{"count":3207,"next":"https://api-beta.open5e.com/v1/monsters/?format=json&ordering=wisdom_save&page=62","previous":"https://api-beta.open5e.com/v1/monsters/?format=json&ordering=wisdom_save&page=60","results":[{"slug":"babayagashorsemen-tob1-2023","desc":"False","name":"Baba Yaga’s Horsemen","size":"Medium","type":"Fey","subtype":"","group":"null","alignment":"Lawful Neutral","armor_class":20,"armor_desc":"plate, shield","hit_points":171,"hit_dice":"18d8 + 90","speed":{"walk":30},"strength":22,"dexterity":11,"constitution":21,"intelligence":16,"wisdom":18,"charisma":18,"strength_save":null,"dexterity_save":4,"constitution_save":null,"intelligence_save":null,"wisdom_save":8,"charisma_save":null,"perception":18,"skills":{"Arcana":7,"Athletics":10,"History":7,"Perception":8},"damage_vulnerabilities":"False","damage_resistances":"bludgeoning, piercing, and slashing from nonmagical attacks","damage_immunities":"lightning, poison","condition_immunities":"exhaustion, paralyzed, poisoned","senses":"passive Perception 18","languages":"Celestial, Common, Infernal, telepathy 120 ft.","challenge_rating":"11","cr":11.0,"actions":[{"name":"Lance","desc":"Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 12 (1d12 + 6) piercing damage plus 9 (2d8) damage of the type defined in Enchanted Weapons. The horseman has disadvantage on this attack roll if the target is within 5 feet of him."},{"name":"Longsword","desc":"Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 10 (1d8 + 6) slashing damage, or 11 (1d10 + 6) slashing damage if used with two hands, plus 9 (2d8) damage of the type defined in Enchanted Weapons."},{"name":"Horseman's Bolt","desc":"Ranged Spell Attack: +8 to hit, range 120 ft., one target. Hit: 22 (4d6 + 4) damage of the type defined in Enchanted Weapons."},{"name":"Spellcasting","desc":"The horseman casts one of the following spells, requiring no material components and using Charisma as the spellcasting ability (spell save DC 16):\n3/day: phantom steed (as an action)\n2/day each: darkness (black night horseman only), daylight (bright day and red sun horsemen only), dimension door, fire shield\n1/day: plane shift (self and mount only)"}],"bonus_actions":[{"name":"Temporal Strike (Recharge 5-6)","desc":"One creature the horseman can see and that the horseman hit with a Horseman's Bolt or Longsword attack within the last minute must succeed on a DC 17 Constitution saving throw or age 16 (3d10) years. A creature that ages this way has disadvantage on attack rolls, ability checks, and saving throws that use Strength, Dexterity, and Constitution until the aging is reversed. A creature that ages beyond its lifespan dies immediately. The aging lasts until the creature finishes a long rest, or until it is reversed by a greater restoration spell or similar magic. On a successful saving throw, the creature is immune to the horseman's Temporal Strike for 24 hours."}],"reactions":[],"legendary_desc":null,"legendary_actions":[],"special_abilities":[{"name":"Enchanted Weapons","desc":"The horseman's weapon attacks are magical. When the horseman hits with any weapon, the weapon deals an extra 2d8 damage of a type depending on the horseman: cold (black night), fire (red sun), radiant (bright day)."},{"name":"Magic Resistance","desc":"The horseman has advantage on saving throws against spells and other magical effects."},{"name":"Peerless Rider","desc":"Any attacks directed at the horseman's mount target the horseman instead, and the horseman confers his damage resistances and immunities and his condition immunities to his mount. In addition, if the horseman and mount are subjected to an effect that allows each to make a saving throw to take only half damage, the mount takes no damage if the horseman succeeds on the saving throw."},{"name":"Timeless Nature","desc":"The horseman doesn't age and doesn't require food, drink, or sleep."}],"spell_list":[],"page_no":30,"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_baba-yagas-horsemen/"},{"slug":"bearking-tob1-2023","desc":"False","name":"Bear King","size":"Medium","type":"Fey","subtype":"","group":"null","alignment":"Lawful Neutral","armor_class":18,"armor_desc":"natural armor","hit_points":133,"hit_dice":"14d8 + 70","speed":{"walk":40},"strength":21,"dexterity":10,"constitution":20,"intelligence":12,"wisdom":18,"charisma":16,"strength_save":9,"dexterity_save":4,"constitution_save":null,"intelligence_save":null,"wisdom_save":8,"charisma_save":null,"perception":18,"skills":{"Athletics":9,"Intimidation":7,"Perception":8},"damage_vulnerabilities":"False","damage_resistances":"cold","damage_immunities":"poison; bludgeoning, slashing, and piercing from nonmagical attacks not made with cold iron weapons","condition_immunities":"poisoned","senses":"darkvision 120 ft., truesight 10 ft., passive Perception 18","languages":"Common, Elvish, Giant, Sylvan","challenge_rating":"12","cr":12.0,"actions":[{"name":"Multiattack","desc":"The Bear King makes one Bite attack and two Claw attacks, or he makes three Maul or Honey Bolt attacks. If two Maul attacks hit one Large or smaller creature, the target must succeed on a DC 17 Strength saving throw or be knocked prone."},{"name":"Bite (Bear or Hybrid Form Only)","desc":"Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 10 (1d10 + 5) piercing damage plus 13 (3d8) radiant damage. The target must succeed on a DC 17 Dexterity saving throw or take 9 (2d8) radiant damage at the start of each of its turns, as radiant honey sticks to the wound. Any creature can take an action to remove the honey from the wound with a successful DC 14 Wisdom (Medicine) check. The honey dissolves if the target receives magical healing."},{"name":"Claw (Bear or Hybrid Form Only)","desc":"Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 12 (2d6 + 5) slashing damage plus 13 (3d8) radiant damage."},{"name":"Maul (Fey or Hybrid Form Only)","desc":"Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 12 (2d6 + 5) bludgeoning damage plus 13 (3d8) radiant damage."},{"name":"Honey Bolt","desc":"Ranged Spell Attack: +8 to hit, range 120 ft., one target. Hit: 22 (4d8 + 4) radiant damage."}],"bonus_actions":[{"name":"Change Shape","desc":"The Bear King transforms into a Large brown bear, or a Large bear-Humanoid hybrid, or back into his true form, which is Fey. His statistics other than his size, are the same in each form. Any equipment he is wearing or carrying isn't transformed. The Bear King reverts to his true form if he dies."},{"name":"Move","desc":"The Bear King moves up to his speed without provoking opportunity attacks."},{"name":"Honey Toss","desc":"The Bear King throws a jar of magical honey at a creature he can see within 120 feet of him. The target must succeed on a DC 17 Dexterity saving throw or be restrained by sticky honey until the end of its next turn."},{"name":"Frightful Roar (Costs 2 Actions)","desc":"The Bear King lets out a blood-curdling roar. Each hostile creature within 60 feet of the Bear King and that can hear the roar must succeed on a DC 17 Wisdom saving throw or be frightened until the end of its next turn."}],"reactions":[],"legendary_desc":"The Bear King can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. The Bear King regains spent legendary actions at the start of his turn.","legendary_actions":[{"name":"Move","desc":"The Bear King moves up to his speed without provoking opportunity attacks."},{"name":"Honey Toss","desc":"The Bear King throws a jar of magical honey at a creature he can see within 120 feet of him. The target must succeed on a DC 17 Dexterity saving throw or be restrained by sticky honey until the end of its next turn."},{"name":"Frightful Roar (Costs 2 Actions)","desc":"The Bear King lets out a blood-curdling roar. Each hostile creature within 60 feet of the Bear King and that can hear the roar must succeed on a DC 17 Wisdom saving throw or be frightened until the end of its next turn."}],"special_abilities":[{"name":"Honeyed Weapons","desc":"Radiant, magical honey drips from the Bear King's paws and coats his weapons, making his weapon attacks magical. When the Bear King hits with any weapon, the weapon deals an extra 3d8 radiant damage (included in the attack)."},{"name":"Keen Smell","desc":"The Bear King has advantage on Wisdom (Perception) checks that rely on smell."},{"name":"Legendary Resistance (3/Day)","desc":"If the Bear King fails a saving throw, he can choose to succeed instead."},{"name":"Regeneration (Bear or Hybrid Form only)","desc":"The Bear King regains 10 hp at the start of his turn if he has at least 1 hp."}],"spell_list":[],"page_no":172,"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_bear-king/"},{"slug":"buraq-tob1-2023","desc":"False","name":"Buraq","size":"Medium","type":"Celestial","subtype":"","group":"null","alignment":"Lawful Good","armor_class":17,"armor_desc":"natural armor","hit_points":152,"hit_dice":"16d8 + 80","speed":{"walk":90,"fly":60},"strength":15,"dexterity":18,"constitution":20,"intelligence":18,"wisdom":18,"charisma":20,"strength_save":null,"dexterity_save":null,"constitution_save":9,"intelligence_save":null,"wisdom_save":8,"charisma_save":9,"perception":14,"skills":{"History":8,"Religion":8},"damage_vulnerabilities":"False","damage_resistances":"radiant; bludgeoning, piercing, and slashing from nonmagical attacks","damage_immunities":"False","condition_immunities":"charmed, exhaustion, frightened","senses":"truesight 120 ft., passive Perception 14","languages":"Celestial, Common, Primordial, telepathy 120 ft.","challenge_rating":"11","cr":11.0,"actions":[{"name":"Hooves","desc":"Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) bludgeoning damage plus 18 (4d8) radiant damage."},{"name":"Teleport (1/Day)","desc":"The buraq magically teleports itself and its rider, along with any equipment it is wearing or carrying, to a location the buraq is familiar with, up to 1 mile away."},{"name":"Spellcasting","desc":"The buraq casts one of the following spells, requiring no components and using Charisma as the spellcasting ability (spell save DC 17):\nAt will: comprehend languages, detect evil and good, holy aura, pass without trace\n3/day each: haste, longstrider\n1/day each: plane shift, wind walk\nTeleport (1/Day)The buraq magically teleports itself and its rider, along with any equipment it is wearing or carrying, to a location the buraq is familiar with, up to 1 mile away."}],"bonus_actions":[],"reactions":[],"legendary_desc":null,"legendary_actions":[],"special_abilities":[{"name":"Angelic Weapons","desc":"The buraq's attacks are magical. When the buraq hits with any weapon, the weapon deals an extra 4d8 radiant damage (included in the attack)."},{"name":"Magic Resistance","desc":"The buraq has advantage on saving throws against spells and other magical effects."},{"name":"Night Journey","desc":"When outdoors at night, the distance of the buraq's vision is not limited by nonmagical darkness. Once per month, the buraq can declare it is on a night journey, and for the next 24 hours, it can Teleport as a bonus action. When on a night journey, the buraq can teleport as often as it wants, and its destination must always be in an area of nonmagical darkness within its line of sight. At any point during the night journey, the buraq can use a bonus action to return itself and its rider to the location where it began the night journey."},{"name":"Powerful Steed","desc":"The buraq is considered to be a Large animal for the purpose of determining its carrying capacity and its ability to carry a rider."}],"spell_list":[],"page_no":46,"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_buraq/"},{"slug":"cambium-tob1-2023","desc":"False","name":"Cambium","size":"Large","type":"Fiend","subtype":"","group":"null","alignment":"Neutral Evil","armor_class":19,"armor_desc":"natural armor","hit_points":264,"hit_dice":"23d10 + 138","speed":{"walk":30,"fly":40},"strength":21,"dexterity":16,"constitution":23,"intelligence":17,"wisdom":16,"charisma":18,"strength_save":null,"dexterity_save":8,"constitution_save":11,"intelligence_save":8,"wisdom_save":8,"charisma_save":9,"perception":18,"skills":{"Arcana":8,"Deception":9,"Insight":8,"Medicine":8,"Perception":8,"Stealth":8},"damage_vulnerabilities":"False","damage_resistances":"False","damage_immunities":"poison","condition_immunities":"exhaustion, poisoned, prone","senses":"darkvision 60 ft., passive Perception 18","languages":"Common, Draconic, Infernal","challenge_rating":"14","cr":14.0,"actions":[{"name":"Needle Fingers","desc":"Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 21 (3d10 + 5) piercing damage."},{"name":"Poison Ray","desc":"Ranged Spell Attack: +9 to hit, range 60 ft., one target. Hit: 22 (4d8 + 4) poison damage, and the target must succeed on a DC 17 Constitution saving throw or become poisoned until the end of its next turn."},{"name":"Spellcasting","desc":"The cambium casts one of the following spells, requiring no material components and using Charisma as the spellcasting ability (spell save DC 17):\nAt will: alter self, detect thoughts, spare the dying\n3/day each: hold person, protection from poison, heal\n1/day: plane shift (self only)"}],"bonus_actions":[{"name":"Damage Ability","desc":"The cambium twists the bodily humors of a creature within 30 feet of it that isn't a Construct or Undead and that it hit with Needle Fingers in the past minute. The target must succeed on a DC 17 Constitution saving throw or its Strength, Dexterity, or Constitution score (the cambium's choice) is reduced by 1d4. The target falls unconscious if this reduces an ability score to 0. This reduction lasts until the target finishes a long rest."},{"name":"Imbalance Humors","desc":"If the cambium has hit a creature that isn't a Construct or Undead with Needle Fingers in the past minute, it can cause a surge in one of the target's bodily humors, causing an imbalance. The target must succeed on a DC 17 Constitution saving throw or suffer one of the following effects of the cambium's choice. Unless noted otherwise, the target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success."},{"name":"Sanguine Flux","desc":"The target can't regain hp—naturally or magically—until after it finishes a long rest."},{"name":"Choleric Flux","desc":"The target becomes confused for 1 minute. This effect works as if the target failed a saving throw against the confusion spell, except the cambium doesn't have to maintain concentration."},{"name":"Melancholic Flux","desc":"The target is incapacitated and its speed is halved for 1 minute."},{"name":"Phlegmatic Flux","desc":"The target is poisoned for 1 minute.\n\n\nCarrion Beetle\n\nThe beetles wore golden bridles and carried huge leather sacks of stone and guano. They marched without stopping; dozens, even hundreds, bringing fresh earth to the white-fungus trees of the great forests. Their claws skittered with a sound like horseshoes slipping on stone, but their multiple legs ensured they never fell. The air around them singed the nostrils with the taint of acid."}],"reactions":[],"legendary_desc":null,"legendary_actions":[],"special_abilities":[],"spell_list":[],"page_no":49,"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_cambium/"},{"slug":"emeraldordercultleader-tob1-2023","desc":"False","name":"Emerald Order Cult Leader","size":"Medium","type":"Humanoid","subtype":"","group":"null","alignment":"Lawful Neutral or Lawful Evil","armor_class":15,"armor_desc":"Divine Blessing","hit_points":156,"hit_dice":"24d8 + 48","speed":{"walk":30},"strength":14,"dexterity":10,"constitution":14,"intelligence":15,"wisdom":20,"charisma":15,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":5,"wisdom_save":8,"charisma_save":5,"perception":15,"skills":{"Arcana":5,"Deception":5,"History":5,"Religion":5},"damage_vulnerabilities":"False","damage_resistances":"False","damage_immunities":"False","condition_immunities":"False","senses":"darkvision 60 ft., passive Perception 15","languages":"any three languages","challenge_rating":"8","cr":8.0,"actions":[{"name":"Mace","desc":"Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) bludgeoning damage plus 13 (3d8) radiant damage."},{"name":"Radiant Bolt","desc":"Ranged Spell Attack: +8 to hit, range 60 ft., one target. Hit: 18 (3d8 + 5) radiant damage."},{"name":"Spellcasting","desc":"The Emerald Order cult leader casts one of the following spells, requiring no material components and using Wisdom as the spellcasting ability (spell save DC 16):\nAt will: command, light, thaumaturgy\n3/day each: detect thoughts, dimension door, silence, slow\n1/day each: divination, freedom of movement"}],"bonus_actions":[],"reactions":[{"name":"Esoteric Vengeance","desc":"When a creature the cult leader can see within 30 feet of it hits it with an attack, the cult leader intonates a mind-bending arcane secret, and the attacker takes 7 (2d6) psychic damage."}],"legendary_desc":null,"legendary_actions":[],"special_abilities":[{"name":"Blessed Weapons","desc":"The cult leader's weapons are blessed by its deity, and its weapon attacks are magical. When the cult leader hits with any weapon, the weapon deals an extra 3d8 radiant damage (included in the attack)."},{"name":"Divine Blessing","desc":"While the cult leader is conscious and wearing no armor and wielding no shield, it adds its Wisdom modifier to its Armor Class (included above). In addition, it has advantage on saving throws against being charmed or frightened."},{"name":"Prophetic Tactics","desc":"The cult leader has advantage on initiative rolls. In addition, at the start of each of the cult leader's turns, one friendly creature within 30 feet of the cult leader has advantage on the first attack roll it makes before the start of the cult leader's next turn."}],"spell_list":[],"page_no":410,"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_emerald-order-cult-leader/"},{"slug":"liosalfar-tob1-2023","desc":"False","name":"Liosalfar","size":"Large","type":"Elemental","subtype":"","group":"null","alignment":"Neutral","armor_class":17,"armor_desc":"","hit_points":132,"hit_dice":"24d10","speed":{"walk":60},"strength":10,"dexterity":25,"constitution":10,"intelligence":18,"wisdom":18,"charisma":12,"strength_save":null,"dexterity_save":null,"constitution_save":4,"intelligence_save":8,"wisdom_save":8,"charisma_save":5,"perception":18,"skills":{"Arcana":8,"Insight":8,"Perception":8},"damage_vulnerabilities":"False","damage_resistances":"bludgeoning, piercing, and slashing from nonmagical attacks","damage_immunities":"poison, psychic, radiant","condition_immunities":"blinded, charmed, exhaustion, grappled, paralyzed, petrified, poisoned, prone, restrained, unconscious","senses":"truesight 120 ft., passive Perception 18","languages":"Common, Celestial, Elvish, Giant","challenge_rating":"10","cr":10.0,"actions":[{"name":"Multiattack","desc":"The liosalfar makes two Radiant Touch or Ray of Light attacks. If both Radiant Touch attacks hit one creature, the target must succeed on a DC 16 Constitution saving throw or be stunned until the end of its next turn."},{"name":"Radiant Touch","desc":"Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 29 (4d10 + 7) radiant damage."},{"name":"Ray of Light","desc":"Ranged Spell Attack: +8 to hit, range 60 ft., one target. Hit: 31 (6d8 + 4) radiant damage, and the target must succeed on a DC 16 Constitution saving throw or be blinded until the end of its next turn."},{"name":"Mesmerizing Radiance","desc":"The liosalfar causes the light radiating from its body to shift color and pattern in a spellbinding display. Each creature within 60 feet of the liosalfar and that can see it must succeed on a DC 16 Wisdom saving throw or be charmed until the display ends. The liosalfar must take a bonus action on its subsequent turns to continue the display. It can stop the display at any time, and the display ends if the liosalfar is incapacitated. While charmed by the liosalfar's display, a creature is also incapacitated, and its speed is reduced to 0, as it is transfixed by the display. The effect ends for a charmed creature if it takes any damage or if someone uses an action to shake the creature out of its stupor."}],"bonus_actions":[],"reactions":[],"legendary_desc":null,"legendary_actions":[],"special_abilities":[{"name":"Darkness Hypersensitivity","desc":"The liosalfar takes 15 necrotic damage when it starts its turn in magical darkness. While in magical darkness, it has disadvantage on attack rolls and ability checks."},{"name":"Elemental Nature","desc":"The liosalfar doesn't require air, food, drink, or sleep."},{"name":"Inscrutable","desc":"The liosalfar is immune to any effect that would sense its emotions or read its thoughts, as well as any divination spell that it refuses. Wisdom (Insight) checks made to ascertain the liosalfar's intentions or sincerity have disadvantage."},{"name":"Light Form","desc":"The liosalfar can enter a hostile creature's space and stop there. It can move through a space as narrow as 1 inch wide without squeezing. In addition, it sheds bright light in a 10- to 30-foot radius and dim light for an additional number of feet equal to the chosen radius. The liosalfar can alter the radius as a bonus action."}],"spell_list":[],"page_no":256,"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_liosalfar/"},{"slug":"maskwight-tob1-2023","desc":"False","name":"Mask Wight","size":"Medium","type":"Undead","subtype":"","group":"null","alignment":"Neutral Evil","armor_class":19,"armor_desc":"natural armor","hit_points":207,"hit_dice":"18d8 + 126","speed":{"walk":40},"strength":22,"dexterity":18,"constitution":24,"intelligence":15,"wisdom":16,"charisma":18,"strength_save":11,"dexterity_save":9,"constitution_save":12,"intelligence_save":7,"wisdom_save":8,"charisma_save":9,"perception":13,"skills":{},"damage_vulnerabilities":"radiant","damage_resistances":"acid, fire, lightning, cold; bludgeoning, piercing, and slashing from nonmagical attacks","damage_immunities":"necrotic, poison","condition_immunities":"charmed, frightened, paralyzed, petrified, poisoned, stunned, unconscious","senses":"darkvision 60 ft., truesight 30 ft., passive Perception 13","languages":"Abyssal, Common, Infernal","challenge_rating":"13","cr":13.0,"actions":[{"name":"Multiattack","desc":"The mask wight makes two Khopesh of Oblivion attacks and one Spiked Gauntlet attack. If both Khopesh of Oblivion attacks hit one creature, the target must succeed on a DC 17 Wisdom saving throw or forget cherished memories of one object or location until it interacts with that object or location again. The object or location can't be an object on the target or a location within its sight when it fails this saving throw."},{"name":"Khopesh of Oblivion","desc":"Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 15 (2d8 + 6) slashing damage plus 13 (3d8) necrotic damage."},{"name":"Spiked Gauntlet","desc":"Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 13 (2d6 + 6) bludgeoning damage plus 13 (3d8) necrotic damage. If the target is a Large or smaller creature, it must succeed on a DC 17 Strength saving throw or be knocked prone."},{"name":"Wail of the Forgotten (Recharge 6)","desc":"The mask wight emits an ear-piercing wail. Each creature within 30 feet of the mask wight must make a DC 17 Charisma saving throw. On a failure, a creature takes 35 (10d6) thunder damage and 27 (6d8) psychic damage and is deafened for 1 hour. On a success, a creature takes half the damage and isn't deafened. A creature killed by this wail is erased from the memories of every creature in the planes that ever saw or interacted with it, all written or pictorial references to the target fade away, and its body is obliterated. Only divine beings and creatures that saw the creature die are unaffected by this memory erasure. The slain creature can be restored to life only by means of a true resurrection or a wish spell."}],"bonus_actions":[],"reactions":[],"legendary_desc":null,"legendary_actions":[],"special_abilities":[{"name":"Necrotic Weapons","desc":"The mask wight's weapon attacks are magical. When the mask wight hits with any weapon, the weapon deals an extra 3d8 necrotic damage (included in the attack)."},{"name":"Single-Minded Purpose","desc":"The mask wight has advantage on attack rolls against fiends and creatures wielding fiendish power, such as tieflings or some sorcerers and warlocks."},{"name":"Undead Nature","desc":"The mask wight doesn't require air, food, drink, or sleep."}],"spell_list":[],"page_no":264,"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_mask-wight/"},{"slug":"naina-tob1-2023","desc":"False","name":"Naina","size":"Large","type":"Dragon","subtype":"","group":"null","alignment":"Lawful Evil","armor_class":17,"armor_desc":"natural armor","hit_points":231,"hit_dice":"22d10 + 110","speed":{"walk":120,"fly":40},"strength":20,"dexterity":16,"constitution":21,"intelligence":15,"wisdom":18,"charisma":18,"strength_save":null,"dexterity_save":7,"constitution_save":9,"intelligence_save":null,"wisdom_save":8,"charisma_save":8,"perception":18,"skills":{"Deception":8,"Insight":8,"Perception":8,"Persuasion":8},"damage_vulnerabilities":"False","damage_resistances":"bludgeoning, piercing, and slashing from nonmagical attacks","damage_immunities":"poison","condition_immunities":"paralyzed, poisoned, unconscious","senses":"darkvision 60 ft., passive Perception 18","languages":"Common, Draconic, Sylvan","challenge_rating":"11","cr":11.0,"actions":[{"name":"Multiattack","desc":"The naina makes one Bite attack and two Claw attacks, or she makes three Slam attacks."},{"name":"Bite (True Form Only)","desc":"Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 24 (3d12 + 5) piercing damage."},{"name":"Claw (True Form Only)","desc":"Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 24 (3d12 + 5) slashing damage."},{"name":"Slam (Humanoid Form Only)","desc":"Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 23 (4d8 + 5) bludgeoning damage."},{"name":"Breath Weapons (Recharge 5-6, True Form Only)","desc":"The naina uses one of the following breath weapons:"},{"name":"Poison Breath","desc":"The naina exhales poison breath in a 60-foot cone. Each creature in the area must make a DC 17 Constitution saving throw. On a failure, a creature takes 40 (9d8) poison damage and is poisoned for 1 minute. On a success, a creature takes half the damage and isn't poisoned. