,"perception":13,"skills":{},"damage_vulnerabilities":"fire","damage_resistances":"False","damage_immunities":"False","condition_immunities":"blinded, deafened","senses":"blindsight 60 ft. (blind beyond this radius), passive Perception 13","languages":"Common, Sylvan","challenge_rating":"9","cr":9.0,"actions":[{"name":"Multiattack","desc":"The vine lord makes one Tendril attack and two Thorned Slam attacks."},{"name":"Tendril","desc":"Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 7 (1d4 + 5) slashing damage plus 7 (2d6) poison damage, and the target must succeed on a DC 16 Constitution saving throw or become infected with a vine seed (see the Vine Seed trait)."},{"name":"Thorned Slam","desc":"Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 14 (2d8 + 5) bludgeoning damage plus 10 (4d4) piercing damage."},{"name":"Forest Protectors (1/Day)","desc":"The vine lord magically calls 1d4 awakened trees or tendril puppets, or it calls 1 Plant with a challenge rating of 4 or lower. The called creatures arrive in 1d4 rounds, acting as allies of the vine lord and obeying its spoken commands. The Plants remain for 1 hour, until the vine lord dies, or until the vine lord dismisses them as a bonus action."}],"bonus_actions":[],"reactions":[],"legendary_desc":null,"legendary_actions":[],"special_abilities":[{"name":"Green Regeneration","desc":"While in a forest, the vine lord regains 10 hp at the start of its turn if it hast at least 1 hp."},{"name":"Magic Resistance","desc":"The vine lord has advantage on saving throws against spells and other magical effects."},{"name":"Root Mind","desc":"The vine lord and the tendril puppets it has created are connected via a hive mind. The vine lord and its puppets can telepathically communicate with each other, provided the communicating creatures are within 1 mile of each other. In addition, while in a forest, the vine lord can't be surprised."},{"name":"Vine Seed","desc":"A creature infected with a vine lord's vine seed suffers near-constant pain as the seed takes root and spreads tendrils throughout its body. For the first 24 hours after infection, the creature has disadvantage on attack rolls and ability checks, as the pain from the spreading roots distracts it. Then, the seed becomes a disease, devouring the creature from the inside as it grows vines throughout the creature's body. Until the disease is cured, the infected creature can't regain hp, and its hp maximum decreases by 7 (2d6) for every 24 hours that elapse. This reduction lasts until the disease is cured. The creature dies if this disease reduces its hp maximum to 0."},{"name":"Woodland Walk","desc":"Difficult terrain composed of plants doesn't cost the vine lord extra movement. In addition, it can pass through plants without being slowed by them and without taking damage from them if they have thorns, spines, or a similar hazard."}],"spell_list":[],"page_no":388,"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_vine-lord/"},{"slug":"voidling-tob1-2023","desc":"False","name":"Voidling","size":"Large","type":"Aberration","subtype":"","group":"null","alignment":"Chaotic Evil","armor_class":15,"armor_desc":"","hit_points":180,"hit_dice":"24d10 + 48","speed":{"walk":50},"strength":15,"dexterity":21,"constitution":15,"intelligence":14,"wisdom":16,"charisma":10,"strength_save":null,"dexterity_save":null,"constitution_save":6,"intelligence_save":6,"wisdom_save":7,"charisma_save":4,"perception":13,"skills":{"Stealth":9},"damage_vulnerabilities":"radiant","damage_resistances":"False","damage_immunities":"necrotic","condition_immunities":"exhaustion, petrified, prone","senses":"truesight 60 ft., passive Perception 13","languages":"Void Speech, telepathy 60 ft.","challenge_rating":"11","cr":11.0,"actions":[{"name":"Multiattack","desc":"The voidling makes four Shadow Tendril or Necrotic Bolt attacks. If two Necrotic Bolt attacks hit one creature, the target must succeed on a DC 17 Wisdom saving throw or be frightened until the end of its next turn."},{"name":"Shadow Tendril","desc":"Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 8 (1d6 + 5) bludgeoning damage plus 10 (3d6) necrotic damage."},{"name":"Necrotic Bolt","desc":"Ranged Spell Attack: +7 to hit, range 120 ft., one target. Hit: 17 (4d6 + 3) necrotic damage."},{"name":"Shadow's Grasp (Recharge 5-6)","desc":"The voidling releases a wave of small, grasping tendrils of shadow. Each creature within 20 feet of it must make a DC 17 Dexterity saving throw. On a failure, a creature takes 49 (14d6) necrotic damage and is restrained by tendrils of shadow for 1 minute. On a success, a creature takes half the damage and isn't restrained. A 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":"Darkness Regeneration","desc":"While in an area of dim light or darkness, the voidling regains 5 hp at the start of its turn if it has at least 1 hp."},{"name":"Magic Resistance","desc":"The voidling has advantage on saving throws against spells and other magical effects."},{"name":"Void Traveler","desc":"The voidling doesn't require air, food, drink, sleep, or ambient pressure."}],"spell_list":[],"page_no":390,"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_voidling/"},{"slug":"adult-blue-dragon","desc":"","name":"Adult Blue Dragon","size":"Huge","type":"Dragon","subtype":"","group":"Blue Dragon","alignment":"lawful evil","armor_class":19,"armor_desc":"natural armor","hit_points":225,"hit_dice":"18d12+108","speed":{"walk":40,"burrow":30,"fly":80},"strength":25,"dexterity":10,"constitution":23,"intelligence":16,"wisdom":15,"charisma":19,"strength_save":null,"dexterity_save":5,"constitution_save":11,"intelligence_save":null,"wisdom_save":7,"charisma_save":9,"perception":12,"skills":{"perception":12,"stealth":5},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"lightning","condition_immunities":"","senses":"blindsight 60 ft., darkvision 120 ft., passive Perception 22","languages":"Common, Draconic","challenge_rating":"16","cr":16.0,"actions":[{"name":"Multiattack","desc":"The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws."},{"name":"Bite","desc":"Melee Weapon Attack: +12 to hit, reach 10 ft., one target. Hit: 18 (2d10 + 7) piercing damage plus 5 (1d10) lightning damage.","attack_bonus":12,"damage_dice":"2d10+1d10","damage_bonus":7},{"name":"Claw","desc":"Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 14 (2d6 + 7) slashing damage.","attack_bonus":12,"damage_dice":"2d6","damage_bonus":7},{"name":"Tail","desc":"Melee Weapon Attack: +12 to hit, reach 15 ft., one target. Hit: 16 (2d8 + 7) bludgeoning damage.","attack_bonus":12,"damage_dice":"2d8","damage_bonus":7},{"name":"Frightful Presence","desc":"Each creature of the dragon's choice that is within 120 ft. of the dragon and aware of it must succeed on a DC 17 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":"Lightning Breath (Recharge 5-6)","desc":"The dragon exhales lightning in a 90-foot line that is 5 ft. wide. Each creature in that line must make a DC 19 Dexterity saving throw, taking 66 (12d10) lightning damage on a failed save, or half as much damage on a successful one.","attack_bonus":0,"damage_dice":"12d10"}],"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":[{"name":"Detect","desc":"The dragon makes a Wisdom (Perception) check."},{"name":"Tail Attack","desc":"The dragon makes a tail attack."},{"name":"Wing Attack (Costs 2 Actions)","desc":"The dragon beats its wings. Each creature within 10 ft. of the dragon must succeed on a DC 20 Dexterity saving throw or take 14 (2d6 + 7) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed."}],"special_abilities":[{"name":"Legendary Resistance (3/Day)","desc":"If the dragon fails a saving throw, it can choose to succeed instead."