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success."},{"name":"Paralysis Breath","desc":"The naina exhales paralyzing breath in a 30-foot cone. Each creature in that area must succeed on a DC 17 Constitution saving throw or be paralyzed for 1 minute. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success."},{"name":"Sleep Breath","desc":"The naina exhales sleep gas around it. Each creature within 20 feet of the naina must succeed on a DC 17 Constitution saving throw or fall unconscious for 10 minutes. This effect ends for a creature if the creature takes damage or another creature uses an action to wake it."},{"name":"Spellcasting","desc":"The naina casts one of the following spells, requiring no material components and using Charisma as the spellcasting ability (spell save DC 16):\nAt will: charm person, dancing lights, silent image\n3/day each: dispel magic, hypnotic pattern, invisibility\n1/day each: dimension door, dominate person"}],"bonus_actions":[{"name":"Change Shape","desc":"The naina transforms into a Medium Humanoid or back into her true form, which is a Dragon. Her statistics, other than her size, are the same in each form. Any equipment she is wearing or carrying isn't transformed. It reverts to its true from if she dies."}],"reactions":[],"legendary_desc":null,"legendary_actions":[],"special_abilities":[{"name":"Sense Magic","desc":"The naina senses magic within 120 feet of her at will. This trait otherwise works like the detect magic spell but isn't itself magical."}],"spell_list":[],"page_no":282,"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_naina/"},{"slug":"planewatcher-tob1-2023","desc":"False","name":"Planewatcher","size":"Medium","type":"Celestial","subtype":"","group":"null","alignment":"Lawful Neutral","armor_class":18,"armor_desc":"plate","hit_points":136,"hit_dice":"16d8 + 64","speed":{"walk":90,"fly":30},"strength":18,"dexterity":18,"constitution":18,"intelligence":17,"wisdom":18,"charisma":20,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":8,"charisma_save":9,"perception":18,"skills":{"Athletics":8,"Insight":8,"Perception":8,"Survival":8},"damage_vulnerabilities":"False","damage_resistances":"radiant; bludgeoning, piercing, and slashing from nonmagical attacks","damage_immunities":"poison","condition_immunities":"charmed, frightened, poisoned","senses":"truesight 120 ft., passive Perception 18","languages":"all, telepathy 120 ft.","challenge_rating":"10","cr":10.0,"actions":[{"name":"Multiattack","desc":"The planewatcher makes one Radiant Lasso attack and two Enervating Blast attacks, or it makes three Enervating Blast attacks. It can replace two attacks with a use of Planar Ultimatum."},{"name":"Radiant Lasso","desc":"Melee Weapon Attack: +8 to hit, reach 30 ft., one target. Hit: 22 (4d6 + 4) radiant damage, and the target is grappled (escape DC 16) if the planewatcher isn't already grappling a creature. Until this grapple ends, the target is restrained, can't tell a lie, and can't teleport or be transported to another plane of existence unless the planewatcher wills it."},{"name":"Enervating Blast","desc":"Melee or Ranged Spell Attack: +9 to hit, range 60 ft., one target. Hit: 23 (4d8 + 5) force damage, and the target has disadvantage on Strength and Dexterity checks until the end of its next turn."},{"name":"Planar Ultimatum","desc":"The planewatcher demands one creature grappled by it to return to the creature's home plane within 24 hours. If the creature doesn't swear to do so, it must make a DC 17 Constitution saving throw, taking 45 (10d8) radiant damage on a failed save, or half as much damage on a successful one If the creature swears to return, it becomes affected by the geas spell for 30 days, which compels the creature to return to its home plane as soon as possible."}],"bonus_actions":[{"name":"Reel","desc":"The planewatcher pulls a creature grappled by it up to 25 feet straight toward it."}],"reactions":[],"legendary_desc":null,"legendary_actions":[],"special_abilities":[{"name":"Magic Resistance","desc":"The planewatcher has advantage on saving throws against spells and other magical effects."},{"name":"Planar Sense","desc":"The planewatcher can pinpoint the location of creatures not native to the plane the planewatcher currently occupies and planar portals within 60 feet of it, and the planewatcher can sense the general direction of such creatures and portals within 1 mile of it."},{"name":"Plane Bound","desc":"The planewatcher is immune to any spell or effect that would force it to leave its current plane, unless it wants to leave."},{"name":"Word-Bound","desc":"The planewatcher always knows the direction and distance to any creature that dispels, breaks, or otherwise avoids the geas of the promise it made via Planar Ultimatum, provided the planewatcher and the creature are on the same plane of existence. While grappling such a creature, it can cast the banishment spell as a bonus action (spell save DC 17) on that creature."}],"spell_list":[],"page_no":293,"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_planewatcher/"},{"slug":"sonoffenris-tob1-2023","desc":"False","name":"Son of Fenris","size":"Huge","type":"Monstrosity","subtype":"","group":"null","alignment":"Chaotic Evil","armor_class":17,"armor_desc":"natural armor","hit_points":175,"hit_dice":"14d12 + 84","speed":{"walk":30,"burrow":60},"strength":26,"dexterity":16,"constitution":23,"intelligence":16,"wisdom":18,"charisma":14,"strength_save":null,"dexterity_save":7,"constitution_save":10,"intelligence_save":null,"wisdom_save":8,"charisma_save":null,"perception":14,"skills":{"Arcana":7,"Intimidation":6,"Religion":11},"damage_vulnerabilities":"False","damage_resistances":"necrotic, radiant; bludgeoning, piercing, and slashing from nonmagical attacks","damage_immunities":"cold, poison","condition_immunities":"charmed, exhaustion, frightened, paralyzed, petrified, poisoned","senses":"truesight 60 ft., tremorsense 120 ft., passive Perception 14","languages":"Common, Celestial, Giant, telepathy 60 ft.","challenge_rating":"12","cr":12.0,"actions":[{"name":"Multiattack","desc":"The son of Fenris makes one Bite attack and two Slam attacks, or it makes four Divine Bolt attacks."},{"name":"Bite","desc":"Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 19 (2d10 + 8) piercing damage plus 10 (3d6) necrotic damage or radiant damage (the son's choice). If the target is a Large or smaller creature, it must succeed on a DC 18 Dexterity saving throw or be swallowed by the son of Fenris. A swallowed creature is blinded and restrained, it has total cover against attacks and other effects outside the son, and it takes 21 (6d6) acid damage at the start of each of the son's turns. The son can have only one creature swallowed at a time."},{"name":"Slam","desc":"Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 13 (1d10 + 8) bludgeoning damage plus 10 (3d6) necrotic damage or radiant damage (the son's choice)."},{"name":"Divine Bolt","desc":"Ranged Spell Attack: +8 to hit, range 60 ft., one target. Hit: 18 (4d6 + 4) necrotic damage or radiant damage (the son's choice)."},{"name":"Snake Breath (Recharge 5-6)","desc":"The two snake tongues of the son of Fenris each exhale poison in a 30-foot line that is 5 feet wide, resulting in two lines. Each creature in a line must make a DC 18 Dexterity saving throw, taking 45 (10d8) poison damage on a failed save, or half as much damage on a successful one. If the lines overlap, each creature in the overlapping lines must make one saving throw with disadvantage against only one of the lines rather than one saving throw for each line."}],"bonus_actions":[],"reactions":[],"legendary_desc":null,"legendary_actions":[],"special_abilities":[{"name":"Keen Hearing and Smell","desc":"The son of Fenris has advantage on Wisdom (Perception) checks that rely on hearing or smell."},{"name":"Divine Weapons","desc":"The son of Fenris's weapon attacks are magical. When the son hits with any weapon, the weapon deals an extra 3d6 necrotic damage or radiant damage (included in the attack), the son's choice."}],"spell_list":[],"page_no":335,"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_son-of-fenris/"},{"slug":"urochar-tob1-2023","desc":"False","name":"Urochar","size":"Huge","type":"Aberration","subtype":"","group":"null","alignment":"Chaotic Evil","armor_class":19,"armor_desc":"natural armor","hit_points":256,"hit_dice":"19d12 + 133","speed":{"walk":40},"strength":24,"dexterity":15,"constitution":24,"intelligence":14,"wisdom":14,"charisma":20,"strength_save":null,"dexterity_save":8,"constitution_save":13,"intelligence_save":null,"wisdom_save":8,"charisma_save":11,"perception":18,"skills":{"Perception":8,"Stealth":8},"damage_vulnerabilities":"False","damage_resistances":"cold, lightning; bludgeoning, piercing, and slashing from nonmagical attacks not made with silvered weapons","damage_immunities":"thunder","condition_immunities":"frightened","senses":"truesight 120 ft., passive Perception 18","languages":"understands Darakhul and Void Speech but can’t speak","challenge_rating":"17","cr":17.0,"actions":[{"name":"Multiattack","desc":"The urochar can use its Paralyzing Gaze. It then makes four Tentacle attacks."},{"name":"Tentacle","desc":"Melee Weapon Attack: +13 to hit, reach 20 ft., one target. Hit: 25 (4d8 + 7) bludgeoning damage, and the target is grappled (escape DC 19) if it is a Large or smaller creature. Until this grapple ends, the target is restrained. The urochar has four tentacles, each can grapple only one target."},{"name":"Paralyzing Gaze","desc":"The urochar turns its eerie gaze upon one creature it can see within 60 feet of it. The target must succeed on a DC 19 Wisdom saving throw or be paralyzed for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a target's saving throw is successful or the effect ends for it, the target is immune to the urochar's Paralyzing Gaze for the next 24 hours."},{"name":"Strangling Grasp","desc":"Each creature grappled by the urochar must make a DC 19 Strength saving throw. On a failure, a creature takes 36 (8d8) bludgeoning damage and can't breathe until the grapple ends. On a success, a creature takes half the damage and can still breathe."}],"bonus_actions":[{"name":"Hidden Step","desc":"The urochar magically teleports, along with any equipment it is wearing or carrying, up to 30 feet to an unoccupied space it can see and takes the Hide action. Grappled creatures are no longer grappled and don't teleport with it."}],"reactions":[],"legendary_desc":null,"legendary_actions":[],"special_abilities":[{"name":"Mind-Rending Death","desc":"When the urochar dies, it releases all the fear it consumed in its lifetime in a single, mind-rending wave. Each creature within 30 feet of it must succeed on a DC 19 Charisma saving throw or be frightened for 1 minute. A frightened creature takes 14 (4d6) psychic damage at the start of each of its turns. A frightened creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success."},{"name":"Rubbery Body","desc":"The urochar's body is rubbery with few bones, allowing it to easily move through any opening large enough for a Medium creature. It can squeeze through any opening large enough for a Small creature. The urochar's destination must still have suitable room to accommodate its volume."},{"name":"Spider Climb","desc":"The urochar can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check."}],"spell_list":[],"page_no":374,"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_urochar/"},{"slug":"valkyrie-tob1-2023","desc":"False","name":"Valkyrie","size":"Medium","type":"Celestial","subtype":"","group":"null","alignment":"Neutral","armor_class":18,"armor_desc":"chain mail, shield","hit_points":150,"hit_dice":"20d8 + 60","speed":{"walk":60,"fly":30},"strength":18,"dexterity":18,"constitution":16,"intelligence":12,"wisdom":19,"charisma":18,"strength_save":null,"dexterity_save":null,"constitution_save":11,"intelligence_save":5,"wisdom_save":8,"charisma_save":12,"perception":18,"skills":{"Perception":8},"damage_vulnerabilities":"False","damage_resistances":"acid, cold, fire, lightning, thunder","damage_immunities":"poison; bludgeoning, piercing, and slashing from nonmagical attacks","condition_immunities":"frightened, poisoned","senses":"truesight 60 ft., passive Perception 18","languages":"all, telepathy 60 ft.","challenge_rating":"11","cr":11.0,"actions":[{"name":"Multiattack","desc":"The valkyrie can use its Gaze of Doom. It then makes two Longsword attacks and one Spear attack, or it makes three Radiant Bolt attacks."},{"name":"Longsword","desc":"Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) slashing damage, or 9 (1d10 + 4) slashing damage if used with two hands, plus 16 (3d10) radiant damage."},{"name":"Spear","desc":"Melee or Ranged Weapon Attack: +8 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 7 (1d6 + 4) piercing damage, or 8 (1d8 + 4) piercing damage if used with two hands to make a melee attack, plus 16 (3d10) radiant damage."},{"name":"Radiant Bolt","desc":"Ranged Spell Attack: +8 to hit, range 120 ft., one target. Hit: 26 (4d10 + 4) radiant damage."},{"name":"Gaze of Doom","desc":"The valkyrie's gaze foretells a doomed fate for one creature the valkyrie can see within 60 feet of it. The target must succeed on a DC 16 Wisdom saving throw or be frightened for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success."},{"name":"Healing Touch (4/Day)","desc":"The valkyrie touches another creature. The target magically regains 21 (6d6) hp and is freed from any curse, disease, poison, blindness, or deafness."}],"bonus_actions":[],"reactions":[{"name":"Ascension","desc":"When a friendly creature the valkyrie can see and within its Aura of Valor is reduced to 0 hp while engaged in melee combat, the valkyrie can reincarnate the creature as a gladiator. If the gladiator reduces at least three creatures to 0 hp within 1 minute of its reincarnation, it transforms into an einherjar. The valkyrie can provide ascension to up to two creatures each hour with this reaction."}],"legendary_desc":null,"legendary_actions":[],"special_abilities":[{"name":"Aura of Valor","desc":"Friendly creatures wielding weapons within 30 feet of the valkyrie have advantage on weapon attack rolls and ability checks. At the start of each of its turns, the valkyrie can choose to exclude any number of friendly creatures from this aura (no action required)."},{"name":"Immortal Nature","desc":"The valkyrie doesn't require food, drink, or sleep."},{"name":"Magic Resistance","desc":"The valkyrie has advantage on saving throws against spells and other magical effects."},{"name":"Radiant Weapons","desc":"The valkyrie's weapon attacks are magical. When it hits with any weapon, the weapon deals an extra 16 (3d10) radiant damage (included in the attack)."}],"spell_list":[],"page_no":379,"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_valkyrie/"},{"slug":"zmey-tob1-2023","desc":"False","name":"Zmey","size":"Huge","type":"Dragon","subtype":"","group":"null","alignment":"Chaotic Evil","armor_class":18,"armor_desc":"natural armor","hit_points":189,"hit_dice":"18d12 + 72","speed":{"walk":30,"fly":30},"strength":22,"dexterity":13,"constitution":19,"intelligence":16,"wisdom":16,"charisma":12,"strength_save":null,"dexterity_save":null,"constitution_save":9,"intelligence_save":null,"wisdom_save":8,"charisma_save":6,"perception":18,"skills":{"Perception":8},"damage_vulnerabilities":"False","damage_resistances":"cold, fire","damage_immunities":"False","condition_immunities":"paralyzed, unconscious","senses":"blindsight 60 ft., darkvision 90 ft., passive Perception 18","languages":"Common, Draconic, Elvish, Sylvan","challenge_rating":"15","cr":15.0,"actions":[{"name":"Multiattack","desc":"The zmey makes two Claw attacks and as many Bite attacks as it has heads."},{"name":"Bite","desc":"Melee Weapon Attack: +11 to hit, reach 10 ft., one target. Hit: 19 (2d12 + 6) piercing damage."},{"name":"Claw","desc":"Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 20 (4d6 + 6) slashing damage."},{"name":"Fire Breath (Recharge 5-6)","desc":"The zmey exhales fire in a 30-foot cone out of each of its heads. Each creature in a cone must make a DC 17 Dexterity saving throw, taking 49 (14d6) fire damage on a failed save, or half as much damage on a successful one. If the cones overlap, each creature in the overlapping cones must make one saving throw with disadvantage against only one of the cones rather than one saving throw for each cone. The zmey can choose for this breath to not harm plants or Plant creatures."}],"bonus_actions":[],"reactions":[],"legendary_desc":"The zmey 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 zmey regains spent legendary actions at the start of its turn.","legendary_actions":[{"name":"Move","desc":"The zmey moves up to its speed, or flies up to half its flying speed, without provoking opportunity attacks."},{"name":"Tail Whip","desc":"The zmey whips its tail around it. Each creature within 15 feet of the zmey must succeed on a DC 17 Dexterity saving throw or be knocked prone."},{"name":"Tripartite Roar (Costs 2 Actions)","desc":"The zmey's heads exhale a three-part roar, one a deafening shriek, one a frightful screech, and one a stunning bellow, in a 30-foot cone. Each creature in that area must succeed on a DC 17 Wisdom saving throw or suffer the effects of the roars until the end of its next turn. The effects depend upon the number of heads the zmey has remaining: deafened for only one head, deafened and frightened for two heads, or stunned for three heads."}],"special_abilities":[{"name":"Amphibious","desc":"The zmey can breathe air and water."},{"name":"Legendary Resistance (3/Day)","desc":"If the zmey fails a saving throw, it can choose to succeed instead."},{"name":"Regeneration","desc":"The zmey regains 15 hp at the start of its turn. If the zmey takes acid or fire damage, this trait doesn't function at the start of the zmey's next turn. The zmey dies if it starts its turn with 0 hp and doesn't regenerate."},{"name":"Three Heads","desc":"The zmey has three heads. While it has more than one head, the zmey has advantage on saving throws against being blinded, charmed, deafened, frightened, stunned, and knocked unconscious. Whenever the zmey takes 40 damage or more in a single turn, one of its heads is severed. If it has only one head remaining, dealing 40 damage or more to it doesn't sever the final head. It regrows any severed heads when it finishes a long rest."}],"spell_list":[],"page_no":403,"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_zmey/"},{"slug":"adult-gold-dragon","desc":"","name":"Adult Gold Dragon","size":"Huge","type":"Dragon","subtype":"","group":"Gold Dragon","alignment":"lawful good","armor_class":19,"armor_desc":"natural armor","hit_points":256,"hit_dice":"19d12+133","speed":{"walk":40,"fly":80,"swim":40},"strength":27,"dexterity":14,"constitution":25,"intelligence":16,"wisdom":15,"charisma":24,"strength_save":null,"dexterity_save":8,"constitution_save":13,"intelligence_save":null,"wisdom_save":8,"charisma_save":13,"perception":14,"skills":{"insight":8,"perception":14,"persuasion":13,"stealth":8},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"fire","condition_immunities":"","senses":"blindsight 60 ft., darkvision 120 ft., passive Perception 24","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.","attack_bonus":14,"damage_dice":"2d10","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 feet of the dragon and aware of it must succeed on a DC 21 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**Fire Breath.** The dragon exhales fire in a 60-foot cone. Each creature in that area must make a DC 21 Dexterity saving throw, taking 66 (12d10) fire damage on a failed save, or half as much damage on a successful one.\n**Weakening Breath.** The dragon exhales gas in a 60-foot cone. Each creature in that area must succeed on a DC 21 Strength saving throw or have disadvantage on Strength-based attack rolls, Strength checks, and Strength 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.","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 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":"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":299,"environments":["Astral Plane","Grassland","Water","Ruin","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-gold-dragon/"},{"slug":"ancient-brass-dragon","desc":"","name":"Ancient Brass Dragon","size":"Gargantuan","type":"Dragon","subtype":"","group":"Brass Dragon","alignment":"chaotic good","armor_class":20,"armor_desc":"natural armor","hit_points":297,"hit_dice":"17d20+119","speed":{"walk":40,"burrow":40,"fly":80},"strength":27,"dexterity":10,"constitution":25,"intelligence":16,"wisdom":15,"charisma":19,"strength_save":null,"dexterity_save":6,"constitution_save":13,"intelligence_save":null,"wisdom_save":8,"charisma_save":10,"perception":14,"skills":{"history":9,"perception":14,"persuasion":10,"stealth":6},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"fire","condition_immunities":"","senses":"blindsight 60 ft., darkvision 120 ft., passive Perception 24","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.","attack_bonus":14,"damage_dice":"2d10","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 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":"Breath Weapons (Recharge 5-6)","desc":"The dragon uses one of the following breath weapons:\n**Fire Breath.** The dragon exhales fire in an 90-foot line that is 10 feet wide. Each creature in that line must make a DC 21 Dexterity saving throw, taking 56 (16d6) fire damage on a failed save, or half as much damage on a successful one.\n**Sleep Breath.** The dragon exhales sleep gas in a 90-foot cone. Each creature in that area must succeed on a DC 21 Constitution saving throw or fall unconscious for 10 minutes. This effect ends for a creature if the creature takes damage or someone uses an action to wake it.","attack_bonus":0,"damage_dice":"16d6"},{"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 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":"Legendary Resistance (3/Day)","desc":"If the dragon fails a saving throw, it can choose to succeed instead."}],"spell_list":[],"page_no":290,"environments":["Desert"],"img_main":null,"document__slug":"wotc-srd","document__title":"5e Core Rules","document__license_url":"http://open5e.com/legal","document__url":"http://dnd.wizards.com/articles/features/systems-reference-document-srd","v2_converted_path":"/v2/creatures/srd_ancient-brass-dragon/"},{"slug":"guardian-naga","desc":"","name":"Guardian Naga","size":"Large","type":"Monstrosity","subtype":"","group":"Nagas","alignment":"lawful good","armor_class":18,"armor_desc":"natural armor","hit_points":127,"hit_dice":"15d10+45","speed":{"walk":40},"strength":19,"dexterity":18,"constitution":16,"intelligence":16,"wisdom":19,"charisma":18,"strength_save":null,"dexterity_save":8,"constitution_save":7,"intelligence_save":7,"wisdom_save":8,"charisma_save":8,"perception":null,"skills":{},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"poison","condition_immunities":"charmed, poisoned","senses":"darkvision 60 ft., passive Perception 14","languages":"Celestial, Common","challenge_rating":"10","cr":10.0,"actions":[{"name":"Bite","desc":"Melee Weapon Attack: +8 to hit, reach 10 ft., one creature. Hit: 8 (1d8 + 4) piercing damage, and the target must make a DC 15 Constitution saving throw, taking 45 (10d8) poison damage on a failed save, or half as much damage on a successful one.","attack_bonus":8,"damage_dice":"1d8","damage_bonus":4},{"name":"Spit Poison","desc":"Ranged Weapon Attack: +8 to hit, range 15/30 ft., one creature. Hit: The target must make a DC 15 Constitution saving throw, taking 45 (10d8) poison damage on a failed save, or half as much damage on a successful one.","attack_bonus":8,"damage_dice":"10d8"}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Rejuvenation","desc":"If it dies, the naga returns to life in 1d6 days and regains all its hit points. Only a wish spell can prevent this trait from functioning."},{"name":"Spellcasting","desc":"The naga is an 11th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 16, +8 to hit with spell attacks), and it needs only verbal components to cast its spells. It has the following cleric spells prepared:\n\n* Cantrips (at will): mending, sacred flame, thaumaturgy\n* 1st level (4 slots): command, cure wounds, shield of faith\n* 2nd level (3 slots): calm emotions, hold person\n* 3rd level (3 slots): bestow curse, clairvoyance\n* 4th level (3 slots): banishment, freedom of movement\n* 5th level (2 slots): flame strike, geas\n* 6th level (1 slot): true seeing"}],"spell_list":["https://api-beta.open5e.com/v2/spells/mending/?format=json","https://api-beta.open5e.com/v2/spells/sacred-flame/?format=json","https://api-beta.open5e.com/v2/spells/thaumaturgy/?format=json","https://api-beta.open5e.com/v2/spells/command/?format=json","https://api-beta.open5e.com/v2/spells/cure-wounds/?format=json","https://api-beta.open5e.com/v2/spells/shield-of-faith/?format=json","https://api-beta.open5e.com/v2/spells/calm-emotions/?format=json","https://api-beta.open5e.com/v2/spells/hold-person/?format=json","https://api-beta.open5e.com/v2/spells/bestow-curse/?format=json","https://api-beta.open5e.com/v2/spells/clairvoyance/?format=json","https://api-beta.open5e.com/v2/spells/banishment/?format=json","https://api-beta.open5e.com/v2/spells/freedom-of-movement/?format=json","https://api-beta.open5e.com/v2/spells/flame-strike/?format=json","https://api-beta.open5e.com/v2/spells/geas/?format=json","https://api-beta.open5e.com/v2/spells/true-seeing/?format=json"],"page_no":336,"environments":["Temple","Desert","Astral Plane","Mountains","Forest","Ruin","Jungle","Caverns"],"img_main":null,"document__slug":"wotc-srd","document__title":"5e Core Rules","document__license_url":"http://open5e.com/legal","document__url":"http://dnd.wizards.com/articles/features/systems-reference-document-srd","v2_converted_path":"/v2/creatures/srd_guardian-naga/"},{"slug":"marilith","desc":"","name":"Marilith","size":"Large","type":"Fiend","subtype":"demon","group":"Demons","alignment":"chaotic evil","armor_class":18,"armor_desc":"natural armor","hit_points":189,"hit_dice":"18d10+90","speed":{"walk":40},"strength":18,"dexterity":20,"constitution":20,"intelligence":18,"wisdom":16,"charisma":20,"strength_save":9,"dexterity_save":null,"constitution_save":10,"intelligence_save":null,"wisdom_save":8,"charisma_save":10,"perception":null,"skills":{},"damage_vulnerabilities":"","damage_resistances":"cold, fire, lightning; bludgeoning, piercing, and slashing from nonmagical attacks","damage_immunities":"poison","condition_immunities":"poisoned","senses":"truesight 120 ft., passive Perception 13","languages":"Abyssal, telepathy 120 ft.","challenge_rating":"16","cr":16.0,"actions":[{"name":"Multiattack","desc":"The marilith can make seven attacks: six with its longswords and one with its tail."