}],"spell_list":[],"page_no":283,"environments":["Desert","Coastal"],"img_main":null,"document__slug":"wotc-srd","document__title":"5e Core Rules","document__license_url":"http://open5e.com/legal","document__url":"http://dnd.wizards.com/articles/features/systems-reference-document-srd","v2_converted_path":"/v2/creatures/srd_adult-blue-dragon/"},{"slug":"adult-bronze-dragon","desc":"","name":"Adult Bronze Dragon","size":"Huge","type":"Dragon","subtype":"","group":"Bronze Dragon","alignment":"lawful good","armor_class":19,"armor_desc":"natural armor","hit_points":212,"hit_dice":"17d12+102","speed":{"walk":40,"fly":80,"swim":40},"strength":25,"dexterity":10,"constitution":23,"intelligence":16,"wisdom":15,"charisma":19,"strength_save":null,"dexterity_save":5,"constitution_save":11,"intelligence_save":null,"wisdom_save":7,"charisma_save":9,"perception":12,"skills":{"insight":7,"perception":12,"stealth":5},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"lightning","condition_immunities":"","senses":"blindsight 60 ft., darkvision 120 ft., passive Perception 22","languages":"Common, Draconic","challenge_rating":"15","cr":15.0,"actions":[{"name":"Multiattack","desc":"The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws."},{"name":"Bite","desc":"Melee Weapon Attack: +12 to hit, reach 10 ft., one target. Hit: 18 (2d10 + 7) piercing damage.","attack_bonus":12,"damage_dice":"2d10","damage_bonus":7},{"name":"Claw","desc":"Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 14 (2d6 + 7) slashing damage.","attack_bonus":12,"damage_dice":"2d6","damage_bonus":7},{"name":"Tail","desc":"Melee Weapon Attack: +12 to hit, reach 15 ft., one target. Hit: 16 (2d8 + 7) bludgeoning damage.","attack_bonus":12,"damage_dice":"2d8","damage_bonus":7},{"name":"Frightful Presence","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 17 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":"Breath Weapons (Recharge 5-6)","desc":"The dragon uses one of the following breath weapons.\n**Lightning Breath.** The dragon exhales lightning in a 90-foot line that is 5 feet wide. Each creature in that line must make a DC 19 Dexterity saving throw, taking 66 (12d10) lightning damage on a failed save, or half as much damage on a successful one.\n**Repulsion Breath.** The dragon exhales repulsion energy in a 30-foot cone. Each creature in that area must succeed on a DC 19 Strength saving throw. On a failed save, the creature is pushed 60 feet away from the dragon.","attack_bonus":0,"damage_dice":"12d10"},{"name":"Change Shape","desc":"The dragon magically polymorphs into a humanoid or beast that has a challenge rating no higher than its own, or back into its true form. It reverts to its true form if it dies. Any equipment it is wearing or carrying is absorbed or borne by the new form (the dragon's choice).\nIn a new form, the dragon retains its alignment, hit points, Hit Dice, ability to speak, proficiencies, Legendary Resistance, lair actions, and Intelligence, Wisdom, and Charisma scores, as well as this action. Its statistics and capabilities are otherwise replaced by those of the new form, except any class features or legendary actions of that form."}],"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":[{"name":"Detect","desc":"The dragon makes a Wisdom (Perception) check."},{"name":"Tail Attack","desc":"The dragon makes a tail attack."},{"name":"Wing Attack (Costs 2 Actions)","desc":"The dragon beats its wings. Each creature within 10 ft. of the dragon must succeed on a DC 20 Dexterity saving throw or take 14 (2d6 + 7) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed."}],"special_abilities":[{"name":"Amphibious","desc":"The dragon can breathe air and water."},{"name":"Legendary Resistance (3/Day)","desc":"If the dragon fails a saving throw, it can choose to succeed instead."}],"spell_list":[],"page_no":294,"environments":["Desert","Coastal","Water"],"img_main":null,"document__slug":"wotc-srd","document__title":"5e Core Rules","document__license_url":"http://open5e.com/legal","document__url":"http://dnd.wizards.com/articles/features/systems-reference-document-srd","v2_converted_path":"/v2/creatures/srd_adult-bronze-dragon/"},{"slug":"adult-copper-dragon","desc":"","name":"Adult Copper Dragon","size":"Huge","type":"Dragon","subtype":"","group":"Copper Dragon","alignment":"chaotic good","armor_class":18,"armor_desc":"natural armor","hit_points":184,"hit_dice":"16d12+80","speed":{"walk":40,"climb":40,"fly":80},"strength":23,"dexterity":12,"constitution":21,"intelligence":18,"wisdom":15,"charisma":17,"strength_save":null,"dexterity_save":6,"constitution_save":10,"intelligence_save":null,"wisdom_save":7,"charisma_save":8,"perception":12,"skills":{"deception":8,"perception":12,"stealth":6},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"acid","condition_immunities":"","senses":"blindsight 60 ft., darkvision 120 ft., passive Perception 22","languages":"Common, Draconic","challenge_rating":"14","cr":14.0,"actions":[{"name":"Multiattack","desc":"The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws."},{"name":"Bite","desc":"Melee Weapon Attack: +11 to hit, reach 10 ft., one target. Hit: 17 (2d10 + 6) piercing damage.","attack_bonus":11,"damage_dice":"2d10","damage_bonus":6},{"name":"Claw","desc":"Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 13 (2d6 + 6) slashing damage.","attack_bonus":11,"damage_dice":"2d6","damage_bonus":6},{"name":"Tail","desc":"Melee Weapon Attack: +11 to hit, reach 15 ft., one target. Hit: 15 (2d8 + 6) bludgeoning damage.","attack_bonus":11,"damage_dice":"2d8","damage_bonus":6},{"name":"Frightful Presence","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 16 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":"Breath Weapons (Recharge 5-6)","desc":"The dragon uses one of the following breath weapons.\n**Acid Breath.** The dragon exhales acid in an 60-foot line that is 5 feet wide. Each creature in that line must make a DC 18 Dexterity saving throw, taking 54 (12d8) acid damage on a failed save, or half as much damage on a successful one.\n**Slowing Breath.** The dragon exhales gas in a 60-foot cone. Each creature in that area must succeed on a DC 18 Constitution saving throw. On a failed save, the creature can't use reactions, its speed is halved, and it can't make more than one attack on its turn. In addition, the creature can use either an action or a bonus action on its turn, but not both. These effects last for 1 minute. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself with a successful save.","attack_bonus":0,"damage_dice":"12d8"}],"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":[{"name":"Detect","desc":"The dragon makes a Wisdom (Perception) check."},{"name":"Tail Attack","desc":"The dragon makes a tail attack."},{"name":"Wing Attack (Costs 2 Actions)","desc":"The dragon beats its wings. Each creature within 10 ft. of the dragon must succeed on a DC 19 Dexterity saving throw or take 13 (2d6 + 6) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed."}],"special_abilities":[{"name":"Legendary Resistance (3/Day)","desc":"If the dragon fails a saving throw, it can choose to succeed instead."}],"spell_list":[],"page_no":296,"environments":["Hill","Hills","Mountains"],"img_main":null,"document__slug":"wotc-srd","document__title":"5e Core Rules","document__license_url":"http://open5e.com/legal","document__url":"http://dnd.wizards.com/articles/features/systems-reference-document-srd","v2_converted_path":"/v2/creatures/srd_adult-copper-dragon/"},{"slug":"adult-green-dragon","desc":"","name":"Adult Green Dragon","size":"Huge","type":"Dragon","subtype":"","group":"Green Dragon","alignment":"lawful evil","armor_class":19,"armor_desc":"natural armor","hit_points":207,"hit_dice":"18d12+90","speed":{"walk":40,"fly":80,"swim":40},"strength":23,"dexterity":12,"constitution":21,"intelligence":18,"wisdom":15,"charisma":17,"strength_save":null,"dexterity_save":6,"constitution_save":10,"intelligence_save":null,"wisdom_save":7,"charisma_save":8,"perception":12,"skills":{"deception":8,"insight":7,"perception":12,"persuasion":8,"stealth":6},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"poison","condition_immunities":"poisoned","senses":"blindsight 60 ft., darkvision 120 ft., passive Perception 22","languages":"Common, Draconic","challenge_rating":"15","cr":15.0,"actions":[{"name":"Multiattack","desc":"The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws."},{"name":"Bite","desc":"Melee Weapon Attack: +11 to hit, reach 10 ft., one target. Hit: 17 (2d10 + 6) piercing damage plus 7 (2d6) poison damage.","attack_bonus":11,"damage_dice":"2d10+2d6","damage_bonus":6},{"name":"Claw","desc":"Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 13 (2d6 + 6) slashing damage.","attack_bonus":11,"damage_dice":"2d6","damage_bonus":6},{"name":"Tail","desc":"Melee Weapon Attack: +11 to hit, reach 15 ft., one target. Hit: 15 (2d8 + 6) bludgeoning damage.","attack_bonus":11,"damage_dice":"2d8","damage_bonus":6},{"name":"Frightful Presence","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 16 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":"Poison Breath (Recharge 5-6)","desc":"The dragon exhales poisonous gas in a 60-foot cone. Each creature in that area must make a DC 18 Constitution saving throw, taking 56 (16d6) poison damage on a failed save, or half as much damage on a successful one.","attack_bonus":0,"damage_dice":"16d6"}],"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":[{"name":"Detect","desc":"The dragon makes a Wisdom (Perception) check."},{"name":"Tail Attack","desc":"The dragon makes a tail attack."},{"name":"Wing Attack (Costs 2 Actions)","desc":"The dragon beats its wings. Each creature within 10 ft. of the dragon must succeed on a DC 19 Dexterity saving throw or take 13 (2d6 + 6) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed."}],"special_abilities":[{"name":"Amphibious","desc":"The dragon can breathe air and water."},{"name":"Legendary Resistance (3/Day)","desc":"If the dragon fails a saving throw, it can choose to succeed instead."}],"spell_list":[],"page_no":285,"environments":["Jungle","Forest"],"img_main":null,"document__slug":"wotc-srd","document__title":"5e Core Rules","document__license_url":"http://open5e.com/legal","document__url":"http://dnd.wizards.com/articles/features/systems-reference-document-srd","v2_converted_path":"/v2/creatures/srd_adult-green-dragon/"},{"slug":"adult-red-dragon","desc":"","name":"Adult Red Dragon","size":"Huge","type":"Dragon","subtype":"","group":"Red Dragon","alignment":"chaotic evil","armor_class":19,"armor_desc":"natural armor","hit_points":256,"hit_dice":"19d12+133","speed":{"walk":40,"climb":40,"fly":80},"strength":27,"dexterity":10,"constitution":25,"intelligence":16,"wisdom":13,"charisma":21,"strength_save":null,"dexterity_save":6,"constitution_save":13,"intelligence_save":null,"wisdom_save":7,"charisma_save":11,"perception":13,"skills":{"perception":13,"stealth":6},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"fire","condition_immunities":"","senses":"blindsight 60 ft., darkvision 120 ft., passive Perception 23","languages":"Common, Draconic","challenge_rating":"17","cr":17.0,"actions":[{"name":"Multiattack","desc":"The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws."},{"name":"Bite","desc":"Melee Weapon Attack: +14 to hit, reach 10 ft., one target. Hit: 19 (2d10 + 8) piercing damage plus 7 (2d6) fire damage.","attack_bonus":14,"damage_dice":"2d10+2d6","damage_bonus":8},{"name":"Claw","desc":"Melee Weapon Attack: +14 to hit, reach 5 ft., one target. Hit: 15 (2d6 + 8) slashing damage.","attack_bonus":14,"damage_dice":"2d6","damage_bonus":8},{"name":"Tail","desc":"Melee Weapon Attack: +14 to hit, reach 15 ft., one target. Hit: 17 (2d8 + 8) bludgeoning damage.","attack_bonus":14,"damage_dice":"2d8","damage_bonus":8},{"name":"Frightful Presence","desc":"Each creature of the dragon's choice that is within 120 ft. of the dragon and aware of it must succeed on a DC 19 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":"Fire Breath (Recharge 5-6)","desc":"The dragon exhales fire in a 60-foot cone. Each creature in that area must make a DC 21 Dexterity saving throw, taking 63 (18d6) fire damage on a failed save, or half as much damage on a successful one.","attack_bonus":0,"damage_dice":"18d6"}],"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":[{"name":"Detect","desc":"The dragon makes a Wisdom (Perception) check."},{"name":"Tail Attack","desc":"The dragon makes a tail attack."},{"name":"Wing Attack (Costs 2 Actions)","desc":"The dragon beats its wings. Each creature within 10 ft. of the dragon must succeed on a DC 22 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."}],"special_abilities":[{"name":"Legendary Resistance (3/Day)","desc":"If the dragon fails a saving throw, it can choose to succeed instead."}],"spell_list":[],"page_no":287,"environments":["Hill","Mountains","Mountain"],"img_main":null,"document__slug":"wotc-srd","document__title":"5e Core Rules","document__license_url":"http://open5e.com/legal","document__url":"http://dnd.wizards.com/articles/features/systems-reference-document-srd","v2_converted_path":"/v2/creatures/srd_adult-red-dragon/"},{"slug":"ancient-white-dragon","desc":"","name":"Ancient White Dragon","size":"Gargantuan","type":"Dragon","subtype":"","group":"White Dragon","alignment":"chaotic evil","armor_class":20,"armor_desc":"natural armor","hit_points":333,"hit_dice":"18d20+144","speed":{"walk":40,"burrow":40,"fly":80,"swim":40},"strength":26,"dexterity":10,"constitution":26,"intelligence":10,"wisdom":13,"charisma":14,"strength_save":null,"dexterity_save":6,"constitution_save":14,"intelligence_save":null,"wisdom_save":7,"charisma_save":8,"perception":13,"skills":{"perception":13,"stealth":6},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"cold","condition_immunities":"","senses":"blindsight 60 ft., darkvision 120 ft., passive Perception 23","languages":"Common, Draconic","challenge_rating":"20","cr":20.0,"actions":[{"name":"Multiattack","desc":"The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws."},{"name":"Bite","desc":"Melee Weapon Attack: +14 to hit, reach 15 ft., one target. Hit: 19 (2d10 + 8) piercing damage plus 9 (2d8) cold damage.","attack_bonus":14,"damage_dice":"2d10+2d8","damage_bonus":8},{"name":"Claw","desc":"Melee Weapon Attack: +14 to hit, reach 10 ft., one target. Hit: 15 (2d6 + 8) slashing damage.","attack_bonus":14,"damage_dice":"2d6","damage_bonus":8},{"name":"Tail","desc":"Melee Weapon Attack: +14 to hit, reach 20 ft., one target. Hit: 17 (2d8 + 8) bludgeoning damage.","attack_bonus":14,"damage_dice":"2d8","damage_bonus":8},{"name":"Frightful Presence","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 16 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":"Cold Breath (Recharge 5-6)","desc":"The dragon exhales an icy blast in a 90-foot cone. Each creature in that area must make a DC 22 Constitution saving throw, taking 72 (16d8) cold damage on a failed save, or half as much damage on a successful one.","attack_bonus":0,"damage_dice":"16d8"}],"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":[{"name":"Detect","desc":"The dragon makes a Wisdom (Perception) check."},{"name":"Tail Attack","desc":"The dragon makes a tail attack."},{"name":"Wing Attack (Costs 2 Actions)","desc":"The dragon beats its wings. Each creature within 15 ft. of the dragon must succeed on a DC 22 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."}],"special_abilities":[{"name":"Ice Walk","desc":"The dragon can move across and climb icy surfaces without needing to make an ability check. Additionally, difficult terrain composed of ice or snow doesn't cost it extra movement."},{"name":"Legendary Resistance (3/Day)","desc":"If the dragon fails a saving throw, it can choose to succeed instead."}],"spell_list":[],"page_no":288,"environments":["Tundra","Arctic"],"img_main":null,"document__slug":"wotc-srd","document__title":"5e Core Rules","document__license_url":"http://open5e.com/legal","document__url":"http://dnd.wizards.com/articles/features/systems-reference-document-srd","v2_converted_path":"/v2/creatures/srd_ancient-white-dragon/"},{"slug":"cloud-giant","desc":"","name":"Cloud Giant","size":"Huge","type":"Giant","subtype":"","group":"Giants","alignment":"neutral good (50%) or neutral evil (50%)","armor_class":14,"armor_desc":"natural armor","hit_points":200,"hit_dice":"16d12+96","speed":{"walk":40},"strength":27,"dexterity":10,"constitution":22,"intelligence":12,"wisdom":16,"charisma":16,"strength_save":null,"dexterity_save":null,"constitution_save":10,"intelligence_save":null,"wisdom_save":7,"charisma_save":7,"perception":7,"skills":{"insight":7,"perception":7},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"","condition_immunities":"","senses":"passive Perception 17","languages":"Common, Giant","challenge_rating":"9","cr":9.0,"actions":[{"name":"Multiattack","desc":"The giant makes two morningstar attacks."