},{"name":"Longsword","desc":"Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) slashing damage.","attack_bonus":9,"damage_dice":"2d8","damage_bonus":4},{"name":"Tail","desc":"Melee Weapon Attack: +9 to hit, reach 10 ft., one creature. Hit: 15 (2d10 + 4) bludgeoning damage. If the target is Medium or smaller, it is grappled (escape DC 19). Until this grapple ends, the target is restrained, the marilith can automatically hit the target with its tail, and the marilith can't make tail attacks against other targets.","attack_bonus":9,"damage_dice":"2d10","damage_bonus":4},{"name":"Teleport","desc":"The marilith magically teleports, along with any equipment it is wearing or carrying, up to 120 feet to an unoccupied space it can see."},{"name":"Variant: Summon Demon (1/Day)","desc":"The demon chooses what to summon and attempts a magical summoning.\nA marilith has a 50 percent chance of summoning 1d6 vrocks, 1d4 hezrous, 1d3 glabrezus, 1d2 nalfeshnees, or one marilith.\nA summoned demon appears in an unoccupied space within 60 feet of its summoner, acts as an ally of its summoner, and can't summon other demons. It remains for 1 minute, until it or its summoner dies, or until its summoner dismisses it as an action."}],"bonus_actions":null,"reactions":[{"name":"Parry","desc":"The marilith adds 5 to its AC against one melee attack that would hit it. To do so, the marilith must see the attacker and be wielding a melee weapon."}],"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Magic Resistance","desc":"The marilith has advantage on saving throws against spells and other magical effects."},{"name":"Magic Weapons","desc":"The marilith's weapon attacks are magical."},{"name":"Reactive","desc":"The marilith can take one reaction on every turn in combat."}],"spell_list":[],"page_no":272,"environments":["Abyss"],"img_main":null,"document__slug":"wotc-srd","document__title":"5e Core Rules","document__license_url":"http://open5e.com/legal","document__url":"http://dnd.wizards.com/articles/features/systems-reference-document-srd","v2_converted_path":"/v2/creatures/srd_marilith/"},{"slug":"baliri-demon","desc":"A muscular humanoid with gray-black skin and the oversized head of a donkey lumbers forward. The monster’s eyes and tongue loll from its head, and its arms end in crimson crab-like pincers that snap together with incredible strength._  \n**Tormented Killers.** A baliri demon is created when a humanoid suffers at the hands of family or peers and turns to one of the demon lords for succor and bloody retribution. The result is both catastrophic and deadly, and the victim of the abuse is often executed for their dark dealings. It is at this moment that the demon lord snatches up the victim’s soul and transforms it into a baliri demon, a savage and remorseless killer that seeks to spread misery in its wake.  \n**Braying Apostles.** A baliri demon is a devout servant of the demon lord that created it, stridently extolling the virtues of its demonic master even as it butchers and defiles anyone who stands in its way. The loud braying prayers and hymns of a baliri demon carry for miles across the blasted Abyssal landscape and fill the hearts of mortals and lesser demons alike with dread. Baliri demons are not picky when it comes to choosing their victims but have a preference for anyone who resembles an aggressor from their previous life.","name":"Baliri Demon","size":"Medium","type":"Fiend","subtype":"demon","group":null,"alignment":"chaotic evil","armor_class":17,"armor_desc":"natural armor","hit_points":190,"hit_dice":"20d8+100","speed":{"walk":30},"strength":22,"dexterity":16,"constitution":20,"intelligence":13,"wisdom":17,"charisma":14,"strength_save":11,"dexterity_save":8,"constitution_save":10,"intelligence_save":null,"wisdom_save":8,"charisma_save":null,"perception":8,"skills":{"perception":8,"persuasion":7,"religion":6,"stealth":8},"damage_vulnerabilities":"","damage_resistances":"cold, fire, lightning; bludgeoning, piercing, and slashing from nonmagical attacks","damage_immunities":"poison","condition_immunities":"poisoned","senses":"darkvision 90 ft., passive Perception 17","languages":"Abyssal, Common, telepathy 120 ft.","challenge_rating":"14","cr":14.0,"actions":[{"name":"Multiattack","desc":"The baliri demon makes three attacks: one with its bite and two with its pincers."},{"name":"Bite","desc":"Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 17 (2d10 + 6) piercing damage plus 10 (3d6) necrotic damage.","attack_bonus":11,"damage_dice":"2d10+6"},{"name":"Pincers","desc":"Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 15 (2d8 + 6) slashing damage. If the baliri demon scores a critical hit against a creature, roll a d6. On a 1-3, it severs the target's arm, and on a 4-6 it severs the target's leg. A creature missing an arm can't wield weapons that require two hands, and if a creature is missing a leg, its speed is halved. Creatures without limbs are unaffected.","attack_bonus":11,"damage_dice":"2d8+6"},{"name":"Blood Bray (Recharge 6)","desc":"The baliri demon unleashes an otherworldly braying that causes the internal organs of nearby creatures to twist and rupture. Each creature within 20 feet of the baliri that can hear it must make a DC 18 Constitution saving throw. On a failure, the creature takes 36 (8d8) necrotic damage and is stunned until the end of its next turn as it doubles over in agony. On a success, the creature takes half the damage and isn't stunned. The bray doesn't affect creatures without internal organs, such as constructs, elementals, and oozes."}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Magic Resistance","desc":"The baliri has advantage on saving throws against spells and other magical effects."},{"name":"Praising Brays","desc":"As a bonus action, the baliri brays praise to the demon lord that saved it from its previous life, channeling the demon lord's might. The baliri chooses up to three demons within 30 feet of it. Each target has advantage on the first ability check or attack roll it makes before the start of the baliri's next turn. In addition, the targets are unaffected by the baliri's Blood Bray."}],"spell_list":[],"page_no":140,"environments":[],"img_main":null,"document__slug":"tob2","document__title":"Tome of Beasts 2","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/tome-of-beasts-2-for-5th-edition/","v2_converted_path":"/v2/creatures/tob2_baliri-demon/"},{"slug":"bone-colossus","desc":"Necromancers, both living and dead, sometimes come together to make massive undead creatures known collectively as “necrotech”. In nations ruled by undead, these massive creations often act as siege weapons or powerful modes of transportation._  \n**Bone Colossuses.** In a tome of deranged ramblings, the writer theorized how “posthumes”— the tiny skeletal creatures used to make up the bone collectives—might be gathered in even greater numbers to form bigger, stronger creatures. Thus was born the Open Game License","name":"Bone Colossus","size":"Gargantuan","type":"Undead","subtype":"","group":null,"alignment":"chaotic evil","armor_class":16,"armor_desc":"natural armor","hit_points":181,"hit_dice":"11d20+66","speed":{"walk":30},"strength":24,"dexterity":11,"constitution":22,"intelligence":14,"wisdom":16,"charisma":16,"strength_save":null,"dexterity_save":null,"constitution_save":11,"intelligence_save":null,"wisdom_save":8,"charisma_save":null,"perception":8,"skills":{"intimidation":13,"perception":8},"damage_vulnerabilities":"","damage_resistances":"bludgeoning, piercing, and slashing from nonmagical attacks","damage_immunities":"necrotic, poison","condition_immunities":"charmed, exhaustion, frightened, paralyzed, poisoned","senses":"darkvision 120 ft., passive Perception 18","languages":"Common, Darakhul","challenge_rating":"13","cr":13.0,"actions":[{"name":"Multiattack","desc":"The bone colossus makes two attacks."},{"name":"Thunderous Slam (Colossus Form Only)","desc":"Melee Weapon Attack: +12 to hit, reach 15 ft., one target. Hit: 29 (4d10 + 7) bludgeoning damage plus 10 (3d6) thunder damage, and the target must succeed on a DC 18 Strength saving throw or be knocked prone.","attack_bonus":12,"damage_dice":"4d10+7"},{"name":"Razor Teeth (Swarm Form Only)","desc":"Melee Weapon Attack: +12 to hit, reach 0 ft., one target in the swarm's space. Hit: 21 (6d6) piercing damage, or 10 (3d6) piercing damage if the swarm has half its hp or fewer.","attack_bonus":12,"damage_dice":"6d6"}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Collective Mind","desc":"The bone colossus' individual posthumes are connected via a hive mind. It can telepathically communicate with any of its individual posthumes within 50 miles of it, and it can't be surprised. If the bone colossus is reduced to half its hp or fewer, its Intelligence score is reduced to 1."},{"name":"Siege Monster","desc":"The bone colossus deals double damage to objects and structures."},{"name":"Swarm Form","desc":"A bone colossus can use its action to split into four individual swarms of tiny bone posthumes. Each swarm has an hp total equal to the bone colossus' hp divided by 4 (rounded down), and all are affected by any conditions, spells, and other magical effects that affected the bone colossus. The swarms act on the same initiative count as the bone colossus did and occupy any unoccupied space that previously contained the bone colossus. A bone swarm can occupy another creature's space and vice versa, and the swarm can move through a space as narrow as 1 foot wide without squeezing. A swarm can't regain hp or gain temporary hp.\n\nAs an action, the swarms can reform into a single bone colossus as long as all surviving swarms are within 5 feet of each other. The reformed bone colossus' hp total is equal to the combined remaining hp of the swarms, and the bone colossus is affected by any conditions, spells, and other magical effects currently affecting any of the swarms. It occupies any unoccupied space that previously contained at least one of the swarms that formed it."},{"name":"Turn Resistance","desc":"The bone colossus has advantage on saving throws against any effect that turns undead."}],"spell_list":[],"page_no":267,"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_bone-colossus/"},{"slug":"butatsch","desc":"This horrific creature resembles an enormous, deflated cow’s stomach, studded with thousands of glaring eyes awash with flame._  \n**The Horror in the Lake.** In certain deep, still lakes located in secluded valleys and mountain glens there lives the butatsch, a terrible monster from the subterranean reaches of the earth. It occasionally rises from the deep underwater caves in which it lives to slaughter and devour any creature that comes within its reach. The butatsch’s amorphous body is easily as big as an elephant, and its countless eyes are frightening to behold. The butatsch burns or melts organic material before absorbing it and leaves nothing behind when it has finished eating.  \n**Unsettling Morality.** While the butatsch leaves a path of destruction wherever it goes, it is driven by a bizarre morality. It has been known to ignore and even protect weak or defenseless targets, such as farmers and cowherds, against other monsters and humanoids, slaughtering the weaker creatures’ persecutors before vanishing back into the lake from which it came.","name":"Butatsch","size":"Gargantuan","type":"Aberration","subtype":"","group":null,"alignment":"chaotic neutral","armor_class":17,"armor_desc":"natural armor","hit_points":248,"hit_dice":"16d20+80","speed":{"walk":20,"swim":50},"strength":23,"dexterity":14,"constitution":21,"intelligence":16,"wisdom":17,"charisma":14,"strength_save":null,"dexterity_save":null,"constitution_save":11,"intelligence_save":null,"wisdom_save":8,"charisma_save":null,"perception":13,"skills":{"perception":13},"damage_vulnerabilities":"","damage_resistances":"bludgeoning","damage_immunities":"acid, fire","condition_immunities":"grappled, paralyzed, prone, restrained","senses":"truesight 120 ft., passive Perception 23","languages":"Common, Deep Speech","challenge_rating":"14","cr":14.0,"actions":[{"name":"Multiattack","desc":"The butatsch can use its Immolating Gaze. It then makes two slam attacks. If both attacks hit a Large or smaller target, the target is grappled (escape DC 17), and the butatsch uses its Ingest on the target."},{"name":"Immolating Gaze","desc":"The butatsch chooses up to three creatures it can see within 60 feet of it. Each target must make a DC 18 Dexterity saving throw. On a failure, a creature takes 10 (3d6) fire damage and is immolated. On a success, a creature takes half the damage and isn't immolated. Until a creature takes an action to smother the fire, the immolated target takes 7 (2d6) fire damage at the start of each of its turns. Water doesn't douse fires set by the butatsch's Immolating Gaze."},{"name":"Slam","desc":"Melee Weapon Attack: +11 to hit, reach 10 ft., one target. Hit: 10 (1d8 + 6) bludgeoning damage plus 7 (2d6) fire damage.","attack_bonus":11,"damage_dice":"1d8+6"},{"name":"Ingest","desc":"The butatsch ingests a Large or smaller creature grappled by it, ending the grapple. While ingested, the target is blinded and restrained, it has total cover against attacks and other effects outside the butatsch, and it takes 17 (5d6) acid damage at the start of each of the butatsch's turns. A butatsch can have up to four Medium or smaller targets or up to two Large targets ingested at a time. If the butatsch takes 30 damage or more on a single turn from an ingested creature, the butatsch must succeed on a DC 21 Constitution saving throw at the end of that turn or regurgitate all ingested creatures, which fall prone in a space within 10 feet of the butatsch. If the butatsch dies, an ingested creature is no longer restrained by it and can escape from the corpse by using 20 feet of movement, exiting prone."}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Thousands of Eyes","desc":"The butatsch has advantage on Wisdom (Perception) checks that rely on sight and on saving throws against being blinded. In addition, if the butatsch isn't blinded, creatures attacking it can't benefit from traits and features that rely on a creature's allies distracting or surrounding the butatsch, such as the Pack Tactics or Sneak Attack traits."}],"spell_list":[],"page_no":54,"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_butatsch/"},{"slug":"galidroo","desc":"This horrid creature is larger than an ox, and its hairless, wrinkled skin is covered in foul warts and pustules. The creature has two rat-like heads and a heavy tentacular tail that lashes the air malevolently._  \n**Wasteland Monstrosity.** The galidroo dwells primarily in desolate badlands, ravaged ruins, and areas where magic has corrupted the landscape and the creatures within it. Though powerful monsters in their own right, they are rarely at the top of the food chain and have to watch out for other monsters like Open Game License","name":"Galidroo","size":"Huge","type":"Monstrosity","subtype":"","group":null,"alignment":"neutral evil","armor_class":17,"armor_desc":"natural armor","hit_points":172,"hit_dice":"15d12+75","speed":{"burrow":20,"walk":40},"strength":22,"dexterity":13,"constitution":20,"intelligence":11,"wisdom":18,"charisma":14,"strength_save":null,"dexterity_save":null,"constitution_save":9,"intelligence_save":null,"wisdom_save":8,"charisma_save":null,"perception":8,"skills":{"perception":8},"damage_vulnerabilities":"","damage_resistances":"bludgeoning, piercing, and slashing from nonmagical attacks","damage_immunities":"psychic","condition_immunities":"exhaustion","senses":"darkvision 90 ft., passive Perception 18","languages":"Deep Speech, telepathy 60 ft.","challenge_rating":"12","cr":12.0,"actions":[{"name":"Multiattack","desc":"The galidroo makes four attacks: two 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: +10 to hit, reach 10 ft., one target. Hit: 17 (2d10 + 6) piercing damage.","attack_bonus":10,"damage_dice":"2d10+6"},{"name":"Claw","desc":"Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 13 (2d6 + 6) slashing damage.","attack_bonus":10,"damage_dice":"2d6+6"},{"name":"Tail","desc":"Melee Weapon Attack: +10 to hit, reach 15 ft., one target. Hit: 16 (3d6 + 6) bludgeoning damage. The target is grappled (escape DC 17) if it is a Large or smaller creature and the galidroo doesn't have another creature grappled. Until this grapple ends, the target is restrained, and the galidroo can't use its tail on another target.","attack_bonus":10,"damage_dice":"3d6+6"},{"name":"Prophetic Screech (Recharge 5-6)","desc":"The galidroo unleashes a burst of prophetic power in a 60-foot cone. Each creature in that area must make a DC 17 Intelligence saving throw. On a failure, a creature takes 35 (10d6) psychic damage and is incapacitated for 1 minute as its mind is bombarded with visions of its past and future. On a success, a creature takes half the damage and isn't incapacitated. 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":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Aura of Lassitude","desc":"A creature that starts its turn within 30 feet of the galidroo must succeed on a DC 17 Constitution saving throw or feel lethargic until the start of its next turn. While lethargic, a creature can't use reactions, its speed is halved, and it can't make more than one melee or ranged attack on its turn. In addition, the creature can use either an action or a bonus action on its turn, but not both. On a successful saving throw, the creature is immune to the galidroo's Aura of Lassitude for the next 24 hours."},{"name":"Selective Precognition","desc":"The galidroo can see into the past, present, and future simultaneously. It can innately cast divination and legend lore once per day each, requiring no material components. Its innate spellcasting ability is Wisdom. The galidroo can't use these spells to gain information about itself or its personal future or past."},{"name":"Two-Headed","desc":"The galidroo has advantage on Wisdom (Perception) checks and on saving throws against being blinded, charmed, deafened, frightened, stunned, and knocked unconscious."}],"spell_list":[],"page_no":161,"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_galidroo/"},{"slug":"helashruu","desc":"An enormous looking glass floats forward, its enormous, warped frame composed of writhing purple tendrils, and its surface covered in dozens of hideous, swirling eyes. Several razor-sharp whips whirl through the air around it._  \n**Mirrors from Beyond.** The helashruu are bizarre and terrifying aberrations that travel the planes, spreading chaos and destruction. Resembling towering mirrors covered in tentacles and eyes, helashruu defy rational explanation. When they deem it necessary to communicate with other creatures, it is usually through a jumbled mishmash of thoughts with their telepathy, though making sense of what they say is often next to impossible.  \n**Trapping Gone Astray.** Sages versed in planar lore believe the helashruu were created when a mirror of life trapping swallowed a powerful, deity of chaos and shattered under the strain of the energies it tried to contain. The pieces then scattered across the planes before forming into the first helashruu. The helashruu sometimes trap creatures within themselves, giving credence to this belief. Some sages hypothesize that if all the helashruu were to gather together in one place, they would reform the original mirror, and the evil entity would be released from its confinement. Thankfully, these creatures are extremely rare and hold nothing but contempt for others of their own kind.","name":"Helashruu","size":"Huge","type":"Aberration","subtype":"","group":null,"alignment":"chaotic evil","armor_class":18,"armor_desc":"natural armor","hit_points":184,"hit_dice":"16d12+80","speed":{"fly":50,"walk":0,"hover":true},"strength":20,"dexterity":15,"constitution":20,"intelligence":14,"wisdom":17,"charisma":20,"strength_save":null,"dexterity_save":7,"constitution_save":null,"intelligence_save":null,"wisdom_save":8,"charisma_save":null,"perception":13,"skills":{"perception":13},"damage_vulnerabilities":"bludgeoning, thunder","damage_resistances":"acid, cold, fire, lightning, piercing, psychic","damage_immunities":"slashing","condition_immunities":"charmed, paralyzed, petrified, prone","senses":"truesight 90 ft., passive Perception 23","languages":"Void Speech, telepathy 120 ft.","challenge_rating":"13","cr":13.0,"actions":[{"name":"Multiattack","desc":"The helashruu uses Trap Life if it can. It then makes four shard whip attacks."},{"name":"Shard Whip","desc":"Melee Weapon Attack: +10 to hit, reach 15 ft., one target. Hit: 15 (3d6 + 5) slashing damage.","attack_bonus":10,"damage_dice":"3d6+5"},{"name":"Reflect Energy (Recharge 5-6)","desc":"The helashruu releases stored energy in a 60-foot cone. Each creature in that area must make a DC 18 Dexterity saving throw, taking 35 (10d6) damage of the most recent type dealt to the helashruu on a failed save, or half as much damage on a successful one. If the helashruu hasn't taken damage within the past 1 minute, the damage type is force."},{"name":"Trap Life (Recharge 6)","desc":"One creature of the helashruu's choice that is within 30 feet of the helashruu and that can see it must succeed on a DC 18 Wisdom saving throw or be trapped inside the helashruu's mirror. While trapped, the target is blinded and restrained, it has total cover against attacks and other effects outside the helashruu, and it takes 21 (6d6) force damage at the start of each of the helashruu's turns. The helashruu can have only one creature trapped at a time. A fragmented caricature of the trapped creature appears on the helashruu's surface while a creature is trapped inside it.\n\nIf the helashruu takes 30 or more bludgeoning or thunder damage on a single turn, the helashruu must succeed on a DC 15 Constitution saving throw or release the creature, which falls prone in a space within 10 feet of the helashruu. If the helashruu dies, a trapped creature is immediately released into a space within 10 feet of the helashruu."},{"name":"Teleport","desc":"The helashruu magically teleports, along with any equipment it is wearing or carrying, up to 120 feet to an unoccupied space it can see."},{"name":"Dimensional Hop (3/Day)","desc":"The helashruu can transport itself to a different plane of existence. This works like the plane shift spell, except the helashruu can affect only itself and can't use this action to banish an unwilling creature to another plane."}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Innate Spellcasting (1/Day)","desc":"The helashruu can innately cast gate, requiring no material components. Its innate spellcasting ability is Charisma."}],"spell_list":[],"page_no":197,"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_helashruu/"},{"slug":"massive-malleable","desc":"A pile of red, gooey flesh slurps along the ground. The meat climbs upon itself, squishing as it creates a formidable, hungry wall._  \nMalleables are malevolent, formless piles of flesh that absorb psychic energy and grow smarter and stronger when combined together.  \n**Consumers of Psychic Power.** Creatures that consume psychic energy can become so infused with it that their bodies implode. The power lingers in the grotesque mass of flesh, warping the creature’s mind even more than its body and creating a hunter that hungers to consume and grow. Malleables do not remember their personal lives before implosion, but they do retain facts and lore. They think themselves superior to all other creatures, which are simply prey. Their goals are simple: drain every creature they can of psychic energy and rule the world as a massive, roiling meat puddle. Malleables have infinite patience and can wait centuries until they feel the time is right to go on a psychic energy binge.  \n**Many Shapes.** Malleables have no set form, but they can stretch and alter their forms easily, moving on appendages or flowing like an ooze. They might form a face (or many faces at once) if they wish to convey an emotion to another creature, or take the shape of a truly terrifying beast (like a giant spider) if they wish to create panic. No matter the shape they take, malleables always appear to be a fleshy creature turned inside out.  \n**Our Powers Combined.** Malleables can join together, creating a larger, more powerful creature that shares the intellect of all the combined intelligences. These bigger malleables can separate into smaller aberrations when it suits them.  \n**Ancient Knowledge Hoarders.