},{"name":"Morningstar","desc":"Melee Weapon Attack: +12 to hit, reach 10 ft., one target. Hit: 21 (3d8 + 8) piercing damage.","attack_bonus":12,"damage_dice":"3d8","damage_bonus":8},{"name":"Rock","desc":"Ranged Weapon Attack: +12 to hit, range 60/240 ft., one target. Hit: 30 (4d10 + 8) bludgeoning damage.","attack_bonus":12,"damage_dice":"4d10","damage_bonus":8}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Keen Smell","desc":"The giant has advantage on Wisdom (Perception) checks that rely on smell."},{"name":"Innate Spellcasting","desc":"The giant's innate spellcasting ability is Charisma. It can innately cast the following spells, requiring no material components:\n\nAt will: detect magic, fog cloud, light\n3/day each: feather fall, fly, misty step, telekinesis\n1/day each: control weather, gaseous form"}],"spell_list":["https://api-beta.open5e.com/v2/spells/detect-magic/?format=json","https://api-beta.open5e.com/v2/spells/fog-cloud/?format=json","https://api-beta.open5e.com/v2/spells/light/?format=json","https://api-beta.open5e.com/v2/spells/feather-fall/?format=json","https://api-beta.open5e.com/v2/spells/fly/?format=json","https://api-beta.open5e.com/v2/spells/misty-step/?format=json","https://api-beta.open5e.com/v2/spells/telekinesis/?format=json","https://api-beta.open5e.com/v2/spells/control-weather/?format=json","https://api-beta.open5e.com/v2/spells/gaseous-form/?format=json"],"page_no":312,"environments":["Plane Of Air","Mountains","Mountain"],"img_main":null,"document__slug":"wotc-srd","document__title":"5e Core Rules","document__license_url":"http://open5e.com/legal","document__url":"http://dnd.wizards.com/articles/features/systems-reference-document-srd","v2_converted_path":"/v2/creatures/srd_cloud-giant/"},{"slug":"couatl","desc":"","name":"Couatl","size":"Medium","type":"Celestial","subtype":"","group":null,"alignment":"lawful good","armor_class":19,"armor_desc":"natural armor","hit_points":97,"hit_dice":"13d8+39","speed":{"walk":30,"fly":90},"strength":16,"dexterity":20,"constitution":17,"intelligence":18,"wisdom":20,"charisma":18,"strength_save":null,"dexterity_save":null,"constitution_save":5,"intelligence_save":null,"wisdom_save":7,"charisma_save":6,"perception":null,"skills":{},"damage_vulnerabilities":"","damage_resistances":"radiant","damage_immunities":"psychic; bludgeoning, piercing, and slashing from nonmagical attacks","condition_immunities":"","senses":"truesight 120 ft., passive Perception 15","languages":"all, telepathy 120 ft.","challenge_rating":"4","cr":4.0,"actions":[{"name":"Bite","desc":"Melee Weapon Attack: +8 to hit, reach 5 ft., one creature. Hit: 8 (1d6 + 5) piercing damage, and the target must succeed on a DC 13 Constitution saving throw or be poisoned for 24 hours. Until this poison ends, the target is unconscious. Another creature can use an action to shake the target awake.","attack_bonus":8,"damage_dice":"1d6","damage_bonus":5},{"name":"Constrict","desc":"Melee Weapon Attack: +6 to hit, reach 10 ft., one Medium or smaller creature. Hit: 10 (2d6 + 3) bludgeoning damage, and the target is grappled (escape DC 15). Until this grapple ends, the target is restrained, and the couatl can't constrict another target.","attack_bonus":6,"damage_dice":"2d6","damage_bonus":3},{"name":"Change Shape","desc":"The couatl magically polymorphs into a humanoid or beast that has a challenge rating equal to or less than its own, or back into its true form. It reverts to its true form if it dies. Any equipment it is wearing or carrying is absorbed or borne by the new form (the couatl's choice).\nIn a new form, the couatl retains its game statistics and ability to speak, but its AC, movement modes, Strength, Dexterity, and other actions are replaced by those of the new form, and it gains any statistics and capabilities (except class features, legendary actions, and lair actions) that the new form has but that it lacks. If the new form has a bite attack, the couatl can use its bite in that form."}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Innate Spellcasting","desc":"The couatl's spellcasting ability is Charisma (spell save DC 14). It can innately cast the following spells, requiring only verbal components:\n\nAt will: detect evil and good, detect magic, detect thoughts\n3/day each: bless, create food and water, cure wounds, lesser restoration, protection from poison, sanctuary, shield\n1/day each: dream, greater restoration, scrying"},{"name":"Magic Weapons","desc":"The couatl's weapon attacks are magical."},{"name":"Shielded Mind","desc":"The couatl is immune to scrying and to any effect that would sense its emotions, read its thoughts, or detect its location."}],"spell_list":["https://api-beta.open5e.com/v2/spells/detect-evil-and-good/?format=json","https://api-beta.open5e.com/v2/spells/detect-magic/?format=json","https://api-beta.open5e.com/v2/spells/detect-thoughts/?format=json","https://api-beta.open5e.com/v2/spells/bless/?format=json","https://api-beta.open5e.com/v2/spells/create-food-and-water/?format=json","https://api-beta.open5e.com/v2/spells/cure-wounds/?format=json","https://api-beta.open5e.com/v2/spells/lesser-restoration/?format=json","https://api-beta.open5e.com/v2/spells/protection-from-poison/?format=json","https://api-beta.open5e.com/v2/spells/sanctuary/?format=json","https://api-beta.open5e.com/v2/spells/shield/?format=json","https://api-beta.open5e.com/v2/spells/dream/?format=json","https://api-beta.open5e.com/v2/spells/greater-restoration/?format=json","https://api-beta.open5e.com/v2/spells/scrying/?format=json"],"page_no":269,"environments":["Urban","Desert","Jungle","Astral Plane","Grassland","Forest"],"img_main":"http://api-beta.open5e.com/static/img/object_illustrations/open5e-illustrations/monsters/couatl.png","document__slug":"wotc-srd","document__title":"5e Core Rules","document__license_url":"http://open5e.com/legal","document__url":"http://dnd.wizards.com/articles/features/systems-reference-document-srd","v2_converted_path":"/v2/creatures/srd_couatl/"},{"slug":"djinni","desc":"","name":"Djinni","size":"Large","type":"Elemental","subtype":"","group":"Genies","alignment":"chaotic good","armor_class":17,"armor_desc":"natural armor","hit_points":161,"hit_dice":"14d10+84","speed":{"walk":30,"fly":90},"strength":21,"dexterity":15,"constitution":22,"intelligence":15,"wisdom":16,"charisma":20,"strength_save":null,"dexterity_save":6,"constitution_save":null,"intelligence_save":null,"wisdom_save":7,"charisma_save":9,"perception":null,"skills":{},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"lightning, thunder","condition_immunities":"","senses":"darkvision 120 ft., passive Perception 13","languages":"Auran","challenge_rating":"11","cr":11.0,"actions":[{"name":"Multiattack","desc":"The djinni makes three scimitar attacks."},{"name":"Scimitar","desc":"Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 12 (2d6 + 5) slashing damage plus 3 (1d6) lightning or thunder damage (djinni's choice).","attack_bonus":9,"damage_dice":"2d6+1d6","damage_bonus":5},{"name":"Create Whirlwind","desc":"A 5-foot-radius, 30-foot-tall cylinder of swirling air magically forms on a point the djinni can see within 120 feet of it. The whirlwind lasts as long as the djinni maintains concentration (as if concentrating on a spell). Any creature but the djinni that enters the whirlwind must succeed on a DC 18 Strength saving throw or be restrained by it. The djinni can move the whirlwind up to 60 feet as an action, and creatures restrained by the whirlwind move with it. The whirlwind ends if the djinni loses sight of it.\nA creature can use its action to free a creature restrained by the whirlwind, including itself, by succeeding on a DC 18 Strength check. If the check succeeds, the creature is no longer restrained and moves to the nearest space outside the whirlwind."}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Elemental Demise","desc":"If the djinni dies, its body disintegrates into a warm breeze, leaving behind only equipment the djinni was wearing or carrying."},{"name":"Innate Spellcasting","desc":"The djinni's innate spellcasting ability is Charisma (spell save DC 17, +9 to hit with spell attacks). It can innately cast the following spells, requiring no material components:\n\nAt will: detect evil and good, detect magic, thunderwave\n3/day each: create food and water (can create wine instead of water), tongues, wind walk\n1/day each: conjure elemental (air elemental only), creation, gaseous form, invisibility, major image, plane shift"},{"name":"Variant: Genie Powers","desc":"Genies have a variety of magical capabilities, including spells. A few have even greater powers that allow them to alter their appearance or the nature of reality.\n\n**Disguises.** Some genies can veil themselves in illusion to pass as other similarly shaped creatures. Such genies can innately cast the disguise self spell at will, often with a longer duration than is normal for that spell. Mightier genies can cast the true polymorph spell one to three times per day, possibly with a longer duration than normal. Such genies can change only their own shape, but a rare few can use the spell on other creatures and objects as well.\n**Wishes.** The genie power to grant wishes is legendary among mortals. Only the most potent genies, such as those among the nobility, can do so. A particular genie that has this power can grant one to three wishes to a creature that isn't a genie. Once a genie has granted its limit of wishes, it can't grant wishes again for some amount of time (usually 1 year). and cosmic law dictates that the same genie can expend its limit of wishes on a specific creature only once in that creature's existence.\nTo be granted a wish, a creature within 60 feet of the genie states a desired effect to it. The genie can then cast the wish spell on the creature's behalf to bring about the effect. Depending on the genie's nature, the genie might try to pervert the intent of the wish by exploiting the wish's poor wording. The perversion of the wording is usually crafted to be to the genie's benefit."}],"spell_list":["https://api-beta.open5e.com/v2/spells/detect-evil-and-good/?format=json","https://api-beta.open5e.com/v2/spells/detect-magic/?format=json","https://api-beta.open5e.com/v2/spells/create-food-and-water/?format=json","https://api-beta.open5e.com/v2/spells/tongues/?format=json","https://api-beta.open5e.com/v2/spells/wind-walk/?format=json","https://api-beta.open5e.com/v2/spells/conjure-elemental/?format=json","https://api-beta.open5e.com/v2/spells/creation/?format=json","https://api-beta.open5e.com/v2/spells/gaseous-form/?format=json","https://api-beta.open5e.com/v2/spells/invisibility/?format=json","https://api-beta.open5e.com/v2/spells/major-image/?format=json","https://api-beta.open5e.com/v2/spells/plane-shift/?format=json"],"page_no":310,"environments":["Desert","Plane Of Air","Coastal"],"img_main":null,"document__slug":"wotc-srd","document__title":"5e Core Rules","document__license_url":"http://open5e.com/legal","document__url":"http://dnd.wizards.com/articles/features/systems-reference-document-srd","v2_converted_path":"/v2/creatures/srd_djinni/"},{"slug":"dragon-turtle","desc":"","name":"Dragon Turtle","size":"Gargantuan","type":"Dragon","subtype":"","group":null,"alignment":"neutral","armor_class":20,"armor_desc":"natural armor","hit_points":341,"hit_dice":"22d20+110","speed":{"walk":20,"swim":40},"strength":25,"dexterity":10,"constitution":20,"intelligence":10,"wisdom":12,"charisma":12,"strength_save":null,"dexterity_save":6,"constitution_save":11,"intelligence_save":null,"wisdom_save":7,"charisma_save":null,"perception":null,"skills":{},"damage_vulnerabilities":"","damage_resistances":"fire","damage_immunities":"","condition_immunities":"","senses":"darkvision 120 ft., passive Perception 11","languages":"Aquan, Draconic","challenge_rating":"17","cr":17.0,"actions":[{"name":"Multiattack","desc":"The dragon turtle makes three attacks: one with its bite and two with its claws. It can make one tail attack in place of its two claw attacks."},{"name":"Bite","desc":"Melee Weapon Attack: +13 to hit, reach 15 ft., one target. Hit: 26 (3d12 + 7) piercing damage.","attack_bonus":13,"damage_dice":"3d12","damage_bonus":7},{"name":"Claw","desc":"Melee Weapon Attack: +13 to hit, reach 10 ft., one target. Hit: 16 (2d8 + 7) slashing damage.","attack_bonus":13,"damage_dice":"2d8","damage_bonus":7},{"name":"Tail","desc":"Melee Weapon Attack: +13 to hit, reach 15 ft., one target. Hit: 26 (3d12 + 7) bludgeoning damage. If the target is a creature, it must succeed on a DC 20 Strength saving throw or be pushed up to 10 feet away from the dragon turtle and knocked prone.","attack_bonus":13,"damage_dice":"3d12","damage_bonus":7},{"name":"Steam Breath (Recharge 5-6)","desc":"The dragon turtle exhales scalding steam in a 60-foot cone. Each creature in that area must make a DC 18 Constitution saving throw, taking 52 (15d6) fire damage on a failed save, or half as much damage on a successful one. Being underwater doesn't grant resistance against this damage.","attack_bonus":0,"damage_dice":"15d6"}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Amphibious","desc":"The dragon turtle can breathe air and water."}],"spell_list":[],"page_no":303,"environments":["Underwater","Coastal","Plane Of Water","Desert","Water"],"img_main":null,"document__slug":"wotc-srd","document__title":"5e Core Rules","document__license_url":"http://open5e.com/legal","document__url":"http://dnd.wizards.com/articles/features/systems-reference-document-srd","v2_converted_path":"/v2/creatures/srd_dragon-turtle/"},{"slug":"glabrezu","desc":"","name":"Glabrezu","size":"Large","type":"Fiend","subtype":"demon","group":"Demons","alignment":"chaotic evil","armor_class":17,"armor_desc":"natural armor","hit_points":157,"hit_dice":"15d10+75","speed":{"walk":40},"strength":20,"dexterity":15,"constitution":21,"intelligence":19,"wisdom":17,"charisma":16,"strength_save":9,"dexterity_save":null,"constitution_save":9,"intelligence_save":null,"wisdom_save":7,"charisma_save":7,"perception":null,"skills":{},"damage_vulnerabilities":"","damage_resistances":"cold, fire, lightning; bludgeoning, piercing, and slashing from nonmagical attacks","damage_immunities":"poison","condition_immunities":"poisoned","senses":"truesight 120 ft., passive Perception 13","languages":"Abyssal, telepathy 120 ft.","challenge_rating":"9","cr":9.0,"actions":[{"name":"Multiattack","desc":"The glabrezu makes four attacks: two with its pincers and two with its fists. Alternatively, it makes two attacks with its pincers and casts one spell."},{"name":"Pincer","desc":"Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 16 (2d10 + 5) bludgeoning damage. If the target is a Medium or smaller creature, it is grappled (escape DC 15). The glabrezu has two pincers, each of which can grapple only one target.","attack_bonus":9,"damage_dice":"2d10","damage_bonus":5},{"name":"Fist","desc":"Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 7 (2d4 + 2) bludgeoning damage.","attack_bonus":9,"damage_dice":"2d4","damage_bonus":2},{"name":"Variant: Summon Demon (1/Day)","desc":"The demon chooses what to summon and attempts a magical summoning.\nA glabrezu has a 30 percent chance of summoning 1d3 vrocks, 1d2 hezrous, or one glabrezu.\nA summoned demon appears in an unoccupied space within 60 feet of its summoner, acts as an ally of its summoner, and can't summon other demons. It remains for 1 minute, until it or its summoner dies, or until its summoner dismisses it as an action."}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Innate Spellcasting","desc":"The glabrezu's spellcasting ability is Intelligence (spell save DC 16). The glabrezu can innately cast the following spells, requiring no material components:\nAt will: darkness, detect magic, dispel magic\n1/day each: confusion, fly, power word stun"},{"name":"Magic Resistance","desc":"The glabrezu has advantage on saving throws against spells and other magical effects."