** It is said that malleables have perfect memories and the oldest of these creatures remember ancient lore other creatures have long forgotten. Many sages have tried and failed to capture malleables to prod their minds for secrets, but the creatures almost always find a way to escape. Adventurers are often given the dangerous tasks of capturing, guarding, or questioning a malleable.","name":"Massive Malleable","size":"Gargantuan","type":"Aberration","subtype":"","group":null,"alignment":"chaotic evil","armor_class":14,"armor_desc":"natural armor","hit_points":248,"hit_dice":"16d20+80","speed":{"climb":40,"walk":40},"strength":26,"dexterity":8,"constitution":20,"intelligence":21,"wisdom":17,"charisma":10,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":10,"wisdom_save":8,"charisma_save":5,"perception":null,"skills":{},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"psychic","condition_immunities":"blinded, prone","senses":"blindsight 120 ft. (blind beyond this radius), passive Perception 13","languages":"all, telepathy 120 ft.","challenge_rating":"16","cr":16.0,"actions":[{"name":"Multiattack","desc":"The malleable makes four flesh tendril attacks."},{"name":"Flesh Tendril","desc":"Melee Weapon Attack: +13 to hit, reach 15 ft., one target. Hit: 25 (5d6 + 8) bludgeoning damage. If the target is a creature, it is grappled (escape DC 18).","attack_bonus":13,"damage_dice":"5d6+8"},{"name":"Psychic Drain","desc":"One creature grappled by the malleable must make a DC 18 Intelligence saving throw, taking 72 (16d8) psychic damage on a failed save, or half as much damage on a successful one. The target's hp maximum is reduced by an amount equal to the damage taken. This reduction lasts until the target finishes a long rest. The target dies and becomes a minor malleable if this effect reduces its hp maximum to 0."},{"name":"Separate Malleables","desc":"The massive malleable can split into sixteen minor malleables, four moderate malleables, or two major malleables. The new malleables' hp totals are equal to the massive malleable's hp total divided by the number of malleables created (rounded down) and are affected by any conditions, spells, and other magical effects that affected the massive malleable. The new malleables act on the same initiative count as the massive malleable and occupy any unoccupied space that previously contained the massive malleable."}],"bonus_actions":null,"reactions":[{"name":"Sudden Separation","desc":"When the massive malleable takes 30 damage or more from a single attack, it can choose to immediately use Separate Malleables. If it does so, the damage is divided evenly among the separate malleables it becomes."}],"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Absorb Malleable","desc":"As a bonus action, the massive malleable absorbs one minor, moderate, or major malleable within 5 feet of it into its body, regaining a number of hp equal to the absorbed malleable's remaining hp. The massive malleable is affected by any conditions, spells, and other magical effects that were affecting the absorbed malleable."},{"name":"Amorphous","desc":"The malleable can move through a space as narrow as 1 inch wide without squeezing."},{"name":"Controlled Mutability","desc":"Any spell or effect that would alter the malleable's form only alters it until the end of the malleable's next turn. Afterwards, the malleable returns to its amorphous form. In addition, the malleable can use its action to change itself into any shape, but it always looks like an inside-out fleshy creature no matter the shape it takes. If it changes into the shape of a creature, it doesn't gain any statistics or special abilities of that creature; it only takes on the creature's basic shape and general appearance."},{"name":"Psychic Absorption","desc":"Whenever the malleable is subjected to psychic damage, it takes no damage and instead regains a number of hp equal to the psychic damage dealt."},{"name":"Spider Climb","desc":"The malleable can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check."}],"spell_list":[],"page_no":254,"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_massive-malleable/"},{"slug":"plague-spirit","desc":"A tight, leather coif underneath a cracked, black mask that resembles a long-beaked bird with hollow, black eyes obscures the face and head of this humanoid. Long, tattered, dark-green robes drape loosely over its form. An obsidian censer decorated in etchings of dead trees moves from hand to hand, green mist pouring forth with each swing as it performs a strange and eerie dance._  \nPlague spirits and their deadly mists have haunted the planes as long as life has existed. The path of death left in their wake is often mistaken as the result of a natural disaster. Many druids speculate that plague spirits are entropic forces that exist as the embodiment of the darker side of nature, curbing overgrowth and allowing new life to grow from the dead.  \n**Harbingers of Decay.** The presence of a plague spirit is always announced by a rolling front of sickly, green mist that spans several miles. The spirit can always be found at the center, performing an unsettling yet enchanting dance. As it dances, the censer it carries expels mist in all directions. Any living thing exposed to this mist slowly succumbs to decay. Whether turning a lush forest and its inhabitants into a dark, desiccated landscape or creating a silent ruin out of a bustling city, the presence of a plague spirit forewarns a massive loss of life.  \n**Drawn to Life.** Plague spirits are drawn to the densest collections of life in an area, and nothing seems to deter these spirits from their path.","name":"Plague Spirit","size":"Medium","type":"Fey","subtype":"","group":null,"alignment":"unaligned","armor_class":14,"armor_desc":null,"hit_points":150,"hit_dice":"20d8+60","speed":{"walk":40},"strength":10,"dexterity":18,"constitution":17,"intelligence":2,"wisdom":18,"charisma":16,"strength_save":null,"dexterity_save":8,"constitution_save":null,"intelligence_save":null,"wisdom_save":8,"charisma_save":null,"perception":null,"skills":{},"damage_vulnerabilities":"","damage_resistances":"bludgeoning, piercing, and slashing from nonmagical attacks","damage_immunities":"necrotic, poison","condition_immunities":"charmed, diseased, exhaustion, frightened, poisoned, unconscious","senses":"darkvision 120 ft., passive Perception 14","languages":"—","challenge_rating":"9","cr":9.0,"actions":[{"name":"Multiattack","desc":"The plague spirit makes three attacks: one with its enfeebling touch and two with its censer."},{"name":"Censer","desc":"Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 13 (2d8 + 4) bludgeoning damage plus 7 (2d6) necrotic damage.","attack_bonus":8,"damage_dice":"2d8+4"},{"name":"Enfeebling Touch","desc":"Melee Weapon Attack: +8 to hit, reach 5 ft., one creature. Hit: 14 (4d6) necrotic damage, and the target's Strength score is reduced by 1d6. The target dies if this reduces its Strength to 0. Otherwise, the reduction lasts until the target finishes a short or long rest.","attack_bonus":8,"damage_dice":"4d6"},{"name":"Dance of Death (Recharge 5-6)","desc":"The plague spirit dances and twirls its censer. Each creature within 20 feet of the plague spirit that can see it must make a DC 16 Constitution saving throw. On a failure, a creature takes 28 (8d6) necrotic damage and is frightened for 1 minute. On a success, a creature takes half the damage and isn't frightened. 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":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Decrepit Mist","desc":"A cloud of green mist with a diameter of 1 mile and height of 60 feet is centered on the spirit. For each day a creature spends in the mist, it must succeed on a DC 16 Constitution saving throw or increase in age by 5 percent of its total life span. The mist has no effect on undead or constructs."},{"name":"Hunter of the Living","desc":"The plague spirit can magically sense the general direction of the largest concentration of living flora and fauna within 50 miles of it."}],"spell_list":[],"page_no":296,"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_plague-spirit/"},{"slug":"ancient-void-dragon","desc":"_A dragon seemingly formed of the night sky has bright white stars for eyes. Lesser stars twinkle in the firmament of the dragon’s body._  \n**Children of the Stars.** Void dragons drift through the empty spaces beyond the boundaries of the mortal world, wanderers between the stars. They are aloof, mingling only with the otherworldly beings that live above and beyond the earth, including the incarnate forms of the stars themselves. When lesser creatures visit void dragons, the dragons themselves barely notice.  \n**Witnesses to the Void.** Void dragons are intensely knowledgeable creatures, but they have seen too much, lingering at the edge of the void itself. Gazing into the yawning nothing outside has taken a toll. The void dragons carry a piece of that nothing with them, and it slowly devours their being. They are all unhinged, and their madness is contagious. It flows out of them to break the minds of lesser beings when the dragons fly into a rage and lash out.  \n**Voracious Scholars.** Despite their removed existence and strange quirks, void dragons still hoard treasure. Gems that glitter like the stars of their home are particularly prized. Their crowning piece, however, is knowledge. Void dragons jealously hoard scraps of forbidden and forgotten lore of any kind and spend most of their time at home poring over these treasures. Woe to any who disturbs this collection, for nothing ignites their latent madness like a violation of their hoard.  \n\n## A Void Dragon’s Lair\n\n  \nThe true lair of a void dragon exists deep in the freezing, airless void between stars. Hidden away in caves on silently drifting asteroids or shimmering atop the ruins of a Star Citadel, the void dragon’s lair rests in the great void of space.  \nWhen a void dragon claims a home elsewhere, it forges a connection to its true lair. It prefers towering mountain peaks, valleys, or ruins at high elevation with a clear view of the sky. It can reach through space from this lair to reach its treasure hoard hidden in the void. That connection has repercussions, of course, and the most powerful void dragons leave their mark on the world around them when they roost. Intrusions from beyond and a thirst for proscribed knowledge are common near their lairs.  \nIf fought in its lair, its Challenge increases by 1, to 15 for an adult (13,000 XP) and 25 for an ancient void dragon (75,000 XP).  \n\n### Lair Actions\n\n  \nOn initiative count 20 (losing initiative ties), the dragon takes a lair action to generate one of the following effects; the dragon can’t use the same effect two rounds in a row:\n* The dragon negates natural gravity within its lair (an area affected by its gravitic breath is unaffected). Creatures drift 10 feet away from the ground over the course of a round and are restrained. Flying creatures can move at half speed, unless they have the (hover) tag or use magical flight, in which case they move normally. This effect persists until initiative count 20 on the following round.\n* The Void briefly overlaps the dragon’s lair in a 20-foot-radius sphere of blackness punctuated by deep blue streaks and pinpoints of light. The sphere is centered on a point the dragon can see within 120 feet of the dragon. The area spreads around corners, is heavily obscured, and contains no air (creatures must hold their breath). Each creature in the sphere when it appears must make a DC 15 Constitution saving throw, taking 10 (3d6) cold damage on a failed save or half as much on a successful one. Any creature that ends its turn in the sphere takes 10 (3d6) cold damage. The sphere lasts until the dragon uses this lair action again or until the dragon dies.\n* The dragon rips the fabric of space, forcing two creatures it can see within 120 feet of it to suddenly exist in the same place. Space itself repels the creatures to their original positions. Each creature takes 16 (3d10) force damage and is knocked prone, or takes half as much damage and is not knocked prone with a successful DC 15 Strength saving throw.\n  \n### Regional Effects\n\n  \nThe region containing a legendary void dragon’s lair is warped by the dragon’s magic, which creates one or more of the following effects:\n* Secrets have a way of coming to light within 6 miles of the lair. Clues are inadvertently discovered, slips of the tongue hint at a hidden truth, and creatures become morbidly curious for forbidden knowledge.\n* Light is muted within 6 miles of the lair. Nonmagical illumination, including sunlight, can’t create bright light in this area.\n* Visitations from otherworldly beings occur and disembodied voices whisper in the night within 6 miles of the dragon’s lair. Celestials, fey, and fiends of CR 2 or lower can slip into the world in this area.\n  \nIf the dragon dies, these effects fade over the course of 1d10 days.","name":"Ancient Void Dragon","size":"Gargantuan","type":"Dragon","subtype":"","group":null,"alignment":"chaotic neutral","armor_class":22,"armor_desc":"natural armor","hit_points":448,"hit_dice":"23d20+207","speed":{"hover":true,"walk":40,"fly":80},"strength":28,"dexterity":10,"constitution":29,"intelligence":18,"wisdom":15,"charisma":23,"strength_save":null,"dexterity_save":7,"constitution_save":16,"intelligence_save":null,"wisdom_save":9,"charisma_save":13,"perception":16,"skills":{"arcana":18,"history":18,"perception":16,"persuasion":13,"stealth":7},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"cold","condition_immunities":"charmed, frightened","senses":"blindsight 60ft, darkvision 120ft, passive Perception 26","languages":"Celestial, Common, Draconic, Infernal, Primordial, Void Speech","challenge_rating":"24","cr":24.0,"actions":[{"name":"Multiattack","desc":"The dragon can use its Aura of Madness. It then makes three attacks: one with its bite and two with its claws."},{"name":"Bite","desc":"Melee Weapon Attack: +16 to hit, reach 15 ft., one target. Hit: 20 (2d10 + 9) piercing damage plus 14 (4d6) cold damage.","attack_bonus":16,"damage_dice":"2d10"},{"name":"Claw","desc":"Melee Weapon Attack: +16 to hit, reach 10 ft., one target. Hit: 16 (2d6 + 9) slashing damage plus 7 (2d6) cold damage.","attack_bonus":16,"damage_dice":"2d6"},{"name":"Tail","desc":"Melee Weapon Attack: +16 to hit, reach 20 ft., one target. Hit: 18 (2d8 + 9) bludgeoning damage.","attack_bonus":16,"damage_dice":"2d8"},{"name":"Aura of Madness","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 22 Wisdom saving throw or become frightened for 1 minute. A creature repeats the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature fails the saving throw by 5 or more it is driven insane. An insane creature is frightened permanently, and behaves as if affected by confusion while it is frightened in this way. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the dragon's Aura of Madness for the next 24 hours."},{"name":"Breath Weapons (Recharge 5-6)","desc":"The dragon uses one of the following breath weapons:"},{"name":"Gravitic Breath","desc":"The dragon exhales a 90-foot cube of powerful localized gravity, originating from the dragon. Falling damage in the area increases to 1d10 per 10 feet fallen. When a creature starts its turn within the area or enters it for the first time in a turn, including when the dragon creates the field, it must make a DC 24 Dexterity saving throw. On a failure the creature is restrained. On a success the creature's speed is halved as long as it remains in the field. A restrained creature repeats the saving throw at the end of its turn. The field persists until the dragon's breath recharges, and it can't use gravitic breath twice consecutively."},{"name":"Stellar Flare Breath","desc":"The dragon exhales star fire in a 90-foot cone. Each creature in that area must make a DC 24 Dexterity saving throw, taking 45 (13d6) fire damage and 45 (13d6) radiant damage on a failed save, or half as much damage on a successful one."},{"name":"Teleport","desc":"The dragon magically teleports to any open space within 100 feet."}],"bonus_actions":null,"reactions":[{"name":"Void Twist","desc":"When the dragon is hit by a ranged attack, it can create a small rift in space to increase its AC by 7 against that attack. If the attack misses because of this increase, the dragon can choose a creature within 30 feet to become the new target for that attack. Use the original attack roll to determine if the attack hits the new target."}],"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":"Void Slip (Costs 2 Actions)","desc":"The dragon twists the fabric of space. Each creature within 15 feet of the dragon must succeed on a DC 21 Dexterity saving throw or take 13 (2d6 + 6) bludgeoning damage and be knocked prone. The dragon can then teleport to an unoccupied space within 40 feet."},{"name":"Void Cache (Costs 3 Actions)","desc":"The dragon can magically reach into its treasure hoard and retrieve one item. If the dragon is holding an item, it can use this ability to deposit the item into its hoard."}],"special_abilities":[{"name":"Chill of the Void","desc":"Cold damage dealt by the void dragon ignores resistance to cold damage, but not cold immunity."},{"name":"Collapsing Star","desc":"When the void dragon is killed it explodes in a swath of celestial destruction. Each creature and object within 1 mile of the dragon take 55 (10d10) bludgeoning damage, 55 (10d10) cold damage, and 55 (10d10) psychic damage. Each damage type can be reduced by half with a successful DC 21 saving throw: Dexterity vs. bludgeoning, Constitution vs. cold, and Wisdom vs. psychic. Additionally, a creature that fails two or three of the saving throws is affected by a plane shift spell and sent to a random plane. If it is sent to the plane it currently occupies, it appears 5d100 miles away in a random direction."},{"name":"Legendary Resistance (3/Day)","desc":"If the dragon fails a saving throw, it can choose to succeed instead."},{"name":"Void Dweller","desc":"Void dragons dwell in the empty expanse between the stars, and do not require air, food, drink, or sleep. When flying between stars the void dragon magically glides on solar winds, making the immense journey through the void in an impossibly short time."},{"name":"Void Dragon's Lair","desc":"on initiative count 20 (losing initiative ties), the dragon takes a lair action to generate one of the following effects; the dragon can't use the same effect two rounds in a row:\n\n- The dragon negates natural gravity within its lair (an area affected by its gravitic breath is unaffected). Creatures drift 10 feet away from the ground over the course of a round and are restrained. Flying creatures can move at half speed, unless they have the (hover) tag or use magical flight, in which case they move normally. This effect persists until initiative count 20 on the following round.\n\n- The Void briefly overlaps the dragon's lair in a 20-foot-radius sphere of blackness punctuated by deep blue streaks and pinpoints of light. The sphere is centered on a point the dragon can see within 120 feet of the dragon. The area spreads around corners, is heavily obscured, and contains no air (creatures must hold their breath). Each creature in the sphere when it appears must make a DC 15 Constitution saving throw, taking 10 (3d6) cold damage on a failed save or half as much on a successful one. Any creature that ends its turn in the sphere takes 10 (3d6) cold damage. The sphere lasts until the dragon uses this lair action again or until the dragon dies.\n\n- The dragon rips the fabric of space, forcing two creatures it can see within 120 feet of it to suddenly exist in the same place. Space itself repels the creatures to their original positions. Each creature takes 16 (3d10) force damage and is knocked prone, or takes half as much damage and is not knocked prone with a successful DC 15 Strength saving throw."},{"name":"Regional Effects","desc":"the region containing a legendary void dragon's lair is warped by the dragon's magic, which creates one or more of the following effects:\n\n- Secrets have a way of coming to light within 6 miles of the lair. Clues are inadvertently discovered, slips of the tongue hint at a hidden truth, and creatures become morbidly curious for forbidden knowledge.\n\n- Light is muted within 6 miles of the lair. Nonmagical illumination, including sunlight, can't create bright light in this area.\n\n- Visitations from otherworldly beings occur and disembodied voices whisper in the night within 6 miles of the dragon's lair. Celestials, fey, and fiends of CR 2 or lower can slip into the world in this area.\n\nif the dragon dies, these effects fade over the course of 1d10 days."}],"spell_list":[],"page_no":138,"environments":[],"img_main":null,"document__slug":"tob","document__title":"Tome of Beasts","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/tome-of-beasts-for-5th-edition-print/","v2_converted_path":"/v2/creatures/tob_ancient-void-dragon/"},{"slug":"andrenjinyi","desc":"_A gigantic, black-headed snake is over 60 feet long and sheathed in brilliant scales, each andrenjinyi is splashed with vibrant patterns of every imaginable color. The air around these serpents is heavy, redolent of the quenched red desert after a torrential thunderstorm._  \nAndrenjinyi are the descendants of the Rainbow Serpent, the first and greatest spirit of the world’s beginning.The Rainbow Serpent’s children are dichotomous nature spirits of land and sky, sun and rain, male and female, and birth and destruction.  \n**Last of their Kind.** The Rainbow Serpent shed andrenjinyi like cast-off scales during her primordial wanderings, but she has created no more since she ascended to the stars. While andrenjinyi are ageless fertility spirits, they cannot themselves reproduce; each one is an irreplaceable link to primeval creation.  \n**Hunt and Transform.** Andrenjinyi are naturally aquatic, preferring to live in deep, fresh, life- giving rivers and lakes.The serpents usually attack intruders unless they approach with the correct rites or offerings, which require a successful DC 20 Intelligence (Religion) check.  \nAndrenjinyi hunt as other animals do, but they transform devoured prey into unique species with their Transmuting Gullet ability, creating mixed gender pairs. An andrenjinyi’s sacred pool and surroundings often shelters a menagerie of strange and beautiful animals.  \n**Demand Obedience and Ritual.** When offered rituals and obedience, andrenjinyi sometimes protect nearby communities with drought-breaking rains, cures for afflictions, or the destruction of rivals. Revered andrenjinyi take offense when their petitioners break fertility and familial edicts, such as prohibitions on incest, rape, and matricide, but also obscure obligations including soothing crying infants and the ritual sacrifice of menstrual blood. Punishments are malevolently disproportionate, often inflicted on the whole community and including baking drought, flooding rains, petrification, pestilence, and animalistic violence.Thus, tying a community’s well-being to an andrenjinyi is a double-edged sword.","name":"Andrenjinyi","size":"Gargantuan","type":"Celestial","subtype":"","group":null,"alignment":"neutral","armor_class":18,"armor_desc":"natural armor","hit_points":228,"hit_dice":"13d20+91","speed":{"walk":60,"burrow":20,"climb":20,"swim":60},"strength":30,"dexterity":17,"constitution":25,"intelligence":10,"wisdom":18,"charisma":23,"strength_save":null,"dexterity_save":null,"constitution_save":12,"intelligence_save":null,"wisdom_save":9,"charisma_save":11,"perception":9,"skills":{"arcana":5,"perception":9,"religion":5},"damage_vulnerabilities":"","damage_resistances":"acid, cold, fire, lightning","damage_immunities":"psychic","condition_immunities":"","senses":"darkvision 60 ft., tremorsense 120 ft., passive Perception 19","languages":"Common, Celestial, Giant, Sylvan","challenge_rating":"15","cr":15.0,"actions":[{"name":"Multiattack","desc":"The andrenjinyi makes two attacks, one with its bite and one with its constriction. If both attacks hit the same target, then the target is Swallowed Whole."},{"name":"Bite","desc":"Melee Weapon Attack: +15 to hit, reach 20 ft., one target. Hit: 36 (4d12 + 10) piercing damage.","attack_bonus":15,"damage_dice":"4d12"},{"name":"Constrict","desc":"Melee Weapon Attack: +15 to hit, reach 5 ft., one target. Hit: 36 (4d12 + 10) bludgeoning damage, and the target is grappled (escape DC 20). Until this grapple ends the target is restrained, and the andrenjinyi can't constrict another target.","attack_bonus":15,"damage_dice":"4d12"},{"name":"Rainbow Arch","desc":"The andrenjinyi can instantaneously teleport between sources of fresh water within 1 mile as an action. It can't move normally or take any other action on the turn when it uses this power. When this power is activated, a rainbow manifests between the origin and destination, lasting for 1 minute."},{"name":"Swallow Whole","desc":"If the bite and constrict attacks hit the same target in one turn, the creature is swallowed whole. The target is blinded and restrained, and has total cover against attacks and other effects outside the andrenjinyi. The target takes no damage inside the andrenjinyi. The andrenjinyi can have three Medium-sized creatures or four Small-sized creatures swallowed at a time. If the andrenjinyi takes 20 damage or more in a single turn from a swallowed creature, the andrenjinyi must succeed on a DC 18 Constitution saving throw at the end of that turn or regurgitate all swallowed creatures, which fall prone in a space within 5 feet of the andrenjinyi. If the andrenjinyi is slain, a swallowed creature is no longer restrained by it and can escape from the andrenjinyi by using 15 feet of movement, exiting prone. The andrenjinyi can regurgitate swallowed creatures as a free action."},{"name":"Transmuting Gullet","desc":"When a creature is swallowed by an andrenjinyi, it must make a successful DC 19 Wisdom saving throw each round at the end of its turn or be affected by true polymorph into a new form chosen by the andrenjinyi. The effect is permanent until dispelled or ended with a wish or comparable magic."}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Amphibious","desc":"The andrenjinyi can breathe air and water."},{"name":"Innate Spellcasting","desc":"the andrenjinyi's spellcasting ability is Charisma (spell save DC 19, +11 to hit with spell attacks). It can innately cast the following spells, requiring only verbal components:\n\nat will: create water, speak with animals, stoneshape\n\n3/day each: control weather, dispel magic, reincarnate\n\n1/day each: blight, commune with nature, contagion, flesh to stone, plant growth"},{"name":"Magic Resistance","desc":"The andrenjinyi has advantage on saving throws against spells and other magical effects."},{"name":"Magic Weapons","desc":"The andrenjinyi's weapon attacks are magical."}],"spell_list":[],"page_no":18,"environments":[],"img_main":null,"document__slug":"tob","document__title":"Tome of Beasts","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/tome-of-beasts-for-5th-edition-print/","v2_converted_path":"/v2/creatures/tob_andrenjinyi/"},{"slug":"hraesvelgr-the-corpse-swallower","desc":"","name":"Hraesvelgr The Corpse Swallower","size":"Huge","type":"Giant","subtype":"shapechanger","group":null,"alignment":"neutral","armor_class":19,"armor_desc":"natural armor","hit_points":241,"hit_dice":"21d12+105","speed":{"walk":50},"strength":25,"dexterity":10,"constitution":20,"intelligence":16,"wisdom":17,"charisma":20,"strength_save":null,"dexterity_save":6,"constitution_save":null,"intelligence_save":9,"wisdom_save":9,"charisma_save":11,"perception":9,"skills":{"athletics":13,"perception":9,"survival":9},"damage_vulnerabilities":"","damage_resistances":"lightning, thunder","damage_immunities":"cold; bludgeoning, piercing, and slashing from nonmagical attacks","condition_immunities":"exhaustion","senses":"passive Perception 19","languages":"Auran, Common, Giant (can't speak in roc form)","challenge_rating":"19","cr":19.0,"actions":[{"name":"Multiattack","desc":"Hraesvelgr makes two attacks."},{"name":"Beak (Roc Form Only)","desc":"Melee Weapon Attack: +13 to hit, reach 10 ft., one target. Hit: 25 (4d8 + 7) piercing damage.","attack_bonus":13,"damage_dice":"4d8+7"},{"name":"Fist (Giant Form Only)","desc":"Melee Weapon Attack: +13 to hit, reach 10 ft., one target. Hit: 20 (3d8 + 7) bludgeoning damage, and the target must succeed on a DC 21 Constitution saving throw or be stunned until the start of Hraesvelgr's next turn.","attack_bonus":13,"damage_dice":"3d8+7"},{"name":"Talons (Roc Form Only)","desc":"Melee Weapon Attack: +13 to hit, reach 5 ft., one target. Hit: 21 (4d6 + 7) slashing damage, and the target is grappled (escape DC 17). Until this grapple ends, the target is restrained and Hraesvelgr can't use his talons against another target.","attack_bonus":13,"damage_dice":"4d6+7"},{"name":"Gale Blast (recharge 5-6)","desc":"Hraesvelgr unleashes a gale-force blast of wind in a line 60 feet long and 10 feet wide. Creatures in the area take 35 (10d6) bludgeoning damage and are pushed 15 feet directly away from Hraesvelgr, or they take half damage and are not pushed with a successful DC 19 Strength saving throw."}],"bonus_actions":null,"reactions":null,"legendary_desc":"Hraesvelgr 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. Hraesvelgr regains spent legendary actions at the start of his turn.","legendary_actions":[{"name":"Attack","desc":"Hraesvelgr makes a fist or talon attack."},{"name":"Move (2 actions)","desc":"Hraesvelgr moves half his speed. If in roc form, all creatures within 10 feet of Hraesvelgr at the end of this move must succeed on a DC 15 Dexterity saving throw or take 10 (3d6) bludgeoning damage and fall prone."},{"name":"Swallow (3 actions, Roc Form Only)","desc":"Hraesvelgr makes a bite attack against a creature he has grappled. If he hits, he swallows the creature. A swallowed creature is no longer grappled, but is blinded, restrained, and has advantage against attacks and effects originating from outside Hraesvelgr. A swallowed creature takes 14 (4d6) acid damage at the start of each of Hraesvelgr's turns. If Hraesvelgr returns to giant form, or takes 40 damage or more in a single turn from a swallowed creature, he must succeed on a DC 20 Constitution saving throw or regurgitate all swallowed creatures, which land prone within 10 feet of the giant. If Hraesvelgr dies, swallowed creatures are no longer restrained and can escape the corpse by spending 30 feet of movement, exiting prone."}],"special_abilities":[{"name":"Innate Spellcasting","desc":"hraesvelgr's innate spellcasting ability is Charisma (spell save DC 19). He can innately cast the following spells, requiring no material or somatic components:\n\nat will: feather fall, light\n\n3/day: control weather"},{"name":"Keen Sight (Roc Form Only)","desc":"Hraesvelgr has advantage on Wisdom (Perception) checks that rely on sight."},{"name":"Legendary Resistance (3/day)","desc":"If Hraesvelgr fails a saving throw, he can choose to succeed instead."},{"name":"Shapechanger","desc":"Hraesvelgr can use a bonus action to change into a roc. Any equipment he wears or carries melds into his new form. It keeps its game statistics except as noted. He reverts to his giant form if it is reduced to 0 hit points or when it uses a bonus action to change back."},{"name":"Hraesvelgr's Lair","desc":"on initiative count 20 (losing initiative ties), Hraesvelgr takes a lair action to cause one of the following effects; Hraesvelgr can't use the same effect two rounds in a row:\n\n- Hraesvelgr unleashes a blast of wind in a 60-foot cone. All creatures in the area must succeed on a DC 15 Dexterity saving throw or be knocked prone.\n\n- One creature within 60 feet that Hraesvelgr can see must succeed on a DC 15 Strength saving throw or be swept up in a pillar of wind. The creature is restrained and suspended 15 feet off the ground. If the creature has something to pull on, it can pull itself out of the wind by using an action and making a successful DC 15 Strength check; another creature who can reach the suspended creature can pull it free in the same way. Alternatively, a flying creature can repeat the saving throw as an action. On a success, it moves 5 feet out of the pillar of wind. This effect lasts until Hraesvelgr takes this action again or dies.\n\n- Hraesvelgr lets out a thunderous bellow in giant form or an ear-splitting shriek in roc form. All creatures within 30 feet must make a successful DC 15 Constitution saving throw or be frightened for 1 minute. A frightened creature repeats the saving throw at the end of its turn, ending the effect on itself on a success."},{"name":"Regional Effects","desc":"the region containing Hraesvelgr's lair is warped by the corpse swallower's magic, which creates one or more of the following effects:\n\n- Strong windstorms are common within 6 miles of the lair.\n\n- Giant avian beasts are drawn to the lair and fiercely defend it against intruders.\n\n- The wind within 10 miles of the lair bears a pungent carrion stench.\n\nif Hraesvelgr dies, conditions in the area surrounding the lair return to normal over the course of 1d10 days."}],"spell_list":[],"page_no":224,"environments":[],"img_main":null,"document__slug":"tob","document__title":"Tome of Beasts","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/tome-of-beasts-for-5th-edition-print/","v2_converted_path":"/v2/creatures/tob_hraesvelgr-the-corpse-swallower/"},{"slug":"hundun","desc":"_A toothless mouth adorns the headless shoulders of this oversized, four-armed, doughy humanoid. Colors and half-formed phantasmal shapes appear and vanish around it, to the creature’s obvious delight._  \n**Creative Chaos.** Wise yet child-like creatures of chaos, hunduns are four-armed, headless humanoids that embody spontaneous creation and the confusion that precedes enlightenment. Taking delight in creation of all kinds, they bring change to the staid and stagnant, spin revelation from confusion, and inspire moments of great creation—from works of art to new nations and faiths, and even the formation of planets and planes.  \n**Nonsense Speech.** Although not mindless, hunduns rarely seem to act out of conscious thought, yet their actions seem wise and usually benevolent. They communicate only in nonsense words, but have no trouble communicating among themselves or acting in coordination with other hunduns.  \n**Flesh of Creation.** Hundun blood is a powerful catalyst, and their spittle a potent drug. Each hundun’s heart is an Egg of Worlds—an artifact that can give birth to new concepts, powers, or even worlds. Obviously, the hundun must die for its heart to be used this way, but this is a sacrifice one might make willingly under the right circumstances.","name":"Hundun","size":"Large","type":"Celestial","subtype":"","group":null,"alignment":"chaotic good","armor_class":18,"armor_desc":"natural armor","hit_points":153,"hit_dice":"18d10+54","speed":{"walk":40,"fly":40},"strength":20,"dexterity":14,"constitution":16,"intelligence":4,"wisdom":20,"charisma":18,"strength_save":null,"dexterity_save":null,"constitution_save":7,"intelligence_save":null,"wisdom_save":9,"charisma_save":8,"perception":9,"skills":{"athletics":9,"insight":9,"perception":9},"damage_vulnerabilities":"","damage_resistances":"lightning, thunder; bludgeoning, piercing, and slashing from nonmagical attacks","damage_immunities":"acid, psychic","condition_immunities":"blinded, charmed, deafened, exhaustion, frightened, stunned, unconscious","senses":"blindsight 60 ft., passive Perception 20","languages":"understands Celestial and Primordial, but cannot speak intelligibly","challenge_rating":"10","cr":10.0,"actions":[{"name":"Multiattack","desc":"The hundun makes four slam attacks."},{"name":"Slam","desc":"Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 15 (3d6 + 5) bludgeoning damage.","attack_bonus":9,"damage_dice":"3d6"}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Brainless","desc":"Hunduns are immune to any spell or effect that allows an Intelligence, Wisdom, or Charisma saving throw. Trying to contact or read a Hundun's mind confuses the caster as the spell for 1 round."},{"name":"Dance of Creation","desc":"Hunduns can perform an act of magical creation almost unlimited in scope every 1d8 days. The effect is equivalent to a wish spell, but it must create something."},{"name":"Enlightening Befuddlement","desc":"when a hundun's confusion spell affects a target, it can elect to use the following table rather than the standard one:\n\n1d100 Result"},{"name":"01-10 Inspired:","desc":"Advantage on attack rolls, ability checks, and saving throws"},{"name":"11-20 Distracted:","desc":"Disadvantage on attack rolls, ability checks, and saving throws"},{"name":"21-50 Incoherent:","desc":"The target does nothing but babble or scribble incoherent notes on a new idea"},{"name":"51-75 Obsessed:","desc":"Target is recipient of geas to create a quality magical object"},{"name":"76-100 Suggestible:","desc":"Target receives a suggestion from the hundun"},{"name":"Innate Spellcasting","desc":"the hundun's innate spellcasting ability is Wisdom (spell save DC 17). It can cast the following spells, requiring no material components:\n\nconstant: confusion (always centered on the hundun), detect thoughts\n\nat will: create or destroy water, dancing lights, mending, prestidigitation\n\n3/day each: compulsion, dimension door, black tentacles, irresistible dance\n\n1/day each: awaken, creation, heroes' feast, magnificent mansion, plant growth, reincarnate, stone shape"},{"name":"Magic Weapons","desc":"The hundun's weapon attacks are magical."}],"spell_list":[],"page_no":253,"environments":[],"img_main":null,"document__slug":"tob","document__title":"Tome of Beasts","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/tome-of-beasts-for-5th-edition-print/","v2_converted_path":"/v2/creatures/tob_hundun/"},{"slug":"iaaffrat","desc":"","name":"Ia'affrat","size":"Large","type":"Elemental","subtype":"Swarm","group":null,"alignment":"lawful evil","armor_class":17,"armor_desc":"natural armor","hit_points":170,"hit_dice":"20d10+60","speed":{"hover":true,"walk":5,"fly":40},"strength":3,"dexterity":21,"constitution":16,"intelligence":20,"wisdom":18,"charisma":23,"strength_save":null,"dexterity_save":10,"constitution_save":8,"intelligence_save":null,"wisdom_save":9,"charisma_save":11,"perception":9,"skills":{"arcana":10,"deception":11,"insight":9,"perception":9,"persuasion":11},"damage_vulnerabilities":"cold","damage_resistances":"","damage_immunities":"fire, poison; bludgeoning, piercing, slashing","condition_immunities":"charmed, frightened, paralyzed, petrified, prone, poisoned, restrained, stunned","senses":"blindsight 10 ft., darkvision 120 ft., passive Perception 19","languages":"Common, Draconic, Infernal, Primordial","challenge_rating":"15","cr":15.0,"actions":[{"name":"Bites","desc":"Melee Weapon Attack: +10 to hit, reach 0 ft., one creature in the swarm's space. Hit: 21 (6d6) piercing damage plus 14 (4d6) fire damage plus 14 (4d6) poison damage, or 10 (3d6) piercing damage plus 7 (2d6) fire damage plus 7 (2d6) poison damage if Ia'Affrat has half of its hit points or fewer. The target must succeed on a DC 16 Constitution saving throw or be poisoned for 1 minute. A poisoned creature repeats the saving throw at the end of each of its turns, ending the effect on itself on a success.","attack_bonus":10,"damage_dice":"6d6"},{"name":"Smoke Jump","desc":"Ia'Affrat can travel instantly to a space in sight where there's smoke."},{"name":"Whirlwind (Recharge 4-6)","desc":"Each creature in Ia'Affrat's space must make a DC 18 Strength saving throw. Each creature that fails takes 28 (8d6) bludgeoning damage plus 14 (4d6) fire damage plus 14 (4d6) poison damage and is flung up 20 feet away from Ia'Affrat in a random direction and knocked prone. If the saving throw is successful, the target takes half the bludgeoning damage and isn't flung away or knocked prone. If a thrown target strikes an object, such as a wall or floor, the target takes 3 (1d6) bludgeoning damage for every 10 feet it traveled. If the target collides with another creature, that creature must succeed on a DC 18 Dexterity saving throw or take the same damage and be knocked prone."}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Elemental Swarm","desc":"Ia'Affrat can occupy another creature's space\n\nand vice versa, and the swarm can move through any opening\n\nlarge enough for a Tiny insect"},{"name":"Magic Resistance","desc":"Ia'Affrat has advantage on saving throws against spells and other magical effects"},{"name":"Innate Spellcasting","desc":"Ia'Affrat's spellcasting ability is Charisma (spell save DC 19, +11 to hit with spell attacks). Ia'Affrat can innately cast the following spells, requiring no material components:\n\nat will: fire bolt, poison spray\n\n3/day each: burning hands, invisibility, ray of enfeeblement, ray of sickness\n\n1/day each: bestow curse, contagion, harm, insect plague, fireball"},{"name":"Inhabit","desc":"Ia'Affrat can enter the body of an incapacitated or dead creature by crawling into its mouth and other orifices. Inhabiting requires 1 minute, and the victim must be Small, Medium, or Large. If Ia'Affrat inhabits a dead body, it can animate it and control its movements, effectively becoming a zombie for as long as it remains inside. Ia'Affrat can abandon the body as an action. Attacks against the host deal half damage to Ia'Affrat as well, but Ia'Affrat's resistances and immunities still apply against this damage. In a living victim, Ia'Affrat can control the victim's movement and actions as if using dominate monster (save DC 19) on the victim. Ia'Affrat can consume a living victim; the target takes 5 (2d4) necrotic damage per hour while Ia'Affrat inhabits its body, and Ia'Affrat regains hit points equal to the damage dealt. When inhabiting a body, Ia'Affrat can choose to have any spell it casts with a range of self, target the inhabited body rather than itself. The skin of a creature inhabited by Ia'Affrat crawls with the forms of the insects inside. Ia'Affrat can hide this telltale sign with a Charisma (Deception) check against a viewer's passive Insight. A greater restoration spell or comparable magic forces Ia'Affrat to abandon the host."},{"name":"Smoke Shroud","desc":"Ia'Affrat is shrouded in a 5-foot-radius cloud of dark smoke. This area is lightly obscured to creatures other than Ia'Affrat. Any creature that needs to breathe that begins its turn in the area must make a successful DC 16 Constitution saving throw or be stunned until the end of its turn."}],"spell_list":[],"page_no":98,"environments":[],"img_main":null,"document__slug":"tob","document__title":"Tome of Beasts","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/tome-of-beasts-for-5th-edition-print/","v2_converted_path":"/v2/creatures/tob_iaaffrat/"},{"slug":"star-spawn-of-cthulhu","desc":"The star-dwelling, octopoid servants and children of Cthulhu are enormous and strange, with clawed hands, powerful but distended brains, and winglike spines on their backs, with which they propel themselves through the frozen emptiness between stars.  \nThese masters of psychic communication and dimensional manipulation can transport themselves and others across enormous distances.  \n_**Mastery of Life and Destruction.**_ They’ve harnessed mysterious energies of life and destruction as well, to grow new life with remarkable speed (and some degree of wastage and cancerous tumors) and to turn living flesh into miasmic vapor through nothing more than focused attention.  \n_**Rituals to Cthulhu.**_ Their goals are simple: oppose the mi-go and aid dread Cthulhu. The star-spawn destroy creatures that will not yield and serve as slaves and sacrifices, rather than allowing them to serve another master. Above all, they insist that all creatures venerate great Cthulhu and sacrifice life and treasure in his name. Their ultimate aim is to bend the heavens themselves and ensure that the stars are rightly positioned in their orbits to herald Cthulhu’s inevitable return.","name":"Star Spawn Of Cthulhu","size":"Large","type":"Fiend","subtype":"","group":null,"alignment":"chaotic evil","armor_class":17,"armor_desc":"natural armor","hit_points":187,"hit_dice":"15d10+105","speed":{"walk":30,"swim":30,"fly":50},"strength":25,"dexterity":15,"constitution":24,"intelligence":30,"wisdom":18,"charisma":23,"strength_save":12,"dexterity_save":null,"constitution_save":12,"intelligence_save":15,"wisdom_save":9,"charisma_save":null,"perception":14,"skills":{"arcana":15,"perception":14},"damage_vulnerabilities":"","damage_resistances":"bludgeoning, piercing, slashing","damage_immunities":"cold, fire, lightning, poison, psychic","condition_immunities":"exhaustion, frightened, paralyzed, petrified, poisoned","senses":"darkvision 300 ft., passive Perception 24","languages":"Common, Infernal, Void Speech","challenge_rating":"15","cr":15.0,"actions":[{"name":"Multiattack","desc":"The star spawn can use disintegrating gaze if it's available, and also make one claws attack and one dimensional stomp attack."},{"name":"Crushing Claws","desc":"Melee Weapon Attack. +12 to hit, reach 10 ft., one target. Hit: 20 (2d12 + 7) bludgeoning damage plus 13 (3d8) necrotic damage."},{"name":"Disintegrating Gaze (Recharge 5-6)","desc":"Ranged Spell Attack: +15 to hit, range 60 ft., one target in line of sight. Hit: 32 (5d12) necrotic damage, and the target must make a successful DC 20 Constitution saving throw or dissipate into vapor as if affected by a gaseous form spell. An affected creature repeats the saving throw at the end of each of its turns; on a success, the effect ends on that creature, but on a failure, the creature takes another 32 (5d12) necrotic damage and remains gaseous. A creature reduced to 0 hit points by this necrotic damage is permanently disintegrated and can be restored only by a wish or comparable magic that doesn't require some portion of a corpse to work.","attack_bonus":15,"damage_dice":"5d12"},{"name":"Dimensional Stomp","desc":"Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 18 (2d20 + 7) bludgeoning damage, and the target must make a successful DC 15 Dexterity saving throw or be teleported to a new location as if affected by the dimension door spell. The destination is chosen by the star spawn, but it cannot be in the same space as another object or creature.","attack_bonus":12,"damage_dice":"2d20"}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Interdimensional Movement","desc":"A star spawn of Cthulhu can use misty step as a bonus action once per round."},{"name":"Psychic Tower","desc":"When an attack that causes psychic damage is directed against the spawn, the attack rebounds against the attacker. Resolve the attack as if the attacker were the original target and using the star spawn's ability modifiers and proficiency bonus rather than the original attacker's."},{"name":"Void Traveler","desc":"The star spawn of Cthulhu requires no air, warmth, ambient pressure, food, or water, enabling it to travel safely through interstellar space and similar voids."}],"spell_list":[],"page_no":368,"environments":[],"img_main":null,"document__slug":"tob","document__title":"Tome of Beasts","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/tome-of-beasts-for-5th-edition-print/","v2_converted_path":"/v2/creatures/tob_star-spawn-of-cthulhu/"},{"slug":"urochar-strangling-watcher","desc":"_This horrible gigantic crimson leech slithers upright on four muscular tentacles, each 30 feet long. At the top of its writhing trunk, a great lidless eye glows with baleful orange light, surrounded by quivering, feathered antennae fully 5 feet long._  \n_**Underworld Wanderers.**_ The urochar are among the most dreaded monsters of the underworld. They have long plagued the drow, morlocks, and other humanoid races of the deep paths. They seek out death and the dying all the way to the banks of the  \n_**River Styx.**_  \n_**Devour the Dying.**_ Urochars feast on the final moments of those caught in their crushing tentacles. Though they rival the terrible neothelids in power, urochars are quite passive, watching the life and death struggles of other creatures and taking action only to drink in a dying being’s final moments from a nearby crevice or overhang, and taste their final gasps of horror.  \n_**Immortal.**_ Strangling watchers are effectively immortal. Gargantuan specimens in the deepest reaches of the underworld are several millennia old.","name":"Urochar (Strangling Watcher)","size":"Huge","type":"Aberration","subtype":"","group":null,"alignment":"chaotic evil","armor_class":19,"armor_desc":"natural armor","hit_points":256,"hit_dice":"19d12+133","speed":{"walk":40,"climb":20},"strength":24,"dexterity":15,"constitution":24,"intelligence":14,"wisdom":14,"charisma":20,"strength_save":null,"dexterity_save":8,"constitution_save":13,"intelligence_save":null,"wisdom_save":9,"charisma_save":11,"perception":8,"skills":{"perception":8,"stealth":8},"damage_vulnerabilities":"","damage_resistances":"cold, lightning; bludgeoning, piercing, and slashing from nonmagical attacks not made with silvered weapons","damage_immunities":"thunder","condition_immunities":"frightened","senses":"truesight 120 ft., passive Perception 19","languages":"understands Darakhul and Void Speech","challenge_rating":"17","cr":17.0,"actions":[{"name":"Multiattack","desc":"The watcher makes four attacks with its tentacles."},{"name":"Tentacle","desc":"Melee Weapon Attack: +13 to hit, reach 20 ft., one target. Hit: 20 (3d8 + 7) bludgeoning damage, and the target is grappled (escape DC 17). Until this grapple ends, the target is restrained. Each of its four tentacles can grapple one target.","attack_bonus":13,"damage_dice":"3d8"},{"name":"Paralyzing Gaze (Recharge 5-6)","desc":"The watcher can target one creature within 60 feet with its eerie gaze. The target must succeed on a DC 19 Wisdom saving throw or become paralyzed for 1 minute. The paralyzed target can repeat the saving throw at the end of each of its turns, ending the effect on a success. If a target's saving throw is successful or the effect ends for it, the target is immune to the watcher's gaze for the next 24 hours."}],"bonus_actions":null,"reactions":null,"legendary_desc":"The urochar can take 3 legendary actions, choosing from the options below. Only one option can be used at a time and only at the end of another creature's turn. The strangling watcher regains spent legendary actions at the start of its turn.","legendary_actions":[{"name":"Crush Attack","desc":"The urochar crushes one creature grappled by its tentacle. The target takes 25 (4d8 + 7) bludgeoning damage."},{"name":"Tentacle Attack","desc":"The watcher makes one tentacle attack."},{"name":"Tentacle Leap (Costs 2 Actions)","desc":"Using a tentacle, the urochar moves up to 20 feet to an unoccupied space adjacent to a wall, ceiling, floor, or other solid surface. This move doesn't trigger reactions. The urochar must have at least one tentacle free (not grappling a creature) to use this action. Grappled creatures move with the urochar."}],"special_abilities":[{"name":"Death Throes","desc":"When a strangling watcher dies, it releases all the fear it consumed in its lifetime in a single, soul-rending wave. All creatures within 60 feet of it must succeed on a DC 19 Charisma saving throw or become frightened. A frightened creature takes 13 (2d12) psychic damage at the start of each of its turns from the centuries of accumulated dread. It can repeat the Charisma saving throw at the end of each of its turns, ending the effect on a success."},{"name":"Innate Spellcasting","desc":"the watcher's innate spellcasting ability is Charisma (spell save DC 19). It can cast the following spells, requiring no material components:\n\nat will: feather fall\n\n3/day each: blur, meld into stone, phantasmal killer\n\n1/day each: black tentacles, eyebite, greater invisibility"},{"name":"Spider Climb","desc":"The watcher can climb any surface, including upside down on ceilings, without making an ability check."},{"name":"Squeeze","desc":"Despite their size, strangling watchers have slender, boneless bodies, enabling them to squeeze through passages only a Small-sized creature could fit through, without affecting their movement or combat capabilities."