}],"spell_list":["https://api-beta.open5e.com/v2/spells/darkness/?format=json","https://api-beta.open5e.com/v2/spells/detect-magic/?format=json","https://api-beta.open5e.com/v2/spells/dispel-magic/?format=json","https://api-beta.open5e.com/v2/spells/confusion/?format=json","https://api-beta.open5e.com/v2/spells/fly/?format=json","https://api-beta.open5e.com/v2/spells/power-word-stun/?format=json"],"page_no":271,"environments":["Abyss"],"img_main":null,"document__slug":"wotc-srd","document__title":"5e Core Rules","document__license_url":"http://open5e.com/legal","document__url":"http://dnd.wizards.com/articles/features/systems-reference-document-srd","v2_converted_path":"/v2/creatures/srd_glabrezu/"},{"slug":"horned-devil","desc":"","name":"Horned Devil","size":"Large","type":"Fiend","subtype":"devil","group":"Devils","alignment":"lawful evil","armor_class":18,"armor_desc":"natural armor","hit_points":178,"hit_dice":"17d10+85","speed":{"walk":20,"fly":60},"strength":22,"dexterity":17,"constitution":21,"intelligence":12,"wisdom":16,"charisma":17,"strength_save":10,"dexterity_save":7,"constitution_save":null,"intelligence_save":null,"wisdom_save":7,"charisma_save":7,"perception":null,"skills":{},"damage_vulnerabilities":"","damage_resistances":"cold; bludgeoning, piercing, and slashing from nonmagical attacks not made with silvered weapons","damage_immunities":"fire, poison","condition_immunities":"poisoned","senses":"darkvision 120 ft., passive Perception 13","languages":"Infernal, telepathy 120 ft.","challenge_rating":"11","cr":11.0,"actions":[{"name":"Multiattack","desc":"The devil makes three melee attacks: two with its fork and one with its tail. It can use Hurl Flame in place of any melee attack."},{"name":"Fork","desc":"Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 15 (2d8 + 6) piercing damage.","attack_bonus":10,"damage_dice":"2d8","damage_bonus":6},{"name":"Tail","desc":"Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 10 (1d8 + 6) piercing damage. If the target is a creature other than an undead or a construct, it must succeed on a DC 17 Constitution saving throw or lose 10 (3d6) hit points at the start of each of its turns due to an infernal wound. Each time the devil hits the wounded target with this attack, the damage dealt by the wound increases by 10 (3d6). Any creature can take an action to stanch the wound with a successful DC 12 Wisdom (Medicine) check. The wound also closes if the target receives magical healing.","attack_bonus":10,"damage_dice":"1d8","damage_bonus":6},{"name":"Hurl Flame","desc":"Ranged Spell Attack: +7 to hit, range 150 ft., one target. Hit: 14 (4d6) fire damage. If the target is a flammable object that isn't being worn or carried, it also catches fire.","attack_bonus":7,"damage_dice":"4d6"}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Devil's Sight","desc":"Magical darkness doesn't impede the devil's darkvision."},{"name":"Magic Resistance","desc":"The devil has advantage on saving throws against spells and other magical effects."}],"spell_list":[],"page_no":276,"environments":["Hell"],"img_main":null,"document__slug":"wotc-srd","document__title":"5e Core Rules","document__license_url":"http://open5e.com/legal","document__url":"http://dnd.wizards.com/articles/features/systems-reference-document-srd","v2_converted_path":"/v2/creatures/srd_horned-devil/"},{"slug":"ice-devil","desc":"","name":"Ice Devil","size":"Large","type":"Fiend","subtype":"devil","group":"Devils","alignment":"lawful evil","armor_class":18,"armor_desc":"natural armor","hit_points":180,"hit_dice":"19d10+76","speed":{"walk":40},"strength":21,"dexterity":14,"constitution":18,"intelligence":18,"wisdom":15,"charisma":18,"strength_save":null,"dexterity_save":7,"constitution_save":9,"intelligence_save":null,"wisdom_save":7,"charisma_save":9,"perception":null,"skills":{},"damage_vulnerabilities":"","damage_resistances":"bludgeoning, piercing, and slashing from nonmagical attacks not made with silvered weapons","damage_immunities":"fire, poison","condition_immunities":"poisoned","senses":"blindsight 60 ft., darkvision 120 ft., passive Perception 12","languages":"Infernal, telepathy 120 ft.","challenge_rating":"14","cr":14.0,"actions":[{"name":"Multiattack","desc":"The devil makes three attacks: one with its bite, one with its claws, and one with its tail."},{"name":"Bite","desc":"Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 12 (2d6 + 5) piercing damage plus 10 (3d6) cold damage.","attack_bonus":10,"damage_dice":"2d6+3d6","damage_bonus":5},{"name":"Claws","desc":"Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 10 (2d4 + 5) slashing damage plus 10 (3d6) cold damage.","attack_bonus":10,"damage_dice":"2d4+3d6","damage_bonus":5},{"name":"Tail","desc":"Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 12 (2d6 + 5) bludgeoning damage plus 10 (3d6) cold damage.","attack_bonus":10,"damage_dice":"2d6+3d6","damage_bonus":5},{"name":"Wall of Ice","desc":"The devil magically forms an opaque wall of ice on a solid surface it can see within 60 feet of it. The wall is 1 foot thick and up to 30 feet long and 10 feet high, or it's a hemispherical dome up to 20 feet in diameter.\nWhen the wall appears, each creature in its space is pushed out of it by the shortest route. The creature chooses which side of the wall to end up on, unless the creature is incapacitated. The creature then makes a DC 17 Dexterity saving throw, taking 35 (10d6) cold damage on a failed save, or half as much damage on a successful one.\nThe wall lasts for 1 minute or until the devil is incapacitated or dies. The wall can be damaged and breached; each 10-foot section has AC 5, 30 hit points, vulnerability to fire damage, and immunity to acid, cold, necrotic, poison, and psychic damage. If a section is destroyed, it leaves behind a sheet of frigid air in the space the wall occupied. Whenever a creature finishes moving through the frigid air on a turn, willingly or otherwise, the creature must make a DC 17 Constitution saving throw, taking 17 (5d6) cold damage on a failed save, or half as much damage on a successful one. The frigid air dissipates when the rest of the wall vanishes."}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Devil's Sight","desc":"Magical darkness doesn't impede the devil's darkvision."},{"name":"Magic Resistance","desc":"The devil has advantage on saving throws against spells and other magical effects."}],"spell_list":[],"page_no":277,"environments":["Hell"],"img_main":null,"document__slug":"wotc-srd","document__title":"5e Core Rules","document__license_url":"http://open5e.com/legal","document__url":"http://dnd.wizards.com/articles/features/systems-reference-document-srd","v2_converted_path":"/v2/creatures/srd_ice-devil/"},{"slug":"vampire","desc":"","name":"Vampire","size":"Medium","type":"Undead","subtype":"shapechanger","group":"Vampires","alignment":"lawful evil","armor_class":16,"armor_desc":"natural armor","hit_points":144,"hit_dice":"17d8+68","speed":{"walk":30},"strength":18,"dexterity":18,"constitution":18,"intelligence":17,"wisdom":15,"charisma":18,"strength_save":null,"dexterity_save":9,"constitution_save":null,"intelligence_save":null,"wisdom_save":7,"charisma_save":9,"perception":7,"skills":{"perception":7,"stealth":9},"damage_vulnerabilities":"","damage_resistances":"necrotic; bludgeoning, piercing, and slashing from nonmagical attacks","damage_immunities":"","condition_immunities":"","senses":"darkvision 120 ft., passive Perception 17","languages":"the languages it knew in life","challenge_rating":"13","cr":13.0,"actions":[{"name":"Multiattack (Vampire Form Only)","desc":"The vampire makes two attacks, only one of which can be a bite attack."},{"name":"Unarmed Strike (Vampire Form Only)","desc":"Melee Weapon Attack: +9 to hit, reach 5 ft., one creature. Hit: 8 (1d8 + 4) bludgeoning damage. Instead of dealing damage, the vampire can grapple the target (escape DC 18).","attack_bonus":9,"damage_dice":"1d8","damage_bonus":4},{"name":"Bite (Bat or Vampire Form Only)","desc":"Melee Weapon Attack: +9 to hit, reach 5 ft., one willing creature, or a creature that is grappled by the vampire, incapacitated, or restrained. Hit: 7 (1d6 + 4) piercing damage plus 10 (3d6) necrotic damage. The target's hit point maximum is reduced by an amount equal to the necrotic damage taken, and the vampire regains hit points equal to that amount. The reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hit point maximum to 0. A humanoid slain in this way and then buried in the ground rises the following night as a vampire spawn under the vampire's control.","attack_bonus":9,"damage_dice":"1d6+3d6","damage_bonus":4},{"name":"Charm","desc":"The vampire targets one humanoid it can see within 30 ft. of it. If the target can see the vampire, the target must succeed on a DC 17 Wisdom saving throw against this magic or be charmed by the vampire. The charmed target regards the vampire as a trusted friend to be heeded and protected. Although the target isn't under the vampire's control, it takes the vampire's requests or actions in the most favorable way it can, and it is a willing target for the vampire's bite attack.