}],"spell_list":[],"page_no":393,"environments":[],"img_main":null,"document__slug":"tob","document__title":"Tome of Beasts","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/tome-of-beasts-for-5th-edition-print/","v2_converted_path":"/v2/creatures/tob_urochar-strangling-watcher/"},{"slug":"ancient_black_dragon_bf","desc":"","name":"Ancient Black Dragon","size":"gargantuan","type":"Dragon","subtype":"","group":"Dragons","alignment":"","armor_class":21,"armor_desc":"natural armor","hit_points":355,"hit_dice":"","speed":{"walk":40,"fly":80,"swim":40},"strength":28,"dexterity":26,"constitution":36,"intelligence":16,"wisdom":28,"charisma":30,"strength_save":9,"dexterity_save":8,"constitution_save":13,"intelligence_save":3,"wisdom_save":9,"charisma_save":10,"perception":25,"skills":{},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"acid,poisoned","condition_immunities":"","senses":"darkvision 120 ft., keensense 60 ft.","languages":"Common,Draconic","challenge_rating":"20","cr":20.0,"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:_ +15 to hit, reach 15 ft., one target. _Hit:_ 20 (2d10+9) piercing damage plus 9 (2d8) acid damage."},{"name":"Claw","desc":"_Melee Weapon Attack:_ +15 to hit, reach 10 ft., one target. _Hit:_ 16 (2d6+9) slashing damage."},{"name":"Tail","desc":"_Melee Weapon Attack:_ +15 to hit, reach 20 ft., one target. _Hit:_ 18 (2d8+9) 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 WIS save or be frightened for 1 minute. A creature can repeat the save at the end of each of its turns, ending the effect on itself on a success. If a creature's save is successful or the effect ends for it, the creature is immune to the dragon's Frightful Presence for the next 24 hours."},{"name":"Acid Breath (Recharge 5-6)","desc":"The dragon exhales acid in a 90-foot line that is 10 feet wide. Each creature in that line must make a DC 21 DEX save, taking 67 (15d8) acid damage on a failed save, or half as much damage on a successful one."}],"bonus_actions":[],"reactions":[],"legendary_desc":"The dragon 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 dragon regains spent legendary actions at the start of its turn.","legendary_actions":[{"name":"Detect","desc":"The dragon automatically detects every creature and trap within 30 feet of it, pinpointing the current location of each."},{"name":"Tail Attack","desc":"The dragon makes a Tail attack."},{"name":"Elemental Roar (Costs 2 Actions)","desc":"The dragon roars at up to two creatures of its choice within 120 feet of it. Each target must succeed on a DC 18 CHA save or be vulnerable to acid damage until the end of its next turn. A target resistant to acid damage isn't resistant to it for the duration. A target immune to acid damage is still immune to it, even if the target fails the save."},{"name":"Wing Attack (Costs 2 Actions)","desc":"The dragon beats its wings. Each creature within 15 feet of the dragon must succeed on a DC 23 DEX save or take 16 (2d6+9) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed without provoking opportunity attacks."}],"special_abilities":[{"name":"Acidic Vapors","desc":"After the black dragon uses its Acid Breath, acid clings to its mouth, throat, and nostrils for a time, evaporating as the dragon breathes. While the dragon's Acid Breath is unavailable, acidic vapors surround it, and each creature that starts its turn within 30 feet of the dragon must succeed on a DC 21 CON save or be poisoned until the start of its next turn."},{"name":"Amphibious","desc":"The dragon can breathe air and water."},{"name":"Legendary Resistance (3/Day)","desc":"If the dragon fails a save, it can choose to succeed instead."}],"spell_list":[],"page_no":null,"environments":[],"img_main":null,"document__slug":"blackflag","document__title":"Black Flag SRD","document__license_url":"https://paizo.com/orclicense","document__url":"https://koboldpress.com/black-flag-reference-document/","v2_converted_path":"/v2/creatures/bfrd_ancient-black-dragon/"},{"slug":"ancient_blue_dragon_bf","desc":"","name":"Ancient Blue Dragon","size":"gargantuan","type":"Dragon","subtype":"","group":"Dragons","alignment":"","armor_class":21,"armor_desc":"natural armor","hit_points":355,"hit_dice":"","speed":{"walk":40,"burrow":40,"fly":80},"strength":28,"dexterity":22,"constitution":38,"intelligence":18,"wisdom":28,"charisma":32,"strength_save":9,"dexterity_save":6,"constitution_save":14,"intelligence_save":4,"wisdom_save":9,"charisma_save":11,"perception":27,"skills":{},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"lightning","condition_immunities":"","senses":"darkvision 120 ft., keensense 60 ft.","languages":"Common,Draconic","challenge_rating":"20","cr":20.0,"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:_ +15 to hit, reach 15 ft., one target. _Hit:_ 20 (2d10+9) piercing damage plus 11 (2d10) lightning damage."},{"name":"Claw","desc":"_Melee Weapon Attack:_ +15 to hit, reach 10 ft., one target. _Hit:_ 16 (2d6+9) slashing damage."},{"name":"Tail","desc":"_Melee Weapon Attack:_ +15 to hit, reach 20 ft., one target. _Hit:_ 18 (2d8+9) 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 19 WIS save or be frightened for 1 minute. A creature can repeat the save at the end of each of its turns, ending the effect on itself on a success. If a creature's save 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 120-foot line that is 10 feet wide. Each creature in that line must make a DC 22 DEX save, taking 99 (18d10) lightning damage on a failed save, or half as much damage on a successful one."}],"bonus_actions":[],"reactions":[],"legendary_desc":"The dragon 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 dragon regains spent legendary actions at the start of its turn.","legendary_actions":[{"name":"Detect","desc":"The dragon automatically detects every creature and trap within 30 feet of it, pinpointing the current location of each."},{"name":"Tail Attack","desc":"The dragon makes a Tail attack."},{"name":"Elemental Roar (Costs 2 Actions)","desc":"The dragon roars at up to two creatures of its choice within 120 feet of it. Each target must succeed on a DC 19 CHA save or be vulnerable to lightning damage until the end of its next turn. A target resistant to lightning damage isn't resistant to it for the duration. A target immune to lightning damage is still immune to it, even if the target fails the save."},{"name":"Wing Attack (Costs 2 Actions)","desc":"The dragon beats its wings. Each creature within 15 feet of the dragon must succeed on a DC 23 DEX save or take 16 (2d6+9) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed without provoking opportunity attacks."}],"special_abilities":[{"name":"Charged Hide","desc":"When the blue dragon hasn't exhaled its Lightning Breath, the electric charge builds up across its body. While the dragon's Lightning Breath is available, it emits wild sparks of electricity, and each creature that starts its turn within 30 feet of the dragon must succeed on a DC 22 CON save or be incapacitated until the start of its next turn."},{"name":"Legendary Resistance (3/Day)","desc":"If the dragon fails a save, it can choose to succeed instead."}],"spell_list":[],"page_no":null,"environments":[],"img_main":null,"document__slug":"blackflag","document__title":"Black Flag SRD","document__license_url":"https://paizo.com/orclicense","document__url":"https://koboldpress.com/black-flag-reference-document/","v2_converted_path":"/v2/creatures/bfrd_ancient-blue-dragon/"},{"slug":"ancient_bronze_dragon_bf","desc":"","name":"Ancient Bronze Dragon","size":"gargantuan","type":"Dragon","subtype":"","group":"Dragons","alignment":"","armor_class":21,"armor_desc":"natural armor","hit_points":314,"hit_dice":"","speed":{"walk":40,"fly":80,"swim":40},"strength":28,"dexterity":22,"constitution":38,"intelligence":18,"wisdom":28,"charisma":32,"strength_save":9,"dexterity_save":6,"constitution_save":14,"intelligence_save":4,"wisdom_save":9,"charisma_save":11,"perception":27,"skills":{},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"lightning","condition_immunities":"","senses":"darkvision 120 ft., keensense 60 ft.","languages":"Common,Draconic","challenge_rating":"19","cr":19.0,"actions":[{"name":"Multiattack","desc":"The dragon uses its Frightful Presence. It then makes one Bite attack and two Claw attacks. It can replace its Bite attack with a use of Repulsion Breath, if available."},{"name":"Bite","desc":"_Melee Weapon Attack:_ +15 to hit, reach 15 ft., one target. _Hit:_ 20 (2d10+9) piercing damage."},{"name":"Claw","desc":"_Melee Weapon Attack:_ +15 to hit, reach 10 ft., one target. _Hit:_ 16 (2d6+9) slashing damage."},{"name":"Tail","desc":"_Melee Weapon Attack:_ +15 to hit, reach 20 ft., one target. _Hit:_ 18 (2d8+9) 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 19 WIS save or be frightened for 1 minute. A creature can repeat the save at the end of each of its turns, ending the effect on itself on a success. If a creature's save 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 120-foot line that is 10 feet wide. Each creature in that line must make a DC 22 DEX save, taking 88 (16d10) lightning damage on a failed save, or half as much damage on a successful one."},{"name":"Repulsion Breath (Recharge 6)","desc":"The dragon exhales repulsion energy in a 90-foot cone. Each creature in that area must succeed on a DC 22 STR save or be pushed up to 45 feet away from the dragon."}],"bonus_actions":[{"name":"Change Shape","desc":"The dragon magically transforms into a Beast or Humanoid that has a challenge rating no higher than its own, or back into its true form, which is Dragon. Any equipment it is wearing or carrying transforms with it or is borne by the new form (the dragon's choice). It reverts to its true form if it dies. In a new form, the dragon retains its Legendary Resistance trait and its HP, ability to speak, proficiencies, and INT, WIS, and CHA scores, as well as this bonus action. Its statistics and capabilities are otherwise replaced by those of the new form, except any class features or legendary actions of that form."}],"reactions":[],"legendary_desc":"The dragon 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 dragon regains spent legendary actions at the start of its turn.","legendary_actions":[{"name":"Detect","desc":"The dragon automatically detects every creature and trap within 30 feet of it, pinpointing the current location of each."},{"name":"Tail Attack","desc":"The dragon makes a Tail attack."},{"name":"Elemental Roar (Costs 2 Actions)","desc":"The dragon roars at up to two creatures of its choice within 120 feet of it. Each target must succeed on a DC 19 CHA save or be vulnerable to lightning damage until the end of its next turn. A target resistant to lightning damage isn't resistant to it for the duration. A target immune to lightning damage is still immune to it, even if the target fails the save."},{"name":"Wing Attack (Costs 2 Actions)","desc":"The dragon beats its wings. Each creature within 15 feet of the dragon must succeed on a DC 23 DEX save or take 16 (2d6+9) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed without provoking opportunity attacks."}],"special_abilities":[{"name":"Amphibious","desc":"The dragon can breathe air and water."},{"name":"Legendary Resistance (3/Day)","desc":"If the dragon fails a save, it can choose to succeed instead."},{"name":"Lightning Extraction","desc":"As the **young bronze dragon**, except it affects creatures within 30 feet of the dragon, and the save DC is 22."}],"spell_list":[],"page_no":null,"environments":[],"img_main":null,"document__slug":"blackflag","document__title":"Black Flag SRD","document__license_url":"https://paizo.com/orclicense","document__url":"https://koboldpress.com/black-flag-reference-document/","v2_converted_path":"/v2/creatures/bfrd_ancient-bronze-dragon/"},{"slug":"ancient_copper_dragon_bf","desc":"","name":"Ancient Copper Dragon","size":"gargantuan","type":"Dragon","subtype":"","group":"Dragons","alignment":"","armor_class":21,"armor_desc":"natural armor","hit_points":297,"hit_dice":"","speed":{"walk":40,"climb":40,"fly":80},"strength":26,"dexterity":22,"constitution":36,"intelligence":20,"wisdom":28,"charisma":30,"strength_save":8,"dexterity_save":6,"constitution_save":13,"intelligence_save":5,"wisdom_save":9,"charisma_save":10,"perception":27,"skills":{},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"acid","condition_immunities":"","senses":"darkvision 120 ft., keensense 60 ft.","languages":"Common,Draconic","challenge_rating":"18","cr":18.0,"actions":[{"name":"Multiattack","desc":"The dragon uses its Frightful Presence. It then makes one Bite attack and two Claw attacks. It can replace its Bite attack with a use of Slowing Breath, if available."},{"name":"Bite","desc":"_Melee Weapon Attack:_ +15 to hit, reach 15 ft., one target. _Hit:_ 19 (2d10+8) piercing damage."},{"name":"Claw","desc":"_Melee Weapon Attack:_ +15 to hit, reach 10 ft., one target. _Hit:_ 15 (2d6+8) slashing damage."},{"name":"Tail","desc":"_Melee Weapon Attack:_ +15 to hit, reach 20 ft., one target. _Hit:_ 17 (2d8+8) 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 WIS save or be frightened for 1 minute. A creature can repeat the save at the end of each of its turns, ending the effect on itself on a success. If a creature's save is successful or the effect ends for it, the creature is immune to the dragon's Frightful Presence for the next 24 hours."},{"name":"Acid Breath (Recharge 5-6)","desc":"The dragon exhales acid in a 120-foot line that is 10 feet wide. Each creature in that line must make a DC 21 DEX save, taking 76 (17d8) acid damage on a failed save, or half as much damage on a successful one."},{"name":"Slowing Breath (Recharge 6)","desc":"As the **copper dragon wyrmling**, except it is a 90-foot cone, and the save DC is 21."}],"bonus_actions":[{"name":"Change Shape","desc":"The dragon magically transforms into a Beast or Humanoid that has a challenge rating no higher than its own, or back into its true form, which is Dragon. Any equipment it is wearing or carrying transforms with it or is borne by the new form (the dragon's choice). It reverts to its true form if it dies. In a new form, the dragon retains its Legendary Resistance trait and its HP, ability to speak, proficiencies, and INT, WIS, and CHA scores, as well as this bonus action. Its statistics and capabilities are otherwise replaced by those of the new form, except any class features or legendary actions of that form."}],"reactions":[],"legendary_desc":"The dragon 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 dragon regains spent legendary actions at the start of its turn.","legendary_actions":[{"name":"Detect","desc":"The dragon automatically detects every creature and trap within 30 feet of it, pinpointing the current location of each."},{"name":"Tail Attack","desc":"The dragon makes a Tail attack."},{"name":"Elemental Roar (Costs 2 Actions)","desc":"The dragon roars at up to two creatures of its choice within 120 feet of it. Each target must succeed on a DC 18 CHA save or be vulnerable to acid damage until the end of its next turn. A target resistant to acid damage isn't resistant to it for the duration. A target immune to acid damage is still immune to it, even if the target fails the save."},{"name":"Wing Attack (Costs 2 Actions)","desc":"The dragon beats its wings. Each creature within 15 feet of the dragon must succeed on a DC 22 DEX save or take 15 (2d6+8) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed without provoking opportunity attacks."}],"special_abilities":[{"name":"Corrosive Scales","desc":"As the **young copper dragon**."},{"name":"Legendary Resistance (3/Day)","desc":"If the dragon fails a save, it can choose to succeed instead."}],"spell_list":[],"page_no":null,"environments":[],"img_main":null,"document__slug":"blackflag","document__title":"Black Flag SRD","document__license_url":"https://paizo.com/orclicense","document__url":"https://koboldpress.com/black-flag-reference-document/","v2_converted_path":"/v2/creatures/bfrd_ancient-copper-dragon/"},{"slug":"ancient_green_dragon_bf","desc":"","name":"Ancient Green Dragon","size":"gargantuan","type":"Dragon","subtype":"","group":"Dragons","alignment":"","armor_class":21,"armor_desc":"natural armor","hit_points":333,"hit_dice":"","speed":{"walk":40,"fly":80,"swim":40},"strength":26,"dexterity":24,"constitution":36,"intelligence":24,"wisdom":28,"charisma":30,"strength_save":8,"dexterity_save":7,"constitution_save":13,"intelligence_save":7,"wisdom_save":9,"charisma_save":10,"perception":25,"skills":{},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"poison,poisoned","condition_immunities":"","senses":"darkvision 120 ft., keensense 60 ft.","languages":"Common,Draconic","challenge_rating":"19","cr":19.0,"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:_ +15 to hit, reach 15 ft., one target. _Hit:_ 19 (2d10+8) piercing damage plus 10 (3d6) poison damage."},{"name":"Claw","desc":"_Melee Weapon Attack:_ +15 to hit, reach 10 ft., one target. _Hit:_ 15 (2d6+8) slashing damage."},{"name":"Tail","desc":"_Melee Weapon Attack:_ +15 to hit, reach 20 ft., one target. _Hit:_ 17 (2d8+8) 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 WIS save or be frightened for 1 minute. A creature can repeat the save at the end of each of its turns, ending the effect on itself on a success. If a creature's save 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 90-foot cone. Each creature in that area must make a DC 21 CON save, taking 84 (24d6) poison damage on a failed save, or half as much damage on a successful one."}],"bonus_actions":[],"reactions":[],"legendary_desc":"The dragon 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 dragon regains spent legendary actions at the start of its turn.","legendary_actions":[{"name":"Detect","desc":"The dragon automatically detects every creature and trap within 30 feet of it, pinpointing the current location of each."},{"name":"Tail Attack","desc":"The dragon makes a Tail attack."},{"name":"Elemental Roar (Costs 2 Actions)","desc":"The dragon roars at up to two creatures of its choice within 120 feet of it. Each target must succeed on a DC 18 CHA save or be vulnerable to poison damage until the end of its next turn. A target resistant to poison damage isn't resistant to it for the duration. A target immune to poison damage is still immune to it, even if the target fails the save."},{"name":"Wing Attack (Costs 2 Actions)","desc":"The dragon beats its wings. Each creature within 15 feet of the dragon must succeed on a DC 22 DEX save or take 15 (2d6+8) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed without provoking opportunity attacks."}],"special_abilities":[{"name":"Amphibious","desc":"The dragon can breathe air and water."},{"name":"Hallucinogenic Gas","desc":"After the green dragon exhales its Poison Breath, wisps of poisonous gas laced with the alchemical taint that permeates the dragon's body linger around it. While the dragon's Poison Breath is unavailable, each creature that starts its turn within 30 feet of the dragon must succeed on a DC 21 WIS save or be terrified until the start of the creature's next turn, as the gas causes the creature to experience frightful hallucinations. A terrified creature is frightened, and its speed is reduced to 0."},{"name":"Legendary Resistance (3/Day)","desc":"If the dragon fails a save, it can choose to succeed instead."}],"spell_list":[],"page_no":null,"environments":[],"img_main":null,"document__slug":"blackflag","document__title":"Black Flag SRD","document__license_url":"https://paizo.com/orclicense","document__url":"https://koboldpress.com/black-flag-reference-document/","v2_converted_path":"/v2/creatures/bfrd_ancient-green-dragon/"},{"slug":"ancient_red_dragon_bf","desc":"","name":"Ancient Red Dragon","size":"gargantuan","type":"Dragon","subtype":"","group":"Dragons","alignment":"","armor_class":22,"armor_desc":"natural armor","hit_points":382,"hit_dice":"","speed":{"walk":40,"climb":40,"fly":80},"strength":30,"dexterity":24,"constitution":42,"intelligence":18,"wisdom":28,"charisma":36,"strength_save":10,"dexterity_save":7,"constitution_save":16,"intelligence_save":4,"wisdom_save":9,"charisma_save":13,"perception":26,"skills":{},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"fire","condition_immunities":"","senses":"darkvision 120 ft., keensense 60 ft.","languages":"Common,Draconic","challenge_rating":"21","cr":21.0,"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:_ +17 to hit, reach 15 ft., one target. _Hit:_ 21 (2d10+10) piercing damage plus 14 (4d6) fire damage."},{"name":"Claw","desc":"_Melee Weapon Attack:_ +17 to hit, reach 10 ft., one target. _Hit:_ 17 (2d6+10) slashing damage."},{"name":"Tail","desc":"_Melee Weapon Attack:_ +17 to hit, reach 20 ft., one target. _Hit:_ 19 (2d8+10) 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 21 WIS save or be frightened for 1 minute. A creature can repeat the save at the end of each of its turns, ending the effect on itself on a success. If a creature's save 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 90-foot cone. Each creature in that area must make a DC 24 DEX save, taking 105 (30d6) fire damage on a failed save, or half as much damage on a successful one."}],"bonus_actions":[],"reactions":[],"legendary_desc":"The dragon 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 dragon regains spent legendary actions at the start of its turn.","legendary_actions":[{"name":"Detect","desc":"The dragon automatically detects every creature and trap within 30 feet of it, pinpointing the current location of each."},{"name":"Tail Attack","desc":"The dragon makes a Tail attack."},{"name":"Elemental Roar (Costs 2 Actions)","desc":"The dragon roars at up to two creatures of its choice within 120 feet of it. Each target must succeed on a DC 21 CHA save or be vulnerable to fire damage until the end of its next turn. A target resistant to fire damage isn't resistant to it for the duration. A target immune to fire damage is still immune to it, even if the target fails the save."},{"name":"Wing Attack (Costs 2 Actions)","desc":"The dragon beats its wings. Each creature within 15 feet of the dragon must succeed on a DC 25 DEX save or take 17 (2d6+10) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed without provoking opportunity attacks."}],"special_abilities":[{"name":"Boil Over","desc":"When the red dragon hasn't unleashed its Fire Breath, the heat builds and rolls outward from it. While the dragon's Fire Breath is available, it emits immense heat, and each creature that starts its turn within 30 feet of the dragon must succeed on a DC 24 CON save or take 7 (2d6) fire damage. A creature that fails this save by 5 or more also suffers one level of exhaustion."},{"name":"Legendary Resistance (3/Day)","desc":"If the dragon fails a save, it can choose to succeed instead."}],"spell_list":[],"page_no":null,"environments":[],"img_main":null,"document__slug":"blackflag","document__title":"Black Flag SRD","document__license_url":"https://paizo.com/orclicense","document__url":"https://koboldpress.com/black-flag-reference-document/","v2_converted_path":"/v2/creatures/bfrd_ancient-red-dragon/"},{"slug":"ancient_silver_dragon_bf","desc":"","name":"Ancient Silver Dragon","size":"gargantuan","type":"Dragon","subtype":"","group":"Dragons","alignment":"","armor_class":21,"armor_desc":"natural armor","hit_points":355,"hit_dice":"","speed":{"walk":40,"fly":80},"strength":30,"dexterity":22,"constitution":40,"intelligence":18,"wisdom":28,"charisma":32,"strength_save":10,"dexterity_save":6,"constitution_save":15,"intelligence_save":4,"wisdom_save":9,"charisma_save":11,"perception":25,"skills":{},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"cold","condition_immunities":"","senses":"darkvision 120 ft., keensense 60 ft.","languages":"Common,Draconic","challenge_rating":"20","cr":20.0,"actions":[{"name":"Multiattack","desc":"The dragon uses its Frightful Presence. It then makes one Bite attack and two Claw attacks. It can replace its Bite attack with a use of Paralyzing Breath, if available."},{"name":"Bite","desc":"_Melee Weapon Attack:_ +17 to hit, reach 15 ft., one target. _Hit:_ 21 (2d10+10) piercing damage."},{"name":"Claw","desc":"_Melee Weapon Attack:_ +17 to hit, reach 10 ft., one target. _Hit:_ 17 (2d6+10) slashing damage."},{"name":"Tail","desc":"_Melee Weapon Attack:_ +17 to hit, reach 20 ft., one target. _Hit:_ 19 (2d8+10) 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 19 WIS save or be frightened for 1 minute. A creature can repeat the save at the end of each of its turns, ending the effect on itself on a success. If a creature's save 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 23 CON save, taking 99 (22d8) cold damage on a failed save, or half as much damage on a successful one."},{"name":"Paralyzing Breath (Recharge 6)","desc":"As the **silver dragon wyrmling**, except it is a 90-foot cone, and the save DC is 23."}],"bonus_actions":[{"name":"Change Shape","desc":"The dragon magically transforms into a Beast or Humanoid that has a challenge rating no higher than its own, or back into its true form, which is Dragon. Any equipment it is wearing or carrying transforms with it or is borne by the new form (the dragon's choice). It reverts to its true form if it dies. In a new form, the dragon retains its Legendary Resistance trait and its HP, ability to speak, proficiencies, and INT, WIS, and CHA scores, as well as this bonus action. Its statistics and capabilities are otherwise replaced by those of the new form, except any class features or legendary actions of that form."}],"reactions":[],"legendary_desc":"The dragon 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 dragon regains spent legendary actions at the start of its turn.","legendary_actions":[{"name":"Detect","desc":"The dragon automatically detects every creature and trap within 30 feet of it, pinpointing the current location of each."},{"name":"Tail Attack","desc":"The dragon makes a Tail attack."},{"name":"Elemental Roar (Costs 2 Actions)","desc":"The dragon roars at up to two creatures of its choice within 120 feet of it. Each target must succeed on a DC 19 CHA save or be vulnerable to cold damage until the end of its next turn. A target resistant to cold damage isn't resistant to it for the duration. A target immune to cold damage is still immune to it, even if the target fails the save."},{"name":"Wing Attack (Costs 2 Actions)","desc":"The dragon beats its wings. Each creature within 15 feet of the dragon must succeed on a DC 24 DEX save or take 17 (2d6+10) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed without provoking opportunity attacks."}],"special_abilities":[{"name":"Freezing Fog","desc":"As the **young silver dragon**, except it affects creatures within 30 feet of the dragon, and the save DC is 23."},{"name":"Legendary Resistance (3/Day)","desc":"If the dragon fails a save, it can choose to succeed instead."}],"spell_list":[],"page_no":null,"environments":[],"img_main":null,"document__slug":"blackflag","document__title":"Black Flag SRD","document__license_url":"https://paizo.com/orclicense","document__url":"https://koboldpress.com/black-flag-reference-document/","v2_converted_path":"/v2/creatures/bfrd_ancient-silver-dragon/"},{"slug":"ancient_white_dragon_bf","desc":"","name":"Ancient White Dragon","size":"gargantuan","type":"Dragon","subtype":"","group":"Dragons","alignment":"","armor_class":20,"armor_desc":"natural armor","hit_points":301,"hit_dice":"","speed":{"walk":40,"burrow":40,"fly":80,"swim":40},"strength":26,"dexterity":22,"constitution":38,"intelligence":10,"wisdom":28,"charisma":28,"strength_save":8,"dexterity_save":6,"constitution_save":14,"intelligence_save":0,"wisdom_save":9,"charisma_save":9,"perception":25,"skills":{},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"cold","condition_immunities":"","senses":"darkvision 120 ft., keensense 60 ft.","languages":"Common,Draconic","challenge_rating":"17","cr":17.0,"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:_ +14 to hit, reach 15 ft., one target. _Hit:_ 19 (2d10+8) piercing damage plus 9 (2d8) cold damage."},{"name":"Claw","desc":"_Melee Weapon Attack:_ +14 to hit, reach 10 ft., one target. _Hit:_ 15 (2d6+8) slashing damage."},{"name":"Tail","desc":"_Melee Weapon Attack:_ +14 to hit, reach 20 ft., one target. _Hit:_ 17 (2d8+8) 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 WIS save or be frightened for 1 minute. A creature can repeat the save at the end of each of its turns, ending the effect on itself on a success. If a creature's save 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 CON save, taking 63 (14d8) cold damage on a failed save, or half as much damage on a successful one."}],"bonus_actions":[],"reactions":[],"legendary_desc":"The dragon 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 dragon regains spent legendary actions at the start of its turn.","legendary_actions":[{"name":"Detect","desc":"The dragon automatically detects every creature and trap within 30 feet of it, pinpointing the current location of each."},{"name":"Tail Attack","desc":"The dragon makes a Tail attack."},{"name":"Elemental Roar (Costs 2 Actions)","desc":"The dragon roars at up to two creatures of its choice within 120 feet of it. Each target must succeed on a DC 17 CHA save or be vulnerable to cold damage until the end of its next turn. A target resistant to cold damage isn't resistant to it for the duration. A target immune to cold damage is still immune to it, even if the target fails the save."},{"name":"Wing Attack (Costs 2 Actions)","desc":"The dragon beats its wings. Each creature within 15 feet of the dragon must succeed on a DC 22 DEX save or take 15 (2d6+8) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed without provoking opportunity attacks."}],"special_abilities":[{"name":"Ice Walk","desc":"The dragon can move across and climb icy surfaces without needing to make an ability check. In addition, difficult terrain composed of ice or snow doesn't cost it extra movement."},{"name":"Legendary Resistance (3/Day)","desc":"If the dragon fails a save, it can choose to succeed instead."},{"name":"Numbing Chill","desc":"When the white dragon hasn't unleashed its Cold Breath, the cold builds up within it and ripples outward from it. While the dragon's Cold Breath is available, it emits a numbing chill, and each creature that starts its turn within 30 feet of the dragon must succeed on a DC 22 CON save or its speed is halved."}],"spell_list":[],"page_no":null,"environments":[],"img_main":null,"document__slug":"blackflag","document__title":"Black Flag SRD","document__license_url":"https://paizo.com/orclicense","document__url":"https://koboldpress.com/black-flag-reference-document/","v2_converted_path":"/v2/creatures/bfrd_ancient-white-dragon/"},{"slug":"archdruid_bf","desc":"","name":"Archdruid","size":"medium","type":"Humanoid","subtype":"Any Lineage","group":"NPCs","alignment":"","armor_class":17,"armor_desc":"Nature's Champion","hit_points":210,"hit_dice":"","speed":{"walk":30},"strength":16,"dexterity":14,"constitution":12,"intelligence":22,"wisdom":28,"charisma":12,"strength_save":3,"dexterity_save":2,"constitution_save":1,"intelligence_save":6,"wisdom_save":9,"charisma_save":1,"perception":19,"skills":{},"damage_vulnerabilities":"","damage_resistances":"Nature's Champion","damage_immunities":"","condition_immunities":"","senses":"-","languages":"Common,Druidic,plus any one language","challenge_rating":"12","cr":12.0,"actions":[{"name":"Multiattack","desc":"The archdruid makes three Thorned Staff or Nature's Wrath attacks. It can replace one attack with a use of Spellcasting."},{"name":"Thorned Staff","desc":"_Melee Weapon Attack:_+7 to hit, reach 5. ft., one target. _Hit:_ 10 (2d6+3) piercing damage plus 18 (4d8) cold, fire, lightning, poison, or thunder damage (the archdruid's choice)."},{"name":"Nature's Wrath","desc":"_Ranged Spell Attack:_+9 to hit, range 120 ft., one target. _Hit:_ 27 (5d8+5) cold, fire, lightning, poison, or thunder damage (the archdruid's choice)."},{"name":"Spellcasting","desc":"The archdruid casts one of the following spells, using WIS as the spellcasting ability (spell save DC 17).<br>At will: _animal friendship_, _druidcraft_, _entangle_, _speak with animals_<br>3/day each: _heat metal_, _spike growth_, _plant growth_, _speak with plants_<br>1/day each: _polymorph_, _insect plague_"}],"bonus_actions":[{"name":"Change Shape","desc":"The archdruid magically transforms into a Beast that has a challenge rating no higher than its own, or back into its true form, which is Humanoid. Any equipment it is wearing or carrying transforms with it. It reverts to its true form if it dies. In a new form, the archdruid retains its HP, ability to speak, proficiencies, and INT, WIS, and CHA modifiers, as well as this bonus action. Its statistics and capabilities are otherwise replaced by those of the new form, except any class features or legendary actions of that form. The archdruid can choose to instead magically transform into an Elemental that has a challenge rating no higher than 6, or back into its true form. If it transforms into an Elemental, the archdruid can remain in that form for up to 6 hours then must finish a short or long rest before it can transform into an Elemental again."}],"reactions":[],"legendary_desc":null,"legendary_actions":[],"special_abilities":[{"name":"Nature's Champion","desc":"While the archdruid is conscious, wearing no armor, and in a natural environment or terrain, such as a desert, forest, or mountain, it adds its WIS modifier to its AC (included above). In addition, it is resistant to cold, fire, lightning, poison, and thunder damage."},{"name":"Nature's Weapons","desc":"When the archdruid hits with any weapon, the weapon deals an extra 4d8 cold, fire, lightning, poison, or thunder damage (included in the attack), the archdruid's choice."}],"spell_list":[],"page_no":null,"environments":[],"img_main":null,"document__slug":"blackflag","document__title":"Black Flag SRD","document__license_url":"https://paizo.com/orclicense","document__url":"https://koboldpress.com/black-flag-reference-document/","v2_converted_path":"/v2/creatures/bfrd_archdruid/"},{"slug":"balor_bf","desc":"","name":"Balor","size":"huge","type":"Fiend","subtype":"Demon","group":"Demons","alignment":"","armor_class":19,"armor_desc":"natural armor","hit_points":292,"hit_dice":"","speed":{"walk":40,"fly":80},"strength":38,"dexterity":14,"constitution":34,"intelligence":20,"wisdom":28,"charisma":34,"strength_save":14,"dexterity_save":2,"constitution_save":12,"intelligence_save":5,"wisdom_save":9,"charisma_save":12,"perception":19,"skills":{},"damage_vulnerabilities":"","damage_resistances":"bludgeoning,piercing,and slashing damage from nonmagical attacks,Demonic Resilience","damage_immunities":"fire,Demonic Resilience","condition_immunities":"","senses":"truesight 120 ft.","languages":"Abyssal,telepathy 120 ft.","challenge_rating":"19","cr":19.0,"actions":[{"name":"Multiattack","desc":"The balor makes one Gore attack, one Longsword attack, and one Whip attack."},{"name":"Gore","desc":"_Melee Weapon Attack:_ +14 to hit, reach 10 ft., one target. _Hit:_ 15 (2d6+8) piercing damage plus 13 (3d8) fire damage."},{"name":"Longsword","desc":"_Melee Weapon Attack:_ +14 to hit, reach 10 ft., one target. _Hit:_ 21 (3d8+8) slashing damage, or 24 (3d10+8) slashing damage if used with two hands, plus 13 (3d8) fire damage. If the balor scores a critical hit, it rolls damage dice three times, instead of twice."},{"name":"Whip","desc":"_Melee Weapon Attack:_ +14 to hit, reach 30 ft., one target. _Hit:_ 15 (3d4+8) slashing damage plus 13 (3d8) fire damage, and the target must succeed on a DC 20 Strength saving throw or be pulled up to 25 feet toward the balor."}],"bonus_actions":[{"name":"Teleport","desc":"The balor magically teleports, along with any equipment it is wearing or carrying, up to 60 feet to an unoccupied space it can see."}],"reactions":[],"legendary_desc":null,"legendary_actions":[],"special_abilities":[{"name":"Demonic Flames","desc":"Creatures resistant to fire damage aren't resistant to fire damage dealt by the balor. Creatures immune to fire damage are still immune to the balor's fire damage."},{"name":"Demonic Resilience","desc":"The balor is resistant to cold and lightning damage. In addition, it is immune to poison damage and to the poisoned condition."},{"name":"Diving Assault","desc":"If the balor is flying and moves at least 30 feet straight toward a creature and then hits it with a Gore attack on the same turn, that target must succeed on a DC 20 STR save or be knocked prone. If the target is prone, the balor can make one Longsword attack against it as a bonus action."},{"name":"Flaming Weapons","desc":"The balor's weapon attacks are magical. When the balor hits with any weapon, the weapon deals an extra 3d8 fire damage (included in the attack)."},{"name":"Fire Aura","desc":"At the start of each of the balor's turns, each creature within 10 feet of it takes 13 (3d8) fire damage, and flammable objects in the aura that aren't being worn or carried ignite."},{"name":"Magic Resistance","desc":"The balor has advantage on saves against spells and other magical effects."}],"spell_list":[],"page_no":null,"environments":[],"img_main":null,"document__slug":"blackflag","document__title":"Black Flag SRD","document__license_url":"https://paizo.com/orclicense","document__url":"https://koboldpress.com/black-flag-reference-document/","v2_converted_path":"/v2/creatures/bfrd_balor/"},{"slug":"deva_bf","desc":"","name":"Deva","size":"medium","type":"Celestial","subtype":"Angel","group":"Angels","alignment":"","armor_class":17,"armor_desc":"natural armor","hit_points":165,"hit_dice":"","speed":{"walk":30,"fly":90},"strength":18,"dexterity":18,"constitution":18,"intelligence":16,"wisdom":28,"charisma":28,"strength_save":4,"dexterity_save":4,"constitution_save":4,"intelligence_save":3,"wisdom_save":9,"charisma_save":9,"perception":19,"skills":{},"damage_vulnerabilities":"","damage_resistances":"Angelic Resilience","damage_immunities":"Angelic Resilience","condition_immunities":"","senses":"darkvision 120 ft.","languages":"all,telepathy 120 ft.","challenge_rating":"10","cr":10.0,"actions":[{"name":"Multiattack","desc":"The deva makes three Mace attacks."},{"name":"Mace","desc":"_Melee Weapon Attack:_ +8 to hit, reach 5 ft., one target. _Hit:_ 7 (1d6+4) bludgeoning damage plus 18 (4d8) radiant damage."},{"name":"Healing Touch (3/Day)","desc":"The deva touches another creature. The target magically regains 20 (4d8+2) HP and is freed from any curse, disease, poison, blindness, or deafness."}],"bonus_actions":[{"name":"Change Shape","desc":"The deva magically transforms into a Large or smaller Beast or Humanoid that has a challenge rating no higher than its own, or back into its true form, which is Celestial. Any equipment it is wearing or carrying transforms with it or is borne by the new form (the deva's choice). It reverts to its true form if it dies. In a new form, the deva retains its Angelic Resilience, Angelic Senses, and Immortal Nature traits and its HP, HD, ability to speak, proficiencies, and INT, WIS, and CHA scores, as well as this bonus action. Its statistics and capabilities are otherwise replaced by those of the new form, except any class features or legendary actions of that form."}],"reactions":[],"legendary_desc":null,"legendary_actions":[],"special_abilities":[{"name":"Angelic Resilience","desc":"The deva is resistant to radiant damage and to bludgeoning, piercing, and slashing damage from nonmagical attacks. In addition, it is immune to exhaustion and the charmed and frightened conditions."},{"name":"Angelic Senses","desc":"The deva can pinpoint the location of Aberrations, Celestials, Fiends, and Undead within 30 feet of it and knows if a place or object it can sense is consecrated or desecrated."},{"name":"Angelic Weapons","desc":"The deva's weapon attacks are magical. When the deva hits with any weapon, the weapon deals an extra 4d8 radiant damage (included in the attack)."},{"name":"Immortal Nature","desc":"The deva doesn't require food, drink, or sleep."},{"name":"Magic Resistance","desc":"The deva has advantage on saves against spells and other magical effects."},{"name":"Reviving Prayer","desc":"The deva spends 10 minutes praying to its deity for the safe return of the soul of a slain creature. At the end of the prayer, the deva touches a creature that has been dead no more than 24 hours and returns the creature to life with a number of HP equal to half its HP maximum. Reviving Prayer can't return to life a creature that has died of old age, nor can it restore any missing body parts. A creature restored to life in this way can't be returned to life by this deva again for 30 days."}],"spell_list":[],"page_no":null,"environments":[],"img_main":null,"document__slug":"blackflag","document__title":"Black Flag SRD","document__license_url":"https://paizo.com/orclicense","document__url":"https://koboldpress.com/black-flag-reference-document/","v2_converted_path":"/v2/creatures/bfrd_deva/"},{"slug":"lich_bf","desc":"","name":"Lich","size":"medium","type":"Undead","subtype":"","group":"Liches","alignment":"","armor_class":17,"armor_desc":"natural armor","hit_points":314,"hit_dice":"","speed":{"walk":30},"strength":10,"dexterity":16,"constitution":30,"intelligence":34,"wisdom":28,"charisma":16,"strength_save":0,"dexterity_save":3,"constitution_save":10,"intelligence_save":12,"wisdom_save":9,"charisma_save":3,"perception":19,"skills":{},"damage_vulnerabilities":"","damage_resistances":"cold,lightning,necrotic","damage_immunities":"bludgeoning,piercing,and slashing damage from nonmagical attacks,charmed,frightened,paralyzed,Undead Resilience","condition_immunities":"","senses":"truesight 120 ft.","languages":"Common plus up to five other languages","challenge_rating":"21","cr":21.0,"actions":[{"name":"Multiattack","desc":"The lich uses Lich's Gaze. It then makes four Arcane Death Burst attacks, or it makes three Arcane Death Burst attacks and one Death-Infused Rod attack. It can replace one attack with a use of Spellcasting."},{"name":"Arcane Death Burst","desc":"_Melee or Ranged Spell Attack:_ +12 to hit, reach 5 ft. or range 120 ft., one target. _Hit:_ 23 (4d8+5) force damage plus 17 (5d6) necrotic damage."},{"name":"Death-Infused Rod","desc":"_Melee Weapon Attack:_ +10 to hit, reach 5 ft., one target. _Hit:_ 21 (4d8+3) bludgeoning damage plus 17 (5d6) necrotic damage, and the target must succeed on a DC 20 CON save or be paralyzed for 1 minute. The target can repeat the save at the end of each of its turns, ending the effect on itself on a success."},{"name":"Lich's Gaze","desc":"The lich fixes its gaze on one creature it can see within 30 feet of it. The target must succeed on a DC 20 CHA save or be charmed or frightened (the lich's choice) until the end of its next turn."},{"name":"Spellcasting","desc":"The lich casts one of the following spells, using INT as the spellcasting ability (spell save DC 20).<br>At will: _detect magic_, _disguise self_, _mage hand_, _message_, _prestidigitation_<br>3/day each: _charm_, _detect thoughts_, _dispel magic_, _invisibility_ (self only), _mirror image_<br>2/day each: _bestow curse_, _cloudkill_, _dimension door_, _greater hold_<br>1/day each: _plane shift_ (self only), _power word stun_, _wall of force_"}],"bonus_actions":[{"name":"Levitate","desc":"The lich can rise or descend vertically up to 20 feet and can remain suspended there. This bonus action works like the levitate spell, except there is no duration, and the lich doesn't need to concentrate to continue levitating each round."}],"reactions":[{"name":"Absorb Spell","desc":"When a creature the lich can see within 60 feet of it casts a spell, the lich can absorb the spell's energy, countering it. This works like the counterspell spell, except the lich must always make a spellcasting ability check, no matter the spell's circle. Its ability check for this is +12. If it successfully counters the spell, the lich gains 5 temporary HP for each level of the spell."}],"legendary_desc":"The lich 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 lich regains spent legendary actions at the start of its turn.","legendary_actions":[{"name":"Move","desc":"The lich moves up to its speed without provoking opportunity attacks. If the lich is levitating, it can use this legendary action to move horizontally, propelling itself with a blast of arcane power."},{"name":"Cast a Spell (Costs 2 Actions)","desc":"The lich uses Spellcasting."},{"name":"Disrupt Life (Costs 3 Actions)","desc":"Each creature within 20 feet of the lich that isn't Undead must make a DC 20 CON save, taking 21 (6d6) necrotic damage on a failed save, or half as much damage on a successful one. The lich regains HP equal to the single highest amount of necrotic damage dealt."}],"special_abilities":[{"name":"Arcane Mastery","desc":"The lich can concentrate on two spells simultaneously. If it casts a third spell that requires concentration, the lich loses concentration on the oldest spell. If the lich is concentrating on two spells and loses concentration because of taking damage, it loses concentration only on the oldest spell."},{"name":"Legendary Resistance (3/Day)","desc":"If the lich fails a save, it can choose to succeed instead."},{"name":"Rejuvenation","desc":"If it has a phylactery, a destroyed lich gains a new body in 1d10 days, regaining all its HP and becoming active again. The new body appears within 5 feet of the phylactery."},{"name":"Turn Resistance","desc":"The lich has advantage on saves against any effect that turns undead."},{"name":"Undead Nature","desc":"The lich doesn't require air, food, drink, or sleep."},{"name":"Undead Resilience","desc":"The lich is immune to poison damage, to exhaustion, and to the poisoned condition."}],"spell_list":[],"page_no":null,"environments":[],"img_main":null,"document__slug":"blackflag","document__title":"Black Flag SRD","document__license_url":"https://paizo.com/orclicense","document__url":"https://koboldpress.com/black-flag-reference-document/","v2_converted_path":"/v2/creatures/bfrd_lich/"},{"slug":"mummy_lord_bf","desc":"","name":"Mummy Lord","size":"medium","type":"Undead","subtype":"","group":"Mummies","alignment":"","armor_class":17,"armor_desc":"natural armor","hit_points":270,"hit_dice":"","speed":{"walk":20},"strength":18,"dexterity":10,"constitution":26,"intelligence":20,"wisdom":28,"charisma":26,"strength_save":4,"dexterity_save":0,"constitution_save":8,"intelligence_save":5,"wisdom_save":9,"charisma_save":8,"perception":19,"skills":{},"damage_vulnerabilities":"fire","damage_resistances":"","damage_immunities":"necrotic; bludgeoning,piercing,and slashing damage from nonmagical attacks,charmed,frightened,paralyzed,Undead Resilience","condition_immunities":"","senses":"darkvision 60 ft.","languages":"the languages it knew in life","challenge_rating":"15","cr":15.0,"actions":[{"name":"Multiattack","desc":"The mummy makes two Blessed Khopesh attacks and one Rotting Fist attack, or it makes four Divine Bolt attacks. It can replace one attack with a use of Spellcasting."},{"name":"Blessed Khopesh","desc":"_Melee Weapon Attack:_ +9 to hit, reach 5 ft., one target. _Hit:_ 11 (2d6+4) slashing damage plus 14 (4d6) necrotic damage or radiant damage (the mummy lord's choice)."},{"name":"Rotting Fist","desc":"_Melee Weapon Attack:_ +9 to hit, reach 5 ft., one target. _Hit:_ 13 (2d8+4) bludgeoning damage plus 21 (6d6) necrotic damage, and the target must succeed on a DC 17 CON save or be cursed with mummy rot (see the Mummy Rot sidebar)."},{"name":"Divine Bolt","desc":"_Ranged Spell Attack:_ +9 to hit, range 120 ft., one target. _Hit:_ 21 (5d6+4) necrotic damage or radiant damage (the mummy lord's choice)."},{"name":"Undead Servitors","desc":"The mummy lord magically calls 2d6 **skeletons** or **zombies**, 1d4 **specters**, or 2 **mummies**. The called creatures arrive in 1d4 rounds, acting as allies of the mummy lord and obeying its spoken commands. The Undead remain for 1 hour, until the mummy lord dies, or until the mummy lord dismisses them as a bonus action. The mummy lord can have any number of Undead under its control at one time, provided the combined total CR of the Undead is no higher than 6."},{"name":"Spellcasting","desc":"The mummy lord casts one of the following spells, using WIS as the spellcasting ability (spell save DC 17).<br>At will: _command_, _guidance_, _thaumaturgy_<br>3/day each: _dispel magic_, _hold_, _silence_<br>1/day each: _contagion_, _insect plague_"}],"bonus_actions":[{"name":"Bolster Undead","desc":"The mummy lord sends necrotic power into up to three friendly Undead it can see, other than itself, within 30 feet of it. Each target regains 14 (4d6) HP and has advantage on the next attack roll it makes before the start of the mummy lord's next turn."},{"name":"Dreadful Glare","desc":"The mummy lord glares at up to two creatures it can see within 60 feet of it. Each target must succeed on a DC 17 WIS save or be frightened until the end of its next turn. If the target fails the save by 5 or more, it is also paralyzed for the same duration."}],"reactions":[],"legendary_desc":"The mummy lord can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The mummy lord regains spent legendary actions at the start of its turn.","legendary_actions":[{"name":"Detect Life","desc":"The mummy lord automatically detects every creature that isn't a Construct or Undead within 30 feet of it, pinpointing the current location of each."},{"name":"Sandy Teleport","desc":"The mummy lord transforms into loose sand and teleports up to 60 feet to an unoccupied space it can see, reforming in that space. Any equipment it is wearing or carrying transforms with it."},{"name":"Call Servitors (Costs 2 Actions)","desc":"The mummy lord uses Undead Servitors."},{"name":"Unleash Divine Energy (Costs 2 Actions)","desc":"The mummy lord unleashes a wave of divine energy. Each creature within 10 feet of it must make a DC 17 CON save. On a failure, a creature takes 14 (4d6) necrotic damage or radiant damage (the mummy lord's choice) and is stunned until the end of its next turn. On a success, a creature takes half the damage and isn't stunned."}],"special_abilities":[{"name":"Legendary Resistance (3/Day)","desc":"If the mummy lord fails a save, it can choose to succeed instead."},{"name":"Magic Resistance","desc":"The mummy lord has advantage on saves against spells and other magical effects."},{"name":"Rejuvenation","desc":"A destroyed mummy lord gains a new body in 24 hours if its heart is intact, regaining all its HP and becoming active again. The new body appears within 5 feet of the mummy lord's heart."},{"name":"Turning Defiance","desc":"The mummy lord and any friendly Undead within 30 feet of it have advantage on saves against effects that turn undead."},{"name":"Undead Nature","desc":"The mummy lord doesn't require air, food, drink, or sleep."},{"name":"Undead Resilience","desc":"The mummy lord is immune to poison damage, to exhaustion, and to the poisoned condition."}],"spell_list":[],"page_no":null,"environments":[],"img_main":null,"document__slug":"blackflag","document__title":"Black Flag SRD","document__license_url":"https://paizo.com/orclicense","document__url":"https://koboldpress.com/black-flag-reference-document/","v2_converted_path":"/v2/creatures/bfrd_mummy-lord/"},{"slug":"storm_giant_bf","desc":"","name":"Storm Giant","size":"huge","type":"Giant","subtype":"","group":"Giants","alignment":"","armor_class":16,"armor_desc":"scale mail","hit_points":243,"hit_dice":"","speed":{"walk":50,"swim":50},"strength":38,"dexterity":14,"constitution":30,"intelligence":16,"wisdom":28,"charisma":28,"strength_save":14,"dexterity_save":2,"constitution_save":10,"intelligence_save":3,"wisdom_save":9,"charisma_save":9,"perception":19,"skills":{},"damage_vulnerabilities":"Giant Attributes","damage_resistances":"cold,Giant Attributes","damage_immunities":"lightning,thunder","condition_immunities":"","senses":"-","languages":"Common,Giant","challenge_rating":"13","cr":13.0,"actions":[{"name":"Multiattack","desc":"The giant makes three Greatsword attacks, or it makes four Lightning Bolt attacks."},{"name":"Greatsword","desc":"_Melee Weapon Attack:_ +14 to hit, reach 10 ft., one target. _Hit:_ 30 (6d6+9) slashing damage."