\nEach time the vampire or the vampire's companions do anything harmful to the target, it can repeat the saving throw, ending the effect on itself on a success. Otherwise, the effect lasts 24 hours or until the vampire is destroyed, is on a different plane of existence than the target, or takes a bonus action to end the effect."},{"name":"Children of the Night (1/Day)","desc":"The vampire magically calls 2d4 swarms of bats or rats, provided that the sun isn't up. While outdoors, the vampire can call 3d6 wolves instead. The called creatures arrive in 1d4 rounds, acting as allies of the vampire and obeying its spoken commands. The beasts remain for 1 hour, until the vampire dies, or until the vampire dismisses them as a bonus action."}],"bonus_actions":null,"reactions":null,"legendary_desc":"The vampire 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 vampire regains spent legendary actions at the start of its turn.","legendary_actions":[{"name":"Move","desc":"The vampire moves up to its speed without provoking opportunity attacks."},{"name":"Unarmed Strike","desc":"The vampire makes one unarmed strike."},{"name":"Bite (Costs 2 Actions)","desc":"The vampire makes one bite attack."}],"special_abilities":[{"name":"Shapechanger","desc":"If the vampire isn't in sun light or running water, it can use its action to polymorph into a Tiny bat or a Medium cloud of mist, or back into its true form.\nWhile in bat form, the vampire can't speak, its walking speed is 5 feet, and it has a flying speed of 30 feet. Its statistics, other than its size and speed, are unchanged. Anything it is wearing transforms with it, but nothing it is carrying does. It reverts to its true form if it dies.\nWhile in mist form, the vampire 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."},{"name":"Legendary Resistance (3/Day)","desc":"If the vampire fails a saving throw, it can choose to succeed instead."},{"name":"Misty Escape","desc":"When it drops to 0 hit points outside its resting place, the vampire transforms into a cloud of mist (as in the Shapechanger trait) instead of falling unconscious, provided that it isn't in sunlight or running water. If it can't transform, it is destroyed.\nWhile it has 0 hit points in mist form, it can't revert to its vampire form, and it must reach its resting place within 2 hours or be destroyed. Once in its resting place, it reverts to its vampire form. It is then paralyzed until it regains at least 1 hit point. After spending 1 hour in its resting place with 0 hit points, it regains 1 hit point."},{"name":"Regeneration","desc":"The vampire regains 20 hit points at the start of its turn if it has at least 1 hit point and isn't in sunlight or running water. If the vampire takes radiant damage or damage from holy water, this trait doesn't function at the start of the vampire's next turn."},{"name":"Spider Climb","desc":"The vampire can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check."},{"name":"Vampire Weaknesses","desc":"The vampire has the following flaws:\nForbiddance. The vampire can't enter a residence without an invitation from one of the occupants.\nHarmed by Running Water. The vampire takes 20 acid damage if it ends its turn in running water.\nStake to the Heart. If a piercing weapon made of wood is driven into the vampire's heart while the vampire is incapacitated in its resting place, the vampire is paralyzed until the stake is removed.\nSunlight Hypersensitivity. The vampire takes 20 radiant damage when it starts its turn in sunlight. While in sunlight, it has disadvantage on attack rolls and ability checks."}],"spell_list":[],"page_no":352,"environments":["Urban","Mountains","Forest","Ruin","Tomb","Hills","Shadowfell","Settlement"],"img_main":null,"document__slug":"wotc-srd","document__title":"5e Core Rules","document__license_url":"http://open5e.com/legal","document__url":"http://dnd.wizards.com/articles/features/systems-reference-document-srd","v2_converted_path":"/v2/creatures/srd_vampire/"},{"slug":"cave-giant-shaman","desc":"This massive, bipedal creature has a slight hunch, making its long arms appear even longer. It wields a massive club etched with sigils. A pair of yellow tusks, adorned with rings of all materials, protrudes from its lower jaw._  \nCave giant shamans are gifted spellcasters who believe they are suited to consume spellcasting humanoids and absorb the humanoids’ power. While the truth to this claim is dubious, there is no doubting their arcane prowess. They gravitate toward magic that allows them to change the composition of all materials, including air, flesh, and stone.  \n**Practical Leader.** Cave giant shamans are less superstitious than lesser Open Game License","name":"Cave Giant Shaman","size":"Huge","type":"Giant","subtype":"","group":null,"alignment":"chaotic evil","armor_class":16,"armor_desc":"natural armor","hit_points":207,"hit_dice":"18d12+90","speed":{"walk":40},"strength":27,"dexterity":10,"constitution":20,"intelligence":10,"wisdom":15,"charisma":21,"strength_save":null,"dexterity_save":5,"constitution_save":10,"intelligence_save":null,"wisdom_save":7,"charisma_save":null,"perception":7,"skills":{"arcana":5,"athletics":13,"perception":7,"survival":7},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"","condition_immunities":"","senses":"darkvision 120 ft., passive Perception 17","languages":"Common, Giant","challenge_rating":"14","cr":14.0,"actions":[{"name":"Multiattack","desc":"The cave giant shaman makes two attacks: one with its club and one with its tusks."},{"name":"Club","desc":"Melee Weapon Attack: +13 to hit, reach 10 ft., one target. Hit: 15 (3d4 + 8) bludgeoning damage.","attack_bonus":13,"damage_dice":"3d4+8"},{"name":"Tusks","desc":"Melee Weapon Attack: +13 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.","attack_bonus":13,"damage_dice":"4d6+8"},{"name":"Rock","desc":"Ranged Weapon Attack: +13 to hit, range 60/240 ft., one creature. Hit: 30 (4d10 + 8) bludgeoning damage.","attack_bonus":13,"damage_dice":"4d10+8"}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Sunlight Petrification","desc":"If the cave giant shaman 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":"Spellcasting","desc":"The cave giant shaman is a 14th-level spellcaster. Its spellcasting ability is Charisma (save DC 18, +10 to hit with spell attacks). The shaman has the following wizard spells prepared:\nCantrips (at will): acid splash, mage hand, mending, prestidigitation, shocking grasp\n1st level (4 slots): burning hands, expeditious retreat, fog cloud, shield\n2nd level (3 slots): enlarge/reduce, shatter, spider climb, web\n3rd level (3 slots): gaseous form, haste, lightning bolt, water breathing\n4th level (3 slots): ice storm, polymorph, wall of fire\n5th level (2 slots): cloudkill, insect plague\n6th level (1 slots): disintegrate\n7th level (1 slots): reverse gravity"}],"spell_list":[],"page_no":171,"environments":[],"img_main":null,"document__slug":"tob2","document__title":"Tome of Beasts 2","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/tome-of-beasts-2-for-5th-edition/","v2_converted_path":"/v2/creatures/tob2_cave-giant-shaman/"},{"slug":"dimensional-shambler","desc":"The large creature lumbers forward, its ape-like and insectoid features blending incomprehensibly. It blinks in and out of existence, closing in on prey in a manner that betrays both the eye and time itself._  \nSolitary and efficient hunters, dimensional shamblers often materialize in closed structures to surprise prey that believes it is safely hidden. Capable of seeing into and entering the Lower Planes, they regularly stalk targets in the Material Plane by hopping in and out of other planes to remain undetectable.  \n**Disturbing Form.** The dimensional shambler has a rudimentary face with dead eyes, thick hide, and symetrical hands. Its claw-tipped fingers bend in either direction. Moving through many dimensions, the creature’s disturbing gait suggests a lack of any conventional skeletal structure.  \n**Unknown Origins.** The number and lifecycle of these creatures is unknown. No records of more than one shambler appearing in the Material Plane at one time exist, and it is not clear whether they were created by some dark or inscrutable power or evolved naturally.","name":"Dimensional Shambler","size":"Large","type":"Aberration","subtype":"","group":null,"alignment":"neutral evil","armor_class":16,"armor_desc":"natural armor","hit_points":102,"hit_dice":"12d10+36","speed":{"walk":30},"strength":22,"dexterity":21,"constitution":17,"intelligence":21,"wisdom":16,"charisma":13,"strength_save":null,"dexterity_save":9,"constitution_save":7,"intelligence_save":9,"wisdom_save":7,"charisma_save":null,"perception":7,"skills":{"arcana":9,"athletics":10,"perception":7,"stealth":9},"damage_vulnerabilities":"","damage_resistances":"acid, cold, fire; bludgeoning, piercing, and slashing from nonmagical attacks","damage_immunities":"poison","condition_immunities":"exhaustion, frightened, poisoned","senses":"darkvision 60 ft., passive Perception 17","languages":"Abyssal, Infernal, Void Speech","challenge_rating":"9","cr":9.0,"actions":[{"name":"Multiattack","desc":"A dimensional shambler makes two claw attacks. If both attacks hit the same target, the target is grappled (escape DC 16)."},{"name":"Claw","desc":"Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 17 (2d10 + 6) slashing damage.","attack_bonus":10,"damage_dice":"2d10+6"},{"name":"Drag Through","desc":"The dimensional shambler shifts through multiple dimensions with a target it is grappling, ending in the same dimension it began. The creature must make a DC 16 Wisdom saving throw, taking 21 (6d6) psychic damage on a failed save, or half as much damage on a successful one."}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Look Between","desc":"As a bonus action, the dimensional shambler can see 60 feet into any of the Lower Planes when it is on the Material Plane, and vice versa. This sight lasts until the beginning of its next turn. During this time, the dimensional shambler is deaf and blind with regard to its own senses in its current plane."},{"name":"Maddening Form","desc":"When a creature that can see the dimensional shambler starts its turn within 30 feet of the dimensional shambler, the dimensional shambler can force it to make a DC 16 Constitution saving throw if the dimensional shambler is not incapacitated. On a failed save, the creature is frightened until the start of its next turn. If the creature is concentrating on a spell, that creature must succeed on a DC 16 Constitution saving throw or lose concentration on the spell.\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 dimensional shambler until the start of its next turn, when it can avert its eyes again. If the creature looks at the dimensional shambler in the meantime, it must immediately make the saving throw."},{"name":"Step Between","desc":"As a bonus action, the dimensional shambler can magically shift from the Material Plane to any Lower Plane, or vice versa. It can't bring other creatures with it when it shifts in this way."}],"spell_list":[],"page_no":107,"environments":[],"img_main":null,"document__slug":"tob2","document__title":"Tome of Beasts 2","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/tome-of-beasts-2-for-5th-edition/","v2_converted_path":"/v2/creatures/tob2_dimensional-shambler/"},{"slug":"huli-jing","desc":"A woman of unearthly beauty smiles behind her ornamental fan before suddenly transforming into a brilliantly white fox with nine tails._  \n**Canine Animosity.** Dogs are not fooled by the huli jing’s deceptions. No matter how a huli jing tries to hide its true nature, it can’t hide its fox scent from dogs.  \n**Energy Feeders.** The huli jing possess great powers as long as they absorb sufficient energy, most often derived from moonlight or sunshine. This is but a trickle, however, compared to the life-force of mortals. Huli jing use their shapechanging to live among humans, secretly feeding off the populace or from willing allies, exchanging life energy for the fey’s aid.  \n**Symbols of Luck or Curses.** The huli jing are neither good nor evil but act according to their individual natures. Some walk among the mortal races, their aid and kindness spreading tales of the huli jing’s auspicious benevolence. Others seek to confuse, trick, or harm mortals, and their malicious cruelty gives rise to stories of the huli jing as malevolent omens.","name":"Huli Jing","size":"Medium","type":"Fey","subtype":"shapechanger","group":null,"alignment":"neutral","armor_class":14,"armor_desc":null,"hit_points":130,"hit_dice":"20d8+40","speed":{"walk":40},"strength":15,"dexterity":18,"constitution":14,"intelligence":16,"wisdom":16,"charisma":20,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":7,"charisma_save":9,"perception":11,"skills":{"perception":11,"persuasion":9},"damage_vulnerabilities":"","damage_resistances":"bludgeoning, piercing, and slashing from nonmagical attacks not made with cold iron weapons","damage_immunities":"poison","condition_immunities":"charmed, poisoned","senses":"darkvision 60 ft., passive Perception 21","languages":"Common, Elvish, Sylvan","challenge_rating":"9","cr":9.0,"actions":[{"name":"Multiattack","desc":"In fox form, the huli jing uses Curse of Luck then makes two bite attacks. In humanoid form, it uses Curse of Luck then makes three jade dagger attacks."},{"name":"Bite (True Form Only)","desc":"Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 911 (2d6 + 4) piercing damage and 14 (4d6) psychic damage.","attack_bonus":8,"damage_dice":"2d6+4"},{"name":"Jade Dagger (Humanoid Form Only)","desc":"Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 6 (1d4 + 4) piercing damage and 7 (2d6) psychic damage","attack_bonus":8,"damage_dice":"1d4+4"},{"name":"Curse of Luck","desc":"Each creature of the huli jing's choice within 60 feet of it and aware of it must succeed on a DC 16 Wisdom saving throw or have disadvantage on attack rolls and saving throws 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 huli jing's Curse of Luck for the next 24 hours. Alternatively, the huli jing can choose up to three willing creatures within 60 feet of it. Each target has advantage on attack rolls and saving throws for 1 minute."},{"name":"Draining Glance (Recharge 5-6)","desc":"The huli jing draws sustenance from the psyches of living creatures in a 30-foot cone. Each creature in the area that isn't a construct or an undead must make a DC 16 Wisdom saving throw, taking 28 (8d6) psychic damage on a failed save, or half as much damage on a successful one. The huli jing regains hp equal to the single highest amount of psychic damage dealt."}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Shapechanger","desc":"The huli jing can use its action to polymorph into a Medium female human of unearthly beauty, or back into its true, nine-tailed fox form. Its statistics, other than its size, are the same in each form. Any equipment it is wearing or carrying transforms with it. It reverts to its true form if it dies."},{"name":"Innate Spellcasting","desc":"The huli jing's innate spellcasting ability is Charisma (spell save DC 17, +9 to hit with spell attacks). It can innately cast the following spells, requiring no material components.\nAt will: charm person, invisibility (self only), major image\n3/day each: cure wounds, disguise self, fear\n2/day each: bestow curse, confusion\n1/day each: divination, modify memory"}],"spell_list":[],"page_no":204,"environments":[],"img_main":null,"document__slug":"tob2","document__title":"Tome of Beasts 2","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/tome-of-beasts-2-for-5th-edition/","v2_converted_path":"/v2/creatures/tob2_huli-jing/"}]}