},{"name":"Lightning Bolt","desc":"_Ranged Spell Attack:_ +9 to hit, range 150 ft., one target. _Hit:_ 22 (4d8+4) lightning damage. If the giant scores a critical hit, the target must succeed on a DC 17 CON save or be paralyzed until the end of its next turn."},{"name":"Thunderous Strike (Recharge 5-6)","desc":"The giant hurls a magical lightning bolt at a point it can see within 500 feet of it. Each creature within 10 feet of that point must make a DC 17 DEX save. On a failure, a creature takes 36 (8d8) lightning damage and 21 (6d6) thunder damage and is stunned until the end of its next turn. On a success, a creature takes half the damage and isn't stunned."}],"bonus_actions":[],"reactions":[{"name":"Stormy Rebuke","desc":"When a creature the storm giant can see hits it with a melee attack while within 5 feet of the giant, the giant can send a stormy blast at the creature. The attacker must succeed on a DC 17 STR save or be pushed up to 15 feet away from the giant and knocked prone."}],"legendary_desc":null,"legendary_actions":[],"special_abilities":[{"name":"Amphibious","desc":"The giant can breathe air and water."},{"name":"Giant Attributes","desc":"The giant is resistant to the stunned condition, and it is vulnerable to the prone condition."},{"name":"Influence Weather","desc":"Nearby weather responds to the storm giant's desires. At the start of each minute, the storm giant can choose to change the precipitation, temperature, and wind within 3 miles of it by one stage, up or down (no action required). This effect works like the changing weather conditions aspect of the control weather spell, except the conditions change immediately and the storm giant can't change the temperature by more than one stage up or down from the area's standard temperature."},{"name":"Stormsight","desc":"The storm giant can see through areas obscured by clouds, fog, rain, snow, and storms without penalty."},{"name":"Updraft","desc":"While in an area open to the sky, the storm giant has a flying speed of 30 feet."}],"spell_list":[],"page_no":null,"environments":[],"img_main":null,"document__slug":"blackflag","document__title":"Black Flag SRD","document__license_url":"https://paizo.com/orclicense","document__url":"https://koboldpress.com/black-flag-reference-document/","v2_converted_path":"/v2/creatures/bfrd_storm-giant/"},{"slug":"tarrasque_bf","desc":"","name":"Tarrasque","size":"gargantuan","type":"Monstrosity","subtype":"","group":null,"alignment":"","armor_class":25,"armor_desc":"natural armor","hit_points":680,"hit_dice":"","speed":{"walk":40,"burrow":30},"strength":30,"dexterity":16,"constitution":30,"intelligence":20,"wisdom":28,"charisma":28,"strength_save":10,"dexterity_save":3,"constitution_save":10,"intelligence_save":5,"wisdom_save":9,"charisma_save":9,"perception":19,"skills":{},"damage_vulnerabilities":"thunder","damage_resistances":"Monstrosity Resilience","damage_immunities":"fire,poison; bludgeoning,piercing,and slashing damage from nonmagical attacks,charmed,frightened,paralyzed,poisoned","condition_immunities":"","senses":"keensense 120 ft.","languages":"-","challenge_rating":"30","cr":30.0,"actions":[{"name":"Multiattack","desc":"The tarrasque uses its Frightful Presence. It then makes one Bite attack, four Claw attacks, and one Spiked Tail attack, or it makes five Acid Spit attacks."},{"name":"Bite","desc":"_Melee Weapon Attack:_ +19 to hit, reach 10 ft., one target. _Hit:_ 36 (4d12+10) piercing damage. If the target is a creature, it must succeed on a DC 27 DEX save or be swallowed by the tarrasque. A swallowed creature is blinded and restrained, it has total cover against attacks and other effect outside of the tarrasque, and it takes 42 (12d6) acid damage at the start of each of the tarrasque's turns. If the tarrasque takes 60 damage or more on a single turn from a creature inside it, the tarrasque must succeed on a DC 20 CON save at the end of that turn or regurgitate all swallowed creatures, which fall prone in a space within 10 feet of the tarrasque. If the tarrasque dies, a swallowed creature is no longer restrained by it and can escape from the corpse using 20 feet of movement, exiting prone."},{"name":"Claw","desc":"_Melee Weapon Attack:_ +19 to hit, reach 15 ft., one target. _Hit:_ 28 (4d8+10) slashing damage."},{"name":"Spiked Tail","desc":"_Melee Weapon Attack:_ +19 to hit, reach 20 ft., one target. _Hit:_ 20 (3d6+10) bludgeoning damage and 13 (3d8) piercing damage. If the target is a creature, it must succeed on a DC 27 STR save or be knocked prone."},{"name":"Acid Spit","desc":"_Ranged Weapon Attack:_ +12 to hit, range 100/400 ft., one target. _Hit:_ 36 (6d10+3) acid damage."},{"name":"Frightful Presence","desc":"Each creature of the tarrasque's choice within 120 feet of it and aware of it must succeed on a DC 27 WIS save or be frightened for 1 minute. A creature can repeat the save at the end of each of its turns, ending the effect on itself on a success. If a creature's save is successful or the effect ends for it, the creature is immune to the tarrasque's Frightful Presence for the next 24 hours."}],"bonus_actions":[],"reactions":[],"legendary_desc":"The tarrasque 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 tarrasque regains spent legendary actions at the start of its turn.","legendary_actions":[{"name":"Detect","desc":"The tarrasque automatically detects every creature and trap within 60 feet of it, pinpointing the current location of each."},{"name":"Move","desc":"The tarrasque moves up to its speed without provoking opportunity attacks."},{"name":"Tail Attack","desc":"The tarrasque makes one Tail attack."},{"name":"Tail Swipe (Costs 2 Actions)","desc":"The tarrasque whips its spiked tail in a wide arc, flailing it in a 30-foot cone. Each creature in that area must make a DC 27 DEX save. On a failure, a creature takes 45 (10d8) piercing damage and is knocked prone. On a success, a creature takes half the damage and isn't knocked prone."}],"special_abilities":[{"name":"Legendary Resistance (3/Day)","desc":"If the tarrasque fails a save, it can choose to succeed instead."},{"name":"Magic Resistance","desc":"The tarrasque has advantage on saves against spells and other magical effects."},{"name":"Monstrosity Resilience","desc":"The tarrasque is resistant to exhaustion."},{"name":"Reflective Hide","desc":"Any time the tarrasque is targeted by a magic missile spell, a line spell, or a spell that requires a ranged attack roll, roll a d6. On a 1 to 5, the tarrasque is unaffected. On a 6, the tarrasque is unaffected, and the effect is reflected back at the caster as though it originated from the tarrasque, turning the caster into the target."},{"name":"Siege Behemoth","desc":"The tarrasque deals triple damage to objects and structures."}],"spell_list":[],"page_no":null,"environments":[],"img_main":null,"document__slug":"blackflag","document__title":"Black Flag SRD","document__license_url":"https://paizo.com/orclicense","document__url":"https://koboldpress.com/black-flag-reference-document/","v2_converted_path":"/v2/creatures/bfrd_tarrasque/"},{"slug":"aboleth-a5e","desc":"","name":"Aboleth","size":"Large","type":"Aberration","subtype":"","group":null,"alignment":"","armor_class":17,"armor_desc":"","hit_points":171,"hit_dice":"18d10+72","speed":{"walk":10,"swim":40},"strength":20,"dexterity":12,"constitution":18,"intelligence":20,"wisdom":20,"charisma":18,"strength_save":null,"dexterity_save":5,"constitution_save":8,"intelligence_save":9,"wisdom_save":9,"charisma_save":null,"perception":null,"skills":{"deception":8,"history":9,"stealth":5},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"","condition_immunities":"","senses":"blindsight 30 ft., darkvision 120 ft., passive Perception 15","languages":"Deep Speech, telepathy 120 ft.","challenge_rating":"11","cr":11.0,"actions":[{"name":"Multiattack","desc":"The aboleth attacks three times with its tentacle."},{"name":"Tentacle","desc":"Melee Weapon Attack: +9 to hit, reach 15 ft., one target. Hit: 19 (4d6 + 5) bludgeoning damage. The aboleth can choose instead to deal 0 damage. If the target is a creature  it makes a DC 16 Constitution saving throw. On a failure  it contracts a disease called the Sea Change. On a success  it is immune to this disease for 24 hours. While affected by this disease  the target has disadvantage on Wisdom saving throws. After 1 hour  the target grows gills  it can breathe water  its skin becomes slimy  and it begins to suffocate if it goes 12 hours without being immersed in water for at least 1 hour. This disease can be removed with a disease-removing spell cast with at least a 4th-level spell slot  and it ends 24 hours after the aboleth dies."},{"name":"Slimy Cloud (1/Day, While Bloodied)","desc":"While underwater  the aboleth exudes a cloud of inky slime in a 30-foot-radius sphere. Each non-aboleth creature in the area when the cloud appears makes a DC 16 Constitution saving throw. On a failure  it takes 44 (8d10) poison damage and is poisoned for 1 minute. The slime extends around corners  and the area is heavily obscured for 1 minute or until a strong current dissipates the cloud."}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":[{"name":"The aboleth can take 2 legendary actions","desc":"Only one legendary action can be used at a time and only at the end of another creatures turn. It regains spent legendary actions at the start of its turn."},{"name":"Move","desc":"The aboleth moves up to its swim speed without provoking opportunity attacks."},{"name":"Telepathic Summon","desc":"One creature within 90 feet makes a DC 16 Wisdom saving throw. On a failure, it must use its reaction, if available, to move up to its speed toward the aboleth by the most direct route that avoids hazards, not avoiding opportunity attacks. This is a magical charm effect."},{"name":"Baleful Charm (Costs 2 Actions)","desc":"The aboleth targets one creature within 60 feet that has contracted Sea Change. The target makes a DC 16 Wisdom saving throw. On a failure, it is magically charmed by the aboleth until the aboleth dies. The target can repeat this saving throw every 24 hours and when it takes damage from the aboleth or the aboleths allies. While charmed in this way, the target can communicate telepathically with the aboleth over any distance and it follows the aboleths orders."},{"name":"Soul Drain (Costs 2 Actions)","desc":"One creature charmed by the aboleth takes 22 (4d10) psychic damage, and the aboleth regains hit points equal to the damage dealt."}],"special_abilities":[{"name":"Amphibious","desc":"The aboleth can breathe air and water."},{"name":"Innate Spellcasting","desc":"The aboleths spellcasting ability is Charisma (spell save DC 16). It can innately cast the following spells, requiring no components: 3/day each: detect thoughts (range 120 ft, desc: ), project image (range 1 mile), phantasmal force"}],"spell_list":[],"page_no":16,"environments":[],"img_main":null,"document__slug":"menagerie","document__title":"Level Up Advanced 5e Monstrous Menagerie","document__license_url":"http://open5e.com/legal","document__url":"https://www.levelup5e.com","v2_converted_path":"/v2/creatures/a5e-mm_aboleth/"},{"slug":"adult-river-dragon-a5e","desc":"","name":"Adult River Dragon","size":"Huge","type":"Dragon","subtype":"","group":null,"alignment":"","armor_class":18,"armor_desc":"","hit_points":252,"hit_dice":"24d12+96","speed":{"walk":60,"fly":80,"swim":90},"strength":18,"dexterity":20,"constitution":18,"intelligence":14,"wisdom":20,"charisma":16,"strength_save":null,"dexterity_save":9,"constitution_save":8,"intelligence_save":6,"wisdom_save":9,"charisma_save":7,"perception":null,"skills":{"acrobatics":8,"deception":7,"insight":9,"nature":6,"perception":9,"stealth":9},"damage_vulnerabilities":"","damage_resistances":"damage from nonmagical weapons","damage_immunities":"","condition_immunities":"fatigue","senses":"darkvision 120 ft., tremorsense 200 ft. (only detects vibrations in water), passive Perception 19","languages":"Aquan, Common, Draconic","challenge_rating":"17","cr":17.0,"actions":[{"name":"Multiattack","desc":"The dragon attacks once with its bite and twice with its claws."},{"name":"Bite","desc":"Melee Weapon Attack: +11 to hit, reach 10 ft., one target. Hit: 21 (3d10 + 5) piercing damage."},{"name":"Claws","desc":"Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 18 (3d8 + 5) slashing damage."},{"name":"Torrential Breath (Recharge 5-6)","desc":"The dragon exhales water in a 60-foot-long  5-foot-wide line. Each creature in the area makes a DC 18 Dexterity saving throw  taking 56 (16d6) bludgeoning damage on a failed save or half damage on a success. A creature that fails the save is also knocked prone and is pushed up to 30 feet away. A creature that impacts a solid object takes an extra 10 (3d6) bludgeoning damage."}],"bonus_actions":[{"name":"Whirlpool","desc":"A cylindrical, 15-foot-tall, 10-foot-radius whirlpool or waterspout magically appears in the water or air, centered on a point within 60 feet. Creatures in the area make a DC 18 Strength saving throw. On a failure, a creature takes 17 (5d6) bludgeoning damage and is knocked prone and pushed up to 15 feet. On a failure, a creature takes half damage."}],"reactions":[{"name":"Snap Back (While Bloodied)","desc":"When a creature the dragon can see hits it with a melee weapon attack, the dragon makes a bite attack against the attacker."}],"legendary_desc":"","legendary_actions":[{"name":"The dragon can take 3 legendary actions","desc":"Only one legendary action can be used at a time and only at the end of another creatures turn. It regains spent legendary actions at the start of its turn."},{"name":"Dart Away","desc":"The dragon swims up to half its speed."},{"name":"Lurk","desc":"The dragon takes the Hide action."},{"name":"River Surge (Costs 2 Actions)","desc":"The dragon generates a 20-foot-tall, 100-foot-wide wave on the surface of water within 90 feet. The wave travels up to 45 feet in any direction the dragon chooses and crashes down, carrying Huge or smaller creatures and vehicles with it. Vehicles moved in this way have a 25 percent chance of capsizing and creatures that impact a solid object take 21 (6d6) bludgeoning damage."},{"name":"Sudden Maelstrom (While Bloodied","desc":"The dragon magically surrounds itself with a 60-foot-radius maelstrom of surging wind and rain for 1 minute. A creature other than the dragon that starts its turn in the maelstrom or enters it for the first time on a turn makes a DC 18 Strength saving throw. On a failed save, the creature is knocked prone and pushed 15 feet away from the dragon."}],"special_abilities":[{"name":"Amphibious","desc":"The dragon can breathe air and water."},{"name":"Flowing Grace","desc":"The dragon doesnt provoke opportunity attacks when it flies or swims out of an enemys reach."},{"name":"Legendary Resistance (3/Day)","desc":"When the dragon fails a saving throw, it can choose to succeed instead. When it does, it loses coordination as white-crested waves run up and down its body. It loses its Flowing Grace and Shimmering Scales traits until the beginning of its next turn."},{"name":"Shimmering Scales","desc":"While in water, the dragon gains three-quarters cover from attacks made by creatures more than 30 feet away."},{"name":"Essence Link","desc":"The essence dragon is spiritually linked to a specific area or landmark. The dragon gains no benefit from a long rest when more than 1 mile away from its linked area. If the dragon dies, the area it is linked to loses its vital essence until it forms a new essence dragon, which can take centuries. When a creature first enters an area that has lost its vital essence in this way, they gain a level of fatigue and a level of strife. This fatigue and strife can be removed only by completing a long rest outside the area."},{"name":"Innate Spellcasting","desc":"The dragons spellcasting ability is Charisma (save DC 15). It can innately cast the following spells, requiring no material components. 3/day each:create or destroy water, fog cloud, control water, freedom of movement"}],"spell_list":[],"page_no":132,"environments":[],"img_main":null,"document__slug":"menagerie","document__title":"Level Up Advanced 5e Monstrous Menagerie","document__license_url":"http://open5e.com/legal","document__url":"https://www.levelup5e.com","v2_converted_path":"/v2/creatures/a5e-mm_adult-river-dragon/"},{"slug":"ancient-aboleth-a5e","desc":"","name":"Ancient Aboleth","size":"Huge","type":"Aberration","subtype":"","group":null,"alignment":"","armor_class":17,"armor_desc":"","hit_points":342,"hit_dice":"36d10+144","speed":{"walk":10,"swim":40},"strength":20,"dexterity":12,"constitution":18,"intelligence":20,"wisdom":20,"charisma":18,"strength_save":null,"dexterity_save":5,"constitution_save":8,"intelligence_save":9,"wisdom_save":9,"charisma_save":null,"perception":null,"skills":{"deception":8,"history":9,"stealth":5},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"","condition_immunities":"","senses":"blindsight 30 ft., darkvision 120 ft., passive Perception 15","languages":"Deep Speech, telepathy 120 ft.","challenge_rating":"11","cr":11.0,"actions":[{"name":"Multiattack","desc":"The aboleth attacks three times with its tentacle."},{"name":"Tentacle","desc":"Melee Weapon Attack: +9 to hit, reach 15 ft., one target. Hit: 19 (4d6 + 5) bludgeoning damage. The aboleth can choose instead to deal 0 damage. If the target is a creature  it makes a DC 16 Constitution saving throw. On a failure  it contracts a disease called the Sea Change. On a success  it is immune to this disease for 24 hours. While affected by this disease  the target has disadvantage on Wisdom saving throws. After 1 hour  the target grows gills  it can breathe water  its skin becomes slimy  and it begins to suffocate if it goes 12 hours without being immersed in water for at least 1 hour. This disease can be removed with a disease-removing spell cast with at least a 4th-level spell slot  and it ends 24 hours after the aboleth dies."},{"name":"Slimy Cloud (1/Day, While Bloodied)","desc":"While underwater  the aboleth exudes a cloud of inky slime in a 30-foot-radius sphere. Each non-aboleth creature in the area when the cloud appears makes a DC 16 Constitution saving throw. On a failure  it takes 44 (8d10) poison damage and is poisoned for 1 minute. The slime extends around corners  and the area is heavily obscured for 1 minute or until a strong current dissipates the cloud."}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":[{"name":"The aboleth can take 2 legendary actions","desc":"Only one legendary action can be used at a time and only at the end of another creatures turn. It regains spent legendary actions at the start of its turn."},{"name":"Move","desc":"The aboleth moves up to its swim speed without provoking opportunity attacks."},{"name":"Telepathic Summon","desc":"One creature within 90 feet makes a DC 16 Wisdom saving throw. On a failure, it must use its reaction, if available, to move up to its speed toward the aboleth by the most direct route that avoids hazards, not avoiding opportunity attacks. This is a magical charm effect."},{"name":"Baleful Charm (Costs 2 Actions)","desc":"The aboleth targets one creature within 60 feet that has contracted Sea Change. The target makes a DC 16 Wisdom saving throw. On a failure, it is magically charmed by the aboleth until the aboleth dies. The target can repeat this saving throw every 24 hours and when it takes damage from the aboleth or the aboleths allies. While charmed in this way, the target can communicate telepathically with the aboleth over any distance and it follows the aboleths orders."},{"name":"Soul Drain (Costs 2 Actions)","desc":"One creature charmed by the aboleth takes 22 (4d10) psychic damage, and the aboleth regains hit points equal to the damage dealt."},{"name":"Elite Recovery","desc":"The aboleth ends one negative effect currently affecting it. It can use this action as long as it has at least 1 hit point, even while unconscious or incapacitated."},{"name":"Look Upon My Works (1/Day)","desc":"Each creature within 90 feet makes a DC 16 Wisdom saving throw. On a failure, the creature sees a fragmentary vision of the aboleths memories, taking 33 (6d10) psychic damage. After taking the damage, the creature forgets the vision, but it may learn one piece of lore."},{"name":"Lunging Attack","desc":"The aboleth moves up to its swim speed without provoking opportunity attacks and makes a tentacle attack."}],"special_abilities":[{"name":"Amphibious","desc":"The aboleth can breathe air and water."},{"name":"Innate Spellcasting","desc":"The aboleths spellcasting ability is Charisma (spell save DC 16). It can innately cast the following spells, requiring no components: 3/day each: detect thoughts (range 120 ft, desc: ), project image (range 1 mile), phantasmal force"}],"spell_list":[],"page_no":17,"environments":[],"img_main":null,"document__slug":"menagerie","document__title":"Level Up Advanced 5e Monstrous Menagerie","document__license_url":"http://open5e.com/legal","document__url":"https://www.levelup5e.com","v2_converted_path":"/v2/creatures/a5e-mm_ancient-aboleth/"},{"slug":"ancient-black-dragon-a5e","desc":"","name":"Ancient Black Dragon","size":"Gargantuan","type":"Dragon","subtype":"","group":null,"alignment":"","armor_class":22,"armor_desc":"","hit_points":367,"hit_dice":"21d20+147","speed":{"walk":40,"fly":80,"swim":40},"strength":26,"dexterity":14,"constitution":24,"intelligence":16,"wisdom":14,"charisma":18,"strength_save":null,"dexterity_save":9,"constitution_save":14,"intelligence_save":null,"wisdom_save":9,"charisma_save":11,"perception":null,"skills":{"history":10,"perception":9,"stealth":9},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"acid","condition_immunities":"","senses":"blindsight 60 ft., darkvision 120 ft., passive Perception 22","languages":"Common, Draconic, one more","challenge_rating":"23","cr":23.0,"actions":[{"name":"Multiattack","desc":"The dragon attacks once with its bite and twice with its claws. In place of its bite attack  it can use Acid Spit."},{"name":"Bite","desc":"Melee Weapon Attack: +15 to hit, reach 15 ft., one target. Hit: 30 (4d10 + 8) piercing damage plus 9 (2d8) acid damage. Instead of dealing piercing damage  the dragon can grapple the target (escape DC 23)  and a Huge or smaller creature grappled in this way is restrained. While grappling a creature  the dragon can't bite or use Acid Spit against another target."},{"name":"Claw","desc":"Melee Weapon Attack: +15 to hit, reach 10 ft., one target. Hit: 21 (3d8 + 8) slashing damage."},{"name":"Tail","desc":"Melee Weapon Attack: +15 to hit, reach 20 ft., one target. Hit: 21 (3d8 + 8) bludgeoning damage  and the dragon pushes the target 10 feet away."},{"name":"Acid Spit","desc":"The dragon targets a creature within 60 feet  forcing it to make a DC 22 Dexterity saving throw. The creature takes 22 (4d10) acid damage on a failure or half damage on a success. A creature that fails the save also takes 11 (2d10) ongoing acid damage. A creature can use an action to end the ongoing damage."},{"name":"Acid Breath (Recharge 5-6)","desc":"The dragon exhales sizzling acid in a 90-foot-long  10-foot-wide line. Each creature in that area makes a DC 22 Dexterity saving throw  taking 85 (19d8) acid damage on a failed save or half damage on a success. A creature that fails the save is blinded until the end of its next turn."}],"bonus_actions":null,"reactions":[{"name":"Tail Attack","desc":"When a creature the dragon can see within 10 feet hits the dragon with a melee attack, the dragon makes a tail attack against it."}],"legendary_desc":"","legendary_actions":[{"name":"The dragon can take 3 legendary actions","desc":"Only one legendary action can be used at a time and only at the end of another creatures turn. It regains spent legendary actions at the start of its turn."},{"name":"Darkness","desc":"The dragon creates a 40-foot-radius sphere of magical darkness originating from a point it can see within 120 feet. Darkvision can't penetrate this darkness. The darkness lasts for 1 minute or until the dragon uses this action again."},{"name":"Roar","desc":"Each creature of the dragons choice within 120 feet that can hear it makes a DC 19 Charisma saving throw. On a failure, it is frightened for 1 minute. A creature repeats the saving throw at the end of its turns, ending the effect on itself on a success. When it succeeds on a saving throw or the effect ends for it, it is immune to Roar for 24 hours."},{"name":"Wing Attack","desc":"The dragon beats its wings. Each creature within 15 feet makes a DC 22 Dexterity saving throw. On a failure, it is pushed 10 feet away and knocked prone. The dragon can then fly up to half its fly speed."}],"special_abilities":[{"name":"Ambusher","desc":"When submerged in water, the dragon has advantage on Stealth checks. If the dragon hits a creature that can't see it with its bite, it can deal piercing damage and grapple the target simultaneously."},{"name":"Amphibious","desc":"The dragon can breathe air and water."},{"name":"Legendary Resistance (3/Day)","desc":"When the dragon fails a saving throw, it can choose to succeed instead. When it does, it sheds some of its scales, which turn to mud. If it has no more uses of this ability, its Armor Class is reduced to 20 until it finishes a long rest."},{"name":"Ruthless (1/Round)","desc":"After scoring a critical hit on its turn, the dragon can immediately make one claw attack."},{"name":"Innate Spellcasting","desc":"The dragons spellcasting ability is Charisma (save DC 19). It can innately cast the following spells, requiring no material components. 3/day each:fog cloud, pass without trace, legend lore, speak with dead,  1/day each: create undead, insect plague"}],"spell_list":[],"page_no":100,"environments":[],"img_main":null,"document__slug":"menagerie","document__title":"Level Up Advanced 5e Monstrous Menagerie","document__license_url":"http://open5e.com/legal","document__url":"https://www.levelup5e.com","v2_converted_path":"/v2/creatures/a5e-mm_ancient-black-dragon/"}]}